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RocketLord, September 13, 2019 in Archives
OOC for this.
Present and accounted for. Taking a read. (Also posted. On scene, assessing the situation.)
Is there a possible way for TL to climb aboard?
The ship is pretty standard design wise outside, so pretty much anywhere, depending on how high you want to climb and such. There's some steps to grab on to in various places, in case anyone falls over board, so you could get up on the ship pretty much anywhere. Give me a stealth check if you do.
I'll go around the back where the tenders are usually stored and gain access there.
I'm going to go under the surface and swim over to whatever access is available there.Stealth Check: 1d20+5 12
Not a good sign, but over 10. Hopefully the noise of any machinery covers things.
You're not seeing anyone spotting you yet.
Give me another Stealth check for your ongoing attempts at staying unnoticed, and a Search check, which will mostly determine how fast you'll find your way to where you want to go.
Okay, first to secure the ship's heart, the engine room.Stealth Check Ahoy!: 1d20+5 25
Run silent... run deep. Even when wearing a red, white, and blue drysuit and a red dive vest. I'll hold off on causing a ruckus with popping a life raft out later. That'll be when I make a move. What I need to do is make sure the engine room's not compromised, and there's some friendly faces that can give me the skinny.
Heading to the engine room, I'll give the pirates two chances of finding you, however slight that chance might be: 7 24
So close! But still, undiscovered!
Give me an IC, and feel free to describe your path to the engine room however you'd like, with you probably getting some close calls with pirates on the way.
Welp, time for initiative and my one surprise round attack.Initiative: 1d20+10 15
Pretty much? SUPERKICK PARTAAAAAAY!!!Hull Breaking Strikes, Touch, DC 25 Toughness (Autofire), Damage (Bludgeoning), (+10 to hit): 1d20+10 11
Time to spend a hero point on that crit-fail.Hull Breaking Strikes, Touch, DC 25 Toughness (Autofire), Damage (Bludgeoning), (+10 to hit), Hero Pointed: 1d20+10 24
That's better.Hero Points Remaining: 2
That's a hit! And a since its 9 above the Def, that's a +4 to the TOU save.
Rolling vs. TOU DC29: 14
And he goes flying over the railing, alerting the pirates below. There's 4 pirates down there, and they get initiative: 14, 14, 21, 11
Hit me with an IC for your sneak attack, then I'll follow up with Pirate 1!
21 - Pirate 1 - Unharmed
15 - Torpedo Lass - 2HP - Unharmed
14 - Pirate 2 - Unharmed
14 - Pirate 3 - Unharmed
11 - Pirate 4 - Unharmed
There's three engineers working in the room, so keeping them out of trouble could end up being a priority!
Pirate 1 goes for his flintlock and takes a shot! 11
And that's a miss!
Torpedo Lass is up!
Some positions, for what you can see: T=TL, P=Pirates, C=Crew, E=Engine
Pirate just to the right of Torpedo Lass took the shot.
First, may I get an X to know where the guy I beat is?
Second the pirate to my port (left) I think is more important considering the crewman next to him. (The Pirate on the first row with the crewman next to him near the engine)
Considering the risk of hitting the engine itself is low, I'll smack that pirate with a Cavitation Bubble Collapse (Blast 10, +10 to hit, DC25 Toughness save)
Cavitation Bubble Collapse Ranged DC 25 Toughness Damage (Heat)Cavitation Bubble Collapse: 1d20+10 29
Almost a crit 20... Almost.
There's your X! And for my sake, numbers according to initiative:
And Pirate 2 gets hit: 24
Since he's a minion, that's a KO. Give me an IC, then I'll follow up with pirate actions.
14 - Pirate 2 - KO
Oh, I forgot to mention my move action, which would be to shift down one row so I have a clear view and better angles of 1, 3, and 4.
|2 C EEEEEEEE C
| X 3 C
Pirate 3 and 4 shoots at you with their flintlocks: 14 9 They suck!
Pirate 1 moves into melee and swings his cutlass: 10 Also a miss!
I'm going to attempt to stun the swordsman (Pirate #1) point-blank.Pistol Shrimp Snap (Stun 10, +10 To Hit, DC 20 Fort Save): 1d20+10 16
Not moving for now. They now are also officially warned.
Fort save: 24
He makes it!
Pirate 3 and 4 readies actions to shoot at you once Pirate 1 is out of the way.
Pirate 1 moves around you to give them a free shot, causing both Pirate 3 and 4 to fire: 20 17, two misses
Pirate 3 and 4 changes places in turn order
Pirate 1 attempts to trip you! Melee attack: 11 a miss, so you're up
|2 C EEEEEEEE C
|1 X 3 C
21 - Pirate 3 - Unharmed
21 - Pirate 4 - Unharmed
Okay using my jump to clear the distance between where I am and where #4 is located at I am going to do another "Hull Breaking" as a flying kick on #4.Hull Breaking Strikes (25DC Toughness Save, +10 To Hit, Bludgeoning): 1d20+10 29
Let's just get the good rolls out early.
That's a hit andyou beat the pirate's defense by more than 10, so +5 DC. let's see if number 4 makes the save: 25, he's out, and let's go with some semi-ragdoll moves for the fun of it
Pirate 1 moves behind you, so you're now semi-surrounded by pirates!
|2 C EEEEEEEE C| EEEEEEEE| X 3 C |______1_T______4
Both 1 and 3 try to hit you with their cutlasses: 19 19, all still missing, cus they're sucky pirate minions!
21 - Pirate 4 - KO
Spending a HP for a second attack this round.
1 HP Remaining
Attacking Pirates #1 and #3 with a Cavitation Bubble Collapse blast.
Pirate 1: Cavitation Bubble Collapse (DC 25 Toughness, +10 to hit, Heat): 1d20+10 29
Pirate 3: Cavitation Bubble Collapse (DC 25 Toughness, +10 to hit, Heat): 1d20+10 23
Two hits, two tou saves: 22 13
Down they go, combat is over.
HP status: 1 HP left
Question, do any of these pirates look like what they're wearing is in my size?
All a bit too big, they're about 6', but nothing preventing you from trying!