Lethal Reword 7 * True Lethal (Rated M)

Discussion in 'ROLEPLAY GRAVEYARD' started by Boss Frost, Nov 2, 2010.

  1. -Lethal Reword 7-
    True Lethal

    A day that began like any other can still end poorly. For you, a perfectly normal day ended abruptly with your own death. The circumstances matter very little - as soon as the first tear appeared in your body, it would not stop. Your body was ripped apart, feeling metal and debris go right through you, or sticking within. You were conscious through all of it.

    It wasn't all bad, though. A hand rested upon you, and the pain stopped. For days, you dreamed... only the twitch and flexing of your body and muscle convinced you that somehow, you were still alive. The pinch of bone, the snap of a tendon. All of it sent so many sensations off in your brain. When peace finally settled, you opened your eyes - and saw nothing.

    -----------------------

    Like all Lethal Rewords, you play as yourself - you, behind the computer.
    Unlike the rest, True Lethal is not a lighthearted tale. It is notably darker.
    This will be a D&D game, of the 4e ruleset. You are given 100 gold for starting equipment, and the point-buy count is 28. Here is a calculator for this, if you need help. http://www.hackslash.net/?p=210

    Your "adventure" awaits... but not for what you were. It's for what you are now.
     
  2. Name: Oliver/Frost Nova
    Race: Dragonborn
    Class: Paladin
    Level: 1

    Horns: Grey-White
    Eyes: Blue
    Scales: White
    Height: 6'6"
    Weight: 231lbs.
    Likes: Magic, Natural Environments, Romance, Old Architechture
    Dislikes: Hot Weather, Chaos, Wishy-Washy People, Cheaters


    Show Spoiler

    Str: 20 | +5
    Con: 14 | +2
    Dex: 8 | -1
    Int: 10 | +0
    Wis: 14 | +2
    Cha: 14 | +2

    HP: 34
    Bloodied: 17
    Surge: 10
    SPD: 12

    AC: 18 | 10 | 8 | 0
    Fort: 16 | 10 | 5 | 1
    Ref: 11 | 10 | 0 | 1
    Will: 13 | 10 | 2 | 1

    Racial Traits:
    - +2 Strength, +2 Charisma
    - Size: Medium
    - Speed: 6 squares
    - Vision: Normal
    - Languages: Common, Draconic
    - Skill Bonuses: +2 History, +2 Intimidate
    - Dragonborn Fury: When you're bloodied, you gain a +1 racial bonus to attack rolls.
    - Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points +
    your Constitution modifer.
    - Dragon Breath: You can use 'dragon breath' as an encounter power. Frost's Dragon Breath does Cold
    damage, and is linked to his Strength score.

    Class Features:
    - Channel Divinity: Divine Mettle, Divine Strength
    - Divine Challenge
    - Lay on Hands (2/day)


    Feats:
    Toughness: +5 hit points every tier.

    Skills:
    Diplomacy: +8
    Religion: +5
    Endurance: +7
    Insight: +7

    Equipment: 10 Gold (85 pounds of stuff)
    Halberd (+2 prof, 1d10 damage, 12lbs, Axe/Polearm, Reach property, 12lbs)
    Plate Armor (+8 AC, -2 penalty, -1 speed, 50lbs.)
    Standard Adventurer's Kit (33lbs)

    Normal Load: 200lbs.
    Heavy Load: 400lbs.
    Drag/Push: 1,000lbs.


    At-Will Powers:
    Holy Strike, Ardent Strike

    Encounter Powers:
    Dragon Breath, Divine Pursuit

    Daily Powers:
    Paladin's Judgement

    Utility Powers:
    None!
     
  3. Will be getting you info soonish. For party balance references, I am looking at a melee high damage, low-health character, with various special abilities to offset the glass nature of their cannon.
     
  4. Name: Nick/Zypher Yaguchi
    Race: Eladrin
    Class: Wizard
    Level: 1
    Initiative bonus: +6

    Str: 10 | +0
    Con: 15 | +2
    Dex: 15 | +2
    Int: 20 | +5
    Wis: 10 | +0
    Cha: 10 | +0

    HP: 25
    Bloodied: 12
    Surge: 6
    Surges Per Day: 8

    AC: 15
    Fort: 12 | 10 | 2 | 0
    Ref: 15 | 10 | 5 | 0
    Will: 13 | 10 | 2 | 1

    [​IMG]
    Hair: Blond
    Eyes: Green
    Skin: White
    Height: 5'11"
    Weight: 140lbs
    Likes: beaches, action, sneakiness, travel
    Dislikes: tight enclosed spaces, obnoxious people, sitting around for too long

    Racial Traits:
    +2 Dex, +2 Int
    Size: Medium
    Speed: 6 Squares
    Vision: Low-Light
    Languages: Common, Eladrin

    Eladrin Education: Trained in one additional skill

    Eladrin Weapon Proficiency: Proficient with longsword

    Eladrin Will: +1 Racial bonus to will saves (+5 vs. Charm effects)

    Fey Origin: Considered a fey creature for effects that relate to creature origin

    Trance: In lieu of sleep Eladrin go into a trance, being fully aware of their surroundings while doing so. They only need 4 hours to gain the benefits of a 6 hour extended-rest

    Fey Step: Encounter - Teleportation: Teleport up to 5 squares

    Class Features:
    Arcane Impliment Mastery: Wand of Accuracy
    Once per encounter as a free action Zypher gains a +2 to one attack roll

    Cantrips:
    Ghost Sound
    Light
    Mage Hand
    Prestidigitation

    Ritual Casting

    Spellbook

    Rituals:
    Comprehend Language
    Make Whole
    Gentle Repose


    Feats:
    Improved Initiative

    Skills:
    Arcana: +10
    History: +10
    Nature: +10
    Religion: +10
    Stealth: +7


    Equipment: (57 starter gold, 38lbs of gear)
    Dagger (+3 prof, 1d4dmg, 1lb, light blade, off-hand, light thrown, 1lb.)
    Standard Adventurer's Kit (33lbs)
    Spellbook (3lbs)
    Wand of Accuracy



    Normal Load: 100
    Heavy Load: 200
    Drag/Push: 500

    At-Will Powers:
    Magic Missle, Scorching Burst

    Encounter Powers:
    Fey Step, Burning Hands

    Daily Powers:
    Flaming Sphere, Acid Arrow

    Utility Powers:
     
  5. Name: Aaron/Vagre
    Race: Human
    Class: Fighter
    Level: 1
    Languages: Common, Elven.
    Eyes: Blue-grey
    Skin: Very light with a slight tan.
    Height: 5' 7
    Weight: 121
    Likes: History, Mathematics, Astronomy.
    Dislikes: Magic, Shallow people, people who think they're better than other because of wealth /status /religion

    STR: 15 +2
    CON: 14 +2
    DEX: 16 +3
    INT: 14 +2
    WIS: 12 +1
    CHA: 10 +0

    HP: 29
    Bloodied: 15
    Surge: 8

    AC: 18 | 10 | +3 | +5
    Fort: 13 | 10 | 2 | 1
    Ref: 16 | 10 | 3 | 3
    Will: 12 | 10 | 1 | 1

    RACIAL TRAITS
    Average Height: 5 ́ 6 - 6 ́ 2
    Average Weight: 135–220 lb.


    Ability Scores: +2 to one ability score of your choice Size: Medium Speed: 6 squares Vision: Normal
    Languages: Common, choice of one other
    Bonus At-Will Power: You know one extra at-will power from your class.
    Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
    Bonus Skill: You gain training in one additional skill from your class skill list.
    Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.


    CLASS TRAITS

    Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield

    Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged

    Bonus to Defense: +2 Fortitude

    Class Features: Combat Challenge, Combat Superiority, Fighter Weapon Talent (one handed)

    FEATS:
    Weapon focus (heavy blade)
    Human preservation

    Skills:

    Trained:
    Endurance +7
    Heal +6
    Intimidate +5
    Streetwise +5

    Normal load: 150
    Heavy load: 300
    Push/drag: 750

    At will: Sure strike, Tide of Iron, Cleave
    Encounter: Covering Attack
    Daily: Comeback strike

    Equipment: 15gp (equipment total, 79 lbs)

    Hide armour (light, +3 AC, -1 Check, 30gp, 25lbs)
    Heavy shield (+2 Shield bonus, -2 Check, 10gp, 15lbs)
    bastard sword (+3 prof, 1d10 damage, 30gp, 6lbs, Heavy blade, versatile)

    Standard adventurer's kit (total 15gp, 33lbs)
    - backpack
    - bedroll
    - Flint and seel
    - Puch, belt
    - Rations for 10 days
    - Rope, Hempen (50 ft.)
    - Sunrods (2)
    - Waterskin
     
  6. Name: Mick Porter
    Race: Human
    Class: Warlord
    Level: 1


    Eyes: Green
    skin: Pale-ish white
    Height: Short
    Weight: Over
    Likes: Alcohol, Sleeping, Blowing shit up, pretty girls, magic.
    Dislikes: Bad guys, Dishonor, high society occasions, the sheer inability to have a proper bath or relieve oneself in comfort ("Cant even take a f**kin' s**t properly in this s**thole!), unfair odds


    STR: 14 + 2
    CON: 18 + 4
    DEX: 12 +1 (+2 human race bonus added, standard value was 10)
    INT: 14 + 2
    WIS: 9 - 1
    CHA: 11 +0
    HP: 30
    Bloodied:15
    Surge: 11
    AC: l10l
    Fort: 15 l10l +4l+1
    Ref: 13 l10l+2l+1
    Will: 11 l10l+0l+1

    RACIAL TRAITS
    Average Height: 5 ́ 6 - 6 ́ 2
    Average Weight: 135–220 lb.
    Ability Scores: +2 to one ability score of your choice
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Languages: Common, draconic
    Bonus At-Will Power: You know one extra at-will power from your class.
    Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
    Bonus Skill: You gain training in one additional skill from your class skill list.
    Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

    CLASS TRAITS
    Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
    Weapon Proficiencies: Simple melee, military melee, simple ranged
    Bonus to Defense: +1 Fortitude, +1 Will
    Class Features: Combat Leader, Commanding Presence (Tactical Presence), inspiring word

    FEATS: Inspired Recovery (Human feat: Toughness)

    Skills:

    Trained: History (Int), Intimidate (Cha), Endurance (Con), Heal (Wis)

    Normal load: 140lbs
    Heavy load: 280lbs
    Push/drag: 700lbs

    At will: viper’s strike, wolf pack tactics
    Encounter: warlord’s favor
    Daily: lead the attack
    Equipment: Soviet Tank Regiment Enlisted Man's Cap (the only possession from his 'normal' life that he owns)
    Chainmail (40gp 40lbs)
    Glaive (25gp 10lbs)
    Hand Crossbow (25 2lbs)
    20 Crossbow bolts (1gp 2lbs)
    Standard adventurer's kit (total 14gp, 33lbs)
    - backpack
    - bedroll
    - Flint and steel
    - Pouch, belt
    - Rations for 10 days
    - Sunrods (2)
    - Waterskin

    Quotes: "So, this is death. huh, guess my 'eternal barfight' theory had some merit after all"
    "oi you! yes you! the bad guy standing over there! f**k you and the motherf**king horse you rode in on! you f**king Wanker!"
    "a beer costs HOW MUCH!? bloody extortion! alright, here you go......mmmmm......beer...."
     
  7. I was thinking we needed a warlord....

    I have your back brother.
     
  8. D8 DAAAAAAAAAAAAAAAAAAH I WANNA PLAY TOO...!
     
  9. Name: Tinde Larke
    Race: Elf
    Class: Cleric
    Level: 1
    Initiative bonus: +6
    Height: 5' 6"
    Weight: 110
    Size: Medium
    Vision: Low light
    Speed: 7
    Language: Common, elven
    Show Spoiler

    [​IMG]


    Longbow (1d8; 20/40)

    Str: 12 | +1
    Con: 14 | +2
    Dex: 14 | +2 (12 plus racial modifier)
    Int: 14 | +2
    Wis: 18 | +4 (16 plus racial)
    Cha: 12 | +1

    HP: 26
    Bloodied: 13
    Surge: 6
    Surges Per Day: 8

    AC: 12
    Fort: 12 | 10 | 2 | 0
    Ref: 12 | 10 | 2 | 0
    Will: 16 | 10 | 4 | 2

    Trained Skills: 4
    Arcana: 10
    Nature: 5 (Racial +2)
    Perception:2 (Racial +2)
    Insight: 10
    Religion: 10

    Elven Weapon Proficiency - Proficient with longbow and shortbow.
    Group Awareness - Non-elf allies within 5 get +1 to Perception.
    Wild Step - Ignore difficult terrain when shifting (even when shifting multiple squares).

    Powers:
    Lance of Faith
    Righteous Brand
    Healing Strike
    Beacon of Hope

    Supplies:
    Backpack
    Long bow (4lbs, 25gold)
    Adventurer's Kit (33 lbs, 14 gold)
    Arrows (30)
    Holy Symbol of Saharine
    [That should be it, am I missing anything? D;]
     
  10. You need your Powers, Kitti, and you're all set!
     
  11. The IC is up. Vay, Warmaster, and Zypher are free to enter.
     
  12. Name: Chris / Sage
    Rage: Human
    Class: Psion
    Languages: Common, Primordial
    Level: 1
    Initiative: +1

    Skin: Olive-tanned
    Eyes: Brown
    Hair: Black, short
    Height: 5'10"
    Weight: 200 lbs.
    Likes: History, Puzzles, Swords, Combat, Spicy Food, the Moon, Women
    Dislikes: Hot Weather, Morons, Liars, Elitism, Evil

    Show Spoiler


    Str 13 | +1
    Con 12 | +1
    Dex 12 | +1
    Int 18 | +4
    Wis 14 | +2
    Cha 14 | +2

    AC: 16
    Fort: 12
    Reflex: 15
    Will: 15

    HP: 29
    Bloodied: 14
    Surges: 7
    Surge Value: 7
    Speed: 6

    SENSES
    Passive Insight +17
    Passive Perception +17

    TRAINED SKILLS
    Diplomacy +7
    History +9
    Insight +7
    Intimidate +7
    Perception +7

    UNTRAINED SKILLS
    Acrobatics +1
    Arcana +4
    Athletics +1
    Bluff +2
    Dungeoneering +2
    Endurance +1
    Heal +2
    Nature +2
    Religion +4
    Stealth +1
    Streetwise +2
    Thievery +1

    FEATS
    Psion: Ritual Caster
    Human: Toughness
    Level 1: Unarmored Agility

    POWERS
    Augmentation: 2
    Discipline Focus: Telekinesis

    At-Will Powers:
    Mind Thrust, Dimensional Scramble, Dishearten

    Encounter Powers:
    Far Hand, Forceful Push

    Daily Powers:
    Living Missile

    Utility Powers:
    None!

    ITEMS
    66 gp 9 sp
    32/130 Encumbrance

    Guardian staff, Cloth Armor (Basic Clothing), Backpack (empty), Bedroll, Belt Pouch (empty), Flint and Steel, Sunrod (2), Trail Rations (10), Waterskin, Bottle of Wine

     
  13. Name: Coju Yip
    Race: Greymane Kobold
    Appearance: [​IMG]


    Class: Rogue (Brutal Scoundrel)
    Level: 1

    Fur: White underchin, paws & belly; fawn over the top
    Eyes: Brown
    Height: 3’2”

    Language: Canine, Common


    Likes: Going out for joggies, stealing, sneaking, grooming
    Dislikes: Whistling, chocolate, neon colors
    <?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>


    TECHNICAL-TYPE STUFF: (That I copied and pasted from a convo with Seiji)
    FINAL ABILITY SCORES
    Str 16, Con 10, Dex 18, Int 14, Wis 10, Cha 14.


    AC: 16 Fort: 13 Reflex: 16 Will: 12
    HP: 22 Surges: 6 Surge Value: 5

    TRAINED SKILLS
    Stealth +11, Thievery +11, Perception +5, Streetwise +7, Acrobatics +9, Athletics +9

    UNTRAINED SKILLS
    Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering, Endurance, Heal, History +2, Insight, Intimidate +2, Nature, Religion +2

    FEATS
    Level 1: Sure Climber

    POWERS
    Rogue at-will 1: Riposte Strike
    Rogue at-will 1: Clever Strike
    Rogue encounter 1: Torturous Strike
    Rogue daily 1: Trick Strike

    ITEMS
    51/160
    48 gp
    Adventurer's Kit, Leather Armor, Short sword, Shuriken (5), Dagger
     
  14. Name: Leslie/Firian
    Race: Half-Elf
    Class: Artificer
    Level: 1

    Str: 10 | +0
    Con: 16 | +3
    Dex: 14 | +2
    Int: 16 | +3
    Wis: 14 | +2
    Cha: 14 | +2

    HP: 28
    Bloodied: 14
    Surge: 7
    Surges per Day: 9

    AC: 13 | 10 | 3 | 0
    Fort: 14 | 10 | 3 | 1
    Ref: 13 | 10 | 3 | 0
    Will: 13 | 10 | 2 | 1

    Hair: Jet black, long, worn in a braid down her back
    Eyes: Bright amber
    Skin: Fair
    Height: 5'7"
    Weight: 125 lbs.
    Likes: Putting things back together (after taking them apart); learning new things; machines; magic
    Dislikes: Boredom; being stuck in one place against her will; being helpless; being talked down to

    Racial Traits:
    - +2 Constitution, +2 Charisma
    - +2 Diplomacy, +2 Insight
    - Dilettante: Choose an at-will power from a class different than yours,
    you may use that power as an encounter power.
    - DUal Heritage: You can take feats that gave elf or human as a prerequisite.
    - Group Diplomacy: Your allies within 10 squares of you gain +1 to their Diplomacy scores.

    Class Features:
    - Impart Energy: You recharge the daily power of a
    magic item. An item can be recharged only once per
    day in this way.

    - Healing Infusion (2/encounter): You can create healing infusions
    for later use. At the end of an extended rest, you create two healing
    infusions that last until the end of your next extended rest.
    * Curative Admixture: The target regains HP equal to
    it's healing surge value + your Wisdom modifier, and you
    expend an infusion crafted with your Healing Infusion power.
    * Resistive Formula: The target gains a +1 power bonus to AC until the
    end of the encounter, and you expend an infusion crafted
    with your Healing Infusion class feature. The target can
    end the bonus as a free action to gain temporary hit
    points equal to its healing surge value + your Constitution
    modifier.

    - Ritual Casting: You gain Ritual Casting as a bonus feat.

    Feats:
    - Mark of Storm: Whenever you hit an enemy with a lightning or thunder power,
    you can slide that enemy 1 square. You gain a +1 to speed while flying. You
    can use the 'Endure Elements', 'Enhance Vessel', 'Summon Winds', and 'Water Walk'
    rituals.

    Skills:
    Arcana: +8
    Diplomacy: +9
    Heal: +7
    Perception: +7
    Thievery: +7
    ----
    Insight: +4

    Equipment: 65 gold, (53lbs. of stuff)
    Staff (Implement, 4lbs - can be used as Quarterstaff)
    Leather Armor (+2 armor bonus, 15lbs)
    Ritual Book
    Standard Adventurer's Kit (33lbs)

    At-Will Powers:
    Static Shock, Thundering Armor

    Encounter Powers:
    Spike Wire, Thunderwave (As Wizard)

    Daily Powers:
    Obedient Servant

    Utility Powers:
    None!

    Rituals:
    Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole, Endure Elements,
    Enhance Vessel, Summon Winds, Water Walk
    (You may Disenchant Magic Item without using components)
     
  15. well, its official. between vay, frosty and Seiji, I've been able to have Michael 'put two and two together'

    :jack:

    as the dude from supreme commander put it; let the good times roll commander
     
  16. And roll they did..... right over the enemies of order and justice.
     
  17. I'm so confused.

    BUT AWWWWWW YEEEAAAHHHH!
     
  18. ...Sage = Seiji, Aaron from malaysia means Vaybrah and frost, in the company of the other two leads him to suspect Frosty.

    so yeah. shit just got real.