Flamiel; Alpha squad ; Xenology on dresselians:
3 Successes, 4 Advantages
![Image](http://friendsandnemesis.000webhostapp.com/gaming/ability/a-a.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/ability/a-s-a.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/ability/a-s-a.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/ability/a-s.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/boost/b-s-a.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/difficulty/d-f.png)
Well, nevermind then. Anjali can go last
Grapple is one of those things left wide open in FFG. I looked up a lot of forum stuff and we'll go with this:Doctor Who wrote: ↑Tue Nov 27, 2018 5:11 amSo BA is gonna get two people attacking him if he can't do something quick. So...
What would the check be to attempt to grab Greckle and hold him so he can't do anything?
Certainly one of those should have been a yellow? You have one rank in Brawl.Doctor Who wrote: ↑Wed Nov 28, 2018 1:34 amsucks that I can't use any of my skills with a Brawn check.
BA; Alpha Squad; hoping to hold the captain down:
3 Successes, 1 Advantage
so what does succeeding do?
Two options: Roll a Yellow and knock off the last two green dice on the right side. Your first three Green dice are legit, as are the purple-purple-red. You WILL have at least 3 successes based on the first three dice, but three Threats to overcome with one yellow die.Doctor Who wrote: ↑Wed Nov 28, 2018 1:54 amOops, thought he just said a Brawn vs Brawn check.
Should I re-roll the whole thing?
That is correct. BTW, exceeding strain threshold is another way to "immobilize" someone. A brawl attack here, stun weapon there, and you can get there somewhat quickly.
Acceptable action. He can't physically close his (seemingly) empty hand and that would cause him confusion. I think one would close his hand and grasp at air if something disappeared from one's hand. But in this case, he can't because it is physically still there. He knows something is there, but it is confusing to him. I will consider the ramifications of that by his next turn. Confusion or Fear appear to be the right ones. Also, the primitiveness and tech-ignorance are great factors to consider!Then action = use the Misdirect power on the Dressellian in the hopes that his gun disappearing from his perception will prevent him from attacking next round as his primitive nature takes over, either freaking him out (fright check?), confusing him, or making it very difficult to fire (since he can't feel the gun, let alone see it).
Users browsing this forum: No registered users and 4 guests