The Sailor Posted October 9, 2019 Posted October 9, 2019 It was worth an ask at least... Just waiting on the engineers then.
RocketLord Posted October 9, 2019 Author Posted October 9, 2019 On a roll of 1 on a 1d4, there's pirates coming up as TL's working: 2 No pirates right now.
The Sailor Posted October 10, 2019 Posted October 10, 2019 Notice Roll (+10): 1d20+10 21 A 21 is decent...
The Sailor Posted October 21, 2019 Posted October 21, 2019 Here is my plan. I am going to smash and send overboard that mast that the chain is looped around. The goal? Take that chain and the ship it's attached to out of the equation. Then I can sort out the cruise ship. I'm sure at some point whatever was behind that shimmer... will want to make it's presence known.
RocketLord Posted October 22, 2019 Author Posted October 22, 2019 Sounds good, given your powers, you should be able to do that. Gimme an IC.
RocketLord Posted October 27, 2019 Author Posted October 27, 2019 Alright, I'm gonna need to see some Initiative!
The Sailor Posted October 31, 2019 Posted October 31, 2019 Here comes the OOF.Initiative: 1d20+10 12 Not good.
RocketLord Posted November 1, 2019 Author Posted November 1, 2019 Initiative: Pirate Boss: 20 He's quick! The others will be staying back for now, but can I get a post from your first on whether you drop down or not?
The Sailor Posted November 20, 2019 Posted November 20, 2019 Neither, I'm jumping back on to the bow of the ship, with the nose behind me.
RocketLord Posted November 21, 2019 Author Posted November 21, 2019 Well, I'd say that fits under not! Let' see what happens!
The Sailor Posted November 26, 2019 Posted November 26, 2019 Hull Breaking Strikes, Touch, DC 25 Toughness (Autofire), Damage (Bludgeoning), (+10 to hit): 1d20+10 15 Move: Jumping at the captain Attack: Hull Breaking Strikes I don't even think I got past her passive Defense.
RocketLord Posted November 28, 2019 Author Posted November 28, 2019 That's a miss, yeah. The Captain orders the ship to fire at you: 10 And that's a miss, you're up! 20 - Pirate Captain - Unharmed 12 - Torpedo Lass - 3HP - Unharmed
The Sailor Posted December 8, 2019 Posted December 8, 2019 Well miss once, it's just a chance to hit again. Another move-by attack from the bow of the ship jumping to the stern while attempting a kick variant of the Hull-Breaking Strikes. Rolled a 22 this time. Random Roll ID is 852674399. Rolled 1d 20+ 10, with individual results of: 12. Total result is 22. Roll Validation
RocketLord Posted December 9, 2019 Author Posted December 9, 2019 That's a hit, with +2 to DC from Autofire, so DC27 TOU for the Pirate Captain: 20 Fail by 7, so a Bruise and Dazed. You're up again. 20 - Pirate Captain - Bruise (x1), Dazed 12 - Torpedo Lass - 3HP - Unharmed
The Sailor Posted December 29, 2019 Posted December 29, 2019 (edited) Ok no more ms. nice sailor. Doing another jump but now this is to get into melee range. Then popping a hero point to pay for the fatigue of extra effort so I got two standard actions. Hull Breaking Strikes, and Hull Breaking Strikes again!Hull Breaking Strikes (as a kick) (DC25, +10 to hit, Bludgeoning, Autofire 1): 1d20+10 26Hull Breaking Strikes (as a kick) (DC25, +10 to hit, Bludgeoning, Autofire 1): 1d20+10 12 The first one was pretty crisp, so I'll let the miss stand, although technically I could spend a HP to make sure it hit, considering that my HP for paying for the extra effort would be at the start of the next round but... again, the first was pretty darn crisp. I will be squaring up with her now to make it hard for that ship to fire on me (+4 for firing into a melee with a friendly involved). Edited December 29, 2019 by Sailor
RocketLord Posted January 6, 2020 Author Posted January 6, 2020 (edited) First is a miss, with +4 to DC. Second is a miss. DC29 TOU save: 16 To avoid this becoming too much of an anti-climax, the Pirate Captain shrugs off her Dazed condition, giving you a HP, leaving her with 1 bruise and being staggered. Knockback kicks in here, with +14 damage -6 knockback resistance meaning she gets knocked back 250 feet, flying straight into the water. The ship fires on Torpedo Lass: 22 DC28 TOU save. 20 - Pirate Captain - Bruise (x1), Staggered 12 - Torpedo Lass - 2HP - Unharmed Edited January 6, 2020 by RocketLord
The Sailor Posted January 6, 2020 Posted January 6, 2020 (edited) Toughness Save: 1d20+8 10 And spending that hero point for re-roll...Toughness Save (Hero Pointed): 1d20+8 23 Stunned and Bruised Start of my next turn I'll spend a HP to shake off the Stunned condition, so just at -1 Toughness saves. And now she is in MY domain. Jumping in after her to keep the pressure on and now that I have full 3D mobility with my swimming it's time. Switching to PUNCHES.Hull Breaking Strikes (Touch, DC 25 Toughness (Autofire), Bludgeoning): 1d20+10 25 I got a feeling the pirate did something last round to make a roll that shouldn't have missed a miss, this should hit though. I should be at 1 HP now. (Started combat with 3HP, Got one from last round as well, spent 3 HP over two turns - Reroll, Cancel Fatigue, Recover). By rules you can spend as many HPs as you want as long as it's for different benefits.) Edited January 6, 2020 by Sailor
RocketLord Posted January 7, 2020 Author Posted January 7, 2020 Yup, at 1HP. Beating DEF by 7, so +3 to TOU, meaning DC28. TOU save: 25 And the pirate boss goes limp in the water. Potentially in or out of combat after this, all depends on what you do! 20 - Pirate Captain - KO 12 - Torpedo Lass - 1HP - Bruise (x1)
The Sailor Posted January 8, 2020 Posted January 8, 2020 I think for now I'll take pleasure in a KO. Over for now.
RocketLord Posted January 8, 2020 Author Posted January 8, 2020 Give me a Diplomacy or Bluff roll, depending on which one you think fits better.
The Sailor Posted January 8, 2020 Posted January 8, 2020 I don't got either, but I'll lean on Diplomacy since I'm not lying as far as I know. Keep in mind I did beat up their captain, and I did infiltrate the cruise ship without them knowing. Best you can get out of me is 20 off a naked roll.Diplomacy Check: 1d20 17
RocketLord Posted January 10, 2020 Author Posted January 10, 2020 Opposed roll, with a -5 adjustment from events so far: 9 See IC.
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