Thunder King Posted August 25, 2013 Posted August 25, 2013 (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 August 25, 2013 by Thunder King
Supercape Posted August 25, 2013 Author Posted August 25, 2013 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!
Thevshi Posted August 25, 2013 Posted August 25, 2013 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.
Supercape Posted August 25, 2013 Author Posted August 25, 2013 Done! Admiral is dazed, so it is Blod up next!
Supercape Posted August 25, 2013 Author Posted August 25, 2013 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!
Thevshi Posted August 25, 2013 Posted August 25, 2013 Freebooter and Devil Ray already escaped! Just kidding, I am fine either way really.
Tiffany Korta Posted August 25, 2013 Posted August 25, 2013 Well Blod first instinct is to go into the water and try and save him, guess who took a rank in Swim . That's not to say that she can't find him in the water.
Supercape Posted August 25, 2013 Author Posted August 25, 2013 Well Blod is up! To do a dive and catch him, lets call that a DC 20 Swim Check.
Thevshi Posted August 25, 2013 Posted August 25, 2013 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
Tiffany Korta Posted August 25, 2013 Posted August 25, 2013 Blod swim roll 1d20+5=13 in her defence it not exactly the aquatic person.
Supercape Posted August 25, 2013 Author Posted August 25, 2013 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.
Thunder King Posted August 27, 2013 Posted August 27, 2013 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?
Supercape Posted August 27, 2013 Author Posted August 27, 2013 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).
Thunder King Posted August 28, 2013 Posted August 28, 2013 Well, I'm gonna just throw them down there to offer for the swimmers. It's to make sure the two who aren't imbued with water powers don't drown.
Supercape Posted August 28, 2013 Author Posted August 28, 2013 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!
Supercape Posted August 28, 2013 Author Posted August 28, 2013 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!
Thevshi Posted August 28, 2013 Posted August 28, 2013 Posted Tsunami's action IC, I assume there was no roll required to help Blod back to the surface?
Supercape Posted August 29, 2013 Author Posted August 29, 2013 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?
Supercape Posted August 30, 2013 Author Posted August 30, 2013 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!
Thevshi Posted August 30, 2013 Posted August 30, 2013 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.
Supercape Posted August 30, 2013 Author Posted August 30, 2013 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!
Supercape Posted September 1, 2013 Author Posted September 1, 2013 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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