- Joined
- Jul 17, 2017
- Messages
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- Reaction score
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@Phoenix
Second Verse, same as the first. The enemies in this thread will be one Jedi of Councilor level strength and one Jedi Master. The hired goons are literally just to move stuff, they couldn't fight if their lives depended on it.
So, the dice rules are as follows:
Dice used: D100
Results table:
1: Critical fail regardless of modifiers
2-25: Strong fail
26-50: Lesser fail
51-75: Lesser success
76-99: Strong success
100+: Critical Success
You can use a total of three modifiers, based on the situation in-thread or on skills you have attained. The maximum a modifier can be used for is +15. You can also add negative modifiers for things like injuries for balance. I shall roll first.
Rolling for Dennys to attack the Jedi of Councilor strength:
+10 seasoned veteran
[dice]1d100[/dice]
Second Verse, same as the first. The enemies in this thread will be one Jedi of Councilor level strength and one Jedi Master. The hired goons are literally just to move stuff, they couldn't fight if their lives depended on it.
So, the dice rules are as follows:
Dice used: D100
Results table:
1: Critical fail regardless of modifiers
2-25: Strong fail
26-50: Lesser fail
51-75: Lesser success
76-99: Strong success
100+: Critical Success
You can use a total of three modifiers, based on the situation in-thread or on skills you have attained. The maximum a modifier can be used for is +15. You can also add negative modifiers for things like injuries for balance. I shall roll first.
Rolling for Dennys to attack the Jedi of Councilor strength:
+10 seasoned veteran
[dice]1d100[/dice]