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Pirates Initiative: 23

 

There's a ship above.

There's 4 pirates on the ground that's appeared from the cannonballs, and the cannonballs are still glowing.

Anyone that went with Pan on the trip to the Danger Research Facility in Spring 2019 (or have been told about that or the cannonballs by Pan or anyone on that trip) might remember that these cannonballs work as portals and will keep bringing in more pirates until they're destroyed.

 

@KnightDisciple is up

 

28 - Thunderbird - 2HP - Unharmed

25 - Forever Boy - 6HP - Unharmed

23 - Angelik - 3HP - Unharmed

23 - Sky Pirates

14 - Crystal-Gazer - 2HP - Unharmed

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Thunderbird is going to burn an HP to cover the fact that he's taking an extra Move Action...

 

Move Action: Fly at top speed to a point a little ways past the pirate ship. He's using his Power Reserve fully to Flight, so that gives him Flight 7 aka 1000mph.

Free Action: Switch his High Flier Array to this power:

AP: Damage 10 (Extras: Area [General, Burst], Linked [Dazzle], Flaws: Action [Full Action], Tiring, Power Feats: Progression 10 [Area, Max 20 mile radius) [15PP] + Dazzle 10 (auditory and visual, Extras: Area [General, Burst], Linked [Damage], Flaws: Action [Full Action], Range [Touch], Tiring) [10PP] (Electricity/Lightning, Sonic) (Borealis Burst)

Full Round Action: Activate Borealis Burst, but keep the Radius such that it encompasses the pirate ship and any guys hanging off ropes, but does not reach the ground or hit nearby skyscrapers. 

I believe that's a DC 20 Reflex save for half damage on the DC 25 Toughness Save, as well as to determine if they are Blinded and Deafened. 

 

I'll worry about the Tiring later. 

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Reflex for Area for the Ship: 14

Ship TOU save: 21

The ship cannot be blinded or deafened.

 

Reflex Save vs Area for the Crew: 25

TOU Save for Crew: 13

The crew is dazed.

Reflex Save vs. Dazzle: 22

 

---

 

Pan uses Quick Change to get into his costume.

Move Action to Fly to one of the canonballs, Standard Action to attack with Forever Weapon in the shape of a hammer: 19

Cannonball TOU save: 22 vs DC27

The cannonball is destroyed.

 

---

 

Current status: Micah is in the air by the Sky-Pirate ship and has damaged it, while blinding and deafening the crew.

Pan has destroyed a cannonball with a teleport gate on the ground.

4 pirates are on the ground.

 

@Avenger Assembled is up

 

28 - Thunderbird - 1HP - Unharmed

25 - Forever Boy - 6HP - Unharmed

23 - Angelik - 3HP - Unharmed

23 - Sky Pirates

- Ship: Injury (x1)

- Ship Crew: Bruise (x1), Dazed (1 rnd)

- Pirates on Ground (x4): Unharmed

- Teleport Gate Cannonballs on Ground (x2): 1 destroyed, 1 unharmed

14 - Crystal-Gazer - 2HP - Unharmed

Edited by RocketLord
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Angelik flies up onto the deck of the ship. 

She switches her array to Enhanced STR and punches the mast. It's a big immobile object so I don't think she needs to roll? 

She'll Power Attack for +2.

That's DC 25+2+2+2 from Super-Strength vs. an immobile object. 

That's a DC 31 Tou check for the ship. 

If you just have it take 10 as an object, it'll get 22 and fail by 9 but that's up to you RL. =D 

 

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Ship takes 10 as an object, for total of 23 ;)

That's an Injury to the mast, and dividing the ship into sections for the Hull and the Mast, damage wise. The mast can't be dazed and its an object, so no bruise.

 

Give me an IC.

 

28 - Thunderbird - 1HP - Unharmed

25 - Forever Boy - 6HP - Unharmed

23 - Angelik - 3HP - Unharmed

23 - Sky Pirates

- Ship:

-- Hull: Injury (x1)

-- Mast: Injury (x1)

- Ship Crew: Bruise (x1), Dazed (1 rnd)

- Pirates on Ground (x4): Unharmed

- Teleport Gate Cannonballs on Ground (x2): 1 destroyed, 1 unharmed

14 - Crystal-Gazer - 2HP - Unharmed

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Three pirates on the ground goes for Forever Boy, the last goes for Crystal-Gazer.

 

3 Attack vs. Pan: 19 19 17, all miss!

1 Attack vs. Lulu: 22

That's a hit. Give me a DC21 TOU save.

 

Two more pirates appear from the remaining cannonball on the ground.

 

The Ship Crew clears the Daze

 

@Heritage is up!

 

28 - Thunderbird - 1HP - Unharmed

25 - Forever Boy - 6HP - Unharmed

23 - Angelik - 3HP - Unharmed

23 - Sky Pirates

- Ship:

-- Hull: Injury (x1)

-- Mast: Injury (x1)

- Ship Crew: Bruise (x1)

- Pirates on Ground (x6): Unharmed

- Teleport Gate Cannonballs on Ground (x2): 1 destroyed, 1 unharmed

14 - Crystal-Gazer - 2HP - Unharmed

Edited by RocketLord
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Okay, Lulu's plan right now is to use her Selective Concealment to give herself Partial Concealment, essentially making her form somewhat blurry, and then pick the cannonball up with her Move Object and slam it in the ground in an attempt to destroy it.

 

Not sure what to roll to do that, if anything.

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Free Action: Use 1 HP to shake Fatigue.

Free Action: Switch Array to Green Lightning (regular ranged damage) 

Move Action: Get to within 120 feet (aka 1st range increment for rank 12 power) of the ship.

Standard Action: Ranged Attack vs Ship: 11. And I have no HP left. If that somehow does hit, DC 27 Toughness Save. 

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Move Action: Fly to the Pirates near the cannonball Lulu destroyed. They're still close enough that I can use Takedown Attack to target them if I take them down.

Standard Action: Attack the pirates with the Forever Weapon, making 4 attacks in order in case I take them down: 14 11 15 15

And that doesn't matter at all since they would all miss anyway!

 

@Avenger Assembled is up!

 

28 - Thunderbird - 1HP - Unharmed

25 - Forever Boy - 6HP - Unharmed

23 - Angelik - 3HP - Unharmed

23 - Sky Pirates

- Ship:

-- Hull: Injury (x1)

-- Mast: Injury (x1)

- Ship Crew: Bruise (x1)

- Pirates on Ground (x6): Unharmed

- Teleport Gate Cannonballs on Ground (x2): 2 destroyed

14 - Crystal-Gazer - 2HP - Unharmed

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Ship takes 10 as an object, so total 22. Another injury.

 

For the sake of keeping things quick I'll be treating the crew as a single target, with any effects lowering its efficiency, but with higher bonuses than the individual pirates.

 

Opposing intimidate: 15

 

Oh yes, they're scared. Give me an IC, then I'l follow up.

 

28 - Thunderbird - 0HP - Unharmed

25 - Forever Boy - 6HP - Unharmed

23 - Angelik - 3HP - Unharmed

23 - Sky Pirates

- Ship:

-- Hull: Injury (x1)

-- Mast: Injury (x2)

- Ship Crew: Bruise (x1)

- Pirates on Ground (x6): Unharmed

- Teleport Gate Cannonballs on Ground (x2): 2 destroyed

14 - Crystal-Gazer - 2HP - Unharmed

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4 of the crew on the ground goes for Forever Boy up close: 10 16 24 26

One hit, and that's a crit.

 

Pan spends a HP on doubling his Dodge Bonus to avoid it.

 

Last 2 crew on the ground shoots at Crystal-Gazer: 16 23

One hit. @Heritage give me a DC21 TOU save for Lulu.

 

The crew on the ship are clearly rattled, and they're starting to do something drastic!

@Avenger Assembled: Give me a DC22 Reflex Save vs. Area Effect, then a DC29 or DC23  if you pass save vs. Trip, using the worse of Strength or Dex (did a typo for a +15, should've been +12, in case any of you wonder about the different roll). There's a Knockback effect that'll throw you towards one of the sides of the ship if you fail.

 

@Heritage, you're up.

 

28 - Thunderbird - 0HP - Unharmed

25 - Forever Boy - 6HP - Unharmed

23 - Angelik - 3HP - Unharmed, pending

23 - Sky Pirates

- Ship:

-- Hull: Injury (x1)

-- Mast: Injury (x2)

- Ship Crew: Bruise (x1)

- Pirates on Ground (x6): Unharmed

- Teleport Gate Cannonballs on Ground (x2): 2 destroyed

14 - Crystal-Gazer - 2HP - Bruise (x1)

Edited by RocketLord
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Starting with her Toughness save: 1d20+10=28. Hah-hah!

 

Not quite sure how to do this rules-wise, but basically she wants to pick up one of the pirates and slam him into the other, ideally disarming both via the impact.

Edited by Heritage
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