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A Place To Roll Dice

CreepyCrawler

Versed in the lewd.
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Sep 6, 2016
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Ever since the loss of our built in dice roller the only way to roll dice through this forum involves editing a post after it goes live. That's fairly awkward for a number of reasons, so I've set up this thread for people to roll their dice.
 
Rolling for Morning After. Made a slight oops and rolled an extra die for the first one, so I took that last roll off and used that number instead.
 
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Which Morning After build to make next?
1. Stolen Hearts
2. Bunny and Puma
3. Burning Love
4. R&R
5. Madhouse
6. Cheeky Chocolate
7. Grecian Gals
 
Thanks for the Thread
Rolling some combat stuff.

Round 0: Surprise Round!
Heaven Piercer moves 4 zones towards the Red Woman.
Heaven Piercer engages Red Woman.
Heaven Piercer Might: 4
Heaven Piercer has Advantage.
Red Woman Defense: 9
Rolled: 7 and 2.
7 + 4 = 11 vs 9 = 2
2 damage dealt to Red Woman

Heaven Piercer has engaged Red Woman in a duel!

Round 1 = Tension 1
Roll for Initiative!
Heaven Piercer Speed: 4 + 5 (roll) = 9
Red Woman Speed: 4 + 5 (roll) = 9
Omen Dancer Speed: 2 (originally 4 but currently halved) + 9 (roll) = 11
Turn Order: Omen Dancer > Heaven Piercer (Players win ties) > Red Woman

Round 1: Omen Dancer's Turn
Upon seeing Heaven Piercer's arrival, Omen Dancer uses full action to flee the combat.
Omen Dancer moves 4 zones.

Round 1: Heaven Piercer's Turn
Heaven Piercer uses Duelist Blade to attack Red Woman
Heaven Piercer Might: 4
Heaven Piercer has Advantage.
Red Woman Defense: 9
Rolled: 9 and 7.
9 + 4 + 1 = 14 vs 9 = 5 damage to Red Woman
Red Woman has been Defeated

End of Round 1
 
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Heroine's Disappointment
 
Convincing someone to stop running
Charm Roll: 8 + 4 (charm stat) = 12
Difficulty 10: Leave it to the Experts - Finding shelter in the wild during winter, disarming a bomb, seducing someone for information, etc.
12 vs 10 = Success

Heaven Piercer successfully talked Omen Dancer into cooperating!

Hearing what Omen Dancer mumbles.
Awareness Roll: 2 + 3 (awareness stat) = 5
Difficulty 5: Easier in Fiction than Real Life - Distracting a crowd, shooting blanks with a gun accurately, crafting a Molotov cocktail
5 vs 5 = Success

(the 4 was an accidental roll, ignore it)
 
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Following Bad Advice - [Heroine's Hero]

Rerolling those Double 2's because that's boring.
 
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Intimidation for Cooperation
Heaven Piercer (Kaida) gets advantage!
Emberblade gets disadvantage!
Heaven Piercer (Kaida) Fitness Roll: 2 + 6 (fitness stat) = 8
Emberblade Willpower Roll: 3 + 5 (willpower stat) = 8
8 vs 8 = Tie, Players win ties
Intimidation Success!
 
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Reasoning for Cooperation
Heaven Piercer (Kaida) gets advantage!
Heaven Piercer (Kaida) Charm Roll: 8 + 4 (charm stat) = 12
Omen Dancer Willpower Roll: 8 + 3 (willpower stat) = 11
12 vs 11 = Heaven Piercer Succeeds!
 
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Asking the Right Questions Roll: DC 40/70
QM rolls 1d100 +10(Genre Savvy)+5('̷̨͔̹͊͐Ḯ̶̪n̵̡͕̠̋͐͒t̷̩̐͗͝u̷̻̾̀̽i̵̢̯̮̊́̾t̴̝͖̰̒͗i̴̙͍͌͘ǒ̸̠̌͠n̴̯͂̋̚'̵̩̒̀̋): 68+15= 83 Great Success!!

Sharp, aren't we?
 
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