6 minutes ago, Kymrel said:I was hoping each would be counted as giving unskilled assistance, adding one boost each, and possibly a third for Gunslinger up there. Teamwork should make climbing a wall almost a trivial task.
Yeah, that would be nice.
6 minutes ago, Kymrel said:I was hoping each would be counted as giving unskilled assistance, adding one boost each, and possibly a third for Gunslinger up there. Teamwork should make climbing a wall almost a trivial task.
Yeah, that would be nice.
Well @Rabobankrider what's the ruling?
Well as you guys are relying on teamwork that seems find to me.
Athletics Wall + Anler & Gunslinger boost
:
2eP+3eD+2eB
2 successes, 2 threat
Coordination up the wall
:
4eA+2eB+3eD
5 successes, 2 advantage
Nice that's more like it.
Coordination [Getting up the wall]
:
3eA+3eD+2eB
0 successes, 2 advantage
Bleh, can't hop on the wall.
Add another boost I have enough advantage.
1 hour ago, Shlambate said:Add another boost I have enough advantage.
Boost Die
:
1eB
0 successes, 1 advantage
Well, I have 3 advantages. What do I do with those...
Well technically we made all these checks at once so I guess we can Pass a boost to Doc but we will need @Rabobankrider 's opinion.
Mynock passed but probably spent x2 strain holding up cyclone’s weight. Between Slugger & Jackpot we have 3x advantages so far.
We could set it up as everyone making it up, with Doc going last. He tries to jump it near the top of the wall, but jumps it too short and is about to fall...until Jackpot or someone else catches him.
Edited by satkazGuess I should roll as well. Three boosts for assistance, one for my last roll:
Athletics getting up the wall
:
3eA+4eB+3eD
1 failure, 6 advantage
Thanks, Orokos, I really needed that.
You could all perhaps spend your advantage to catch your commander in the air and try to pull him up perhaps? @Vergence , acquiring strain sounds fine.
14 hours ago, Rabobankrider said:You could all perhaps spend your advantage to catch your commander in the air and try to pull him up perhaps? @Vergence , acquiring strain sounds fine.
Would it cost all Anler, Jackpot, and Slugger's advantages to pull up the Commander or would the group have any left for Doc?
I'd say 4 to pull him up
Also, I know I said I'd be sorting stuff soon, but I think it'll have to wait till Monday, things have gotten hectic.
Ok, I've lost track, who needs to do/know what for climbing over the wall? Also @KungFuFerret when they're over it I'll get your post sorted. I'm thinking that as you'll likely need team mates for the obstacles they'll be able to provide boost dice for assists.
3 minutes ago, Rabobankrider said:Ok, I've lost track, who needs to do/know what for climbing over the wall? Also @KungFuFerret when they're over it I'll get your post sorted. I'm thinking that as you'll likely need team mates for the obstacles they'll be able to provide boost dice for assists.
Looks like everyone but Doc and Anler have succeeded in getting up the wall, but we have a number of advantages in play by the other characters that could be used to get the both of them up, maybe by catching them as they are about to fall down again and pulling them up.
Yeah that sounds fair. Fell free to go with that one.
@KungFuFerret , I've just realized that I had set you up to start in a previous post, so feel free to emote yourself in the post. The rest of you, you have multiple options on how you want to get through the shooting and the blocks, so let me know your plan and I'll tell you the rolls.
Mynock is open to whatever idea Cyclone creates. If I’m understanding it correctly, Jackpot gets a chance to use bodyguard on the Commander and cover too?
Is it the more creative we are, you’ll create a system & check for us?
Edited by VergenceUm so what's the roll now?
Well, is this one where we could hack some barriers to help or does Swapar want the clones to do their best Forrest Gump imitation?
“But you ain’t got no legs Lt. Dan.”
Edited by SHADOWGUARD CHAMPION