Avenger Assembled Posted May 18, 2019 Posted May 18, 2019 Okay, Supercape, make whatever skill rolls you think would be appropriate at this juncture as we start helping rescue victims and figure out the cause of the disaster!
Supercape Posted May 19, 2019 Posted May 19, 2019 I suppose: Skill Matery Climb (26) to reach the Bridge. Then Notice roll: Notice Roll: 1d20+13 28 to assess the scene and also see if his amazing nose can pick up anythng? I guess it will boil down to Super STR the cars back onto the bridge, but let me know!
Avenger Assembled Posted May 23, 2019 Author Posted May 23, 2019 Sorry for the delay here! Let's see - that Climb will easily get you on top of the bridge, where that Notice will give you something like this: There's the usual 'tells' of a transportation disaster here; the smells of leaking oil, human blood and pain, broken metal and glass, and there is definitely a fire up near the front end of the train. The front end of the train (which is dangling right off the rails) looks stove in by a crater - as if the train hit something immobile while traveling at speed.
Avenger Assembled Posted June 23, 2019 Author Posted June 23, 2019 Sorry for the delay! Give me Notice checks, and initiative, @Supercape
Avenger Assembled Posted June 26, 2019 Author Posted June 26, 2019 Okay, Given the nature of Sgt. Shark's abilities, we'll say that Notice check gives you a strong smell of chemicals like plastic and lubricants even beyond those coming from the wrecked train - this thing isn't a person! One True Scotsman's Initiative http://orokos.com/roll/737674 = 26 Aquaria: = 16 So we're at Sgt. Shark: 30 One True Scotsman: 26 Sea Devil: 16 You're up, @Supercape
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