Supercape Posted July 3, 2013 Author Posted July 3, 2013 Ok combat is effectively over so Ill stop at this point. For Reference we have: Blod - 2 HP - unharmed Tsunami - Bruised - 2 HP Crimson Tiger - Bruised - 4 HP The Ship is 5 Rounds from collision with FC Naval Base! Blod senses the Captain is concealing something, and is hopeful of some kind of "victory" Crimson Tiger needs a Sense Motive Roll. DC 10
Supercape Posted July 3, 2013 Author Posted July 3, 2013 The mechanic is dead keen to get off the ship...dead keen!
Thevshi Posted July 3, 2013 Posted July 3, 2013 Tsunami used one of her hero points last round to remove her fatigue.
Supercape Posted July 15, 2013 Author Posted July 15, 2013 Thats enough to spot the Captain's glorious confidence. Ok so the Ships explosives were incendiary grenades. Meant for OVERTHROW, but the captain has other ideas for them! The explosions themselves will cause a DC 25 Toughness save. This will apply to Crimson and Blod. With the ample cover around, a DC20 Reflex save will totally protect you from the explosions. The Captain himself gets +5 to his Reflex save as he knew the explosions were coming. Blod also gets +5 to her Reflex save, her sense motive skill alerting her to something being up. 1d20+10=27 he makes it.
Thunder King Posted July 24, 2013 Posted July 24, 2013 http://invisiblecastle.com/roller/view/4145732/ 25 on the reflex, cover taken successfully
Supercape Posted July 24, 2013 Author Posted July 24, 2013 Thanks THunder. Waiting on TiffK to respond to...THE ADMIRAL! (i.e. The Captain!)
Tiffany Korta Posted July 25, 2013 Posted July 25, 2013 Blod's Reflex roll 1d20+8+5=22, just made it...
Supercape Posted July 25, 2013 Author Posted July 25, 2013 Cool. So, we have the Admiral gloating, and a flaming ship being swept into the FC Naval base. You are all up!
Thevshi Posted July 25, 2013 Posted July 25, 2013 SC, Tsunami will try to use her Water Control to counter the current propelling the ship (ie stop the ship). She will use extra effort to push her power (adding +2 ranks) in the effort, taking the level of fatigue for the moment. Let me know what I should roll.
Supercape Posted July 26, 2013 Author Posted July 26, 2013 That sounds like an opposed power roll to me! Versus: 1d20+10=30 Yoikes!
Supercape Posted July 26, 2013 Author Posted July 26, 2013 Post away! That will stop the ship, or even reverse it a little if you so wish - although it will tie up your array.
Supercape Posted July 26, 2013 Author Posted July 26, 2013 Ok so we fall back to action! First off, the Admiral is more than he seems! A lightning bolt from the sky crashes in on Blod. His attack roll is: 1d20+12=30, meaning the lightning strikes the poor woman, and its a DC 23 Toughness save. This is a surprise attack. Could I have initiative rolls from you guys again, as you now have to deal with the Admiral. To Recap on status: Blod - 2 HP - unharmed - On Deck Tsunami - Bruised - 2 HP - Fatigued - Underwater Crimson Tiger - Bruised - 4 HP - On Deck (Wherever you would like to narrate yourself, Thunder) 23 - The Admiral - Bruised - On Deck 1d20+8=23 for the Admirals Initiative
Supercape Posted July 26, 2013 Author Posted July 26, 2013 NB: TiffK, the Admiral is using an Atlantean Power ring to control the weather. Technically Blod can detect magic, but I was never sure in my head if this was magic or some kind of divine sea god descriptor. In the end, and to keep suspense and surprise, I decided to award you that mystery HP above and keep it hidden. I hope this is ok. If you want to narrate some fluff for how she missed it, you have complete license to do so, otherwise I will just say its some kind of divine Cthullu-esque descriptor.
Thunder King Posted July 30, 2013 Posted July 30, 2013 http://invisiblecastle.com/roller/view/4153623/ That's a 10 for initiative. Crimson Tiger is not going first
Tiffany Korta Posted August 5, 2013 Posted August 5, 2013 (edited) Obvious she was distracted by everything going on, Initiative's 1d20+9=10. Also her toughness save is 1d20+9=18, so she might be missing out this round anyhow . Edited August 5, 2013 by TiffanyKorta
Supercape Posted August 5, 2013 Author Posted August 5, 2013 And away we go again! Facing the Admiral! 26 - Tsunami - Bruised - 2 HP - Fatigued - Underwater 23 - The Admiral - Bruised 10 - Blod - 2 HP - Bruised, Dazed - On Deck 10 - Crimson Tiger - Bruised - 4 HP - On Deck And Tsunami is up!
Thevshi Posted August 5, 2013 Posted August 5, 2013 As discussed in chat, Tsunami will continue to keep the ship from moving.
Supercape Posted August 7, 2013 Author Posted August 7, 2013 The Admiral is up! He is going to summon a storm, creating Distraction 10 and Hamper Move 50% conditions. Everyone maintaining sustained powers (who is not underwater!) please make concentration check DC 10 to maintain sustained powers.
Tiffany Korta Posted August 24, 2013 Posted August 24, 2013 Okay I'm feeling a little dense today but isn't Blod still Dazed?
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