Actually, Galder is better at this. Both of you have the same base skill for it- Galder's sabre skill is 15 (remember, your highest combat skill is what is used for acrobatics) and Rah has 13, but gets +2 onto all these rolls for being so acrobatic. However, not only is Rah triple impaired, and Galder only double, Rah gets another -2 for carrying someone else. So the final totals are 10 for Rah, and 13 for Galder.
Now, this roll is difficulty ten to make; it takes up nine frames in all for such a big jump. You can reduce that down to six frames- time reduced is one frame for each point you make it by, to a max of a roll of 13, of course. However, if you roll under ten, that will actually add to the amount of frames it takes. There is no limit to how many frames it can add, so if you land very badly it could well eat up a lot of your frames from next sequence.
Galder rolls evens, for a 13. Six frames, very smoothly done sir.
Rah rolls -1 for a nine. Takes you ten frames in all- to be fair, that's not bad going seeing as you are carrying someone else!
You two actually have clear ground out of the silos to the north now.
"You've done better, Rah," Galder says with a wink at his acrobatic friend. "Now get the hell out of here!"
Galder looks back to Takuan for a brief moment, then continues to run. "I hope the others make it," Galder says to Rah as they run. "And I hope that no more of these damned creatures bar our path again!"
(Here's the situation fellas...)
(I've been talking things over with Ush here, and it turns out that we've got a crapload of Osokans running around Prosperity unchecked, nearly 100 even after some of the killing we've done. There's still another 7 Captains we haven't run into, and we've got 7 on the field already!)
(Takuan, there are too many Osokans for that Illusion to be much good, though it MIGHT help if you get a good roll. If no one stays behind with you, you are going to be brutally whipped.)
(Take another route that doesn't involve jumping over them! Just be sure to turn North again.)
(Vash, stay with him, he'll need your help, and one of you can carry the other unless you go the Dark Jedi way that Nume is supposed to not like and ditch one another...)
(There's still a chance we can get through this!)
The reason there is concern for Takuan is that using Illusion will put him down to frame 3. Captains A-F and the 24 Hunters with them are acting on frame 7 and are three frames distant from Takuan. Any one of them he fails to affect will therefore catch him.
Oh, and the same goes for the seven hunters and one Captain to the North as well.
Rianna preparing for the jump takes her to frame 6; the Osokans are starting to close in. Any other plans before I move things on?