Notice roll, looking for a temple or central/important looking building:
(1d6)[3] (1d6)[1]
I'd also like to look around for signs of where Zeitzkenov might have gotten to. I'm not sure is this a separate notice roll, or possibly a tracking roll?
@mcellis: remember, you're a psionicist - and so is he; so give me a psionic check to see if you can 'tune in' to his mental vibrations ~O.o~
Grant doesn't spot anything in the architecture that strikes him as being a building of greater cultural standing in the 'city'; they're all conical buildings of a curious greenish stone to Grant, foreign and sinister and entirely inappropriate for ordinary human habitation.
Okay, I've been wondering if I could use Psionics like that. Can it be used to detect strange vibes, and supernatural stuff in general, or is it only useful in detecting other Psychics and possibly strong psychic resonances?
Anyway here's the roll to see if I can get a Psychic bead on Zeitzkenov:
@mcellis: I'd happily indulge creative uses of skills, especially the fringe skills like psionic and arcana, which seem like they're there just to fill out a hero's skill sheet. I shall PM you your results shortly....
One point away from getting three raises! Still, Grant's done more than enough to lead the party straight to their target, should the others choose to follow.
Oh well, it's time to be a hero; may the dice gods have mercy.
Mick is going to attempt to catch the grenade and throw it back.
I'm going to break this up over a few different posts, since I need to know how these bonuses run into each-other and where I will need to spend a benny.
First things first; Exotic Knowledge roll to predict action. (I assume this bonus would apply to catching the grenade since it results in an "attack" back at the yeti?) (1d6)[5] (1d6)[2]
Because Mick passed his Exotic Animal check, Sarki gets +1 to his to-hit roll for shooting, and this brings the final total, after the -2 Darkness modification, to 6 - not enough for a bonus to the damage he inflicts. Still, he's rolling 2d8, needing an 8+ to cause damage:
[/roll]2d8[/roll]
actually, Sarki needed a 7+ to score a wound, but the '11' he is enough to both cause a Shaken effect and wound the Chumanzee, resulting in the ape being incapacitated! "Take that, ya damn dirty ape!"
One down, one to go. The combat initiative for next round is already up.
Rolling them dice! Specifically, this is for Zeitzkenov's Stun power, to see if he pulls it off (note that Zeikzkenov's a Wild Card, thus rolls a Wild die):
Psionics d10: (1d10)[5] (1d6)[2]
and this is for his invisibility:
Psionics d10: (1d10)[10] (1d6)[2]
@mcellis: an Ace doesn't much matter; Grant resisted the attack with style, so he's free to act. But note that the mentalist has disappeared down the cave, meaning you'll need to make a Notice check (at -6) to detect him. The loud noises of Zeitzkenov's departure is offset by the natural darkness of the cave (none of you have taken out flash lights).
@mcellis: an Ace doesn't much matter; Grant resisted the attack with style, so he's free to act. But note that the mentalist has disappeared down the cave, meaning you'll need to make a Notice check (at -6) to detect him. The loud noises of Zeitzkenov's departure is offset by the natural darkness of the cave (none of you have taken out flash lights).
Would trying to detect him psionically change that or is it too much of an easy work around his invisibility power?
Sure, I'll let you do that; it'll be an opposed roll between your psionic and his - success will allow you to pinpoint a 'general direction', provided he doesn't resist.