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Old 11-15-2022, 08:53 AM   #11
Hero of Democracy
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Join Date: Mar 2012
Location: far from the ocean
Default Re: DreadStormers [IC]

Originally Posted by Hide View Post
Locking the door (DX):
3d6 <= 12
3 + 2 + 2 = 7 ... success

Pacifica makes it!

OOC: If it is safe, I would like her to help in locking the other door and signals the others to do so.
If you want a job done right, sometimes you have to do it yourself: Pacifica swings her level closed, locking three of her opponents in a prison of their own choosing. They are doing a lot of shouting.

As are the opponents on the other side of the hall. They yell "Go" and try to break out of their compartment to enter combat. However, the superior weight of the big crewman keeps them inside. Two more crew join the push on the door, while laser riffles are kept trained on the door.

Pacfica can go ahead and try to push the door shut: give me a ST roll.

Originally Posted by GnomesofZurich View Post
Here are the remaining rolls:
Daymar meets with each of the men, and he thinks he brainwashes each of them.

Originally Posted by TGLS View Post
Right, and they're all brainwashed (in theory). I'll let them know not to be alarmed about the outer compartments having their atmosphere vented.

Trouble at the command center? I thought we had that secured.
Trouble in the halls...

Hua gets the sense of something going on just as two hydrogen cell doors swing open and six crew armed with metal tools stream out. They seem to have at least some sense of where Hua is. They are four yards away.
Be helpful, not pedantic

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