Right, let's finish this sucker up.
There was some bogus negotiation going on between the Admiral, the Captain and the First Mate, but Graham couldn't hear it. Instead, he watched the inside of the captain's cabin via clairvoyance and used Heavy TK in conjunction with Heavy Furniture to cause enough chaos to break the stand-off (at least part-way): thanks to his disruptions, Crupp was able to cross the distance from mast to sterncastle, putting both himself and McGraw just beyond the cabin door. Also, two of the six soldiers were partially evicted from the cabin by a table; these were immediately cut down.
In the time this took, however, the soldiers below had not been idle. At least one had realized that the pirate's munitions were down there with them. In a well-coordinated maneuver, two lit smoke-pots were thrown up on deck, and smoke quickly choked the air on board the anchored ship. Using this as cover, the Admiral's men forced their way on deck to try and win via superior numbers.
Graham made a brief effort to crawl toward the smokepots and throw one overboard, but he quickly abandoned this. Deciding that none of this was worth it, he taught himself to levitate on the spot (1@1 Levitation P4@8) and hid in the rigging to wait for the smoke to clear.
Literally. See what I did there?
When the smoke cleared (I crack myself up), everyone still alive was below decks. After a minute or two (during which time Graham attempted to turn himself white as a sheet – get it? A sheet? They used to call sails "sheets," see . . . oh nevermind), uniformed men emerged on deck, which of course told Graham who had won.
Incidentally, I asked him who he wanted to win (so I could do a GE roll, slanted by the combat odds) and he told me he genuinely didn't care. He was more concerned with how many survived on the winning side to pilot the ship and how well those survivors would treat him until he could get to shore. So, I rolled for that instead. 18 was pretty middlin'.
Graham's earlier attempt at camouflage had failed, and he was unfortunate enough to be spotted quickly. The admiral called him down in a friendly sort of way, and Graham came. A brief and friendly chat ensued during which the admiral correctly deduced a great many things, including Graham's abilities and role in the battle (but not that Graham was a verser), and then our hero was sent down to the hold to be kept prisoner, at gunpoint, quite separate from the other pirates.
__
Graham wasn't content to let matters alone. He decided to start trouble with a variant on his conversational (read: area effect) thought-projection – he wanted to create unrest by projecting low-level anger and hostility into the minds of everyone on board.
I told him that when similar skills had been used to communicate with him, he was easily able to tell that these were someone else's thoughts and feelings, and that this wouldn't create the effect he wanted. That's fine, says Graham, but I want to try and make them feel it themselves, and not know I'm doing it.
Ho, boy.
Because such a thing is possible in theory, I allowed a skill learning roll for Mass Emotional Suggestion (-??) P1@4, thinking with an area as large as a small ship, I might go as high as –50. He rolled; I did the math; even after the penalty (which I wasn't even sure about), he'd succeeded. Pooh. Ah, well, I thought – I can still apply a GE roll to see if all that anger makes them act how he wants them to.
12, "as good as expected." Pooh.
Well, everyone's in a fine temper (especially the imprisoned pirates below – I recall a guard complaining of being bitten), so when the ship meets up with the Imperial Frigate and Graham is brought on deck for transfer, perhaps he is not being watched quite as closely as he had ought to be.
As soon as he sees the other ship, he pulls it underwater with Heavy TK.
Or, he tries – it's connected to the ship he's on by a series of grapples, so as soon as the attempted dunking puts the slightest tension on those ropes, he can't move the ship any more (just like how you can't lift your own feet). So of course he teaches himself multiple-object TK on the spot (1@1 MulTK P4@7), throws off all the grapples at once, and then dunks the ship.
Realizing that everyone will realize his culpability in a few seconds, he tries to run for the rail, hoping to jump off and run away across the water. He's caught by his guards before he gets two feet – tries to bluff them telepathically – fails – feels the Admiral put the barrel of his loaded flintlock pistol to the base of Graham's skull.
"Bring it back."
He does.
There is a click, and the hiss of burning powder . . .
____
Thus ends my very last player summary ever. Only took, what, a month and a half? With perhaps more live play to come as early as late December? Bah.
Graham, if you've anything to add, you're welcome to. And if anyone has any input on sit-modding an area-effect P1@4 Induce Emotion, I'm listening.