Supercape Posted May 6, 2012 Author Posted May 6, 2012 YB Knows they are casting a genuine spell! 1d20+1=2 Initiative for Cultists and 1d20+6=7 Leader Initiative! Round 1! 19 - Heraldo - 1 HP - Unharmed 17 - Young Brittania - 1 HP - Unharmed 7 - Cult Leader 2 - Cultists [5] By My Count, HP remaining YB - 2 Base, 1 for Beginners Luck (I will say the 'Light Book' stunt is from fatigue, now gone). EH - 2 Base, 1 for Insipration Take it away, Ari!
Ari Posted May 7, 2012 Posted May 7, 2012 El Heraldo will execute a Slam maneuver(if possible) on one of the Cultists. Attack roll: 13. Bah. If by some alchemy it hits, DC is 22(+4 Accelerated movement, +3 from using the Flight power rank). EDIT: Also, Free Action to speak while flying at the Cultist.
Supercape Posted May 8, 2012 Author Posted May 8, 2012 Cultist is a minion, so that hits, and KO's the Cultist in question. YB is up!
Tiffany Korta Posted May 10, 2012 Posted May 10, 2012 Going to release a dazzle, it has selective so Subito's okay.
Supercape Posted May 10, 2012 Author Posted May 10, 2012 Reflex Rolls for Cultists: first five to halve effect, second for the actual save. 1d20=11, 1d20=17, 1d20=2, 1d20=7, 1d20=7, 1d20=7, 1d20=1, 1d20=15, 1d20=4, 1d20=5 So, no 2 halves effect. But only no 3 is not dazzled. 1d20+6=7, 1d20+6=20 for Leader. Not Dazzled. Cult Leader - fade into the past! Cultists - Scatter! Take it away folks! at this point, you can pretty much narrate any beating up and capturing of cultists (PL 2), especially since most of them blinded by YB. In the mean time, the portal is closing...but not yet!
Tiffany Korta Posted May 14, 2012 Posted May 14, 2012 Um I'm setting up a hi-tech superscience comm-link, SC would be so proud . Do I need to spend any HP for this?
Supercape Posted May 16, 2012 Author Posted May 16, 2012 NO, its a largely fluff thing, and, presuming you are going to leap in through said portal soon anyway, wont be there long.
Supercape Posted May 21, 2012 Author Posted May 21, 2012 Feel free to make History rolls, primarily for fluffiness, to know about the American Civil War! NB: You probably know more than me, so I wont give any info about it, its just for flavour of your posts!
Ari Posted May 21, 2012 Posted May 21, 2012 History roll: 17. Really need to get him some freakin' ranks in History and Civics. First I'll make him worth a damn.
Tiffany Korta Posted May 21, 2012 Posted May 21, 2012 History Roll, 1d20+4=18. About right considering.
Supercape Posted May 21, 2012 Author Posted May 21, 2012 Enough to know the fundamentals of the American Civil War (length, key politics, individuals, and battles - but not the timeline etc).
Tiffany Korta Posted May 22, 2012 Posted May 22, 2012 In that case he probably meant Eighteen sixty three . Another HP and another illusion effect this time to dress appropriate.
Supercape Posted May 22, 2012 Author Posted May 22, 2012 Heraldo - 1 HP - Unharmed Young Brittania - Unharmed That stunt I think is best as a specialised transform power. No need to get in detail unless you want, its a largely fluffy one. But probably best its continuous duration so you can use your main array.
Tiffany Korta Posted May 22, 2012 Posted May 22, 2012 Yeah sound good and the whole continuous sound handy . And I'm happy to keep it all as fluff and all.
Supercape Posted May 24, 2012 Author Posted May 24, 2012 Diplomacy rolls! He will give you info, but may or may not be more or less helpful!
Tiffany Korta Posted May 27, 2012 Posted May 27, 2012 Search Check 1d20=14, well that's why I'm doing the flying.
Ari Posted May 27, 2012 Posted May 27, 2012 Search check: 19. Ha! Who's the awesome navigator now, Agnes??
Supercape Posted May 27, 2012 Author Posted May 27, 2012 Ok, so there are no good rules (as far as I can see) to reflect searching for a lone horseman, who may (or may not) be rather cunning and using arcane powers to aid his speed and cover! I was going to roughly put this at DC 25 for 1 hour, moving 1 step up progression table for every "5" failed by. Which in this case is 3, making it about 1 day. Which kind of fits narrative-wise. Is this ok for you folks? this will make you a bit sleep deprived and hungry, so thoughts on what to do about that! (note p168 core rule book for Stravation and thirst)...Survival skills anyone?
Ari Posted May 27, 2012 Posted May 27, 2012 Darnit Supercape, Survival is supposed to be useless! But yeah I'm fine with YB and EH having to forage for food in the wilderness.
Tiffany Korta Posted May 27, 2012 Posted May 27, 2012 Easy for you to say where is YB going to get her Skinny Latte! With there Con they could probably last a day or two without stopping, but I'm sure that will come up IC.
Supercape Posted May 27, 2012 Author Posted May 27, 2012 Y'all should know no skill is useless when I am GMing! Anyway, lets say a day searching. DC 5 Survival check to at least get some water in you! Otherwise (if neither of you make it), its a Fort Save Throw (DC 10) to avoid 1 temp CON damage.
Tiffany Korta Posted May 27, 2012 Posted May 27, 2012 Survival Roll 1d20+1=12. I'm thinking bottled water in my bag o'stuff.
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