CB's Grim Frequencies AP OOC -- COMPLETE

I have a few ideas for J.R. his ally can be another survivor of his last mission. As for enemy I'm thinking of more than one, as in the guys he beat up were gang affiliated. Or if it has to be one enemy it could be the leader of said gang. Thoughts?
 

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Those are both fine. J.R. will have enough natural enemies that a single enemy is probably better than siccing an entire gang on him, but since gangs sometimes operate as a hive, one gang enemy may equate to an enemy of the whole gang, anyway. Probably depends what triggered the enmity.

Your call.
 

Hm. Not hard to come up with enemies for Death Otter. More challenging to pick out a single, specifically interesting one. :)

An ally. Another crazy anarchist maybe...

I will think on this.
 





Cyril has plenty of time, isn't being threatened or distracted, and in this instance there's no penalty for failing the Knowledge (pop culture) skill check, so, yeah, sure, he can take 10.

[sblock=Taking 10]When a character is not being threatened or distracted, he or she may choose to take 10. Instead of rolling 1d20 for the skill check, calculate the result as if the character had rolled a 10 (an average roll on a d20). For many relatively routine tasks, taking 10 results in a success.

Distractions and threats make it impossible for a character to take 10. A character also can’t take 10 when using a skill untrained, though the GM may allow exceptions for truly routine activities.[/sblock]
[sblock=Taking 20]When a character has plenty of time, is faced with no threats or distractions, and the skill being attempted carries no penalty for failure, a character can take 20. Instead of rolling 1d20 for the skill check, calculate the result as if the character had rolled a 20.

Taking 20 is the equivalent of attempting the check over and over again until the character gets it right. Taking 20 takes twenty times as long as making a single check (2 minutes for a skill that can normally be checked in 1 round). [/sblock]
 

Thanks. Wasn't sure... Any particular rules you want to employ? For instance, having to choose to Take 10 before you roll. Basically, you settle for your baseline knowledge or you take a risk to know more or less than average about a particular topic.
 

I'm accustomed to players declaring before they roll that they want to take 10 or 20. I think I'd like to stick with that rule. That way, we don't negate the relevance of action points.
 

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