Almost Vulkar Dice Thread

TheMorrigan

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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

Rolling to engage the three Vulkars with a Force Push.

[dice]d100[/dice]

+5 for Level 2

Oof. Final roll, 7.
 

Nommie

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Rolling to see if Calath will have success taking down a couple of the gangsters (2).

[Dice]d100[/dice]
 

TheMorrigan

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Rolling to see if Horus can deal with another two gangsters

[dice]d100[/dice]

+5 for Level 2

Final Roll: 93
 

Nommie

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Rolling to see if Calath can handle the last Vulkar.

[Dice]d100[/dice]
 

TheMorrigan

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Rolling to Push and take down the remaining Vulkars in their path.

+5 for Level 2, Concentrated

[dice]d100[/dice]

Final Roll: 66
 

TheMorrigan

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Rolling to check for keycards. No modifier, as I don't think it matters in this instance.

[dice]d100[/dice]

None. Potential disguises ruined. No other information found.
 

Nommie

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Rolling to see if Calath will succeed in helping cut through the wall.

[Dice]d100[/dice]

Edit: Well at least it is a success. Lol
 

TheMorrigan

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Rolling to see how many guards are inside the first wall

D10

[dice]d10[/dice]
 

TheMorrigan

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Rolling to see how effective Horus' attacks will be.

+5 for Level 2

[dice]d100[/dice]

Final Roll: 100?!!
 

Nommie

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Rolling to see if Calath will be able to orient them to the generator.

[Dice]d100[/dice]
 

Nommie

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Rolling to see how many opposition they will come across. Using d6 dice.

[Dice]d6[/dice]
 

Nommie

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Rolling to see if Calath's attack on the three will be successful.

-5 due to injury

[Dice]d100[/dice]
Final Roll: 52
 
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TheMorrigan

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Rolling to see if there is any convenient way to transport the generator.

[dice]d100[/dice]

Uhm. Alright, two in a row. Hoverlift on the far right of the generator room.
 
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