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Post by wizardmaster on May 2, 2011 16:03:34 GMT
Ok this is my first roll in a pbem game and tryin to understand. Lets say there is a corridor normal size in width and the prisoners are escaping. There is a Judoon firing at an escaping prisoner. I have assigned a -2 penalty to the Judoon since there is chaos and prisoners blocking his fire. The prisoner is running towards the exit at the end of the corridor. What I am still tring to figure out is that two rolls? The prisoner has to roll to see if they reach the exit? Or is it replaced by the Judoon fire. Lets see the Judoon fired and rolled a 7. To avoid getting hit the prisoner needs to roll against a difficulty of 7? What about running towards the exit? Is that a coordination run (I assigned a difficult of 12 to reach the door).
Tks!
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Post by chickenpaddy on May 2, 2011 16:32:44 GMT
Okay, okay, okay. Let's go back to your example. This sounds like an extended conflict, so keep in mind the order of operations. Talkers-Doers-Runners Fighters (check your book to be sure of the order, I just pulled that off the top of my head...). In this case the prisoner is Running, so he would roll an Athletics-Coordination roll as he runs down the hallway. This determines if he trips and falls, continues to run, or runs out the door. When the Judoon's turn pops up during the Fighting phase, he rolls a Firearms-Coordination (with whatever conditional modifiers you think would be appropriate) versus the prisoner, who rolls a resistive Awareness-Coordination (with a -2 modifier for this being his second action, running being the first). This determines the degree of the Judoon's success or failure. If, after modifiers and such, the Judoon came up with a total of 7, the prisoner would have to meet or beat a 7 (once again, after modifiers) to avoid the blast. Hope that isn't too confusing. Good luck on your campaign! Let me know if this helps. If not, I'll think of another way to explain it.
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Post by wizardmaster on May 2, 2011 17:45:32 GMT
ok I am checking the books but that makes sense now. I see now how the extended conflict works. Tks.... So If I understand this as an example, lets say we have two groups. Group a is about to fight with group b. Then there is one person who is trying to apply diplomacy to stop them from fighting. So person goes first (talker). He rolls with his skills / traits (ie presence + convince + attractive as an example) = result to be applied by the GM's difficulty level. The same player tries to persuade group b to not fight so would that be at -2 for their second action? No movers. Fighters - depending on the diplomatic rolls if it fails then it may result to fighting. Group a and b may start the fight depending on the two rolls above. Am I getting closer?
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Post by Escher on May 2, 2011 19:41:52 GMT
I'd say yes, -2 for next action. Remember a fail is not a total disaster as its a 'No, But' result. You can also use Story Points too...
(As a GM, for my tastes I'd not include the Attractive bonus though. Two groups about to kill each other won't be paying attention to good looks. Voice Of Authority may be better suited. Just my take on it).
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Post by wizardmaster on May 2, 2011 21:17:15 GMT
Can a Timelord detect another Timelord?
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Post by Escher on May 2, 2011 23:58:12 GMT
Yes. They instinctively know another Time Lord on sight. The Warlord looked at the 2nd Doctor in The War Games and knew he was a Timelord. Same as the 10th Doctor looking at Harold Saxon on TV -he knew it was him. In the case of TV images, I guess that might be a result of 'Feeling The Turn Of The Universe'- It's a Cosmic Truth. All Timelords also share a common telepathic link. The Doctor can feel that there are none left.
Only a Chameleon Arch transformation, Perception Filter or unique device can hide them: The Master's Archangel Network pulse somehow shielded him from the Doctor's awareness. Similar gadgets to either cloak or detect a Timelord may be possible using the game rules.
There is also the fact that they can only be detected if they are in the same universe.
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