Quoted By:
Deftness Test I:
> DC 10: Witchlet Chlotsuintha is Balanced like a Blade, making a Basic Deftness Test like [Near-Trivial]
> + DC 9: Witchlet Chlotsuintha is currently Tired II and is not as coordinated as she might be otherwise [Once and Half Again for Deftness]
> + DC 6 Witchlet Chlotsuintha is currently Drained II, and may not be thinking as quick as she normally does [Once and Half Again for Deftness]
> + DC 2 Witchlet Chlotsuintha is under the effect of slow-burn ranged remediation cast [Once and Half Again for Deftness]
> + DC 10 Jutting Beam is not well illuminated, complicating Chlotsuintha's efforts to regain her balance
> + DC 5 Witchlet Chlotsuintha will have to unencumber her hands before she can have free use of them.
> + DC 10 Witchlet Chlotsuintha is wearing Battered Footwraps, which provide negligible traction, undermining her footing.
> - DC 25 Jutting Beam is large enough to provide ample opportunities for footing on its face.
> - DC 15 Witchlet Chlotsuintha is a more than capable climber; a life-time of practice and muscle memory are at her disposal.
> DC 12: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]
> No Passes: Alas for this Lass. Chlotsuintha loses her footing and ends up falling in an uncontrolled manner. [Prompts rolls on the Injury Table]
> One Pass: Going Down. Chlotsuintha loses her footing, but is at least able to try to control the fall. [Prompts Deftness Test II]
> Two Passes: Chlotsuintha keeps her footing, but ends up pressing against the Strangeness on the wall in the process. [Prompts Vote] NCF and CF nulled for Deftness Test II.
> Three Passes: Chlotsuintha not only keeps her footing, but manages to avoid touching the wall as well. [Prompts Vote]. NCF and CF nulled, Once and Half Again waived for Deftness Test II
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then Fatal Outcomes are added to the Injury Table, and Chlotsuintha gains the Death's Door Bonus (-15) on those rolls.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha recovers without issue, finds the gouges she overlooked - and something that might have made them.
Reminder, re-rolls and auto-passes cannot undo Critical or Near-Critical Failures. As CF and NCF outcome of this test could lead to a potential [GAME OVER] there will be a vote before the rolls to determine if auto-passes should be employed.
> Please chose ONE of the following:
> Accept taking a 1-in-50 risk three times, and go for the roll.
> Burn an auto-pass to skip over this.