IC Thread - Hunting Beasties

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Apr 3, 2018 9:24 am
Hearing Andrezi's words several of the crew let out a raged cheer before quickly going back to their preparations. The enemy vessel closes the distance rapidly, a few half hearted shots from their cannon and deck guns come at the Diamant as the enemy vessel comes in but they do not seem to be making much of an effort to damage your vessel.
OOC:
Andrezi get's an additional Hero Point for that stiring speach! I'm also going to buy Christians 1 left over dice so he gains a Hero Point and I gain a Danger point. I've started a thread to track all of the Hero points and my Danger Pool so I'll be updating that as you gain/spend any.

In a 'round' you take turn to spend your raises. Starting with the character with the highest number you take turns spending one or more of your raises on a single action within the round (the more raises you have the more you can do), these can be either to do something (such as hitting an enemy with a weapon), avoiding a Consequence (dodging out of the way of an explosion, using a rope to swing over a flame so it doesn't burn you as you pass through a room that is on fire, etc) or to create an Opportunity that another player can take advantage of (throw a rope from a window that they could use to climb up, note that there is something about the scene such as a letter on a desk that another player could grab).

If you are attempting an Action that is in line with your Approach for the round, or if you are taking advantage of an Opportunity, then it costs one raise (in some cases you can spend more than one to have a greater effect (such as dmaging someone with an attack)). If you want to do an Action that is different to what you declared your Approach would be then it costs an additional raise.

The enemy ship will close with the Diamant at the end of the round.

Order of Raises for first Round:
Andrezi - 3
Dr Bastien - 3
Enemy Captain - 2
Chrisitan - 2
Llorenco - 1

The Consequences for this round are as follows:
• If you are 'aloft' (either in the rigging or the crows nest - Spend a raise to swing round out of the line of small arms fire from the enemy vessel or take a Dramatic wound
• If you are on the main deck - Spend a Raise to not get blown overboard due to an explosion or simply losing your footing on the tossing deck.
• If you are below deks you are relativly safe for the moment.

Oportunities (these aren't exhaustive and are merely suggestions on things you can do with your raises):
• If you are observing the enemy ship you can spend a raise to learn some pertinant information about it.
• The Diamant currently has a Strength 10 Brute Squad 'pool' available to be directed (the rest of the crew are busy with general preparations) split into 2 x Strength 5 Brute Squads. You can spend a raise to direct one of the suqads to do something.
• Spend a Raise to Cross the T. This is perhaps the most potent naval combat maneuver known in Théah, and causes a Critical Hit to the enemy vessel.
• Spend a Raise to aim a cannon or firearm at a powder keg aboard the enemy ship. The powder keg explodes, destroying a single Brute Squad.
• Spend a Raise to target the rigging on the Tempest with a firearm. The rigging and sails drop onto a Brute Squad, immobilizing them and effectively removing them from the Scene.
• Spend a Raise to disable the rudder of the Tempest. The Tempest cannot change direction or effectively dodge cannon fire, so the next time it takes a Critical Hit it takes an additional Critical Hit.

Andrezi and Bastien are up first.....
Apr 4, 2018 9:37 am
OOC:
My approach was Empathy/wits (keeping an eye on the crew). I've stated I'm on the gun deck, so don't have to deal with consequences right now.

I'm having a bit of trouble using my approach, but perhaps I can use Empaty/wits to observe the opposite crew through a gun hatch? (to "learn some pertinant information about it.")
Satisfied in the efficient and proper manner the crew is reacting to the current turn of events, probably due to Andrezei's fiery words, Dr. Bastien turns his attention to the other crew, looking for any weaknesses in their lines. I'll have to keep an eye on that fellow, such fiery heart and oratory as I've not seen since the homeland.
Apr 4, 2018 10:07 am
azira says:
OOC:
My approach was Empathy/wits (keeping an eye on the crew). I've stated I'm on the gun deck, so don't have to deal with consequences right now.

I'm having a bit of trouble using my approach, but perhaps I can use Empaty/wits to observe the opposite crew through a gun hatch? (to "learn some pertinant information about it.")
OOC:
Well you can always Improvise and spend an additional raise to do something else if you wanted otherwise I’d be happy to say as you were watching your crew you could spend a raise to direct them in some way (perhaps you spy a couple of the younger deck hands who are overwhelmed by the situation and direct them to man one of the ships guns), if not observing the enemy ship would be definitely viable
Apr 6, 2018 12:09 pm
OOC:
Waits to see what Azira and SaucyWaffle do.
Apr 6, 2018 12:33 pm
OOC:
I'll go with observing the enemy ship
Apr 9, 2018 12:00 pm
Bastien - as you look out at the enemy vessel you pick out a few details. Whilst the ship bears a similar number of guns to the Diamant most of them do not appear to be manned. Instead most of the crew appears to be on deck, a bunch of them readying weapons and the rest are preparing grapples and lines. Their intent is obviously to try to board you.
OOC:
There are 4 x Strength 4 Brute squads on the enemy vessel. 2 squads are prepping lines and grapples and 2 are readying personal weapons.

Revised order:
Andrezi - 3
Enemy Captain - 2
Chrisitan - 2
Dr Bastien - 3 2
Llorenco - 1

Andrezi / SaucyWaffle is up
Apr 10, 2018 6:10 am
Shocked at the realisation that the other ship is going straight for a melée, Dr. Bastien runs over to the stairs up to the main deck and yells. "Captain! They're readying to board us! Most of them are on deck with grapples!"
Apr 10, 2018 5:45 pm
OOC:
just a nudge to say that it’s SaucyWaffles turn. If they’ve not posted by tomorrow I’ll move things along (we can always come back to their Action)
Apr 12, 2018 1:07 pm
OOC:
Tommorrow is 2 weeks since their last post in the game so here's my actions after theirs when they come back *crosses fingers*
Typical... Satterson thought to himself hearing the tactics of the attackers.

Looking around Satterson's usual scowl turned into a smirk of sorts

"Captain they can't board if they can't sail... Let pull the fire from their bellies! We can do IT if we trim the sails now. We have the wind!" Satterson belts out from his vantage above and starts to cackle which isn't much like his surly demeanor most of the time.
OOC:
Spending a Raise to let the Cap know to sound the order since we're can be in position to Cross the T. This is perhaps the most potent naval combat maneuver known in Théah, and causes a Critical Hit to the enemy vessel. He's cackling do to not being on a privateer for some time and this rarely happens.
Apr 14, 2018 8:46 pm
The enemy vessel cuts through the water, gaining on the Diamant with every passing moment. As the ship closes into small arms range the enemy captain shouts some orders out to his crew who open fire with the ships guns, the Diamant shudders under the impact from the cannon fire.

Captain Aipajawa calmly holds the tiller, weathering the chaos and battering the Diamant is taking with an experienced hand. At Christians shout she nods and shouts out orders. The ship lurches to starboard as the crew move to trim the sails on that side of the ship at the same time as the captain spins the wheel pitching the Diamant into a tight turn directly across the bow of the enemy vessel. The Diamant shudders as every gun on it's starboard side opens up at the enemy ship, several of the shots striking home.
OOC:
The Diamant takes 2 damage from the enemy ships cannon fire (the enemy captain spent both of his raises on the shot).

The enemy ship takes a Crit from the Crossing the T maneuvre! Everyone can now spend your remaining raises in any order - remember the Consequences that are still in play if you don't spend raises to negate them (assuming you are in an area of the ship to be affected that is)

Revised order:
Andrezi - 3
Dr Bastien - 3 2
Llorenco - 1
Chrisitan - 2 1
Enemy Captain - 2 0
Apr 15, 2018 2:07 pm
Christian cackles and swings down to safety ready for the captains orders.
Apr 16, 2018 7:19 am
After the blast, Dr. Bastien tries to take stock to see if there are any injuries he needs to take care of. Seeing some younger deckhands quiver from the chaos and make longing glances to the stairwell down to the lower decks, Bastien moves sharply up to them and bellows to them with a stern but slightly comforting voice. "You there! Get back to your posts! Now, when we come around, see if you can get their rudder!" I do hope I'll not need to operate on these fellows, but enemy fire is at least better than drowning, or being keelhauled for desertion...
OOC:
"Using a raise to direct the sailors to shoot the rudder (or two if I need to improvise to do it). The damage we took was damage to the ship, not sailors? Or could I mitigate some of it with remaining raises? If i can mitigate damage, and need to choose one or the other I'll do that instead of directing hands."
Last edited April 16, 2018 7:22 am
Apr 16, 2018 12:34 pm
Christian slides down to the deck, enemy gunfire from the other vessels sharpshooters following him down to the deck but none stricking home.

As Bastien chastises the crew they seem to shake themselves back to action. A chorus of "Aye sir!" follows from them as they rush back to the gun deck shortly followed by the thunder of the Diamant’s guns opening up and rough cheering as the shots strike something vital on the enemy ship. The other few crew who had been loitering nod in appreciation at the Doctors efforts before moving to repair some of the damage your ship has already taken.
OOC:
I’m assuming you’re spending your last raise on moving to the deck (and avoiding the consequence) Remnant.

Azira - that’s a fine use for the 2 raises, I’m happy that’s in keeping with the spirit behind your approach and I’m not wanting to be too restrictive on what does and doesn’t fall within your approaches.

Just Llorenco and Andrezi left to go now.

Revised order:
Andrezi - 3
Llorenco - 1
Chrisitan - 2 0
Enemy Captain - 2 0
Dr Bastien - 3 0
Apr 16, 2018 1:23 pm
OOC:
Yes my apologies, don't want to use my virtue and spend a HP yet to extend the cosquence/risk this time.
Apr 19, 2018 1:22 pm
Llorenco continues to echo orders to the crew, standing atop his barrel so they can see him. When the deck explosion occurs, he is flung toward the railing but a cannon's son calmly reaches up and grabs him, selling him on the deck. Llorenco, no stranger to mad shenanigans begins to strut along yelling, "Why isn't number three ready, you're getting ready for a turn in the barrel?"
OOC:
Spending my 1 raise to not get blown over board.
Apr 23, 2018 1:28 pm
As the Diamant swings round the enemy vessel it’s guns return fire, setting off an explosion on your decks - Llorenco hears a cry of ‘man overboard’ from someone on your ship only highlighting his near miss. Any thoughts of trying to rescue your lost crewman go out of your head as through happenstance or bad luck on your part the distance between the two ships gets close enough that the enemy crew fling and fire their grapples and harpoons accross, the two ships crashing together as the enemy crew begin to swarm over your vessel led by their captain who seems to be making a beeline for where the captain is stood.
OOC:
ok, I’m spending a Danger Point to justify the ships crashing together - this isn’t strictly something that’s defined as a use for a Danger Point RAW but I’m figuring using one to temporarily offset the damage to their rudder.

New round peeps, please detail your approach for this round and roll whatever Attribute+Skill you think is most appropriate. Remember if you are using a Skill you haven’t used before in this Scene you get a bonus dice due to Flair, you can also spend Hero Points at this stage to gain an additional 1d10 on your roll, throw support behind one of your shipmates in some way giving them an additional 3d10 to their Risk, or use it to activate an ability your hero has.

Consequences will be noted dependant upon your Approach/Actions. The Opportunities available this round will be as follows:

Spend a Raise to lift an opponent's still-loaded pistol from his gun belt.
Spend a Raise to release the rigging on the boom of the mainsail. The boom swings across the deck, causing everyone on the upper decks or aftcastle to duck or be struck by the boom, taking a Dramatic Wound or being thrown overboard. Heroes can grab onto the boom and swing to the main deck in dramatic fashion by spending 1 Raise.
Spend a Raise to sneak belowdecks when nobody is looking. This creates another Opportunity that only that Hero may activate: "Blow the Powder Magazine." The fuse burns slowly and can be extinguished by anyone. The powder magazine explodes after 3 Actions (for example, if this Opportunity is activated on Action 5, it blows at the end of Action 2), opening a hole in the side of the Enemy vessels hull. The Ship begins to sink. The enemy Crew immediately gives up the fight and the Heroes are now on a very short time-table if they want to search the Ship before the sea claims it.
Spend a Raise to navigate to another area in the scene, such as swinging from one Ship to the other, or cutting the rigging to ascend from the deck to the tops or vice versa. If you use your next Action to cause Wounds, the effect is doubled as you catch your opponent by surprise.
Apr 23, 2018 4:27 pm
"They don't know a kindness when they see it..." Satterson mutters shaking his head finally stopping from swinging down from his perch. On the balls of his feet he swears at the unwanted chaos in their favor and snares a bit.

Seeing their advancement his vision dance through their numbers and sees the pirate captain running for their own. "Cheeky monkey isn't he..." he states pulling his gun out and lining up a shot in the chaos. Once the man looked rough for wear he'd imagine the pirate crew would lose a bit of the fire in their belly. Christian's mind thought of the men fallen but they've no time for that if there was nothing for them to come back to find purchase on.
OOC:
Approach shot the captain to make it happen.
OOC:
Update: [4+5+ 5] 4 [1+9] [10] [10] 4 Raises one free die.
Last edited April 23, 2018 4:29 pm

Rolls

Aim + Wits + Sea Legs + 1st timeuse & Flair - (8d10)

(4551491010) = 48

Apr 23, 2018 9:44 pm
As the ships come together with a bone-shattering crash, Dr. Bastien is almost thrown to the floor. Steadying himself on a rope hanging from the roof, his surgeons mate taps his shoulder, whispering. "Doctor, that's the rope to the tiller..." Bastien shoots him an angry glare, but let's go of the rope.

Running over to the side of the boat to see what's caused the disturbance, he sees the two ship's crashed and entangled. "Fools! We'd taken their rudder! How'd they manage to crash with 'em?" He studies the mass of the ships before ducking back in.
OOC:
(6 + 1 + 1 + 2), (5 + 5), Two raisers one free die (4)
Last edited April 23, 2018 9:49 pm

Rolls

Wits(3) + Notice(3) + 1st time use to notice something useful - (7d6)

(6541152) = 24

Apr 24, 2018 11:40 am
azira says:
As the ships come together with a bone-shattering crash, Dr. Bastien is almost thrown to the floor. Steadying himself on a rope hanging from the roof, his surgeons mate taps his shoulder, whispering. "Doctor, that's the rope to the tiller..." Bastien shoots him an angry glare, but let's go of the rope.

Running over to the side of the boat to see what's caused the disturbance, he sees the two ship's crashed and entangled. "Fools! We'd taken their rudder! How'd they manage to crash with 'em?" He studies the mass of the ships before ducking back in.
OOC:
(6 + 1 + 1 + 2), (5 + 5), Two raisers one free die (4)
OOC:
You’ve rolled D6’s for that and not d10’s - whilst I have no issues with that you may want to re-roll :)
Apr 25, 2018 1:19 am
Llorenco draws his sword, yells "Looks like drinks are on me, boys! Let's just mop up these bilge rats!" and wades into battle as the enemies flow into the deck, daring to expose them from within, and relying on his small size to keep them from targeting him. His target, the enemy captain, of course.

Approach: kill sailors to get to the captain(s)

Edit: 2 raises, 3 extra ( 1, 1, 9, 9, 2, 2, 4 ) 2,9; 4,9; 1,1,2 remaining
Last edited April 25, 2018 1:21 am

Rolls

Finesse, Weaponry, Flair - (7d10)

(1199224) = 28

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