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Primitive Culture (OOC)


Supercape

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1d20+2=20 for the Conq. 

 

Round 1: 

 

34 - Hronos - Unharmed - 1 HP

20 - Conquestadors [6] - Unharmed

 

Hronos is up. 

 

Due to the relatively thick nature of the Forest, I will say that you are separated by twenty feet, and there is partial cover against ranged attacks. A move action would allow you to line up against one target without partial cover. 

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Toughness Saves:

 

Spending a Hero Point for an Improve Roll

 

 

full round: Hronos will use the Time Stopper area attack as a full round action.

DC20 versus Reflex to halve the DC

DC20 versus Reflex to save from Stun

 

Hronos is distracted(No dodge bonus to defense)

Edited by Vahnyu
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1d20+4=21, 1d20+4=7, 1d20+4=19, 1d20+4=5, 1d20+4=8, 1d20+4=10

 

One makes the reflex save

 

1d20+6=17, 1d20+6=24, 1d20+6=19, 1d20+6=23, 1d20+6=12, 1d20+6=10

 

No 1 makes it on the basis of his reflex roll, no 2 and 4 make it on the basis of just making it. As they are minions, I will rule that they are totally time stopped and out of combat, Frozen / Unconscious. 

 

(Would not paralyse be a more appropriate effect by the way?)

 

Anyway that brings us to:

 

 

Round 3: 

 

20 - Conquestadors [3] - Unharmed

19 - Hronos - Injured - 0 HP

 

The spanish devils will continue bashing Hronos with swords!

 

1d20+5=6, 1d20+5=10, 1d20+5=10 which, even if you are distracted (flat footed) is spectacularly bad. Ill put that down to temporary time effects slowing their swords!

 

Hronos is up!

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You are quite sure the Spaniards are, in fact, genuine Conquestadors. Someone could have done a pretence, but all details of armor, appearance and language are absolutely in keeping with the real article. 

 

You see some similar tripod markings and ancient scratchings on the ground!

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Finale time. 

 

Reflex roll for Hronos, DC 15 to avoid the swinging log. If he gets hit by it, its a DC 20 Toughness Roll. 

 

Then we move to initiative. There are eight primitives. John Smith has the Masterplan feat, and can use Knowledge (Tactics) in place of INT, namely:

 

1d20+10=19

 

So a +2 Bonus to skill and attack rolls for 3 rounds, then +1 for 1 round. 

 

Initiatives:

 

1d20+8=11 for Smith

 

1d20+4=8 for Primitives. 

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