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Red Sky at Night (OOC)


Supercape

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Posted

Yes indeed, the protector of the cargo is none other than Devil Ray!

 

He is swimming towards the propeller. Blod is unlikely to see or encounter him, but Tsunami may or might, depending on her position?

Posted

Well, Tsunami was still focused on the area around the propellers, so she might at least be able to detect him moving through the water when he gets closer. 


Should I make a notice check?  (also, should I make a notice check to see if she heard the captain?  or would the distance/other variables likely make that impossible?)

Posted

A notice check seems appropriate as Devil Ray approaches. Lets fluff this slightly:

 

DC 20 Notice him 100 feet away. 

 

DC 10 Notice him at the propellers. 

 

I dont think Tsunami could realistically hear the Captain. However, Blod could - not easy so lets call it a DC 20 Notice hearing check, -4 penalty for range. 

Posted (edited)

Understand about Tsunami being able to hear the captain (or not being able to as the case may be).  I thought she wouldn't but figured I would check.


As for spotting Devil Ray, Tsunami JUST makes her notice check to spot him at 100' out.

Edited by Thevshi
Posted

In which case we should probably have some initiative rolls for Devil Ray, Blod, and Tsunami, although Blod will not be aware of the underwater action for now. 

 

1d20+1=13 for Devil Ray

 

There is a question about whether Tsunami could surprise Devil Ray, but given his super senses (a Radius Sonar, Darkvision etc) and being underwater I think that is unlikely unless she can think of a good way to do so in the ocean!

 

EDIT: Also feel free to make a Knowledge (Current Events) Skill roll for how much you might now about Devil Ray. +4 for Eidectic Memory. 

 

DC 10: An underwater villain!

 

DC 15: Uses a power armour, member of the Crime Sindicate. 

 

DC 20 (Trained only): Known to hire himself out as a pirate, smuggler, etc to the highest bidder. Full of greed. 

 

(Largely for fluff, and feel free to flesh out accordingly!)

Posted

Tsunami gets a 24 for her initiative.  (and I was not really worried about getting surprise on him, not much Tsunami can do where she is right now, particularly with her power locked up keeping the ship from moving)

Posted

Right, that will explode into a fight between the Dockers and the Thugs! I'm not going to bother with a twenty strong minion fight / brawl - Ill fudge some effects - but the first question to you, Thunder is what will Mali do when the charge happens? And could you post your IC effort at diplomacy?

Posted

Mali trusts her skills and strength, she trusts herself to put them down nonlethally. She doesn't trust them to do the same. So, her intention is to put both sides down, knock all of them out, so that nobody dies or gets severly injured.

Posted

Ok I dont want to gum Crimson Tiger down in a long brawl under the pier, especially as its just minions, so Ill do some handwave fudge. Its going to be a big messy rugby scrum. 

 

Can you give me a Reflex save?

 

DC 20 to avoid any problems. 

DC 15 to get 1 bash

DC 10 to get 2 bashes

DC 5 to get three bashes. 

 

The bashes are from flying limbs and so on. The dockers and thugs are probably a bit stronger than average, and may or may not be using improvised weapons, so a DC 17 Toughness save per flying bash you get. 

 

It will tie her up for a bit, so back to the ship. 

Posted

Ok lets move into initiative time!

 

Round 1

 

25 - Blod - 2 HP

24 - Tsunami - Fatigued - Unharmed - 2 HP

21 - Crimson Tiger - Unharmed - 4 HP

13 - Devil Ray - Unharmed

 

 

 

Blod is currently at the Bridge so not engaging in combat, although it would be worth rolling initiative if you can, please, TiffK

 

Tiger is still down under the pier and not in combat with devil ray (Thunder, you can narrate the conclusion to the brawl as you wish). 

 

Tsunami has just been spotted by Devil Ray. She has initiative, although as Devil Ray spotted her, he is not flat footed. 

Posted

Okay, for her action, Tsunami will switch back to her blast power and make a Defensive Attack (-2 atk/+2 Defense (making it +12).


Her attack roll is a 16.  Probably not good enough.

Posted

That is, unfortunately, a miss!

 

Devil Ray will respond!

 

1d20+8=9 a spectacular miss

 

Move Action: March up to Tsunami. 

 

Ill pause the combat at this point to see what Blod and Crimson are doing, but post away Thev. 

Posted

posting captains reply. Also, although he is not fighting, I am giving him an initiative if he does get embroiled. 1d20+8=11

 

Moving, somewhat arbitarilly, to round 2. 

 

Can Blod make a Sense Motive Roll DC 19

 

 

Round 2

 

25 - Blod - 2 HP

24 - Tsunami - Fatigued - Unharmed - 2 HP

21 - Crimson Tiger - Unharmed - 4 HP

13 - Devil Ray - Unharmed

11 - Captain - Unharmed

 

In addition, can I have a notice roll from Crimson Tiger - who is not on the ship yet, and may be waylaid!

 

Blod is up. 


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