Aron Kir

Robert "Bobby" Northbrook's page

269 posts. Alias of ZenFox42.


RSS

1 to 50 of 269 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby mutters under his breath "Dammit, Dan, why couldn't you have bloody well waited so that we could all shoot together?"

Waiting for the next round to fire.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby also takes Aim to offset the cover of darkness...

Was there a spare rifle? If so, what kind?


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Notice & Wild: 1d6 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (2) - 2 = 0

Huh? What?


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby asks the captain "Do you have a spare rifle I could use? I fear that this pistol will be of limited use considering the ranges involved."

In answer to Daniel's question he says "Put me wherever would be closest to where the enemy will be, I'm not as good a shooter as you two."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Ping?


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"No, sir!" Bobby answers Doyle's last question, consciously resisting the urge to automatically salute.

When he's alone with his comrades he says "Drat the luck! I was just getting used to all the weirdness we've experienced. Going on an 'ordinary' mission is going to seem dull..."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Ah, another typical day in London. At least I'm used to it" Bobby says as he takes up watch.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby grabs a quick bite of food, then sacks out on one of the cots (that I'm sure are here at the site), and quickly falls asleep.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Professor, what's your weapons situation here? Do any of your hired men have a gun, and know how to use it? I'm thinking we could continue to explore the ruins below until help arrives, but I wouldn't want to do it without some more fire-power."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

If nobody has any comments on Bobby's plan, he'll go ahead with it.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Not knowing what my PC knows, I'm winging it here...

Bobby writes out a message on a piece of paper, giving his name, rank, serial number, and current organizational affiliation (Doyle's group's name, unless that's a secret, then whatever group Doyle told him his cover was). He then says that an important archaeological find is under attack from the Germans, and requests that perhaps a dozen troops with adequate provisions be sent to help guard the site (and gives directions to the site). He then puts it in an envelope and seals it (with wax, if that's available), and asks the professor to give it to his most trusted assistant, telling him to go to the American embassy and hand-deliver it to the American ambassador, and tells the messenger to request that the ambassador contact the proper channels to accomplish the task. If the messenger doesn't know how to use a gun, Bobby suggests to the professor that someone who does know how to use a gun accompany him.

Bobby will tell the group what he plans to do before he does it, and asks if it sounds ok.

Auuggh! Ninja'd by Aleksei. Oh well. Bobby still lays out his plan.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Well, I suggest that we get a message to the government, asking for troops to guard this camp from future invasions. Or, professor, do you not want to involve the local government? In which case, do you know of any local mercenaries for hire?"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby points his gun at one of the last two raiders, wondering why they haven't fled yet, having seen 8 of their comrades fall in mere seconds :

Shooting & Wild: 1d8 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (6) - 2 = 4
Wild ACE!: 1d6 ⇒ 5 = 9

And does

Damage+Raise: 2d6 + 1 + 1d6 ⇒ (4, 6) + 1 + (6) = 17
ACES!: 2d6 ⇒ (4, 5) = 9 = 26


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

I missed the Prone penalty, so my best Shooting was 6, so drop 2 from my damage, making it 9.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

So, 60 feet = 10", yes? And, *four* shots?

Bobby picks out another target, lines him up in his sights, and fires :

Shooting+Joker: 1d8 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (5) + 2 = 7

Damage+Raise+Joker: 2d6 + 1 + 1d6 + 2 ⇒ (3, 3) + 1 + (2) + 2 = 11 Damn, that could have been *so* much better...

I don't suppose Blood & Guts is a setting rule here? ;)


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

I've been following the teasers that PEG has been putting out for the last couple of months, and I must say that this is a major over-haul of the system, not just a few tweaks like they did going from Explorer's edition to the current Deluxe system. *Everything's* going to change, and it's going to be a learning curve to figure out how all the changes interact with each other. I'm actually kind of dreading it, seeing as all the years I've put into learning exactly how Deluxe works.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Welcome back! We can always use an extra gun, especially right now...


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Well bugger me, it looks like Bobby doesn't have a rifle. Unless he was issued one? And if so, what kind?

Bobby picks out a target, takes a moment to Aim, and fires :

Shooting + Aim + The Drop: 1d8 + 2 + 4 ⇒ (7) + 2 + 4 = 131d6 + 2 + 4 ⇒ (4) + 2 + 4 = 10 minus any Range penalty (12/24/48)

Doing

Damage + The Drop: 2d6 + 1 + 4 ⇒ (4, 6) + 1 + 4 = 15
Damage ACE!: 1d6 ⇒ 1 = 16
Raise from Shooting (if applicable): 1d6 ⇒ 1 = 17


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

So...initiatives? Or since we're sneaking, do we get our first shots off "for free"?


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Hey, with everything weird we've seen, I'd be willing to bet that we'd *definitely* bring as much fire-power as we could into an un-opened tomb...


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Well, if we do nothing, they'll eventually get here to the tomb, and then we're at they're mercy. What if it's the professor they're looking for? On the other hand, it's 3 against 10, and I don't like those odds. If we're going to start shooting, it's probably better if we pick them off at a distance. That way, it'll take them some time to reach us. And they might be scared off by some resistance."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Hmmm...it's mid-day, so we won't have the cover of darkness, but what say we get back to the entrance of the tomb, crawl the last few feet to the opening, lay down, and try to pick 'em off?" Bobby asks Aleksei.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby looks over at Aleksei again, this time waiting for him to take the lead.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby looks over at Aleksei for a moment, then says "We've seen our fair share of combat, but right now we're here doing what you might call 'recon'. I'm afraid we can't say anything more than that - national security and all that, I'm sure you understand."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Not much to tell - we were trekking across Europe, when some skeletons wearing bits of armor and armed with swords appeared. A couple of good grenade tosses took care of most of 'em. Anything you can think to add, Aleksei?"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby politely refuses the cigar with a wave of his hand, a shake of his head, and a smile. "Agreed."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Indeed. We've seen living...well, that's not the right word...animated skeletons attack us as well. 'There are more things on heaven and earth than are dreamt of in your philosophy'..."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Ping?


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"So, what's next, Kirkee? Get a team of archaeologists and soldiers down here?"

Should we arm all the soldiers with torches? :)


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Given all the weird things that Aleksei and I have seen lately, I would strongly suggest that we *don't* open any sarcophagi or coffins in this tomb, at least right now. Maybe after we get a platoon of armed men down here..."

Bobby scans the room as he talks, looking for anything hidden :

Notice & Wild: 1d6 ⇒ 31d6 ⇒ 2

But finds nothing.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby puts out a hand to stop Aleksei in his tracks. "Whoa! There's a wire across the hallway just up there - can you see it?" He pulls something at random out of his backpack and places it in the center of the hallway, about an inch away from the wire. "Be VERY careful to step *way* over this area, my friends." I see on the map that everyone's following, so I'm including them in the conversation as well.

Moving forward, Bobby reaches the archway into another large room. Stopping just outside the room, he thrusts his torch as far into the room as he can, pokes his head around the corner, and sees...???


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby backs out the way he came, and continues west down the long corridor. As he approaches the statues, he takes a long hard look at them to make sure they're not more than they seem :

Notice & Wild: 1d6 ⇒ 61d6 ⇒ 6
DOUBLE ACES!: 1d6 ⇒ 21d6 ⇒ 3 = 9, a Raise

He won't go any further until he's sure they're just statues...


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Motioning to Aleksei to follow him, Bobby goes to the end of the hall, looks left and sees a hallway nearby, so he goes to it, sees a room down the short hallway, and goes to the threshold of the room. Seeing a couple of coffins there, he whispers to Aleksei "Maybe we shouldn't go in there, we might wake up whatever's in the coffins. Agreed?"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby sticks the torch as far inside the new room as he can without entering it himself. He sees...???


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Looking for anything special/unusual :
Notice & Wild: 1d6 ⇒ 51d6 ⇒ 5 = 5

Checking for secret doors :
Notice & Wild: 1d6 ⇒ 21d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 4 = 10, a Raise!


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Going back to the treasure room, Bobby asks "So, Kirkee, what now? Do the archaeologists come in to start inventory on the items? Should we search for hidden doors? Or what?"

As he's talking, Bobby is slowly walking around to see if any object looks extra special or out of place.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Before exploring this cavern of loot any more (are there any other doors besides the one we came in?), Bobby will go back to the side corridors and take a peek in them. "Aleksei, care to help me?"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Maybe we should go back and check those side corridors for any more signs of 'life'?"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby drops his rifle in order to catch the flaming torch, and attempts to club the other mummy with the firey end :

Torch (Improvised Weapon): 1d6 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (6) - 1 = 5
Wild ACE!: 1d6 ⇒ 6
Wild ACE! ACE!: 1d6 ⇒ 5 = 16

I think that hits, and with a raise :

STR+d6 +2 for fire (SWD): 1d4 + 1d6 + 1d6 + 2 ⇒ (3) + (5) + (2) + 2 = 12

Does it catch fire (SWD)?: 1d6 ⇒ 3 Nope. Not even if the mummy is "very flammable".


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby swings again at the nearest...thing :

Fighting & Wild, Improvised Weapon: 1d6 - 1 ⇒ (4) - 1 = 31d6 - 1 ⇒ (4) - 1 = 3

"Hey, Kirkee - how about lighting up a torch for me?"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby takes a swing at the nearest mummy :

Fighting & Wild, Improvised Weapon: 1d6 - 1 ⇒ (5) - 1 = 41d6 - 1 ⇒ (5) - 1 = 4

If a 4 hits, which I doubt :

Damage=STR+d6: 1d4 + 1d6 ⇒ (1) + (1) = 2

WhtKnt - not that it matters for John's attack, but Improvised Weapon is -1.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby grabs his rifle by the barrel, intending to use it as a club (Improvised Weapon).


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby takes a step to be beside the doorway (map updated) and shouts "Everyone get in this room! Aleksei, you move to your right of the door once you get inside, then we'll pincer them! The rest of you get to the far wall!"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

WhtKnt, this is only a minor annoyance, but the map in Roll20 doesn't *keep* the areas that I've seen lit (like the left and right corridors) showing once I move past them. Is there a switch you can set in Roll20 to keep all areas that we've seen once permanently showing?


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby continues another 6" forward.

I'm assuming everyone's keeping up behind me, even if you don't update your position on the map. WhtKnt, after 4 more steps the map stays black - what's that about?


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Anyone have a preference : straight, left, or right? I vote straight for the time being."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Moving forward (map updated), searching around for anything of interest :

Notice & Wild: 1d6 ⇒ 31d6 ⇒ 4


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby sits down with an audible thump, exhausted. "Whew! Name's Bobby, I used to work behind a desk at British Military Intelligence, until I put in a request for some field work. Gotta say, I wasn't expecting this kind of field work!" he says, but jovially.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby does the same.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Sure, let's report in - maybe someone there will have an assignment for us?"

Are there any rolls to evade possible tails?