Well, taking out a bike downgrades their pool by 1, so it's better than nothing, imo. And we might just take a few of them with us! ![]()
Edge of Darkness OOC
As a shooter, I am of the opinion we need to get away rather than defeat them. Getting the carrier lost in the city or losing the bikes amidst traffic.
There is a functionally unlimited number of pursuers; we need to disappear, not them.
Well, people can make co-piloting checks so I can try to use my next turn to lose them with a few extra boost dice.
I thought Titch was going to have CT help Rax out for a bit. At least, that's my view.
thats what i was trying to come across with. but of course droid speak aint understood ![]()
so ill take my turn ill post what id like to do. but ill be making a somewhat strange request, i want to be able to give you boost on piloting checks.
NPCs are next, right?
What kind of check would I need to make to blend the truck in with the rest of traffic around us?
At this point you're moving through essentially abandoned streets, so it would be an Impossible check! We'll get into that soon though.
For now I ought to point out that I'm off at the last reenacting event of the year this weekend so I shan't be able to post - at least IC - until Sunday night (if I get back early enough). Sorry about this
So trying to get this rolling again as the new week begins... I believe one NPC shot (and missed) and a second NPC is up, no?
I thought the second group had to turn around, so it's down to the last two PC slots (Doc and Issan) before it swings back around to Rax to make a piloting check to try and lose our pursuers.
That's the one. Weekend was good but I'm back now so let's get posting!
Thank you, Sarone.
Thank you, Sarone.
It takes care of some wounds, a strain, and that nasty +10 to the crit rolls against you. Just don't get another crit for about a week, though.
I'll try my best; but them dice, they have different ideas. ![]()
Hey Colonel, I went ahead and assumed an Easy check again, if it isn't I'll roll whatever added difficulty die there needs to be.
Could you re-roll? It's gone up to a Hard check this time! Once you've edited I'll narrate what happens next
Sure! Will have to wait till I get home again. Do you want me to reroll or till two new difficulty die to add to the current roll?
Your choice. You could try for more advantage or just add two more and see what happens
Rerolled, no advantage for us, sadly.
Random forum setting question: how do you get it to display who made the last post in a thread? I'm able to see that when I'm not logged into the forums, but when I log in it disappears and I can't see when the last post was or who made it.
Edited by GalthThese dice!!!!
These dice!!!!
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Still, three advantages and one triumph. Heck, I'd be converting some of that into a boost and an upgrade for the next shooter.
These dice!!!!
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Those are nothing like as bad as when I play - well, anything with dice really!
Yeah I'm imposing two setbacks due to the fact you're performing delicate work while being bounced around a cargo compartment. Otherwise it's an Easy check
I'm going to hold my action for a while longer. In the mean time, what is the dice pool for trying to heal Toco's critical?
Currently, on my end, I'm looking at three Ability dice, 1 Proficiency die, and one Boost from the CAPC (the CAPC also decreases the difficulty to heal Critical Injuries by one to a minimum of Easy). I believe that is an Easy Difficulty (one Difficulty die), but due to the driving there might be one or more setback dice.
Yeah I'm imposing two setbacks due to the fact you're performing delicate work while being bounced around a cargo compartment. Otherwise it's an Easy check
Makes sense, though in this case it's most likely injecting him with something that will dull the pain and give him clarity.
I'm not a medic or doctor in real life, but my best guess is that it would be a combination of adrenaline and a powerful painkiller, mixed with some focusing drugs to get him through.
Just curious, the CRB says that I only succeed on clearing the Critical injury. What happens to excess Successes and Advantages in this case? Would I be able to use them to heal Toco's other wounds and strain?
With no ruling otherwise, I'd say that you can spend Successes to heal wounds and Advantage to heal strain.
I'm planning on doing a repeat performance for Oro's character. Using the quoted responses, my dice pool is looking to be one Proficiency dice, three Ability Dice, and one Boost die. Due to the state of Oro's Injuries, I would be rolling two Difficulty Dice and two Setback Dice due to the chase.
Question: Because it's only a maneuver action to use the stimpack, can I use the stimpack to get him back over half and then use my action to heal the rest? That would bring the number of Difficulty dice from two to one.
Also, are there anything you want to upgrade any of the difficulty dice?
The maneuver/action routine seems solid. Your dice pool seems all in order, so go ahead and roll!
I think you need two manuevers to use a stimpack. One to take it out (unless you have quick draw), and another to apply it.