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Red Sky at Night (OOC)


Supercape

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Surge for two move actions; using one to close distance, the other for acrobatic bluff

 

30 on acrobatic bluff, how she handles it after this depends on how the acrobatic bluff works.

 

EDIT: As per chat, the admiral can't match that, so...

 

Power attacking for 5!

 

21 does that hit? If so, DC27 TOU save for the admiral

Edited by Thunder King
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1d20+8=17 an impressive Bruise, Dazed, Staggered!

 

1d20+2=17 and he fails to maintain the current, meaning the ship now falls back from the Naval Base under Tsunami's power alone. 

 

Round 2

26 - Tsunami - Bruised - 2 HP - Fatigued - Underwater
23 - The Admiral - Bruised x2, Dazed (till 10), Staggered
10 - Blod - 2 HP - Bruised - On Deck
10 - Crimson Tiger - Bruised - 3 HP - On Deck
 
Tsunami is up!
 
I will add that the ship is now both in danger of sinking, exploding, or just hurting you from flames!
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Also, forgot to add the Knockback from Crimson Tiger. Given you are on a sinking ship in a storm, I thought it was a good idea for him to go overboard!

 

I am also going to cast around for opinions - does the Admiral Get away? I made him (I hope) a 3D character who was a match for Tsunami in the sea. He could get caught, he could swim away. Whilst I think dice should play a part, if you guys want to let him go for story purposes (Thev gets first shout on that) then sing out!

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Well, I would fudge this thusly:

 

Narratively you can throw as many as you want for story purposes. 

 

Mechanically, its basically a throw attack, ranged attack. 

 

Underwater means partial concealment. 

 

What effect are you going for? to hit the Admiral and force him to surface (a bit unplausible, but cool enough to let pass!), or damage? (STR bonus, with a -2 penalty for throwing through water). 

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Totally fine! Post away!

 

For those underwater (Blod!) feel free to grab one of those. They will give a +2 Bonus to swimming rolls (unless you are diving underwater), and means that failing swimming rolls needs to be by a further 10 if you are using your main hand, or a further 5 if grabbing it with your off hand. Using both hands means you cannot drown at all!

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And the next round (and probably final one!)

 

Round 3

26 - Tsunami - Bruised - 2 HP - Fatigued - Underwater
23 - The Admiral - Bruised x2, Staggered, Underwater
10 - Blod - 2 HP - Bruised - Underwater
10 - Crimson Tiger - Bruised - 3 HP - On Deck
 
Meaning Tsunami is up!
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So the Admiral is going to use his Water Control Power to mimic swimming, as per UP - creating a current to move him at Swimming 10 Speed. 

 

That's a whopping 20'000 feet move!

 

This I think effectively pushes him out of everyones reach but Tsunami - so back to Thevshi!

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And I think thats a wrap folks. If anyone wants to post one or two more, to socialise or narrate the ending, please go ahead. 

 

Otherwise, I will soon (next day or two) post the Admirals Epilogue, wrap and lock!

 

Thanks for playing! Any comments, critique or thoughts (including ongoing stories) please post them!

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