Tiffany Korta Posted March 21, 2013 Posted March 21, 2013 Blod's going to try and Intimidate the Bridge crew to do as she ask's, mostly the Pilot, to try and shut the ship down. With Skill Mastery her Intimidate is 24.
Supercape Posted March 22, 2013 Author Posted March 22, 2013 1d20+10=30 for the Captain. The Shiphand (the only other at the bridge) is also intimidated. So, technically the Shiphand is friendly towards Blod, but he would remain freindly to the Captain. So, Ill resolve this by opposing Blods 24 vs the Captains own Intimidate score, to find out who is he is most scared of! 1d20+12=24 Well how about that. So lets have it work out badly for everyone!
Supercape Posted March 22, 2013 Author Posted March 22, 2013 I think this means we have moved to round 3 Round 3 25 - Blod - 2 HP 24 - Tsunami - Fatigued - Unharmed - 2 HP 21 - Crimson Tiger - Unharmed - 4 HP 13 - Devil Ray - Unharmed 11 - Captain - Unharmed Blod just acted with her intimidate, so Tsunami is up. I still need a notice Roll from Crimson Tiger.
Thevshi Posted March 22, 2013 Posted March 22, 2013 Tsunami is continuing to Defensive Attack, -2 atk/+2 def. Due to her fatigue, she is at +7 atk/+11 def. Her attack roll on Devil Ray is a 27, with a natural 20 for a critical hit. That is a DC 30 toughness save for Devil Ray (and, if applicable, it is a +17 attack for purposes of knockback!)
Supercape Posted March 22, 2013 Author Posted March 22, 2013 Tsunami's attack roll: Outrageous! A natural 20! Devil Rays toughness roll: 1d20+12=32 Outrageous! A natural 20! Post away!
Supercape Posted March 26, 2013 Author Posted March 26, 2013 Crimson Tiger spots an observer as per IC! About 50 feet away. Crimson is up!
Thunder King Posted March 29, 2013 Posted March 29, 2013 Crimson Tiger has no idea who he is, so she's going to hold her action until he does something. I'll still post IC with her holding.
Supercape Posted March 31, 2013 Author Posted March 31, 2013 This means Devil Ray is up He is going to try grappling Tsunami! 1d20+8=11 a miss!
Supercape Posted March 31, 2013 Author Posted March 31, 2013 And now the Captain will fire a warning shot at Blod. It won't hit, but he is just playing tit for tat! And that means an intimidate attempt! 1d20+12=31 Round 4 25 - Blod - 2 HP 24 - Tsunami - Fatigued - Unharmed - 2 HP 21 - Crimson Tiger - Unharmed - 4 HP 13 - Devil Ray - Unharmed 11 - Captain - Unharmed Blod is up, and needs to resolve that intimidation!
Tiffany Korta Posted April 8, 2013 Posted April 8, 2013 Blod actually has to roll that one 1d20+16=28, so consider the table's turned . For her action she is going to try and Bluff the Captain to try and keep his attention focus away from her so with SM it'll be a Bluff of 21. Then she'll move across the bridge until she's by the ship's control.
Supercape Posted April 8, 2013 Author Posted April 8, 2013 Resolving that now: 1d20+10=15 so you can move that. You aren't an expert in ships, so I will make that a DC 5 INT check to see how to turn it off. In the mean time, Tsunami is up!
Thevshi Posted April 8, 2013 Posted April 8, 2013 Okay, Tsunami is continuing Defensive Attack, -2 atk/+2 def, giving her +7 atk/+11 def. She again gets a natural 20 on her attack roll for a 27 and a critical hit! Again, DC 30 toughness save for Devil Ray (and if applicable, a +17 attack for purposes of knockback)
Supercape Posted April 9, 2013 Author Posted April 9, 2013 1d20+12=24 Thats a bruise, and dazed, which means he is knockbacked 2500 feet into the ocean! Post away. Crimson Tiger is up!
Supercape Posted April 19, 2013 Author Posted April 19, 2013 Ok so I am slightly fudging initiatives for the Free Booter and Crimson Tiger. At this point the Free Booter is just moving (a leaping 4 power) onto the Deck of the Prince Edward. For next round his initiative will be: 1D20+4 => 11 Thunder, as we are slightly fudging this round in terms of FB/CT actions, feel free to take an action this round at your leisure as all you have done is speak. Meanwhile... Devil Ray has been tossed out 2500 feet into the cold hard ocean and the storm. Fortunately, he is quite happy there! Unfortunately, he is dazed so no action. The Captain has been bluffed, so he is holding action - however Im stopping at this juncture to check TiffK / Blod is turning off the engines (note the INT DC 5 check).
Thunder King Posted April 19, 2013 Posted April 19, 2013 Doing a running jump for 104 feet. 10 (base jump distance) +6 (strength bonus) +10 (acrobatics bonus) x2 leaping x2 extra effort landing on the deck, that'll pretty much be her action for the round
Supercape Posted April 19, 2013 Author Posted April 19, 2013 Thanks, waiting on TiffK before next round.
Tiffany Korta Posted April 21, 2013 Posted April 21, 2013 Int Roll 1d20=3, hrm seeing as not getting your allies chopped to ribbon's is sorta important I'll spend a HP on a reroll. 1d20=1, a IC we miss you , with the plus 10 however she can't (hopefully) fail so she'll turn off the engine's and jamb the them with one of her daggers.
Supercape Posted April 22, 2013 Author Posted April 22, 2013 "I can't repair this TV lets hit it with a hammer...hey that worked!" kind of thing? An excellent use of an HP. So after a bit of fudging about Freebooter and Crimson Tigers actions we are now at: Round 5 25 - Blod - 1 HP 24 - Tsunami - Fatigued - Unharmed - 2 HP 21 - Crimson Tiger - Unharmed - 4 HP 13 - Devil Ray - Bruised (2500 feet out) 11 - Free Booter - Unharmed 11 - Captain - Unharmed Ok, to recap, the Engines have been shut down by Blod. Blod and the Captain are on the Bridge. Free booter and Crimson Tiger are on the fore deck of the ship, and Tsunami is at the rear, with Devil Ray knocked back 2500 feet. Blod is up!
Tiffany Korta Posted April 22, 2013 Posted April 22, 2013 Wouldn't my action be to, you know shut the engine down and gunk up the workings? Not that I'm complaining if otherwise...
Supercape Posted April 22, 2013 Author Posted April 22, 2013 Thats a fair point actually, as last round you were distracting the captain from said deed and moving. Could you post IC your gunking? Then Tsunami is up.
Thevshi Posted April 23, 2013 Posted April 23, 2013 SC, should I make a notice check to see if Tsunami spotted Freebooter and the Crimson Tiger leaping up onto the deck of the ship?
Supercape Posted April 23, 2013 Author Posted April 23, 2013 They are out of direct line if sight, but leaping is wide and loud. Also it is dark and raining. Can we say Dc 10 to see,5 to hear. And 5 range increments, marking a -10 penalty for 50' . Suoersensrs may help
Thevshi Posted April 23, 2013 Posted April 23, 2013 It would only be -5 (Notice checks are only -1 per 10', the -2 per range increment is only for attack rolls ). Well, IC appears to be back down. Tsunami only got a 13. Unless her detect water supersense helps (for sensing them passing through the rain), she probably only heard them.
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