Final Destination
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Jun 16, 2023 4:12 am
OOC:
You're right. I had the wrong number in my head. Also...I forgot about Willpower. Would this be an appropriate time to spend a willpower and get 3 more dice? for a total of 4 more rolls? I forgot that was a rule until now, but also could see it not being the kind of roll that works.Jun 16, 2023 7:56 am
Stan continues his investigation of the tech infrastructure of the place...
Stan is short sighted and very distracted!
OOC:
I can't believe this! :D Stan is short sighted and very distracted!
Last edited June 16, 2023 7:57 am
Rolls
Int+Computers - (6d10, RA)
(226312) = 16
Jun 16, 2023 1:36 pm
OOC:
@AutomAtomic I don't see why not.@Dr_B Well... there are some very pretty people around. Maybe a wandering eye? Lol
Jun 16, 2023 2:58 pm
OOC:
getting in those missed rolls.Hot dog! There we go.
Last edited June 16, 2023 2:58 pm
Rolls
Missed them the first time. - (4d10, RA)
(8559) = 27
Jun 16, 2023 6:05 pm
Sakura keeps her ears open
Rolls
Wits 4 + Composure 2 - (6d10, RA)
(341842) = 22
Jun 17, 2023 12:40 am
OOC:
I'm sorry-- I really do not know why it keeps double posting! And I realized after the first time to reroll 10s, but then looked at the duplicate post and thought I didn't have one.
Jun 19, 2023 2:10 am
OOC:
Currently:Wits + Composure: 11 successes
Wits + Larceny: 2 successes
Intelligence + Computers: 1 success
Keep at it!
Jun 19, 2023 2:52 am
Feeling like she's getting a handle on things, Rain continues to watch for those blindspots and other holes in security.
OOC:
And the another will power. Probably the last for a while.Rolls
Wits + Larceny - (7d10, RA)
(104727632) = 41
Jun 19, 2023 7:07 am
Stan persists. He cannot believe the security system can be so concealed. There must be revealing signs of how it ticks... Focus, you dumbass...
OOC:
spending 1 willpower on this Rolls
Int+computer+3 - (9d10, RA)
(101010368782514) = 74
Jun 19, 2023 1:25 pm
Unable to help from the larceny or computers angles, Amaresh does another pass through but this time she is also on the watch for something she could use as a weapon- a strudy wooden broom perhaps?
Rolls
Wits + composure - (6d10)
(557113) = 22
Jun 19, 2023 6:29 pm
OOC:
Wow look at Stan roll all of a suddenRolls
Wits 4 + Composure 2 - (6d10, RA)
(537731) = 26
Jun 21, 2023 9:01 pm
OOC:
Sure thing! At an hour per round, this makes 6 of the 15 we were given. I vote after this we regroup and figure out what we've learned and come up with our plan.Last edited June 21, 2023 9:05 pm
Rolls
Wits + Larceny - (4d10, RA)
(6953) = 23
Jun 22, 2023 3:18 am
OOC:
Feel like we should have everything from basic perception, but I'll give it one more goRolls
Wits + Compusure - (6d10)
(1084575) = 39
Rerolling 10 - (1d10)
(9) = 9
Jun 22, 2023 6:02 am
OOC:
since Larceny is the one we're low on, I might try that (unskilled, with Willpower) OOC:
it worked - that was willpower well spentLast edited June 22, 2023 6:47 am
Rolls
3Wits -1Larceny(unskilled) +3 willpower - (5d10, RA)
(49598) = 35
Jun 22, 2023 7:36 pm
OOC:
I am wondering what the catch if of repeating this so many roundsRolls
Wits 4 + Composure 2 - (6d10, RA)
(686497) = 40
Jun 22, 2023 8:20 pm
OOC:
Well, presumably, our GM has setup a few levels of knowledge. The more successes we get in these rolls, the more info it unlocks for us. I think we are at the point, 6 hours into the 15 given thus 9 left to plan and rest, that we can stop with these rolls and confer in character to find out what we have learned. Jun 22, 2023 8:54 pm
@Ledosero
Some actions demand time and effort to be performed. They can’t be completed on the fly or in the moment as instant actions are. Activities such as conducting research into a politician with a shady past, or canvassing a neighborhood for strange sightings are considered extended actions. Rather than require one roll, they demand several rolls before overall success can be determined.
Successes earned per roll are accumulated, and the period that passes between rolls varies depending on the activity performed. Each roll — each step in the process — is a step toward achieving the end goal, such as hacking a computer or hot-wiring a car. A failure on any roll means you accumulate no successes at that stage and your character’s time in that period is wasted. The project continues, though.
It’s also possible that particularly crippling penalties could be imposed on your dice pool for any stage, reducing you to a chance roll. Say a research effort is made ever more challenging in the wake of a fire in which important documents are lost. (The Storyteller imposes a high penalty to subsequent rolls made.) A dramatic failure on such a roll cancels all accumulated successes and may mean that your character must start the extended action from scratch, but also has to make some change in circumstance (he has to find a new source of information, get new tools, read the automobile repair manual or find new parts).
Under delicate circumstances, perhaps when tools or parts are one-of-a-kind, a dramatic failure may indicate that the project ends in utter failure, maybe with harm done to your character. The Storyteller determines how many total successes are required to complete an extended action. He also decides what period of time passes for each roll that you make, and translates what each stage means for your character.
Some info is easy to determine (i.e. who is working for your "saviors" during the day) and some is difficult (i.e. where the actual security hub is located). Making any real headway takes time and teamwork.
[ +- ] Extended Actions
Some actions demand time and effort to be performed. They can’t be completed on the fly or in the moment as instant actions are. Activities such as conducting research into a politician with a shady past, or canvassing a neighborhood for strange sightings are considered extended actions. Rather than require one roll, they demand several rolls before overall success can be determined.
Successes earned per roll are accumulated, and the period that passes between rolls varies depending on the activity performed. Each roll — each step in the process — is a step toward achieving the end goal, such as hacking a computer or hot-wiring a car. A failure on any roll means you accumulate no successes at that stage and your character’s time in that period is wasted. The project continues, though.
It’s also possible that particularly crippling penalties could be imposed on your dice pool for any stage, reducing you to a chance roll. Say a research effort is made ever more challenging in the wake of a fire in which important documents are lost. (The Storyteller imposes a high penalty to subsequent rolls made.) A dramatic failure on such a roll cancels all accumulated successes and may mean that your character must start the extended action from scratch, but also has to make some change in circumstance (he has to find a new source of information, get new tools, read the automobile repair manual or find new parts).
Under delicate circumstances, perhaps when tools or parts are one-of-a-kind, a dramatic failure may indicate that the project ends in utter failure, maybe with harm done to your character. The Storyteller determines how many total successes are required to complete an extended action. He also decides what period of time passes for each roll that you make, and translates what each stage means for your character.
OOC:
Casing a large structure with multiple floors, and a "standard" capacity of over 3,500 people -- along with offices, food booths, and various corridors and maintenance areas -- is going to take time. Some info is easy to determine (i.e. who is working for your "saviors" during the day) and some is difficult (i.e. where the actual security hub is located). Making any real headway takes time and teamwork.
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