Good to see you, Oak. Actually, now that you repeat it I do remember seeing it, but I had wondered whether you were all right.
Starting fresh on a new day, we'll work our way through posts from Brock, Maxx, Harry, Scott, John 2, and Graeme, six player.
I'm dropping a few words from Iggy in to Brock's thread, just for something to post, and because what Scott said made me think that might be useful.
Working through questions by Maxx, I realize that the question of whether Lelach's grandmother is still alive is not part of the material created for this world, so a GE roll should determine it. A 16 probably means she is alive but not terribly well.
The prayer requires more attention. It is a M7@7 Communicate Off-world, particularly since it expects an answer, although it will accept a dream or what might be a hunch, something less than a clear answer. I'll give +10 for that, which he's going to need since he's got thought only, being unable to think or to do much in the way of movement, which means apart from all the bonuses he doesn't get he takes a -25 penalty. However, it is clearly a prayer, so we need to know a lot more about his religion.
He is still too small for his mother to feel him, and his 0@2 strength is not going to enable him to do much yet.
Harry has been awaiting word on how his plan goes, but it depends entirely on the actions of non-player characters, so instead of inventing batches of attributes and skills and rolling lots of checks, I resolve it with a GE roll: 19. That's a not thwarting but generally unfavorable result.
Scott rolled 98 on his new skill, which could be rather dangerous, but I'm not certain. He's got a hefty +49 SM built in, and his bias is 15@1 against a 13@1 skill, plus it is one of his few holy magic skills so he gets +11 for half his 2@2 religion. That, though, has me wondering what the affiliation of this world is. With his 2@6 BRA and without the affiliation adjustment we're looking at 106%, but if it's an anarch world (which it might be) that faces a -10 penalty for 96%--he would not have botched, but he would not have succeeded either. Scott's pretty straight on these things; I'll ask him.
John 2 is still hammering out the details of his latest maneuver.
Trying to recast the protections, Graeme rolls 91--oh, wait, he has to do this six times, doesn't he? Or is he only working in one direction at the moment? I any case, searching for his chance of success with the protection skill I find that I said he gained a mark for hiding the car, but that's not showing on his sheet, so let's make it 1@2; it has a +1 sit-mod, the bias around here is 7@ so he gets +14 for that, and he has a 2@2 BRA, so his chance of success is 49%, failure 51%, botch 6%, and a 91 fails but does not botch. He then casts his detect five times, for which his chance of success is 2@2 BRA+2x7@ bias+1@1 which I'm raising to 1@2 because he used it against a protection skill, +15 Sit-mod=63% chance of success, unopposed because the protect skill did not work. I roll 93, 29, 84, 03, 93, not particularly good rolls but two of them worked.
I'm fading, but I think I'm nearly finished anyway.
--M. J. Young