<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=339777.msg16124469#msg16124469">Quote from: Isengrad on 01-03-2022, 01:28:55</a></div></div><blockquote class="bbc_standard_quote">All good, after this adventure I think we should sideline her until her player comes back to say they either want to stay or go.<br/><br/>Edit: I have set up a roll20 map for a few scenes for the adventure. Here (https://app.roll20.net/join/12612874/gnnwlw) , go ahead and join that game and let me know who you are. i already have sheets set up with tokens i can give you control of. you do not have to fill out the sheet, as we will do the rolls and such here.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Alright, I'm logged into the adventure on Roll20 as Purplerook.<br/><br/>On Fifi, I totally agree with retiring her. I'm going to revise Pavel's backstory and or go with a new character. I agree with Carly, playing with an NPC that you control is not nearly as much fun as playing with another character. Particularly when Power Exchange is involved.<br/><br/>Mechanically/Logistically, it is tough to run a character in combat, on top of a group of Monsters.<br/><br/>@All, a heads up on the Psi-bolstered Knack, as it will change the way the party will approach Group ability checks. In general, we want Fifi to make any ability checks where she has Proficiency/Expertise with the Ability or Tool. This is because she can add a d6 to any failed check, and only loses the d6 if the d6 turns the failure into a success. As well, usual rules for ability checks apply - attempt to use Guidance, and or Help whenever possible.<br/><br/>Psi-Bolstered Knack (Special). If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die (1d6) and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.