Thevshi Posted March 4, 2013 Posted March 4, 2013 Okay, she will extra effort to push her power, taking the level of Fatigue for the moment.
Supercape Posted March 4, 2013 Author Posted March 4, 2013 Tsunami - Fatigued - 2 HP Blod - 2 HP Crimson Tiger - 4 HP Post away
Supercape Posted March 5, 2013 Author Posted March 5, 2013 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?
Thevshi Posted March 5, 2013 Posted March 5, 2013 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?)
Supercape Posted March 5, 2013 Author Posted March 5, 2013 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.
Thevshi Posted March 5, 2013 Posted March 5, 2013 (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 March 5, 2013 by Thevshi
Tiffany Korta Posted March 5, 2013 Posted March 5, 2013 Even with the minus 4 Blod Skill Mastery gives her the 20 needed. She's really good at this kind of thing!
Supercape Posted March 5, 2013 Author Posted March 5, 2013 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!)
Thevshi Posted March 5, 2013 Posted March 5, 2013 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)
Thunder King Posted March 6, 2013 Posted March 6, 2013 Crimson Tiger reallly doesn't want this to turn into a fight, so she's gonna try diplomacy... and roll a 13 yeah that's probably nto going to work 21 on initiative, in case the diplomatic solution does not work
Supercape Posted March 6, 2013 Author Posted March 6, 2013 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?
Thunder King Posted March 6, 2013 Posted March 6, 2013 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.
Supercape Posted March 10, 2013 Author Posted March 10, 2013 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.
Supercape Posted March 10, 2013 Author Posted March 10, 2013 Uncanny reflexes avoids the crush! Feel free to narrate the brawl how yo wish - who do you want to knock out, which side do you want to take, etc...
Thevshi Posted March 13, 2013 Posted March 13, 2013 Total fail at trying to be stealthy for Tsunami. She got a 7.
Supercape Posted March 13, 2013 Author Posted March 13, 2013 1d20+6=11 Spotted! (Blod remains unseen!)
Supercape Posted March 13, 2013 Author Posted March 13, 2013 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.
Tiffany Korta Posted March 13, 2013 Posted March 13, 2013 No worries 1d20+9=25. So I'm first in my not fighting yet .
Thevshi Posted March 15, 2013 Posted March 15, 2013 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.
Supercape Posted March 15, 2013 Author Posted March 15, 2013 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.
Supercape Posted March 18, 2013 Author Posted March 18, 2013 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.
Tiffany Korta Posted March 18, 2013 Posted March 18, 2013 Blod is really, really good at Sense Motive, with Skill Mastery that's 26.
Supercape Posted March 18, 2013 Author Posted March 18, 2013 Captain is lying about knowing what he is carrying. I.e. he does know. As far as you can tell thats all he is lying about.
Recommended Posts