Brown Dynamite Posted October 10, 2014 Author Posted October 10, 2014 So normal environmental penalties apply for Aquatic environments. Only without the generic everything gets half-damage without environmental adaptation. As I feel that should vary by descriptor, and water based attacks probably would be at full damage in y'know water. -2 Attack, retain dodge bonus on account of the swimming power or due to a successful swim check. Further -2 on attacks for every 5' in range. The reigns are specially designed so even a rookie could ride. +4 Ride (Masterwork) with the drawback that someone untrained only gets the skill counted as trained and no +4 bonus. DC5 Free Action to maintain the chariot. Raise the DC +5 and action to a move action [-4 Ranged Attack penalty but normal defensive boon as if moving all out] to move twice as fast. And +10 to move all out [-8 Ranged Attack penalty, but normal defensive boon]. Other random checks may apply to all depending when an obstacle pops up. Weapons are available to take onto the course. Any 5EP combination you can think up for free. Anyways Initiative.
Thevshi Posted October 10, 2014 Posted October 10, 2014 So, Tsunami gets a 28 on her initiative check.
Brown Dynamite Posted October 31, 2014 Author Posted October 31, 2014 Inexperienced Racers Initiative: 1d20+0 1 Experienced Racers Initiative: 1d20+2 20 Glamazon's Initiative: 1d20+1 20 Lap 1 28 - Tsunami - 1 HP - Unharmed 20 - Experienced Racers x2 - GM - Both Unharmed 20 - Glamazon - 1 HP - Unharmed 18 - Temperance - 1 HP - Unharmed 01 - Inexperienced Racers x4 - GM - Unharmed I did it! Woo
Thevshi Posted November 2, 2014 Posted November 2, 2014 Okay, to start out, Tsunami will just use the move action (DC 10) to move the chariot down the track twice as fast as normal. She just makes it with a 10 on her ride check.
Brown Dynamite Posted November 14, 2014 Author Posted November 14, 2014 The First Experienced Chariot Also doubles his speed Ride (DC10): 1d20+5 20 His lone passenger tries to aim backwards with some sort of whip and stone weapon to the nearest inexperienced team behind with a Trip: 1d20+6 10 Missing The Second Experienced Chariot tries to copy the act Ride (DC10): 1d20+3 7 And messes up. Let's say the collided with the wall for now. Glamazon will Interpose for Tsunami. She will also set her Favor Environment Bonus to Attack for this Lap. And lastly, she will Block.
trollthumper Posted November 17, 2014 Posted November 17, 2014 Temperance will be dropping her Trip 9 Area Shapeable on the track, aiming to hit a number of the other chariots without hitting theirs. DC19 Reflex to halve, DC19 usual checks to avoid.
Brown Dynamite Posted November 17, 2014 Author Posted November 17, 2014 Doesn't the Trip power normally mean a Power Check for the actual trip check part of it? 'Course for ease, I'm good with DC19 and handwaviums. Experienced Racer 1's Chariot Reflex (DC19): 1d20+6 9Str Check vs Trip (DC19): 1d20+12 25 Inexperienced Racer's Reflex Saves (DC19): 4#1d20+2 surprisingly halfed20 Even more surrising97 Inexperienced Racer's Str Check vs Trip (DC19): 4#1d20+4 1813722 Experienced Racer 2's Reflex (DC19) and Str Check vs Trip: 1d20+5 17 1d20+8 18
Brown Dynamite Posted November 25, 2014 Author Posted November 25, 2014 Inexperienced Rider Ride Check (DC15): 1d20+3 14 Well he almost took the lead! Other Inexperienced Rider Ride Check (DC10): 1d20+4 18 That was weird. So our Inexperienced Rider's Passenger is likely not going to be successful here. But let's see swinging a large club to,Trip vs Tsunami: 1d20+3 5 (Was actually supposed to be targeting Temperance. Curse you T names. Either way it's a miss) Bringing us to Lap 2 28 - Tsunami - 1 HP - Unharmed 20 - Glamazon- 1 HP - Unharmed 18 - Temperance - 1 HP - Unharmed20 - Experienced Racers x1 - GM - Unharmed01 - Inexperienced Racers x3 - GM - Unharmed -Still on Previous Lap and as such their actions are of no concern yet!-20 - Experienced Racers x1 - GM - Unharmed01 - Inexperienced Racers x3 - GM - Unharmed At the beggining of the "Round" a orange spheres shoot up and float in front of the racers. Gasp! Someone tripped a trap. DC16 Snare effect on everyone except for Tsunami. (On account of Glamazon Interposing she will instead have to contend with two snares targeting her). And here's Glamazon's first Reflex: 1d20+4 22 She's a machine Reflex: 1d20+4 8 Or not. Inexperienced Racer's Reflex Saves: 4#1d20+2 1821721 Experienced Racer's Reflex Save: 1d20+6 17Experienced Racer's Reflex: 1d20+5 25
Thevshi Posted November 26, 2014 Posted November 26, 2014 Okay, Tsunami will continue to try to move twice the normal speed (DC 10), and misses the roll with a 8.
Brown Dynamite Posted December 8, 2014 Author Posted December 8, 2014 I think this was meant for IC Thev!
Brown Dynamite Posted December 8, 2014 Author Posted December 8, 2014 Everyone take an HP. Which brings us to Tsunami 4HP Temperance 4HP Glamazon 2HP
Brown Dynamite Posted December 12, 2014 Author Posted December 12, 2014 Glamazon will break free from the Snare as a Standard Action as my post shall when it happens. But it would be a good time for a notice check from Temperance and Tsunami. Who didn't have their vision obscured by being in a ball of goop (I'll assume Temperance will have swam up for a better look as well).
Brown Dynamite Posted December 13, 2014 Author Posted December 13, 2014 (edited) Both are able to spot the Space pirates start flooding out from the ships. Engaging Atlantean soldiers along the way. But making for various large structures. The largest concentration of which seem to be focused on the castle. Furthermore, Tsunami can make out the fact that Captain Kraken personally was leading a small force to a building on the opposite end of the undersea city from the castle. (While at the same time Kraken's voice can still be heard taunting from his ship) Edited December 13, 2014 by HG Morrison
Brown Dynamite Posted April 24, 2015 Author Posted April 24, 2015 DC30 Search CheckWith a DC15 Notice Check to give a +2 Circumstance Bonus to Aid another.The PCs with the lower two Search bonus (Glam and Temperance) are Aiding the one (Tsunami) with the higher bonus. Failure in this case will determine how wide of a gap it is to catch up to Kraken.Notice: 1d20+1 17Search: 1d20+3 22 So +3 due to the extra +1 for exceeding the Aid (DC10) by 10
trollthumper Posted May 8, 2015 Posted May 8, 2015 As Temperance has no Search, she will just do the Notice aid. 21.
Brown Dynamite Posted May 20, 2015 Author Posted May 20, 2015 Let's Roll Initiative anew folks.And well take another HP. Dakuwanga's nasty business and the environment is hot but not extremely hot.Glam's Initiative: 1d20+1 20Dakuwanga's Initiative: 1d20+1 21Captain Kraken Initiative: 1d20+8 9So...I just rolled 19 and 20 with two folks who have an Initiative score of +1 and a 9 with one who has an initiative score of 8. Let's just examine that hilarity for a moment.
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