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Shark Week: Terror Beneath (OOC)


Brown Dynamite

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  • 1 month later...

Initiative time for Glamazon, Temperance, and Tsunami.
 
Only one Sharkman in the first round.  But more will join.
 
It's a DC10 Disable Device to deactivate the mines if Myrmidon wants.  DC15 Strength to rip them off.  There is a chance that one could detonate in this fashion.  But, hey risks.  And if you have some other means for getting rid of them or choose to ignore them for now feel free.  DC20 Arcane Lore Check to recognize the meaning of the magical symbol with the +4 from EM.
 
Glamazon's Initiative: 1d20+1 15
Samebito's Initiative: 1d20+0 1Welp, good thing he has friends on the way.

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Well, he's not going to fiddle with the mines. Just look to see how they are triggered (trip wire, motion, etc.)

 

What he will do is scuff out part of the magic circle with his boot if it's safe to do (i.e. no boom-boom.) Taking 10 on a Know (Tech): for a total of a 20 (24 with EM)

 

AS for that Knowledge arcana check :  1d20+9=13  Nope. "Magic circles are bad."

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He's able to recognize that it's possible just ripping them off without disarming without likely setting them off.  The design also has a remote detonator that could also detach/disarm.  Only one of the mines looks as if it's in so bad of a condition where it could be set off in an attempt to tamper.  But even then it's unlikely to hapen.

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Our shark man tries to break free from his icy shell.

 

Standard Action:  Break free from snare (DC27): 1d20+8 10 Technically should be 11 as I put 8 instead of 9 on the toughness. Still...he's free.

 

Bringing us to Round 2 and with it the backup to the rescue.  Well not rescue.  And their initiatives still put them at the bottom of the Initiative rung as well.

 

Round 2
28 - Tsunami - 3 HP - Unharmed
15 - Glamazon- 1 HP - Unharmed
11 - Temperance - 3 HP - Unharmed

08 - Samebito 3 - GM - Unharmed

03 - Samebito 2 - GM - Unharmed
01 - Samebito 4 - GM - Unharmed

01 - Samebito 1 - GM - Unharmed

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Tsunami will fly along the side of the ship till she can use her Cone of Water to hit as many as possible (it is selective and precise, so Glam being in melee with one will not matter. She will use defensive attack (-2 atk/+2 defense). She gets a 19 on the attack roll for the targeted cone. If that hits, DC 25 toughness saves.

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  • 1 month later...

That's enough to get +1 from the Autofire.  
 
Tou Save (DC25): 1d20+8 20 Picking up a Third Bruise
 



Samebito 2 picks up Samebito 4's unconscious boy as a Move Action
Standard Action he throws Samebito 4 at Tsunami (DC25): 1d20+6 11 Missing launching the Samebito into the ocean
 
Samebito 1 Bites Glamazon: 1d20+6 22 
Glamazon's Tou Save (DC25): 1d20+11 20 she picks up a Dazed & Bruised
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