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Slave to Time (OOC)


Supercape

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Posted

YB Knows they are casting a genuine spell! :D

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!

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Posted

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.

Posted

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!

Posted

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!

Posted

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.

Posted

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?

Posted

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.

Posted

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.

Posted

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.


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