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Red Sky at Night (OOC)


Supercape

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1d20+10=30 for the Captain. 

 

The Shiphand (the only other at the bridge) is also intimidated. 

 

So, technically the Shiphand is friendly towards Blod, but he would remain freindly to the Captain. So, Ill resolve this by opposing Blods 24 vs the Captains own Intimidate score, to find out who is he is most scared of!

 

1d20+12=24

 

Well how about that. 

 

So lets have it work out badly for everyone! ;)

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I think this means we have moved to round 3

 

 

Round 3

 

25 - Blod - 2 HP

24 - Tsunami - Fatigued - Unharmed - 2 HP

21 - Crimson Tiger - Unharmed - 4 HP

13 - Devil Ray - Unharmed

11 - Captain - Unharmed

 

Blod just acted with her intimidate, so Tsunami is up. 

 

I still need a notice Roll from Crimson Tiger. 

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Tsunami is continuing to Defensive Attack, -2 atk/+2 def.  Due to her fatigue, she is at +7 atk/+11 def.  Her attack roll on Devil Ray is a 27, with a natural 20 for a critical hit.  That is a DC 30 toughness save for Devil Ray (and, if applicable, it is a +17 attack for purposes of knockback!)

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And now the Captain will fire a warning shot at Blod. It won't hit, but he is just playing tit for tat! And that means an intimidate attempt!

 

1d20+12=31

 

 

Round 4

 

25 - Blod - 2 HP

24 - Tsunami - Fatigued - Unharmed - 2 HP

21 - Crimson Tiger - Unharmed - 4 HP

13 - Devil Ray - Unharmed

11 - Captain - Unharmed

 

 

Blod is up, and needs to resolve that intimidation!

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  • 2 weeks later...

Okay, Tsunami is continuing Defensive Attack, -2 atk/+2 def, giving her +7 atk/+11 def.

 

She again gets a natural 20 on her attack roll for a 27 and a critical hit!  Again, DC 30 toughness save for Devil Ray (and if applicable, a +17 attack for purposes of knockback)

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  • 2 weeks later...

Ok so I am slightly fudging initiatives for the Free Booter and Crimson Tiger. At this point the Free Booter is just moving (a leaping 4 power) onto the Deck of the Prince Edward. 

 

For next round his initiative will be: 1D20+4 => 11

 

Thunder, as we are slightly fudging this round in terms of FB/CT actions, feel free to take an action this round at your leisure as all you have done is speak. 

 

Meanwhile...

 

Devil Ray has been tossed out 2500 feet into the cold hard ocean and the storm. Fortunately, he is quite happy there! Unfortunately, he is dazed so no action. 

 

The Captain has been bluffed, so he is holding action - however Im stopping at this juncture to check TiffK / Blod is turning off the engines (note the INT DC 5 check). 

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"I can't repair this TV lets hit it with a hammer...hey that worked!" kind of thing?

 

An excellent use of an HP. 

 

So after a bit of fudging about Freebooter and Crimson Tigers actions we are now at:

 

 

Round 5

 

25 - Blod - 1 HP

24 - Tsunami - Fatigued - Unharmed - 2 HP

21 - Crimson Tiger - Unharmed - 4 HP

13 - Devil Ray - Bruised (2500 feet out)

11 - Free Booter - Unharmed

11 - Captain - Unharmed

 

Ok, to recap, the Engines have been shut down by Blod. Blod and the Captain are on the Bridge. Free booter and Crimson Tiger are on the fore deck of the ship, and Tsunami is at the rear, with Devil Ray knocked back 2500 feet. 

 

Blod is up!

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It would only be -5 (Notice checks are only -1 per 10', the -2 per range increment is only for attack rolls ;) ).

 

Well, IC appears to be back down.  Tsunami only got a 13.  Unless her detect water supersense helps (for sensing them passing through the rain), she probably only heard them.

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