The Yamato Dice Tray

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Yamato Dice Tray
This thread contains some spoilers and behind the scenes to the threads it references. These dice rolls are less strict and more for inspiration. Other dice may be used as well that will generally include what the results are intended for.
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 but take some sort of negative
11-25: Mild fail, fail with some minor consequence
2-10: Major fail, fail with more serious consequence
1: Critical fail.

Dice Thread Index

1. Time to Bounce > Intro thread, gathering starting stuff​

 
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(intro thread)

Opening intensity:
On a scale from 1 to 10 with 1 being chill and 10 being overwhelmed.
 

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(intro thread)

Distance to next objective location:
On a scale from 1 to 10 with 1 being in the location and 10 being unreachable without a speeder.
 

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(intro thread)

Number of obstacles/enemies:
9 - 10: 5d4
3 - 8: 3d4
1 - 2: 1d4

Amounts roughly based on intro thread opening intensity.
 

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(intro thread)

Enemies and obstacles result:
5d4. Most will be enemies, some will be obstacles depending on the situation. Not all will have to be right at the start of the thread, but can also be encountered in/around the objective locations.
 

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(intro thread)

Initial Stealth check:
Based on Kyo's expert skill in Stealth it seems like a +5 seems reasonable.
Failure means beginning in a fight/chase encounter, success means Kyo has the ability to try stealthing through the location.


Result: 29. Barely a success thanks to that +5 bonus. Kyo begins in stealth, but it's a negative situation.
 
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(intro thread)

Opening action/negative Stealth:
1: Falling back from gang members, drew their attention.
2: Pinned down, pursuers aware of location.
3: Made a noise, gang member approaching while a couple others watch.
4: Being discovered while waiting for Gremlin to finish scouting.
 

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(intro thread)

Ambush check
1d100. The advantage of the stealth is negated by the situation, meaning this'll just be one roll.
He is an expert with several of the skills being used here, but just adept or skilled in the others. Only a +3 this time.
This is only to gauge the initial set of actions in the encounter, not the whole combat.


13. Mild fail, minor consequences.
 
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(intro thread)

Combat check
1d100. Following the mildly failed ambush, I'm going to make this a flat roll instead of adding a skill modifier.

44. Barely a success, some sort of negative.
 
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(intro thread)

Reinforcements check
1d100. Did the bouncers manage to relay their limited intel to their superiors before getting knocked out? Fail means no, success means yes.

No. The bouncers were overconfident or less concerned and didn't report back before they had the chance.
 
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(intro thread)

Bystander Awareness check
1d100. Did anyone notice the scuffle? Fail means no, success means yes. I'd give them advantage since there was blaster fire, but I would also give them disadvantage due to plenty of nearby noises from speeders and clubs. So, a straight roll.

No. The scuffle was deep enough in the alley and far away enough from the noisy streets that the encounter went unnoticed.
 
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(intro thread)

Scout check
1d100. How well did Gremlin scout the target location? Fail means he's not done yet, level of success determines how soon til he returns.
Advantage since Kyo went through the trouble of distracting like half the bouncers and had enough time to engage them.

Rousing success! Gremlin has obtained a rather stunning map of the hideout and some of the surrounding area. I'd say he probably even saw the package before deciding to return. Probably a few minutes til he makes it back to Kyosuke -- meaning a moment of peace and respite.
 
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(intro thread)

Perception check
1d100. Mainly to see if Kyosuke recognizes a specific npc he just encountered. Due to his strained condition I'm going to negate a skill modifier.
Also going to cancel out advantage with disadvantage and make this a straight roll, since it would've been over a decade since they've seen or heard from each other.

1. Critical fail, definitely doesn't recognize the guy, and potentially even scarred him.
 
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(intro thread)

Chain-reaction Accident:
2d10. On a scale of 1 to 10, how bad was the somewhat misfired electrokinetic blast + electronic items and power cell eruption to the npc. 10 means more scarring and 1 means very little.
Since this is a pretty unique situation, and I'm really just rolling for fluff and story anyway, this is going to be more of an average from the two rolls.

moderate scarring up the arm, chest, and side of the jaw; with critical damage to the wrist and hand of the npc where the blast originated.
 
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(intro thread)

Heal/compassion check:
1d100. While he doesn't recognize the npc, Kyo generally does have an overwhelming sense of compassion that often causes him to go out of his way to help others. This roll is to help me make the conflicted decision of whether or not Kyosuke would leave the Zhou family member or try to fix the mistake he made by at least somewhat healing the excessive damage. 100 means he is surprisingly able to heal most of the scarring without wasting much stamina, 1 means he passes out in the process of barely healing it at all. Any fail other than a 1 means he reluctantly decides to leave the scarred family member behind and prioritizes his mission instead.

87. Rousing success. Kyosuke is moved by guilt and compassion to correct his mistake and heal some of the damage to the man who is only a temporary enemy, potentially saving the man's hand without completely exhausting himself before Gremlin returns.
 
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(intro thread)

Sneakiness check:
1d100. How well does sneaking into the club go? +5 skill mod for stealth expertise.
Advantage situation is a little tricky here. Handful of bouncers missing kind of makes it easier but also they've been missing for a little while and the rest are probably going to be on alert soon if not already. Also there is a map to help navigate the area so less time is wasted poking around. Gonna give this one level of advantage and call it good. Cause also the thread needs to wrap up soon and getting caught could drag it out.

98. Nearly an unnatural critical success. I think it's safe to assume the sneakiness goes well.
 
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