Crimson Ring Dice

Kestrel

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This is the thread where we will be rolling dice to add some unexpected flavor to the thread. If you are unfamiliar with how to roll, simply look at the guide. You do not need to roll for everything, only for actions that may have some amount of random chance (searching for clues, fighting, physical feats, etc). Since the thread is not officially ‘dice’ and is mainly for fun rp and not plot, effects of rolls should be realistic but need not be catastrophic if they go badly. This is DEATH DISABLED. No one is dying this time. Please.


100: Critical success.
81-99: Rousing success. Everything goes better than expected
51-80: Success. Everything goes as planned
26-50: Barely a success. You succeed in your end goal but take some sort of negative in doing so
11-25: Mild fail, fail with some minor consequence
2-10: Major fail, fail with more serious consequence
1: Critical fail.

@TerranSteel
@FireSong
@Styx
 

Kestrel

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Rolling for Bast’s success finding a lead to Haji’s location.
 

TerranSteel

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Roll to see if Corran can get info from the gems dealer

Edit: We get something, but THEY BOOK IT.
 

FireSong

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Roll to see how successful Falynn is in catching the gems dealer.

Result: Good news, we catch them and they prove useful.
 

Styx

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Roll to Mind Trick and escape prison cell.

RESULT: omg... lol so that's a no go. Fails to mind trick and gets in trouble for it, i.e. serious consequences.
 

Kestrel

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Roll to see if lift is locked- Odds: open, Evens: locked
Result: LOCKED

Roll to see if gems dealer has pass card- Odds: yes, Evens: no
Result: NO CARD

Roll to shoot the lock and open the door
Result: SUCCESS
 
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TerranSteel

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Roll to take lift to Syndicate's cell area

Edit: Getting Kestrel numbers here.
 

FireSong

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Roll to find an alternate route to the cell area.

Result: Not doing any better here...definitely not successful.
 

Styx

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Roll to feel the influence of the Dark Side.
RESULT: Oh thank Jebus.

Roll to Force Pull lightsaber.
RESULT: Yay! edit: oops forgot to change the dark side label thingy.

Roll to get shackle-shocked.
RESULT: Barely succeed in shocking Haji, after a delayed reaction.
 
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Kestrel

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Roll for number of enemies at elevator crash site.
EDIT: Seven enemies with an incoming eighth (Whistler)

Roll for success of attack on Rangers
EDIT: That’s.... unfortunate. We are trapped by the attack and Bast suffers a minor injury.

Roll for Ranger counter-attack success (-5 for success of syndicate attack)
EDIT: (84) WOOOO. Bast takes out one member and badly injured another
 

TerranSteel

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Roll to take down a few criminals.

Edit: If I roll above a 50 this entire thread, I'm throwing a party.
 

FireSong

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Roll to take out a few of the remaining syndicate members.

Result: That’s a relief. Falynn’s aim isn’t too bad after all.
 

Styx

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Roll for boss to reveal a secret.

EDIT: No secret (at least not the one I had in mind). And he changes his mind, distrusting Haji even more.
 

Kestrel

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Roll to locate Whistler
EDIT: I think I’m hogging the good luck here. So much for Whistler’s attempts to be sneaky and for all his knowledge of the grounds- the rangers are just really lucky... occasionally.
 

TerranSteel

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Roll to successfully keep track of Whistler and chase him through the Lucky Lekku.

Oh. Sure. NOW I get a high number. When the thread is over, we are having a party.
 
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