EternalPhoenix Posted May 9, 2017 Share Posted May 9, 2017 OOC for this. As always, ask me anything. Link to comment
EternalPhoenix Posted May 12, 2017 Author Share Posted May 12, 2017 I'm not being lazy or idealess. I'm letting you guys sort out your plan, as I don't have a dog in the "transport to destination" fight. As long as you've got a plan, I'm a happy GM. Link to comment
Supercape Posted May 12, 2017 Share Posted May 12, 2017 Ill suggest a scene cut on board the Black Flag with Shi'ar boosting the speed, then another scene cut to the target. But I am not precious about it; happy to do whatever. I am of the opinion that purely "Flavour"/Exposition scenes without conflict (and importantly, that conflict need not be combat) should be tight in order to get to the meat but again, I am not militant about that Link to comment
EternalPhoenix Posted May 12, 2017 Author Share Posted May 12, 2017 Even if the plan is just "skip the minor details and just get to the plot", I'm still a happy GM. Link to comment
TheAbsurdist Posted May 12, 2017 Share Posted May 12, 2017 Depending on the size, Amir can just pick it up. Link to comment
EternalPhoenix Posted May 13, 2017 Author Share Posted May 13, 2017 So then. Two options on the table. Asad shows off his muscles and flies, or Sha'ir unleashes a speed boost. Which one am I writing into my GM post that is like 90% done and just needs this? Link to comment
Supercape Posted May 17, 2017 Share Posted May 17, 2017 Activating Astral form for Flintlock - quite happy to fiat that away due to magic, or just not be effective. Maybe Shiar can come up with something better Link to comment
olopi Posted May 18, 2017 Share Posted May 18, 2017 Search: 1d20+11 21 You decide what numbers to add/remove Link to comment
EternalPhoenix Posted May 18, 2017 Author Share Posted May 18, 2017 Cape>There's a old swamp harbor base a short ways away. It should be entirely gone, but it's somehow not. It's full of badly rusted musket barrels, blades, and other pirate accessories. More importantly, there's a glowing sigil in front of what appears to be the ruins of a stone house. As you look at it, a face and name imprint on your mind. Pale skin. Jet black hair falling waves past her shoulders. Eyes somehow darker than her hair. Jacquotte. Delahaye. You feel this is a woman you could find if you were blind and deaf, so strong is her desire to live freely. Olopi> You find air. Enchanted air. Worked by a mortal's will. It weaves through all the other magic in the area, leaving a distinct signature you would know anywhere. As you commit it to memory, a face and a name imprint on your mind. Wind burned skin. Dirty blond hair. A joyful, mischevious grin. Light brown eyes. Anne de Graff. God-Wills-It. You feel this is a woman whose desire to remain untamed is strong indeed. Link to comment
EternalPhoenix Posted May 27, 2017 Author Share Posted May 27, 2017 Tracking is Survival. So, magic peoples. Give me Survival checks. you know, if you're in a Tracking kind of mood. Could always just let Hannah call in her favors. Link to comment
Supercape Posted May 28, 2017 Share Posted May 28, 2017 Id go for favours, but if a Survival roll is called for: Survival Roll: 1d20+8 12 a terrible roll ye shall get! Link to comment
EternalPhoenix Posted June 5, 2017 Author Share Posted June 5, 2017 (edited) All righty. Init time Basically, the goal is to get on board and take out the resurrected crew. Use your varied powers and skills to pull of the goal. Only actually sinking the Constellation is off limits. Anything else I'll probably permit. I'll complicate things a bit, too. But hopefully not too much. Distance between ships is approx. 500 ft, and will close by the round. Until it doesn't, for NPC related reasons. Ah, and Cape? How do you feel about the Flag's crew being the targets of sniper fire? I purposely missed the first time around, but Delahaye may or may not do so again. Edited June 5, 2017 by EternalPhoenix Link to comment
Supercape Posted June 6, 2017 Share Posted June 6, 2017 Activating Illusion from Flintlocks Summoning Array, giving them a hopefully better target... Link to comment
EternalPhoenix Posted June 8, 2017 Author Share Posted June 8, 2017 http://orokos.com/roll/522919 13 for Grace O'Malley http://orokos.com/roll/522920 6 for Ching Shih http://orokos.com/roll/522921 25 for Jeanne de Clisson http://orokos.com/roll/522922 18 for Jacquotte Delahaye http://orokos.com/roll/522923 20 for Anne de Graff, and http://orokos.com/roll/522924 18 for the Pirate minion folk. Link to comment
Supercape Posted June 8, 2017 Share Posted June 8, 2017 Initiative vs Ship: 1d20+3 7 Flintlock Initiative vs Ship: 1d20+1 21 The Skeleton Crew Link to comment
EternalPhoenix Posted June 11, 2017 Author Share Posted June 11, 2017 Initiative Order Jeanne de Clisson The Skeleton Crew Anne de Graff Jacquotte Delahaye Pirate Minions 1-5 Asad Grace O'Malley Flintlock Ching Shih Sha'ir The Spellsmith Okay. Jeanne is going to do a thing none of you can see. The Skeleton Crew is up. Link to comment
Supercape Posted June 11, 2017 Share Posted June 11, 2017 Ok given the distance between the two ships is 500' the majority of the skeleton crew will just make sure they take cover. Sweet Jennie will, that said, fire a "warning shot" cannon fire: Fires Cannons!: 1d20+5 9 That might, I suppose, hit a really big ship due to size...(if it does, its Damage 10 effect) Billy will dive underwater as per IC...he will cling to the anchor though, so "following" the Black Flag. Handsome Jack will just keep sailing the ship - Swimming 8 is 250mp or 4000'/Rnd, so I hope it catches up pretty quickly! In addition the Black Flag will have its environmental control up, in a 1000' Radius, storms brew. Which means DC10 Concentration saves from the rolling decks and 50% move impairment. Link to comment
EternalPhoenix Posted June 11, 2017 Author Share Posted June 11, 2017 Yeah...that shot's a miss. No way, Jose. Let's see here...Anne de Graff will start flying and unleash her Air Control to literally blow the storm away. Since it's the ship providing the storm, Anne blows it away. Right out to sea. You can turn that back on if you like, Cape, but the odds are decent she'll just do it again. Unless she's otherwise occupied. She does have the concentration bonus to no sell that check, as well. Delahaye will be fooled by the Illusion and put a bullet through it. Now for a will save, as she has a Scope on that Barret. http://orokos.com/roll/523985 25, so successful. The Pirate Minions will do things that none of you can see due to distance. And Asad will be up. Link to comment
TheAbsurdist Posted June 11, 2017 Share Posted June 11, 2017 Queuing up Interpose, friendly reminder that he will t ry to block any attacks possible aimed at teh living members of his team. So Asad is going to close the distance, and then use the Groundstrike feature of his superstrength a knock a big ol' wave into that ship. If not feasible or I need to do HP lemme know. Link to comment
EternalPhoenix Posted June 11, 2017 Author Share Posted June 11, 2017 Yeah, you'd need Extra Effort or a HP to boost Flight from 4 (which is slower than the Black Flag is moving) to something a bit higher. Other than that, you're good. Link to comment
EternalPhoenix Posted June 11, 2017 Author Share Posted June 11, 2017 I do believe vehicles autofail Reflex saves, so Toughness: http://orokos.com/roll/524002 31. More than enough to withstand Asad's attack. Grace O'Malley isn't even in view, so what she does with her turn is unknown to you all. Flintlock is up here, post away Asad. Link to comment
Supercape Posted June 11, 2017 Share Posted June 11, 2017 (edited) So mechanically removing the illusion, and instead activating move object on the flying storm-breaker / air controller. Its perception range so automatic hit, and then grapple roll: Move Object Grapple on Pirate: 1d20+20 28 EDIT Also, as move action, drawing her flintlock pistol! Edited June 11, 2017 by Supercape Link to comment
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