Aoiroo Posted September 18, 2012 Share Posted September 18, 2012 OOC for Crashing In Ari, want to make a search check? Link to comment
Ari Posted September 18, 2012 Share Posted September 18, 2012 Awesome! Search roll: 9! Damnit! Link to comment
Aoiroo Posted September 18, 2012 Author Share Posted September 18, 2012 You miss him, doesn't matter, cause he's lashing out cause he wants a hold of the shiny thing, anyway, It's Sharktopus, who attacks the ship first, and with his strengh crushes part of it. So yeah, iniatives, 26, for Sharktopus, and 25 for Philotherian. Link to comment
Ari Posted September 18, 2012 Share Posted September 18, 2012 Initiative roll!: 22! Outstanding! Link to comment
Cubist Posted September 18, 2012 Share Posted September 18, 2012 Jubatus? Initiative roll (1d20+31=49) puts him in the front of the line, barring some weirdness from the reality-warper in the vicinity… Link to comment
Avenger Assembled Posted September 18, 2012 Share Posted September 18, 2012 Edge spends an HP and Seizes Initiative. Link to comment
Aoiroo Posted September 19, 2012 Author Share Posted September 19, 2012 So here we go, Edge - 8HP Unharmed Jubatus - 1HP Unharmed Sharktopus - Unharmed Philotherian - 1HP Unharmed Wave-Eye - 1HP Unharmed So top of the round, Sharktopus currently only has one around the ship but he's got more coming to try and pull it down. Phil's ship is taking damage from the squeeze, and he's going to have trouble getting out, especially since it's filling up with water and he can't swim. Wave-Eye can clearly see Sharktopus now if he just follows the tentacles he's literately right under him. If Jubatus wants to pull on the tentacle he has to beat Sharktopus in a strengh rolls. Link to comment
Cubist Posted September 19, 2012 Share Posted September 19, 2012 Yeah, Jube's intention is to try pulling the tentacle off of Phil's ship, starting with the tip. This probably isn't going to work, but he doesn't know that, right? A non-violent solution is always worth a shot. And who knows what Edge is going to pull out of his hat… Link to comment
Avenger Assembled Posted September 20, 2012 Share Posted September 20, 2012 Edge Inspires Jubatus, Wave-Eye, and Philo as a full-round action. They get +5 (as per the effects of Inspire) for the remainder of the round. He is down an HP. Link to comment
Cubist Posted September 20, 2012 Share Posted September 20, 2012 Yay for Inspire! Jube's going to try to unpeel the tip of that tentacle from the ship. I think that's an Opposed Check (Jube's STR vs Sharktopus' STR), so I'm going to roll 1D20 + 18 (Jube's STR) + 5 (for the Inspire), and… Inspired STR check (1d20+18+5=25) is a complete and utter failure. Frump! I'll let that stand, because Jube just isn't The Strong Guy, and it's appropriate for him to fail in tasks which require Being The Strong Guy. Link to comment
Aoiroo Posted September 21, 2012 Author Share Posted September 21, 2012 His inspired Str check would be +9 given that his bonus is +4 not +18, so subtract nine from that we got sixteen. Anyway, Sharktopus opposed strengh check. 13, which means, that you suceed, you get the one tentacle off. Given Sharktopus is up next, and he's gonna now try and grab it with the rest of his tentacles since the first one was pushed off. Lets say six more shoot out the water and grapple onto the ship he's otherwise ignoring everyone else cause he wants the shiny ship. Luckily the ship doesn't take anymore damage because Sharktopus needed to use it's standard action to reiniate the grapple with the ship since you pulled off his first tentacle. Link to comment
Aoiroo Posted September 21, 2012 Author Share Posted September 21, 2012 Philotherian is gonna do a search roll to find a way out of his sinking craft, 28, that's not including the bonus from Edge, so he finds a loose plate even though the other escape hatch has been covered and managed to find a way out that's above water (cause he can't swim). However, Search is a full round action so he can't take it out until next round. Now it's Wave-Eye's turn. Link to comment
Ari Posted September 21, 2012 Share Posted September 21, 2012 Surging for an extra Move action, which is used to get to melee range of the Sharktopus. Using the Damage power of the Conch. Attack roll: 10, 15 with the Inspire. Rerolling.(0HP) 20, 25 with the Inspire. if that hits, DC27 TOU save for the Sharktopus. Link to comment
Cubist Posted September 21, 2012 Share Posted September 21, 2012 I am pleasantly surprised to learn that I got the "STR-vs-STR" deal wrong. However, I was already counting the +5 from Inspire, so after the erroneous +18 (Jube's STR value) is replaced by +4 (Jube's STR modifier), a difference of 14, the alleged roll of 25 becomes a roll of 11. So the outcome is unchanged—Jube loses this contest of strength. The digging-the-claws-in bit is probably why Mr. Sharktopus is bringing out his other tentacles; having a bunch of sharp pointy bits gouging into your flesh really doesn't feel good… :D Link to comment
Aoiroo Posted September 21, 2012 Author Share Posted September 21, 2012 26 Toughness for Sharktopus, which is a bruise. Top of the round. Edge 7HP - Unharmed Jubatus 1HP - Unharmed Sharktopus - 1x Bruise Philotherian 1HP - Unharmed Wave-Eye 1HP - Unharmed Edge is up. Also, he can make a notice check DC 20 to see the panel where Philotherians trying to get out. Link to comment
Avenger Assembled Posted September 21, 2012 Share Posted September 21, 2012 Notice vs. 20: 19 Booo. Edge will go ahead and blast it with his Damaging Move Object. DC 30 Tou save. He'll spend an HP to force it to reroll if it passes the roll. Link to comment
Aoiroo Posted September 22, 2012 Author Share Posted September 22, 2012 30, passes the first roll which means he has to reroll, so lets see, 25, so he's bruised and dazed. Right, it's Jubatus's turn. Link to comment
Cubist Posted September 22, 2012 Share Posted September 22, 2012 His attempt to unpeel the tentacle demonstrated that a cheetah, even one operating at a tempo 40 times quicker than normal, just doesn't have enough brute physical strength to manhandle said tentacle. Since protecting the ship from being crushed by the living flesh-hawser isn't an option for him, Jube will do (what he considers to be) the next best thing: Rescue the ship's pilot, plus as much of the pilot's equipment as he can manage to extract before the tentacles make it a moot point. If Jube can see any motion on the hull—like, just as a random example, the hatch that Phil is tryna open from the inside—Jube will zip over there and do his best to help the hatch along, after which he'll zip inside, downshift, and tell the pilot in English, "I'm Jubatus. We're getting outta here; point at everything you want to take with you." No, Jube doesn't know if the pilot can understand English, but it's worth a shot, right? Link to comment
Aoiroo Posted September 22, 2012 Author Share Posted September 22, 2012 Right, make a notice check to see it happen, then a strengh roll to pull the panel free, those are DC 20 notice, DC 20 panel (the DC will get less on the panel as Sharktopus squeezes the ship more). Link to comment
Cubist Posted September 23, 2012 Share Posted September 23, 2012 Jube's Notice check (1d20+9=24) is a success, yay! He sees the hatch opening. Now for the STR check, that's 1D20 plus his STR mod of +4, which is STR check (1d20+4=24)—holy Toledo, a maxed-out roll! That hatch is so gonna open… Link to comment
Aoiroo Posted September 23, 2012 Author Share Posted September 23, 2012 Good job, good job, hatch is open, and you're now face to face with a confused very humanoid alien. But now it's Sharktopus's turn, dropping the daze, so HP for everyone. Right, so Sharktopus is gonna go ahead and try and grapple Wave-Eye, 15, so miss. Philotherians turn, he's gonna, well he's gonna shoot his mouth off about the sudden appearance of a cheetah of all things, but he's gonna climb out of the vessel and onto the hull. Edit: Taking ten on acrobatics to agile climb his way out, which is 20, and it is Wave-Eye's turn. Link to comment
Ari Posted September 23, 2012 Share Posted September 23, 2012 Well, now that he more or less has the thing's attention, Wave-Eye is going to grapple the thing using his Move Object power in the Conch. Attack roll: 13 with Inspire, 8 without. Regardless, rerolling(0HP): 25 with inspire, 20 without! Grapple check: 37! Link to comment
Aoiroo Posted September 23, 2012 Author Share Posted September 23, 2012 Inspire only lasts one round, but with the reroll it does hit. Lets see, opposed grapple, 35, huh, low roll, but you have sucessfully grappled the sharktopus. Top of the round, Edge 7HP - Unharmed Jubatus 2HP - Unharmed Sharktopus - Bruise x2, Grappled Philotherian 2HP - Unharmed Wave-Eye 0HP - Unharmed Edge is up. Link to comment
Avenger Assembled Posted September 24, 2012 Share Posted September 24, 2012 Roo: Edge does potentially have the power to teleport them all away at this juncture, but that would end the fight with Sharktopus. Do you want him to try and do that, or keep things going? Link to comment
Aoiroo Posted September 24, 2012 Author Share Posted September 24, 2012 They can just teleport away. It's supposed to be a thing that Philos doesn't have a ship cause Sharktopus either A: completely wrecked it, or B: Dragged it down into the bay. Link to comment
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