Supercape Posted April 23, 2013 Author Posted April 23, 2013 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... )
Thevshi Posted April 23, 2013 Posted April 23, 2013 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).
Supercape Posted April 23, 2013 Author Posted April 23, 2013 Crimson Tiger is up! She can see the Freebooter, who is not in melee range, although she can move there in a move action.
Thunder King Posted April 24, 2013 Posted April 24, 2013 (edited) Crimson Tiger's gonna feint, and go for a strike, 25 on an Acrobatics check for fast acrobatic bluff Power attack, damage shifted by two; http://rolz.org/embed?3636222 Got a 21 Edited April 24, 2013 by Thunder King
Supercape Posted April 24, 2013 Author Posted April 24, 2013 1D20+12 => 29 matches the acrobatic bluff, and his defence is +13, making that a miss (A defence shifted, acrobatic villain!) Post away!
Supercape Posted April 30, 2013 Author Posted April 30, 2013 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!
Tiffany Korta Posted April 30, 2013 Posted April 30, 2013 Blod's Toughness Save 1d20+9=25, so no worries.
Thunder King Posted April 30, 2013 Posted April 30, 2013 I'm not going to bother rolling against the feint, as you said it wouldn't make a difference based on that attack roll. Got a 20 on the TOU save
Supercape Posted May 1, 2013 Author Posted May 1, 2013 Editted in the Bruise for Crimson Tiger. Blod is up.
Tiffany Korta Posted May 4, 2013 Posted May 4, 2013 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.
Supercape Posted May 5, 2013 Author Posted May 5, 2013 I think, from my interpretation of the stealth rules, that moving and attacking comes with a -20 penalty - your comments?
Tiffany Korta Posted May 5, 2013 Posted May 5, 2013 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.
Thevshi Posted May 7, 2013 Posted May 7, 2013 (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 May 7, 2013 by Thevshi
Supercape Posted May 7, 2013 Author Posted May 7, 2013 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.
Thevshi Posted May 7, 2013 Posted May 7, 2013 Just missed the second level with a 19, so I guess she just knows he was moving back.
Supercape Posted May 7, 2013 Author Posted May 7, 2013 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!
Thevshi Posted May 7, 2013 Posted May 7, 2013 Tsunami will move some more and continue to use the Total Defense action as she did last round.
Supercape Posted May 9, 2013 Author Posted May 9, 2013 Yep, 1d20+8=21 which I think means he shrugs off Post away! then I will get to the NPCs
Supercape Posted May 9, 2013 Author Posted May 9, 2013 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!
Supercape Posted May 9, 2013 Author Posted May 9, 2013 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.
Thunder King Posted May 23, 2013 Posted May 23, 2013 Crimson Tiger is definitely not letting Freebooter get away, so; http://invisiblecastle.com/roller/view/4060667/ 14? Hell no, rerolling; 31 that ought to hit
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