This Looking For RP topic is marked as closed, meaning it is no longer seeking new players.
(1-5 Receive only a visual of the lock system.
6-10 Gain an understanding of the lock system.
11 Figure out how to open the cell barriers.)
rolled 1d10 and got a natural 4. After the modifier of +1, got 5
Natural Affinity for Technology
(1-4 Figure out the law mechanics, but not how to use their abilities to unlock the doors.
5-7 Figure out how to use their abilities to unlock the door, but need to continue thinking on how to induce the image of them still in their cells into the Spartans mind.
8+ Figure out how to induce the illusion of them still in their cells after breaking out.)
rolled 1d10 and got a natural 7. After the modifier of +2, got 9
Team Collaboration and Natural Ability
(1-4 no life signs detected
5-8 life signs detected unsure of location
9+ life signs detected, location pinpointed)
rolled 1d10 and got a natural 2. After the modifier of +2, got 4
(1-2 Escape, but don't fool the Spartans at all.
3-4 The illusion only covers up the fact they're building up a psionic blast. Keeping it a surprise.
5-6 Induce the illusion, but there are shimmers that make the smarter Spartants suspicious.
7-8 Make the Spartants believe the illusion, but still need to navigate the ship until they find a way to escape.
9-10 Pull off the illusion perfectly, and start heading to the best escape route.)
rolled 1d10 and got 1
(1st Roll:
1-4 Main Wave knows there are remaining life signs but doesn't know their location
5-8 life sign locations can be narrowed down
9+ life sign locations can be pinpointed
2nd Roll:
1-4 Security forces can't find the council
5-8 security forces can't find the council and lock down the Dreadnought 3
9+ Security forces find the council and slate them for execution)
rolled 1d10 and got a natural 7. After the modifier of +2, got 9
Ground forces
rolled 1d10 and got a natural 10. After the modifier of +2, got 12
Security forces
In the Underground, the remaining Cogniut prepared their psionic blasts to knock out the main forces. The more creative members deciding that any that were captured they would figure out a way to harm their mental state.
(1-4 The blast knocks back the security forces.
5-7 The blast knocks out the security forces.
8-10 The blast incapacitates the security forces and the Council recovers enough to start escaping.)
(1-2 The blast knocks out some of the enemy soldiers. One soldier can be used to learn how to induce illusions.
3-4 The blast knocks out half of the enemy soldiers. Five soldiers can be used to learn how to induce illusions.
5-6 The blast knocks out most of the enemy soldiers. Ten soldiers can be used to learn how to induce illusions.
7-8 The blast knocks out all of the enemy soldiers. Twenty soldiers can be used to learn how to induce illusions.
9-10+ The blast knocks out all of the enemy soldiers. Illusion ability can be relayed to the council.)
rolled 1d10 and got a natural 4. After the modifier of +2, got 6
The Council and Crew
rolled 1d10 and got a natural 4. After the modifier of +2, got 6
Underground Cogniut
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