Hopefully....I assume that, since we are not auto-failing OPS checks, Wolong-clone is as much a vegetable as the tree surrouding the mansion?
Wolong tends to only give us about one auto per mission her rushing in 5 might have burned him outI assume that, since we are not auto-failing OPS checks, Wolong-clone is as much a vegetable as the tree surrouding the mansion?
Some Ops rolls are just our team coming up with ideas or realizing things, the Wolong-clone can't possibly manipulate those. He only autosucceeds in the sense that he has Analytical Precognition, which presumably only applies to coordinating the clones.I assume that, since we are not auto-failing OPS checks, Wolong-clone is as much a vegetable as the tree surrouding the mansion?
That does it!Ranald, take the wheel.
Edit: I hope this one is at least entertaining.
Because Ops was our weakpoint which Wolong distinctly covered and we knew that the clones would cause confusion in battle for us if we brought New Dawn, while we needed the money and ambrosia from the mission badly.Why didn't we bring New Dawn on this mission instead of that glorfied fishing trip?
TWENTY-SIX ROLLS... 26! What the actual hell...Roll 1: Hit, 20 (Pass surely )
Roll 2, with advantage: Hit, 4, 16 (Major Success)
Roll 3: Rep, 13
Roll 4, with advantage: Hit, 2, 7 (Passed apparently)
Roll 5, with advantage: Hit, 2, 17
Roll 6: Ops, 14 (Passed lore Ops)
Roll 7: Esp, 16
Roll 8, with advantage: Rep, 8, 11 (+4 used for major success)(4 Kermie)
Roll 9: Rep, 7 (Fails)
Roll 10: Hit, 4 (+2 used for major success)(2 Kermie)
Roll 11: Hit, 17
Roll 12: Hit, 19
Roll 13: Hit, 8
Roll 14: Hit, 19
Roll 15: Luck, 13
Roll 16, with advantage: Rep, 5, 16
Roll 17, with advantage: Hit, 1, 6 (+2 for saving it)(2 Solar)
Roll 18: Hit, 10 (Not savable)
Roll 19: Esp, 8
Roll 20: Hit, 10 (Passed)
Roll 21: Ops, Autofail
Roll 22: Rep, 1
Roll 23: Luck, 1
Roll 24: Ops, 13
Roll 25: Ops, 9
Roll 26: Hit, 9
What we ended up rolling for everything
THERE WERE FOUR SEPARATE FIGHTS HAPPENING
And have a +1 for this!Roll 1: Hit, 20 (Pass surely )
Roll 2, with advantage: Hit, 4, 16 (Major Success)
Roll 3: Rep, 13
Roll 4, with advantage: Hit, 2, 7 (Passed apparently)
Roll 5, with advantage: Hit, 2, 17
Roll 6: Ops, 14 (Passed lore Ops)
Roll 7: Esp, 16
Roll 8, with advantage: Rep, 8, 11 (+4 used for major success)(4 Kermie)
Roll 9: Rep, 7 (Fails)
Roll 10: Hit, 4 (+2 used for major success)(2 Kermie)
Roll 11: Hit, 17
Roll 12: Hit, 19
Roll 13: Hit, 8
Roll 14: Hit, 19
Roll 15: Luck, 13
Roll 16, with advantage: Rep, 5, 16
Roll 17, with advantage: Hit, 1, 6 (+2 for saving it)(2 Solar)
Roll 18: Hit, 10 (Not savable)
Roll 19: Esp, 8
Roll 20: Hit, 10 (Passed)
Roll 21: Ops, Autofail
Roll 22: Rep, 1
Roll 23: Luck, 1
Roll 24: Ops, 13
Roll 25: Ops, 9
Roll 26: Hit, 9
What we ended up rolling for everything. Our luck was def a bit frontloaded but even in the back end I don't think we rolled significantly worse than average barring the double 1s.
I almost read that as 24 fights happening at the same Time and I nearly screamed.
YES, BUT DID WHITE HAWK GOT BENT?
Yeah, this fight is just proving why we will need to split into teams. Not just for the sake of doing multiple things simultaneously, but also to be able to have less complicated fights.
Yeah, big fights like this will have to be saved for finales of Issues.Yeah, this fight is just proving why we will need to split into teams. Not just for the sake of doing multiple things simultaneously, but also to be able to have less complicated fights.
Im gonna say reroll because I don't know which to take., if we brought Valiant Kabuto with us, this fight would've been over in time for snack time.
Plus we wouldn't be constantly swapping between heart attacks and cloud 9