Supercape Posted December 12, 2018 Posted December 12, 2018 (edited) Thanks Depending on time, Sgt Shark will look at the geological data and use Knowledge [Earth Sciences] either taking 10 (minutes) or 20 (hours!) to see what thestate of play is - looking at the stability of the region and also age of the plates around here. EDIT: Should have added that would be a 20 or 30 result on the "roll" respectively. Edited December 12, 2018 by Supercape
RocketLord Posted December 18, 2018 Author Posted December 18, 2018 Can I get notice checks from everyone?
Avenger Assembled Posted December 18, 2018 Posted December 18, 2018 Aquaria has the following Super-Senses: Super-Senses 12 (Darkvision, Radius Sight, Detect Magic 3 [auditory], Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute], Tremorsense) [12PP] And her Notice check is 21
RocketLord Posted December 18, 2018 Author Posted December 18, 2018 Aquaria notices that there's sharks moving in, and that they're moving somewhat erratically.
Supercape Posted December 18, 2018 Posted December 18, 2018 Notice Roll: 1d20+13 15 although it might be academic! For reference, Sgt Shark has low light vision, and accurate acute olfactory sense. Both are extended 1 (x10 range). Also, his uncanny direction sense is keeping track of their path!
RocketLord Posted December 18, 2018 Author Posted December 18, 2018 With those extra senses, Sgt. Shark makes the roll too.
TheAbsurdist Posted December 18, 2018 Posted December 18, 2018 Asad has no super senses, so he's keeping close to them, and that's it.
RocketLord Posted December 19, 2018 Author Posted December 19, 2018 Unless you try something else, can I get some initiative rolls?
Avenger Assembled Posted December 19, 2018 Posted December 19, 2018 Aquaria is going to try a Handle Animal check, and also roll init Handle Animal: 13 Init: 13 And fail badly at both! Alas.
TheAbsurdist Posted December 27, 2018 Posted December 27, 2018 Well Asad is just gonna float over and use Shockwave. He hopes it will be super effective. Initiative: 1d20+7 15
RocketLord Posted December 27, 2018 Author Posted December 27, 2018 Shark Stats, for ease of use for me Initiative: 1d20+2 = 22 Beware the dreaded turbo sharks And yes, that'd be a fail, if I understand Handle Animal checks listed right. So, initiative: 24 - Sgt. Shark - 1 HP - Undamaged 22 - 4 Sharks - Undamaged 15 - Asad - 3 HP - Undamaged 13 - Sea Devil - 2 HP - Undamaged So, @Supercape is up!
RocketLord Posted December 27, 2018 Author Posted December 27, 2018 (edited) EDIT! I had forgotten the minion rule about being KO'ed on a failed toughness save Alright, effects of Shockwave: Since I didn't specify their locations that much, rolling 1d4 to determine how many get caught in the cone: 1d4 = 3 Reflex Saves vs. DC25 for half damage: 3x 1d20+5 = 12 12 19 Sharky Toughness saves vs. DC30: 3x 1d20+4 = 19 24 17 So, new status: 24 - Sgt. Shark - 1 HP - Undamaged 22 - Shark 1 - Undamaged, Shark 2, 3, 4 - Unconscious 15 - Asad - 3 HP - Undamaged 13 - Sea Devil - 2 HP - Undamaged Edited December 27, 2018 by RocketLord
Supercape Posted December 27, 2018 Posted December 27, 2018 Sgt Shark will swim to the unwounded one (move action), then attack! For this round, as he is in his favoured environment, adding +2 to Defence Bite Shark: 1d20+12 32 Bang, a critical for a DC 30 Toughness save. If its ok with you, as his blood is up and these are sharks, making that lethal damage.
RocketLord Posted December 27, 2018 Author Posted December 27, 2018 Toughness Save: 1d20+4 = 21 All sharks unconscious or dead! Combat over, for now!
RocketLord Posted January 2, 2019 Author Posted January 2, 2019 Sea Devil and Sgt. Shark: Will Saves, please!
Avenger Assembled Posted January 3, 2019 Posted January 3, 2019 Will save: 14 I feel like one of us should make the save, so I'll spend an HP and get a 23 on the reroll. http://orokos.com/roll/690653
RocketLord Posted January 3, 2019 Author Posted January 3, 2019 (edited) Mind Control roll: 1d20+10 = 15 Sgt. Shark is mind controlled! And Asad and Sea Devil are suddenly looking mighty tasty! Supercape, I'll deny the immediate new Will Save by Invoking Sgt. Shark's Bloodlust complication, so you get a HP. Feel free to attack as you want! Sgt. Shark is compelled to attack the others to keep them away from the light. And let's go with the previous init rolls, to avoid rolling again already. 24 - Sgt. Shark - 2 HP - Undamaged 15 - Asad - 3 HP - Undamaged 13 - Sea Devil - 1 HP - Undamaged Edited January 3, 2019 by RocketLord
Supercape Posted January 3, 2019 Posted January 3, 2019 Blood lust activated! And to keep things amusing, directing his lust towards Sea Devil. Move action: Move Standard Action: Bite! Bite Sea Devil: 1d20+12 21 which might hit, depending on whether Sea Devil is flat footed or not. If it does, DC 25 Tough Save.
Avenger Assembled Posted January 4, 2019 Posted January 4, 2019 http://orokos.com/roll/690907 29, so Aquaria makes the Tou save! I'll go ahead and wait for @TheAbsurdist to post before I do anything.
TheAbsurdist Posted January 5, 2019 Posted January 5, 2019 Asad goes to GrappleGrapple: 1d20+27 45 Will wait for SC's roll before I post IC, just so we have a resolve to that?
Supercape Posted January 6, 2019 Posted January 6, 2019 (edited) Sorry, missed this! Grapple Roll: 1d20+25 43 which i believe is pinned, but not grappled (or something like that?) On that note, as Sgt SHark is mind controlled, I have no objection to these rolls being made on my behalf! Edited January 6, 2019 by Supercape
Avenger Assembled Posted January 6, 2019 Posted January 6, 2019 Is the effect being used on Sgt. Shark magic, @RocketLord?
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