EviscerusNox Posted September 28, 2017 Share Posted September 28, 2017 OOC for this. You can make a Knowledge History check for this if ya want cape Link to comment
Supercape Posted September 28, 2017 Share Posted September 28, 2017 History Roll: 1d20+6 19 Link to comment
EviscerusNox Posted September 28, 2017 Author Share Posted September 28, 2017 ooh yeah, plenty Bonhomme Richard, formerly Duc de Duras, was a warship in the Continental Navy. She was originally an East Indiaman, a merchant ship built in France for the French East India Company in 1765, for service between France and the Orient. She was placed at the disposal of John Paul Jones in 1779, by King Louis XVI of France as a result of a loan to the United States. The Bonhomme Richard was involved in a famous battle at Flamborough Head in 1779 where it sunk after defeating the HMS Serapis. John Paul Jones is famous for uttering "I have not yet begun to fight" when appealed to surrender by the rival captain when it looked like defeat was imminent. The crew were saved save for those that died as part of the battle and were moved to different ships. John Paul Jones himself is seen today as the father of the American Navy and went on to become Rear Admiral in the Russian Navy after leaving American service. Link to comment
Supercape Posted September 28, 2017 Share Posted September 28, 2017 Knowledge Rolls KNowledge rolls on stuff History then Arcane: 2#1d20 11 4 I was lazy and did one roll. Now, adding the bonuses that makes 17 for History 24 for Arcane Link to comment
EviscerusNox Posted September 28, 2017 Author Share Posted September 28, 2017 okie doke History The La Nochte Triste treasure is a fabled lost treasure of gold and silver bullion looted from the treasure house of Moctezuma II during the spanish conquest of the Aztec Empire. Arcane It is said that powerful mystic wards had been placed on the treasure house of Moctezuma, and when the Spanish broke in they had unwittingly cursed the treasure within. This coupled with the death curse of Moctezuma himself brings ruin upon any that carry even a single coin of the treasure. How ruin is brought is up to speculation. Some believe it is a powerful luck hex that causes probabilities towards negative outcomes to be highly skewed. This is supported by the fate of all ships that have carried the gold, as they have all sunk, either by chance run ins with pirates, or by stormy seas or freak gunpowder accidents. Other theories are that Moctezuma himself is connected in death with the treasure, and works to see that those that hold it suffer ill fates. Link to comment
Supercape Posted September 28, 2017 Share Posted September 28, 2017 Ill let Handsome Jack lead the charge; the Black Flag will not fire first but will sail to the flashes of cannons. If pertinent, Tatics roll for Handsome Jack: Knowledge (Tactics): 1d20+4 15 If pertinent, Profession (Sailor) roll for Flintlock: Sailor roll: 1d20+20 25 Link to comment
Supercape Posted September 28, 2017 Share Posted September 28, 2017 opposed STR disarm: 1d20+3 13 for Sweet Jennies Attack Roll. If that misses, it at least has homing - 1! Initiative Rolls: Initiatives for Flintlock and Skeleton Crew: 2#1d20 18 6 With bonuses that is Flintlock Initiative 21, Skeleton Crew Initiative 7 Link to comment
EviscerusNox Posted September 28, 2017 Author Share Posted September 28, 2017 ok so the toughness save for the richard is : toughness save: 1d20+18 36 will post in IC just a sec Link to comment
Supercape Posted September 28, 2017 Share Posted September 28, 2017 Ok so Creating Object - a sheet of blasted ice above the offending ship, and letting it fall on them. I'll leave you to determine how that would work! Hopefully distracting anyway! The Skeleton Crew will dive into the ocean to rescue any sailors. Whilst they don't have swimming skill they are reasonably strong swimmers. Feel free to make any swim rolls if you wish (+10 skill bonus). In any case they have environmental adaptation (underwater) and immune to suffocation so no real danger to them! Link to comment
EviscerusNox Posted September 28, 2017 Author Share Posted September 28, 2017 (edited) i'll do a toughness save for the ship, what's the rank of create? Edited September 28, 2017 by EviscerusNox Link to comment
Supercape Posted September 28, 2017 Share Posted September 28, 2017 (edited) CReate Object Rank 10 Edited September 28, 2017 by Supercape Link to comment
EviscerusNox Posted September 28, 2017 Author Share Posted September 28, 2017 okie doke toughness save: 1d20+18 24 would have been an injury if not for the half effect, but I'll rule that it at least cause some problems and slows them down, effectively making the ship flat footed for next round (so half it's normal defense to hit which was already real low) Link to comment
EviscerusNox Posted September 28, 2017 Author Share Posted September 28, 2017 Ok the ship attacks the Black Flag attack roll: 1d20+6 23 I think that hits it's defense so the save DC will be 27 Link to comment
Supercape Posted September 28, 2017 Share Posted September 28, 2017 Toughness save vs cannon fire: 1d20+15 30 Link to comment
Supercape Posted September 28, 2017 Share Posted September 28, 2017 Ok as per chat, using extra effort to stunt: Summon 10 (Extras: Heroic, Fanatical) Namely, a horrible tentacled kraken from horrible tentacled dimensions deep beneath horrible tentacled seas. Lovecraftian Horror Power Level: 10; Power Points Spent: 150/150 STR: +15 (40), DEX: +2 (14), CON: +6 (22), INT: -1 (8), WIS: +3 (16), CHA: -1 (8) Tough: +15, Fort: Immune, Ref: +2, Will: +8 Feats: Ambidexterity, Fearless Powers: Affects Insubstantial applied to STR [2 PP] Additional Limbs 5 (25 extra limbs, Feats: Improved Grapple) [5 PP] Growth 12 (+24 STR, +12 CON, +3 size categories; Permanent; Innate) [37 PP] Immunity 35 (fortitude saves, interaction skills) [35 PP] Protection 9 (+9 Toughness) [ 9 PP] Super-Senses 3 (darkvision, radius: Vision) [3 PP] Super-Strength 5 (+25 STR carry capacity, heavy load: 819.2 tons; +5 STR to some checks) [10 PP] Swimming 4 (Speed: 25 mph, 220 ft./rnd) [4 PP] Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +36/+41) Attacks: Unarmed Attack, +5 (DC 30) Defense: +0 (Flat-footed: +0), Size: Gargantuan, Knockback: -19 Initiative: +2 Languages: Native Language Totals: Abilities 12 + Skills 0 (0 ranks) + Feats 2 + Powers 105 + Combat 26 + Saves 5 + Drawbacks 0 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2017 Green Ronin Publishing, LLC. All rights reserved. Link to comment
Supercape Posted September 28, 2017 Share Posted September 28, 2017 NB: I have always presumed Growth "Carrying Capacity" applies to throwing as well as lifting (to prevent us having to remember two scores), although the text does not explicitly say that! In any case that would make effective lifting / carrying strength 40 + 15 + 25 = 80! Link to comment
EviscerusNox Posted September 29, 2017 Author Share Posted September 29, 2017 ok so the Ghost ship is gonna take a shot at that giant monstrosity Flintlock summoned attack roll: 1d20+6 12 Which will hit so a DC27 toughness save for the kraken! Link to comment
Supercape Posted September 29, 2017 Share Posted September 29, 2017 (edited) Tough Roll vs Ghost Ship: 1d20+15 31 As a move action, order the crew (i.e. Sweet Jennie) to open fire: Fires at the Ghost Ship: 1d20+5 18 As another move action, order the Kraken to grapple the ghost ship. Grapples Ghost Ship: 1d20+5 17 If that hits, I guess an opposed grapple roll (no idea how to calculate that for a ship!) the Kraken will be at +46 with all limbs involved! Grapple roll vs Ghost Ship: 1d20+46 60 I imagine that will take some beating. Edited September 29, 2017 by Supercape Link to comment
EviscerusNox Posted September 29, 2017 Author Share Posted September 29, 2017 ok so toughness save: 1d20+18 26 beats it by 1 No way it can escape the grapple so it's grappled! I'm gonna roll assuming the squid is damaging with it's grapple toughness save: 1d20+18 23 failed by 7 which means it's stunned for a round! It's on the ropes! Link to comment
Supercape Posted September 29, 2017 Share Posted September 29, 2017 I appreciate Flintlock may not know - but is the Ghost Ship something that can be boarded? Link to comment
Supercape Posted September 30, 2017 Share Posted September 30, 2017 So! Free action: Sustaining Summon Move action! Ordering the Skeleton Crew Move action! Boarding the vessel! Link to comment
EviscerusNox Posted September 30, 2017 Author Share Posted September 30, 2017 Ok so you're about to get an HP for this, need a will save for the skeleton crew! Link to comment
Supercape Posted October 1, 2017 Share Posted October 1, 2017 Ok ill throw ten; either use the first one or see how many are affected (depending on what you fancy as GM!) Will Saves: 10#1d20+5 8 15 6 17 14 12 10 21 18 9 Link to comment
Supercape Posted October 2, 2017 Share Posted October 2, 2017 Move action, command Handsome Jack to get back, Standard action, command the kraken to crush, which, as maintaining grapple should be auto hit and a damage 15 (DC 30 Toughness) save, I think. Link to comment
EviscerusNox Posted October 2, 2017 Author Share Posted October 2, 2017 ok so the toughness save: toughness save: 1d20+17 35 and you get an HP (that's 2 total I believe) for the crew being mind controlled. They'll all turn on your and attack to make it easier they'll combined attack with just one of them so Attack roll (combined attacking): 1d20+5 7 no hit! Moctezuma will now do things like the shooting of coins at Flintlock! Coin Shot: 1d20+10 21 barely hits! Gonna be a DC 25 Toughness save for Flintlock Also give me another KN: Arcane check now that you've physically seen how the treasure and Moctezuma operate Link to comment
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