
pluvia33 |

You are right, and thank god for that! Storm is already one of the least fun barriers in the game. If you never get lucky enough to role a six, your only hope to get away from it is for it to move to a closed location (or at least an unoccupied location for a little bit).
Just last night in a two character game, my heart sank with dread when the other player drew a storm on his first turn. It's a horrible thing to have a Storm come up so early, with no locations closed yet. But then, on his next turn, he rolled a 6 and we cheered! Luck was on our side!
Anyway, the card says, "If you start your turn at this location [comma]". I really don't see how anyone can read it any way other than "when you start your turn at the same location as the Storm, you have to do stuff." This is a storm. Not a global catastrophe.

Orbis Orboros |

We pulled 2 in the same scenario on a 2 character game...Almost literally a global catastrophe. We threw our hands up and let the ship sink, we'd have killed ourselves trying to reduce damage.
The exact same thing happened to us.
I hate that you have no control over this thing. No checks to make, just blind luck.

Nefrubyr |

Storm doesn't seem so bad if you can avoid it, and only face it once or twice overall. When I encountered it halfway through my third attempt at Toll of the Bell, though, I was about ready to scream. (That's the one with only two very full locations.)
Last game I played, I was using Harbor's (?) ability to move a character when you acquire a boon to pull people away from the Storm as a last resort.

Bill Racicot |
This barrier sticks around until the person encountering it rolls a 6 on a d6. Am I correct that there's nothing really you can do to modify the die roll?
For example:
* Can you play a blessing to roll an extra d6? If so, do you succeed on a total of 6 or higher, or do you need to roll an actual 6 on at least one of the dice?
* Can you play an ally or item or use a power that allows you to increase your check by some number, making a total of 6 more likely?
* Can you play a card or use a power that lets you reroll a failed check?
I'm thinking that none of these works, and that you just have to suck it up and roll exactly a 6 on exactly one d6, but if that's not true, I'd like to know...
Thanks!

Bill Racicot |
None of those work because the roll is not a "check" and therefore you cannot enhance the roll.
Unless you have an item or power or something that specifically says "adding to a roll" and not adding to a check.
I wondered about this, actually. What makes it not a check? Is it the absence of a specified skill?

skizzerz |

Theryon Stormrune wrote:I wondered about this, actually. What makes it not a check? Is it the absence of a specified skill?None of those work because the roll is not a "check" and therefore you cannot enhance the roll.
Unless you have an item or power or something that specifically says "adding to a roll" and not adding to a check.
The fact it just tells you to roll a die instead of "succeed at an X check" -- cards do what they say and don't do what they don't say, and nowhere does Storm say that you're making a check when rolling that d6.