Come Fly With Me Dice

Nefieslab

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Dice for "Come Fly With Me"

First roll is for how many of the staff on the flight are armed;

[dice]d10[/dice]
 

Nefieslab

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Rolling to see how successful Allard is in getting one of the stewards alone;

+5 for capstone;

[dice]d10[/dice]
 

Nefieslab

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Rolling to see how many of the remaining staff are in the enclosed area between the cockpit and the first class area (obscured from view by curtains);

[dice]d6[/dice]
 

Nefieslab

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Rolling to see if the alarm is raised during Allard's takedown of the one separated staff member;

1 to 3 = Full Alarm (The entire ship is aware)
4 to 7 = Partial Alarm (Some of the ship is aware but they are uncertain)
8 to 10 = No Alarm

[dice]d10[/dice]
 

Nefieslab

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Rolling to see if the alarm is now raised as over a third of the staff members are now out cold;

1-3 = Alarm is raised
4-6 = No Alarm is raised

+1 for being stealthy

[dice]d6[/dice]
 

Nefieslab

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Rolling to see how many staff members Allard can take down by pushing the last amount of surprise;

[dice]d6[/dice]
 

Nefieslab

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Rolling to see if the first class passengers cause a fuss;

1-4 = Yes
5-10 = No

[dice]d10[/dice]
 

Nefieslab

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Rolling to see how reluctant the pilots are to help Eice contact Blackrow;

1-3 = Very, actively trying to subdue her
4-6 = Objecting but can be pushed to agree
7-10 = Very eager to assist

[dice]d10[/dice]
 

Nefieslab

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Rolling to see how receptive Blackrow are to the demands;

[dice]d20[/dice]
 

Nefieslab

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Rolling to see if the VIP struggles;

[dice]d10[/dice]
 
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