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Red Sky at Night (OOC)


Supercape

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Posted

Yeah, sorry for balls up!

 

Yeah lets say heard only if thats ok. She knows something - two things actually, landed on the fore of the ship, but not who, or what (and of course it could plausibly be just a cointainer falling in the growing wind and rain...yeah...right...;) )

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Posted

Okay, Tsunami is going to move (to try to get down to the bridge) and take a Total Defense standard action (raising her defense to +13, after the fatigue is figured in).

Posted

OK, so this is the size of things:

 

Devil Ray: All Out movement. This gets him neatly back onto the back of the Ship. 

 

Free Booter:

 

Move Action: Feint 1d20+11=22

Standard Action: Attack, shifted -2 DC, +2 Attack: 1d20+14=33

 

This should hit no matter what the feint does! So thats a DC 22 Toughness save from Crimson Tiger please. 

 

The Captain is taking it easy on Blod. He is flipping the engines back on as a move action, and butting her with his shotgun. Shifting -2 Attack, +2 DC

 

1d20+10=26 which I think is also a hit, and a DC 20 Toughness save from Blod please. 

 

We then move into:

 

Round 6

 

25 - Blod - 1 HP

24 - Tsunami - Fatigued - Unharmed - 2 HP

21 - Crimson Tiger - Bruised - 4 HP

13 - Devil Ray - Bruised

11 - Free Booter - Unharmed

11 - Captain - Unharmed

 

(I will edit this once I know the results of toughness saves)

 

This means Blod is up!

Posted

Free Action : Sustain Concealment

Standard Action :  A unarmed Attack on the Captain 1d20+10=24, if that hit's it's a DC19 Toughness roll.

Move Action :  Move to another spot on the Bridge, with an automatic 30 on her Stealth it's unlikely he know where she's gone.

Posted

Yeah you're right, sorry I should really know this kind of stuff. She'll take the move without Stealth, with close range he can't detect where she is exactly so he'll have the 50% miss chance.

Posted (edited)

SC, should I make a notice check to see if Tsunami spotted Devil Ray flying back to the ship?  (or perhaps, more likely, sensed him approaching in the water before he flew back up onto the ship?)

Edited by Thevshi
Posted

That is a good point. I will have to fudge that somewhat. 

 

Given your detect water sense (its not technically water, but the displacement of it)...and the fact it is not radius or acute (the presence and location, but not quality, and not behind you...), its raining heavily, dark, and you dont have radius vision, but you might hear him (a lot of variables, so rather arbitary)

 

DC 15 to detect the Devil Ray moving back.

DC 20 to sense him landing on the aft of the ship. 

Posted

That works for me, you still have your round of actions. I suppose it is pretty reasonable for Tsunami to presume he hit the boat somehow - either on deck somewhere or underwater, she ain't stoopid!

Posted

So Devil Ray is moving to Bridge, to meet the Captain. As this is not being observed by the three heroes, I will skip that bit. Although the engine does restart!

 

The Freebooter: Here it is a bit tricky as he has blindsight. I shall say that is in the radio medium as that makes the most sense, therefore he will "Spy" as in detect Blod coming out of the Bridge. And I guess, he will see Tsunami too. 

 

Three against one?

 

Free Action: Talk

Standard Action: Delay, prepare a leap overboard if he is attacked!

Posted

Dropping out of combat for a bit, as Captain and DR not engaging. If you want to pound the Freebooter, let me know and we will keep the initiatives. 

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