Kolohehonu Posted July 21, 2017 Share Posted July 21, 2017 @Sailor Feeding Frenzy and Torpedo Lass taking on some Pirates! I need some initiative right off the bat! Feeding Frenzy: Initiative: 1d20 12 Bad guys: Initiative: 1d20+2 10 theres two speedboats with four pirates in each boat theres three thugs behind the truck on the dock. Link to comment
The Sailor Posted July 21, 2017 Share Posted July 21, 2017 (edited) Torpedo Lass Reporting for duty! Initiative (+2 Dex, +8 Improved Initiative) Initiative (+10): 1d20+10 13 Question, what sort of material are these speedboats made of, and are the pirates wearing any sort of flotation device? Both are important for my opening gambit. Edited July 21, 2017 by Sailor Link to comment
Kolohehonu Posted July 21, 2017 Author Share Posted July 21, 2017 They do not appear to be wearing flotation devices. Definitely have not done water safety! And the boats seem to be built for speed not durability. Link to comment
The Sailor Posted July 21, 2017 Share Posted July 21, 2017 (edited) Hmm...capsize it is... they can hold on to their boats... I wager a hero point to go full speed under their boats to cause them to lose handling (leaving a capsize for a failed driving or piloting check for their boat) should suffice for a power stunt, angling my path of swimming to go under both of their boats? What would I have to do? Edited July 21, 2017 by Sailor Link to comment
Kolohehonu Posted July 21, 2017 Author Share Posted July 21, 2017 I'll have them roll a piloting check in place of a reflex save! Piloting check: 1d20+2 6 no they both flip over! I don't see any reason not to have that be what happens. Link to comment
The Sailor Posted July 21, 2017 Share Posted July 21, 2017 okay, I'll just call spending the HP there the payment for that. I'll knock a post off shortly. Link to comment
Kolohehonu Posted July 21, 2017 Author Share Posted July 21, 2017 Feeding Frenzy is gonna grab one of the Gangsters and just pull him down. Attack Frenzy: 1d20+5 13 Attack: 1d20+4 13 the pirates will take a turn to swim to shore. They are in the open water. Link to comment
The Sailor Posted July 22, 2017 Share Posted July 22, 2017 (edited) Okay looks like it's safe then to say that I capsized both those boats in the first post. I can edit that in, then make my next post. Edited July 22, 2017 by Sailor Link to comment
The Sailor Posted July 22, 2017 Share Posted July 22, 2017 (edited) You know, I'm going to spend a hero point again for a second power stunt with my swimming... pretty much I'm going to circle around the pirates with my swimming power to start spinning them around and give them some regrets in terms of their breakfast choices. Pretty much, to get them all in one place, but also to funnel them together into one spot. So... disorient them and hopefully ensure they're disarmed. I'll be down to 1 hero point left after this stunt. Edited July 22, 2017 by Sailor Link to comment
Kolohehonu Posted July 22, 2017 Author Share Posted July 22, 2017 Can you give a DC for that? Reflex saves: 8#1d20+2 11 14 12 11 8 17 15 3 If it's a D.C. 20 then no none of them make that and we can essentially put them out of commission. Link to comment
The Sailor Posted July 22, 2017 Share Posted July 22, 2017 Torpedo Lass has Swimming 10, so I'd wager the effect would be 15+10 for a DC of 25. I just have to ask if there is a beach nearby where I can deposit the day's catch... And practice my knot tying skills. Link to comment
Kolohehonu Posted July 22, 2017 Author Share Posted July 22, 2017 There absolutely is a beach/dock, where the gangsters are! There's absolutely rope etc. Link to comment
The Sailor Posted July 22, 2017 Share Posted July 22, 2017 I forgot... this is a shipyard/dock... I wager there's ropes with floats usually used for bumpers for boats near the pier... I'll knock a post out after this emergency nap. Link to comment
Kolohehonu Posted July 24, 2017 Author Share Posted July 24, 2017 Ok Frenzy has a guy grappled beneath the water and he's going to use him as a projectile. Attack thug: 1d20+4 16 yep! That hits! Both of them will make toughness saves Toughness Saves: 2#1d20+2 3 17 nope neither beats his strength! Frenzy will then hide via a move action diving into the shadows below the dock. Skill mastery on that is 23, he has disappeared. The thug looking around and not seeing that target will attempt to attack Torpedo Lass Attack TL: 1d20+2 18 which misses! Link to comment
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