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Thevshi, October 2, 2015 in Archives
OOC for this thread.
Torpedo Lass reporting for duty! *saluting*
Okay Osprey, give me a Diplomacy roll. I will give you a +4 circumstance bonus for the speech.
The one skill I don't have...
Diplomacy check: 1d20+4 21
Will this roll do any good?
Okay Thev, so you know Torpedo Lass is actually being deceptive here. Sort of a soft form of interrogation, playing the Conspiracy Theorist "Good Cop".
Bluffing... not my strong suit.: 1d20 6
And the Notice check...
Notice Check: 1d20+10 16
That might be enough.
Untrained Acrobatics: 1d20+2 20 Not bad... Must be all the time on ship dealing with a rocking deck!
Anyways leaping on the boulder!
So, probably initiative time.
Uh... I just made a post. I'm wagering she won't want to end this peacefully at this point?
Here is the initiative.
Initiative: 1d20+10 27
I'd actually be willing to let Tundra get the first shot in as I did sort of let my guard down. If I go first I'll hold my action until after Tundra acts.
Tundra rolls about as good as she can for 21.
Round One:27 Torpedo Lass21 Tundra
So, if you are still going with Torpedo Lass using her action to try to talk Tundra down, then Tundra is going to rip apart the large bolder into smaller pieces.So need a Reflex save for Torpedo Lass to try to grab a hold of an edge of the smaller part Tundra will remain on. I will say DC 20.
Well... I gave her a chance to end this peacefully...
Anyways, getting ahead of myself. Reflex Save, right... let's hope my time on deck was worth it!Reflex Save! DC 20: 1d20+8 12 Nope!
One question on wither or not I Hero Point this... Are we still over water, and with the height we're at will the fall's damage fall within my toughness? Might just take the fall anyways...
I will not make you make a toughness save for this fall into the water.
Meh. Superhero Overboard! >_<
Once you post Tundra's actions I'll see what my situation is.
Round Two:27 Torpedo Las21 Tundra
TL will have landed in the water at the end of round one (which you can cover in your post)
I'm going to surge to make sure I got a extra move action, spending a HP to pay for the fatigue.Move Action #1: Swimming to the River Bottom.Move Action #2: Jumping off of the bottom of the river for a second move to land on the bow of the Horizon.Standard Action: Opening fire with my blast. Focusing on Tundra.Cavitation Bubble Collapse! (Ranged, Heat, Tou DC 25, +10 to hit): 1d20+10 30
And yes there will be the banter... ALL the banter.
Tundra gets a 27 on her toughness save, so she picks up a bruise.
Tundra will then try to return the favor, but miss with a 19
Round Three:27 Torpedo Lass (unharmed, 2 HP)21 Tundra (bruised)
Heh... Good... This will be a fine battle!
Just a question, where is the position of the police boats right now to me? I might need some Lilly Pads to hop off of to keep moving. Thankfully as I have Move-By Action, I can strike or blast her in mid-jump.
Well, here is the issue I see (something I should have taken into account last turn with you leaping out of the water in a move action, but my bag).
To keep your leaps a single move action (as opposed to a full round action or more), you can only use Leaping 4 (x25 distance), which greatly reduces your leaping distance (and particularly vertical height. A running long jump would only be 250 feet, which is probably not enough to reach any of the police boats at the moment.
Oh, the leaping distances are cut down when in turns?
Well, sort of.
If you wanted to use your full Rank 10 of leaping, it will take you 6 rounds to reach your destination. That is, it will only take a move action to leap, but you won't reach where you are going for 6 rounds, and you cannot do anything to change your trajectory mid leap (least not without some other powers or other means).
Okay... so I'd better focus on not getting the ship pounded to pieces. Considering that Tundra is fully intent on pulverizing the icebreaker as much as me, is it possible for me to jump at Tundra to execute my stun attack? In other words a jump that ends at the proper distance for me to trigger my stun-snap? Or potentially engage in a grapple first, then POP?
Well, for the moment, it would take a leap that would take two rounds to reach Tundra (assuming she hovered in the same place).
As for grappling and using your stun-snap, you would have to initiate the grapple in one round, then could use the stun in another, as they are two distinct standard actions.
Looks like I just stand my ground then.
Move Action: Find cover on deck to get behind.Standard Action: FIRE TWO!
*facepalms* The dice gods giveth, and the dice gods taketh away...Cavitation Bubble Collapse! (Ranged, Heat, Tou DC 25, +10 to hit): 1d20+10 11
Best to get the bad rolls out early, aye?
Tundra will fly around the other side of the ship's central tower and blast the side of the ship, hitting with a 20.
Icebreaker's toughness save is a 31 so it only takes superficial damage.
Round Four:27 Torpedo Lass (unharmed, 2 HP)21 Tundra (bruised)
TL is pretty familiar with the layout of a ship like this, so a simple jump to get into a optimal firing position will suffice.
Move: Jump to new cover in position to hit Tundra with another blast.Standard: Cavitation Bubble Collapse! (Ranged, Heat, Tou DC 25, +10 to hit): 1d20+10 30
The reverse of Star Trek... the odd-numbered attempt is better.