Supercape Posted May 23, 2013 Author Posted May 23, 2013 1d20+8=11 I believe that is a DC 21 TOughness save, so that makes the Freebooter Dazed and Disabled. Also, CT is down to 3HP The Devil Ray is going to fly into the air, and with the aid of his supersenses, locates all three heroes who are now more or less (I think) in the fore of the ship. He fires his blasts at Tsunami: 1d20+8=20 which I think hits. Thats a DC 24 Toughness save for Tsunami The Freebooter is up next, and as he is dazed, is not acting. As for the Captain, alarms ring and the ship moves out of the dock, sailing southwards. The environment is now a full raged storm, which means DC 10 Concentration checks to sustain any powers on your turn, and movement is hampered to 50%, and we are in low-light conditions. Round 7 25 - Blod - 1 HP 24 - Tsunami - Fatigued - Unharmed - 2 HP 21 - Crimson Tiger - Bruised - 3 HP 13 - Devil Ray - Bruised 11 - Free Booter - Injured, Dazed (until 21), Disabled. 11 - Captain - Unharmed Blod is up again.
Thevshi Posted May 23, 2013 Posted May 23, 2013 Cape, normally that would hit Tsunami, but her last action was a move and Total Defense action, which puts her defense above 20.
Tiffany Korta Posted June 4, 2013 Posted June 4, 2013 Blod will (finally ) throw a brace of dagger's toward's the Captain 1d20+8=11, yeah that probably ain't going to hit...
Thevshi Posted June 5, 2013 Posted June 5, 2013 Another Defensive Attack, -2 atk/+2 def, making things +7 atk/+11 def. Tsunami tries to blast Devil Ray once more, getting a 19. Probably a miss, but if it hits, DC 25 toughness save.
Supercape Posted June 5, 2013 Author Posted June 5, 2013 It is actually a hit! 1d20+11=22 Bruising him again. Post away and then i will proceed with round!
Thunder King Posted June 7, 2013 Posted June 7, 2013 Crimson TIger's...gonna have a minor freakout here. This is similar to something she dealt with previously. She accidentally nearly killed the robotic hero Steel Shrike, and as far as she can tell, Freebooter's like him, an intelligent, self-aware robot. SO instead of attacking, she's going to freak out.
Supercape Posted June 7, 2013 Author Posted June 7, 2013 Thats an HP for Crimson Tiger, bringing her up to 4 HP Devil Ray is swooping down and making a move-by action, grappling Tsunami: 1d20+8=21 which I think just hits, even with the defensive shift. Opposed Grapple Roll please: 1d20+22=33
Thevshi Posted June 9, 2013 Posted June 9, 2013 (edited) Tsunami’s grapple check is 27 Her Str check is 11 Edited June 9, 2013 by Thevshi
Supercape Posted June 9, 2013 Author Posted June 9, 2013 So, Devil Ray Binds Tsunami in a Grapple, and will automatically beat that strength roll, thus sailing back into the air with her in his loving arms! to keep it relatively simple, Ill say he soars 100 feet into the air. The damaged Freebooter will Jump away: his Acrobatics Roll is 1d20+12=31 which adds 16 feet to base leaping distance. His base running leaping distance is 14 feet, so that is a neat 30 feet: then with Leaping 4 at x25, we have a nifty 750 foot jump away into the darkness!!!
Supercape Posted June 9, 2013 Author Posted June 9, 2013 The Captain will blast the controls of the ship, and I will rule that they are damaged as a result. Round 8 25 - Blod - 1 HP 24 - Tsunami - Fatigued - Bound (Grappled) - 2 HP 21 - Crimson Tiger - Bruised - 4 HP 13 - Devil Ray - Bruised x2 11 - Free Booter - Injured, Disabled. , 750 feet away, out of sight. 11 - Captain - Unharmed Blod is up
Supercape Posted June 9, 2013 Author Posted June 9, 2013 Could I also have a Survival Roll DC 15 from you alls. Given the stormy conditions and low light, -2 to the roll unless you have some kind of compensatory super sense. The ship is heading for the Freedom City Naval Base.
Tiffany Korta Posted June 10, 2013 Posted June 10, 2013 Blodeuwedd going to draw Dyrnwyn, but keep it under cover and move up to beside the Captain, hopefully undetected. Survival Roll 1d20+1=11, so yeah no...
Supercape Posted June 10, 2013 Author Posted June 10, 2013 Could I have a Stealth Roll for that? and is that the totality of your action this round?
Tiffany Korta Posted June 10, 2013 Posted June 10, 2013 Well she had total concelament and Skill Mastery for stealth of 30, so I think she's fine . She doesn't have quick-draw so that will have to do for now...
Supercape Posted June 10, 2013 Author Posted June 10, 2013 1d20+10=15 and the Captain does not notice! Which means Tsunami is up!
Thevshi Posted June 10, 2013 Posted June 10, 2013 Tsunami only gets a 13 on her survival roll, though, that is probably an 11 after the -2 (not sure if her water supersense would help any). So, if she and DR are only 100 feet up, is she able to look down at the water? (you said he was holding her by her wrists).
Supercape Posted June 11, 2013 Author Posted June 11, 2013 I dont think the water supersense would necessarily help in navigation - I could possibly buy a +2 situational modifier but it would be moot. Yes, she can look down! its pretty dark, the sea is black, but then she could certainly perceive the sea by her supersense even if she couldn't visually see it.
Thevshi Posted June 11, 2013 Posted June 11, 2013 Well, I have two ideas for something Tsunami might try. 1) Use her water control power to pull up a bunch of water to wrap around her and Devil Ray and try to use that to help her escape from the grapple. Or 2) Stunt an alt power that is just an area attack (again pulling up a bunch of water but this time just as an attack) in the hopes she might stun Devil Ray and he will let her go (of course, she might take damage as well). Wanted to see which you thought was more workable.
Supercape Posted June 11, 2013 Author Posted June 11, 2013 Both are. I would say the first would be an opposed check your water control vs his strength, Also if he is stunned you will fall, but I would give you +5 bonus to the toughness check in terms of "At the lastmoment control the water"
Thevshi Posted June 11, 2013 Posted June 11, 2013 (edited) Tsunami will pull some water up to the pair and try to use it to free herself from DR. She gets a [url=http://invisiblecastle.com/roller/view/4084689/]20[/url] on the powers check. Edited June 11, 2013 by Thevshi
Supercape Posted June 11, 2013 Author Posted June 11, 2013 1d20+11=29 for Devil Ray, a particularly good roll Post away IC. And then Crimson Tiger is up!
Recommended Posts