Supercape Posted August 11, 2017 Author Share Posted August 11, 2017 Ok lets have some basic saves for hitting the ice and spinning. a DC 15 Toughness save (meaning several passengers will be hurt or knocked out, or even more seriously injured), and a DC 10 Nauseate effect for the spinning. Link to comment
Exaccus Posted August 11, 2017 Share Posted August 11, 2017 Ok! Toughness 1d20+10 = 14 Fortitude 1d20+6=26 Link to comment
Supercape Posted August 11, 2017 Author Share Posted August 11, 2017 So for the record: Black Knight - Bruised, Injured - 1 HP Arna will take a bruise and injury and be dazed one round, although this is more a narrative thing so can be largely ignored. Link to comment
Supercape Posted August 11, 2017 Author Share Posted August 11, 2017 The Pilots door is nicely buckled but STR 20 can pull it asunder. Link to comment
Exaccus Posted August 11, 2017 Share Posted August 11, 2017 Can i attempt to use the sword as a lever? Link to comment
Supercape Posted August 11, 2017 Author Share Posted August 11, 2017 You can. even faster job! Link to comment
Exaccus Posted August 11, 2017 Share Posted August 11, 2017 Medicine check on the co-pilot ill edit as need be. 1d20+6=24 Link to comment
Supercape Posted August 17, 2017 Author Share Posted August 17, 2017 GM Fiat time; the portal power is disabled for now due to geo-thaumatological dimensional lensing. Yes, that makes sense to me. Black Knight - Bruised, Injured - 2 HP Link to comment
Exaccus Posted August 20, 2017 Share Posted August 20, 2017 I think i'd like to try and make sure that the pilots, me and Arna have comfortable and sheltered resting places, maybe light a fire and check up with Arna, any rolls for the first few things? Link to comment
Supercape Posted August 20, 2017 Author Share Posted August 20, 2017 I think that is all reasonable. You may want to make a Survival roll but its not a tricky situation; you have shelter in the wreckage. Lets say a simple DC 5 Survival roll for that? If you want to search the wreckage for useful stuff, lets call that a DC10 Search Roll. If you make that, and every 4 points above whats needed, you can narrate something mildly useful you find in the luggage and wreckage (Up to 5 EP, or similar utility). Link to comment
Exaccus Posted August 20, 2017 Share Posted August 20, 2017 Oki doki Survival check: 1d20+2 = 18 And Search Check: 1d20+0 = 11 Link to comment
Supercape Posted August 20, 2017 Author Share Posted August 20, 2017 (edited) By the way, Ill post up my draft for Arnaq. Its a 30PP build if you ever bring back Black Knight and want a minion! Plus, for reference in this thread as she may be a source of complications or even help! Arnaq Power Points Spent: 30/30Attributes: STR: +1 (12), DEX: +0 (10), CON: +1 (12), INT: +2 (14), WIS: +2 (14), CHA: +1 (12)Saves: Tough: +1, Fort: +4, Ref: +0, Will: +4Skills: Diplomacy 4 (+5), Knowledge (art) 4 (+6), Knowledge (history) 8 (+10), Knowledge (theology & philosophy) 4 (+6), Notice 4 (+6), Survival 2 (+4), Languages 6: Danish, English, French, Inuit, Latin, Middle English, Old NorseFeats: Environmental Adaptation (Arctic/Tundra), Favoured Environment (Arctic/Tundra), Polyglot (Can speak any closely related tongues to her base languages completely fluently)Combat: Attack Bonus: +0, Defense: +0, Initiative: +0 Edited August 20, 2017 by Supercape Link to comment
Supercape Posted August 20, 2017 Author Share Posted August 20, 2017 (edited) For reference: Salvaged Equipment Radio distress beacon High powered torch Flare Gun Multi Tool Space Blanket (Plus salted peanuts) Ill throw in a first aid kit, a compass, and a map of Greenland too. (Plus some dry roasted peanuts) Edited August 20, 2017 by Supercape Link to comment
Supercape Posted September 4, 2017 Author Share Posted September 4, 2017 Just for reference, BK has 2 HP Could i have a notice, initiative, and untrained (I think?) Knowledge (tactics) roll? Link to comment
Exaccus Posted September 4, 2017 Share Posted September 4, 2017 Initiative 1d20 = 13 Knowledge Tactics 1d20 = 14 Notice 1d20+6 = 26 Link to comment
Supercape Posted September 4, 2017 Author Share Posted September 4, 2017 (edited) Good rolls! So the BK will be the first to spot three lumbering polar bears charging them. With that notice roll being so good, you can add in some narration about them slobbering or looking generally insane. In any case narrate the spot! Lord Crane has some low level tactical skill and actually Knowledge (tactics: 1d20+7 25 makes a great roll, giving the entire team a sufficient bonus to act first. I will therefore fudge the rolls as taklng 10 for all but the Bears who will take 1. 21 Lord Crane 13 Black Knight, Unharmed 2 HP 10 Sailors [4] 10 Arna 10 Prof Littlefield 1 - Polar Bears [3] Post your spot and any commands, orders, tactics you wish to adopt, and we can start with combat. You spot the Bears early; 100' away. For Reference, Polar Bear Stats (From Core Book with minor mods) - or at least the important ones... STR 29 (+9), DEX 13 (+1) CON 19 (+4) Size: Large Tough +6, Fort +9, Reflex +6, Will +3 Attack +5 (DC 24), Defence +5 Edited September 4, 2017 by Supercape Link to comment
Supercape Posted September 4, 2017 Author Share Posted September 4, 2017 Ok. So Lord Crane will fire his weapon: FIres at Polar Bear: 1d20+9 26 which is a DC 19 Tough Save, and the bear gets: Tough vs Bullet: 1d20+6 16 making it injured and bruised (yes, its lethal damage all the way right now). The four sailors will fire with their pea-shooters: Fire at Polar Beats: 4#1d20+2 18 10 19 14 Whish is two hits, and thus two tough saves DC 18 on the other bears: Tough save vs Bullets2: 2#1d20+6 19 7, one is ignored, but there is a lucky hit, the third is disabled, and thus out of the game! Black Knight is up; he is 100' away but may of course prepare an action etc. Link to comment
Exaccus Posted September 4, 2017 Share Posted September 4, 2017 He'll move forward about 30ft and with a mighty swing use his lay waste attack, making full use of the selective extra to leave everyone else out of it.. DC17 Reflex Saves DC:22 toughness saves for those that fail and DC19 (Rounding up) for them that pass. Link to comment
Supercape Posted September 4, 2017 Author Share Posted September 4, 2017 Reflex Saves: 2#1d20+6 25 13 for Reflex Saves so DC 22 and 19 Respectively. Tough vs Black Knight: 2#1d20+6 7 15 Not good, the first is injured so thats a 9, and is disabled (killed in this case). The second makes a respectable save and is just bruised (and injured if you wish). Post away. Link to comment
Supercape Posted September 4, 2017 Author Share Posted September 4, 2017 So there is one Polar Bear in action, who will charge at Black Knight Charges Black Knight: 1d20+9 15 which will just miss. Round 2: 21 Lord Crane 13 Black Knight, Unharmed 2 HP 10 Sailors [4] 10 Arna 10 Prof Littlefield 1 - Polar Bear [1] Lord Crane, and indeed the Sailors, will hold fire as they risk hitting the Black Knight. Meaning the Black Knight is up again! Link to comment
Exaccus Posted September 4, 2017 Share Posted September 4, 2017 He will make use of the life drinker attack. All out attacking (-2 defense +2 to attack) 1d20+8 = 19 DC25 Will save against Damage. Link to comment
Supercape Posted September 4, 2017 Author Share Posted September 4, 2017 Will Save vs Life Drainer: 1d20+3 20 so I think that is bruised and dazed. To speed things up you may attack again before posting - or if you wish, post that result. Link to comment
Exaccus Posted September 4, 2017 Share Posted September 4, 2017 (edited) I will take another stab at it sure. Same attack. 1d20+8 = 12 DC25 Will save. Edited September 4, 2017 by Exaccus Link to comment
Supercape Posted September 5, 2017 Author Share Posted September 5, 2017 I think that is a miss? IN which case post your swing and miss! Link to comment
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