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Red Sky at Night (OOC)


Supercape

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Posted (edited)

Surge for two move actions; using one to close distance, the other for acrobatic bluff

 

30 on acrobatic bluff, how she handles it after this depends on how the acrobatic bluff works.

 

EDIT: As per chat, the admiral can't match that, so...

 

Power attacking for 5!

 

21 does that hit? If so, DC27 TOU save for the admiral

Edited by Thunder King
Posted

1d20+8=17 an impressive Bruise, Dazed, Staggered!

 

1d20+2=17 and he fails to maintain the current, meaning the ship now falls back from the Naval Base under Tsunami's power alone. 

 

Round 2

26 - Tsunami - Bruised - 2 HP - Fatigued - Underwater
23 - The Admiral - Bruised x2, Dazed (till 10), Staggered
10 - Blod - 2 HP - Bruised - On Deck
10 - Crimson Tiger - Bruised - 3 HP - On Deck
 
Tsunami is up!
 
I will add that the ship is now both in danger of sinking, exploding, or just hurting you from flames!
Posted

With the current stopped, Tsunami will move up to the surface and get a view of what is going on up on the ship.  Then she will use her Water Control power to send a bit spout of water up onto the fires she can see.

Posted

Also, forgot to add the Knockback from Crimson Tiger. Given you are on a sinking ship in a storm, I thought it was a good idea for him to go overboard!

 

I am also going to cast around for opinions - does the Admiral Get away? I made him (I hope) a 3D character who was a match for Tsunami in the sea. He could get caught, he could swim away. Whilst I think dice should play a part, if you guys want to let him go for story purposes (Thev gets first shout on that) then sing out!

Posted

Yeah, stormy seas can be tough to swim in!  (unless you have the Swimming power and can always Take 10 ;) )

Anyway, luckily Blod has a friend nearby that can make sure she doesn't drowned :D

Posted

Crimson Tiger is up!

 

If she wishes to Dive in to grab the Admiral, it is also a DC 20 Swim check to do so. If you succeed, we shall treat that as an opposed grapple check to grab him, otherwise you just swim up next to him. 

Posted

Well, Crimson Tiger's gonna throw as many life preservers into the water as she can find in the hopes that she will hit near Blod and the Admiral. Do I need to roll an attack roll to hit where they are approximately? How many can she throw?

Posted

Well, I would fudge this thusly:

 

Narratively you can throw as many as you want for story purposes. 

 

Mechanically, its basically a throw attack, ranged attack. 

 

Underwater means partial concealment. 

 

What effect are you going for? to hit the Admiral and force him to surface (a bit unplausible, but cool enough to let pass!), or damage? (STR bonus, with a -2 penalty for throwing through water). 

Posted

Totally fine! Post away!

 

For those underwater (Blod!) feel free to grab one of those. They will give a +2 Bonus to swimming rolls (unless you are diving underwater), and means that failing swimming rolls needs to be by a further 10 if you are using your main hand, or a further 5 if grabbing it with your off hand. Using both hands means you cannot drown at all!

Posted

And the next round (and probably final one!)

 

Round 3

26 - Tsunami - Bruised - 2 HP - Fatigued - Underwater
23 - The Admiral - Bruised x2, Staggered, Underwater
10 - Blod - 2 HP - Bruised - Underwater
10 - Crimson Tiger - Bruised - 3 HP - On Deck
 
Meaning Tsunami is up!
Posted

That's fine by me

As the Admiral is now undazed and not stupid enough to know he in deep trouble, my inclination is to make him escape. Any thoughts before I proceed with his escape attempt?

Posted

So the Admiral is going to use his Water Control Power to mimic swimming, as per UP - creating a current to move him at Swimming 10 Speed. 

 

That's a whopping 20'000 feet move!

 

This I think effectively pushes him out of everyones reach but Tsunami - so back to Thevshi!

Posted

SC, while Tsunami could likely follow by similarly stunting for herself, she is sort of focused on other things at the moment (making sure Blod is safe and finishing putting out the fires), so we can likely say he is gone.

Posted

So thats cool! the Admiral escapes to live and maybe fight another day!

 

Which takes us out of combat and into epilogue / wrap - take it away guys, Ill jump in if need be!

Posted

And I think thats a wrap folks. If anyone wants to post one or two more, to socialise or narrate the ending, please go ahead. 

 

Otherwise, I will soon (next day or two) post the Admirals Epilogue, wrap and lock!

 

Thanks for playing! Any comments, critique or thoughts (including ongoing stories) please post them!


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