Putting the results here so someone can verify I didn't screw this up.
3d6 -> 6, 1, 4 total (11)
6 means strong hit, which means reroll 1 die for Effort (right?)
reroll of a 1 -> 2
total (12) + 1 physical gives me 13
Did I do it right?
Vulcan watched his companions all ready to make a break for it. They all seemed to gravitate to the same end result, running was the option, fighting was. And so, the time for hesitating was behind them, their window for escape was closing. "Run." the command was simple and short, and he didn't hesitate to see if it was understood. He sprinted off to their right, trying to put as much of the crowd between him and the security group as he drove towards one of the back exits. He attempted to glance back and see if him compatriots were following, but kept running.
First roll is 6,4,4. The 6 is a strong hit, but the only Strong Hit result I have for non-combat rolls at the moment is Effort, which lets you reroll one of the other dice. Since they're both above average, I'll keep them.
I am going to make an attempt to do a Stealth Roll. From what I can tell, my Tactical Skill (Stealth) gives me +1 to the roll, but other than that there's nothing really relevant so I just give it a go! Depending on the outcome I'll write a description. Also thanks for helping with the weapons! I think I'm going to go less for the wide explosion one and for the more precise option. The explosion stuff was more just descriptive anyway, I just wanted it to be pretty damn messy!
Sek stepped to the left, out from the cover, and the guards seeing this raised their weapons slightly in anticipation... but then the Emissary dropped his right shoulder and slipped into a smooth roll back fully behind concealment again, heading towards the exit with his comrades in a fighting crouch. He decided against revealing his weaponry, now was not the time to try and draw any more heat upon them.
Dear sweet AB, any chance of me making a Survival roll to try and find us a quick way to our destination?
You add your Reflexes ability plus your Tactics skill together to get your Stealth modifier; it's calculated at the top of the character sheet for you.
Okay, well thanks to a certain robot who shant be named this'll be going to combat. Which between it being my day to go be a lazy asshole playing real board games (and probably alot of Monster Hunter) and still missing one sheet means we'll likely not be starting till tommorow for that. Just so people are appraised of the situation.
Okay, well thanks to a certain robot who shant be named this'll be going to combat. Which between it being my day to go be a lazy asshole playing real board games (and probably alot of Monster Hunter) and still missing one sheet means we'll likely not be starting till tommorow for that. Just so people are appraised of the situation.
Wouldn't it be more accurate to say that the robot is going to combat? I mean, it might actually be easier to let him stand there gabbing with the cops for a bit while we sneak around and hotwire the cop's ride or something.
So, your Stealth bonus is +3, making you pretty good at sneaking off through the smoke (you've got high Reflexes), vs. your Physical skill, which is -2. Just in case you missed that on your character sheet ...
Yeah, I saw, but Albino said Physical first and I kinda wanted to test how things would go when they fell apart...I wasn't expecting to test it so thoroughly. @Albino Bunny have I had a chance to drop that smoke/shroud/whatever grenade?
10.5 is the average for 3d6. Not including cases of using strong hits to drag yourself up. So it's the easiest check in the game (with things that are lower being the sort of things you don't need to roll for). :P
Just, like, psychologically speaking it's hard for him to restrain in a combat situation. Conditioned to kill and all that, even if he has overcome it to a degree it's still. That's something that his comrades would likely know, is why I mention.
Straight Intelligence comparison, with Reflex breaking ties, and Rock-Paper-Scissors breaking Ref ties. So, I'm pretty sure I'm going first, since I am a SUPER GENIUS.
Sorry, sorry, sorry! Things got a tad hectic with parents away and the whole menagerie of animals to care for, plus maybe a little too much FFXIV as I push to 60.
Currently steamroling through getting tokens and a map up and then we'll be off
Okay, and table is all set up. You can go look at it and tell me how it's an un-interpretable mess. General idea is a bar area dominated by gambling tables and a foutain in the middle with guard rails around it to keep undesirables away from the installation. The thin red line is an alternative, but locked, door to get out. You can try busting it down, hacking the security panel next to it or even finding a staff member among the crowd and sweet talking/bribing/intimidating him. Whatever you can come up with. Otherwise it's about getting out onto the street past the guards. The railing, bar and tables all give medium cover, the bar chairs only give light. The fountain is difficult terrain.
Murphy starts off in a terrible position after an ill advised, but stylish, attempt at escaping by dramatically running over the bar top. Our two sensible stealthy individuals slinked off the stairs to blend in at a game of craps (and as such aren't actually on the security guys radar till they move) and Vulcan is trying to bash in that damn door.
Combat order will be established once I have all four character sheets available.
Murphy really regrets his attempts to fit in more by installing that stamina module.
I kinda have to assume that for Palantor physical checks are much more about your chasis's limit and your processing power to handle those sort of movements more than running out of breath.
Murphy really regrets his attempts to fit in more by installing that stamina module.
I kinda have to assume that for Palantor physical checks are much more about your chasis's limit and your processing power to handle those sort of movements more than running out of breath.
Posts
3d6 -> 6, 1, 4 total (11)
6 means strong hit, which means reroll 1 die for Effort (right?)
reroll of a 1 -> 2
total (12) + 1 physical gives me 13
Did I do it right?
Vulcan watched his companions all ready to make a break for it. They all seemed to gravitate to the same end result, running was the option, fighting was. And so, the time for hesitating was behind them, their window for escape was closing. "Run." the command was simple and short, and he didn't hesitate to see if it was understood. He sprinted off to their right, trying to put as much of the crowd between him and the security group as he drove towards one of the back exits. He attempted to glance back and see if him compatriots were following, but kept running.
First roll is 6,4,4. The 6 is a strong hit, but the only Strong Hit result I have for non-combat rolls at the moment is Effort, which lets you reroll one of the other dice. Since they're both above average, I'll keep them.
Total: 6,4,4 = 14 + 4 (Tac 1, Ref 3) = 18
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Unless you have a special ability that gives you other options, a natural 6 lets you reroll one other die. This is called the Effort strong hit.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Oil can! Oil can!
Geth roll 3d6-2
Geth roll 3d6+1
You add your Reflexes ability plus your Tactics skill together to get your Stealth modifier; it's calculated at the top of the character sheet for you.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Wouldn't it be more accurate to say that the robot is going to combat? I mean, it might actually be easier to let him stand there gabbing with the cops for a bit while we sneak around and hotwire the cop's ride or something.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
So, your Stealth bonus is +3, making you pretty good at sneaking off through the smoke (you've got high Reflexes), vs. your Physical skill, which is -2. Just in case you missed that on your character sheet ...
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Not saying we have to but if we can get in close without too much effort, might be better than killing the local security force
Just, like, psychologically speaking it's hard for him to restrain in a combat situation. Conditioned to kill and all that, even if he has overcome it to a degree it's still. That's something that his comrades would likely know, is why I mention.
Straight Intelligence comparison, with Reflex breaking ties, and Rock-Paper-Scissors breaking Ref ties. So, I'm pretty sure I'm going first, since I am a SUPER GENIUS.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Currently steamroling through getting tokens and a map up and then we'll be off
Murphy starts off in a terrible position after an ill advised, but stylish, attempt at escaping by dramatically running over the bar top. Our two sensible stealthy individuals slinked off the stairs to blend in at a game of craps (and as such aren't actually on the security guys radar till they move) and Vulcan is trying to bash in that damn door.
Combat order will be established once I have all four character sheets available.
https://app.roll20.net/join/1524700/vjDHnA is the game link in case anyone lost track.
I kinda have to assume that for Palantor physical checks are much more about your chasis's limit and your processing power to handle those sort of movements more than running out of breath.
You folks there or it just a busy weekend?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]