Lights Out Dice Rolls

Shalken

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d100 for Toland's attempt to open the door.

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 a more serious consequence.
1 — Critical fail.

[dice]d100[/dice]
 
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Shalken

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d6 for the number of guards in the generator room.

[dice]d6[/dice]
 

Shalken

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d100 for Toland's grenade toss.

[dice]d100[/dice]
 

Vosrik

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d100 for Devrim's attack on the first guy who comes though. +5 for being in cover

[dice]d100[/dice]
 

Vosrik

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d100 for Devrim's pistol shots on the next guard. +5 for the guard being unprepared, +5 for point-blank range.

[dice]d100[/dice]
 

Vosrik

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d100 for follow-up shooting for Devrim.

[dice]d100[/dice]
 

Shalken

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d100 for Toland overloading the generator.

[dice]d100[/dice]
 

Vosrik

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Rolling for how well marked their destination is

[dice]d100[/dice]
 

Vosrik

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d4 for how many security guards are in the control room

[dice]d4[/dice]
 

Vosrik

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d100 for the shots against the guard. +5 for stealth

[dice]d100[/dice]
 

Shalken

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d100 for how well Toland can extract sensitive files from the console.

[dice]d100[/dice]
 

Shalken

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d100 for Toland's stun bolts. +5 for surprise attack through the bottleneck.

[dice]d100[/dice]
 

Shalken

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d6 for how many guards.

[dice]d6[/dice]
 

Shalken

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d100 for how long the power shutdown goes into effect.

[dice]d100[/dice]
 

Vosrik

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d100 for Devrim's shots at the guards, +10 for them being stunned by Toland

[dice]d100[/dice]
 
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