Hot on the Trail Dice

Nefieslab

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Dice thread for our thread @Faster Than Light

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.

IC Thread found here; Hot on the Trail
 

The Good Doctor

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Rolling for Alton to uncover anything useful in the trail by the kidnappers to give them any indication of where to look.
 

Nefieslab

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Rolling to see if Max can divine the methods used in the abduction itself using the Force
 

Nefieslab

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Rolling to see if Max can attempt to help track the trail by the feeling of the Dark Side used, by seeing if it clings like it does in the room. -10 due to previous roll.

Edit: 40 overall.
 

The Good Doctor

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Attempt at making more progress on finding the kidnapper's hideout
 

Nefieslab

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Rolling for number of guards/cultists outside the warehouses keeping watch
 

Nefieslab

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Rolling for stealth approach by Max;

Barely a success = no benefits for stealth attack next round
Success = +5 for stealth attack next round
Rousing success = +10 for stealth attack next round
 

The Good Doctor

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attempt throwing a rock to distract the cultists to allow further progression
 
Last edited:

Nefieslab

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Attempt to assist sneaky entry with a Force Illusion

Edit: Nice.
 

Nefieslab

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Rolling to see how many rounds the illusion will hold for - 1d4 only

Edit: Just this round
 
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