Eccle's Weighted Dice

Eccles

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Thread: Ruby Ruby Ruby
Action: Number of ground-level Sarkan soldiers to approach
Modifiers:
+1 on d20 because alarm rolled a 10/10​

[dice]1d20[/dice]
 

Eccles

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Thread: Ruby Ruby Ruby
Action: Fester to shoot and kill a Sarkan
Modifiers:
+1 Imperial Military Training​

[dice]3d10[/dice]
 

Eccles

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Thread: Ruby Ruby Ruby
Action: Fester to get hit by Vex's lightning
Modifiers:
+1 He did not see this coming
6 or up is he gets hit​

[dice]1d10[/dice]
 

Eccles

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Thread: Freelancing for the Pykes
Action: Kal's Pyke Syndicate contact arrives.
Modifiers:
+1 The pick-up is planned​

Thread: Freelancing for the Pykes
Action: Kal to get his package.
Modifiers:
+1 The pick-up is planned​

Thread: Freelancing for the Pykes
Action: Cartel Enforcers arrive to end Pyke Syndicate operation.
Modifiers:
+2 Supreme Mogul issued crackdown on the Pykes in underworld war.​


[dice]3d10[/dice]
 

Eccles

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Thread: Underworld Pazaak Wars
Action: Davik to swing mean and hit
Mods:
+3 for level and slumborn​

Action: Davik to succesfully evade thug's punch
Mods:
+3 for level and slumborn
-2 for having just hit a different thug​

[dice]1d10[/dice]
 
Last edited:

Eccles

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Thread: The Hijacking
Action: Kal Titch to traverse space and land on the 'Immaculate'
Mods:
-1 good understanding of vessel speed and timing​

Roll 1d10 for the jump. 1-2 you get on the barge as planned. 3-6 you got a bit of a rocky landing. 7+ means you miss the barge and have to spend the rest of the thread rolling to get picked up by the 'Omani Gamble'.

[dice]1d10[/dice]
 

Eccles

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Thread: The Hijacking
Action: Slice the maintenance Hatch
Modifiers:
+2 Computer Pike
-1 First time slicing
-3 Under extreme stress​

1-5 = Takes two turns
6-10 = Succeeds this turn

[dice]1d10[/dice]
 

Eccles

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Thread: Spoofing Blackrow pt 1
Action: Fool Blackrow Hangar guards
Modifiers
+1 They look the part​

5+ = success

[dice]1d10[/dice]
 

Eccles

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Thread: The Hijacking
Action: Find emergency lever of maintenance hatch
Modifiers:
+2 Chris' actions gave him some time
+1 more familiar with outer hull levers than with slicing
-3 Under extreme stress​

1-5 = failure
6-10 = succes

[dice]1d10[/dice]
 

Eccles

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Thread: The Hijacking
Action: Slice maintenance hatch
Modifiers:
+2 Chris' actions gave him some time
+1 due to reboot, computer spike gets reactivated
-1 second time slicing
-3 Under extreme stress​

1-5 = failure
6-10 = succes

[dice]1d10[/dice]
 

Eccles

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Thread: Weapons for the Cause
Action: Customs board the Omani Gamble
Modifiers:
-1 known legit midline cargo hauler
+1 voyage plan indicates past track in Hutt Space
-2 has a supply contract from Quesh to Chandrila (to explain past track)
-1 supply contract from corporation owned by Republic operative​

6+ means surprise inspection in orbit

[dice]1d10[/dice]
 

Eccles

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Thread: Spoofing Blackrow pt 1
Action: Identify fitting midline cargo hauler
Modifiers:
+1 Kal is a professional cargo hauler and knows ships​

5+ = success

[dice]1d10[/dice]
 

Eccles

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Thread: Spoofing Blackrow pt 1
Action: The due not to get approached
Modifiers:
+1 they passed the checkpoint
+1 everyone in the hangar is hella busy​

5+ = they remain on their own

[dice]1d10[/dice]
 

Eccles

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Thread: Pest Control
Action: Davik to shoot and kill another weequay
Modifiers:
+1 not his first firefight
-1 crates obscure vision​

5+ is success

[dice]1d10[/dice]
 

Eccles

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Thread: Pest Control
Action: A weequay to shoot Davik
Modifiers:
-1 Davik is in cover
-1 crates obscure vision
-1 Marines not in cover distract by shooting​

5+ is success

[dice]1d10[/dice]
 

Eccles

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Thread: Pest Control
Action: Number of weequays killeld by the marines
Modifiers:
+1 flashbang​

d5 each eye a kill

divide answer by 2 -

[dice]1d10[/dice]
 

Eccles

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Thread: The Reprogramming
Action: Kal to shoot the remaining droids
Modifiers:
N/A​

1-2 = hits none
3-4 = hits one
5-6 = hits two
6-8 = hits three
8-10 = hits three (plus rescues Allard)
[dice]1d10[/dice]
 
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