[IC] Graveyard Shift: Session 2
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1. Maneuver to Engage, Action to Brawl, IF already within Short Range of the ghoulie.
2. Maneuver to Short, second Maneuver to Engage (2 Strain), and Action to Brawl, IF starting at Medium Range.
3. Maneuver to Aim, Action to Brawl, IF already Engaged with the ghoulie.
I'm assuming Scenario 1., let me know if it's one of the others. We'll scratch the last Green of this roll if I'm wrong about how Augment works. Hopefully it doesn't have Adversary or anything, as I've not accounted for that here...[/ooc]Usually it was desperate people, trying to avoid the reach of the justice he represented, but this... thing! ... was something else. He wasn't sure if such a creature even felt pain, or relied on it's physical body for life, but he would try to break it if he could!!
1. Add a Setback to ghoulie's next Check, IF I didn't have to double move to Engage.
2. To recover 2 Strain, IF I had to double move to Engage.
Wound Threshold: 11, Current: 0
Crits: none
Rolls
Arcana (daunting)
1 Success, 5 Advantage, 3 Failure, 3 Threat
Total: 2 Failure, 2 Advantage
Continuing effects
Counterspell: All spells cast by PCs are upgraded once (change a P to a R).
Bruv: Setback on all checks unless rallied with a Leadership check.
PC -- Bruv
PC -- Hildar
PC -- We are here.
PC
NPC
PC
NPC
NPC
So, that's a fail... Can the triumph still result in some sort of blindness or stun effect from he light in the creatures eyes?
Rolls
attack + holy + Impact
3 Success, 1 Advantage, 1 Triumph, 3 Failure, 2 Threat
Total: 1 Threat, 1 Triumph
Rolls
Avg Discipline Check
2 Success, 2 Threat
Total: 2 Success, 2 Threat
Meanwhile, the figure tries to dodge Bruv's assault, but in doing so, its head moves directly into a ray of sunlight being reflected off Nekurr's lucky coin. The creature moves a tattered velvet sleeve before its eyes as it lets out a sniveling whimper. The sound seems pitiful and little coming from such a hideous-looking source.
Continuing effects
Adversary and Cover: Any attacks on the figure are upgraded once (change a P to a R) and have a K (setback) added.
Counterspell: All spells cast by PCs are upgraded once (change a P to a R).
Bruv: Setback on all checks unless rallied with a Leadership check.
Monster: Partially blinded: Upgrades all checks once until end of its turn.
PC -- Bruv
PC -- Hildar
PC -- Nekurr
PC -- We are here.
NPC
PC
NPC
NPC
The action shakes the ground beneath your feet, sending Tronus, Bruv, and the monstrous figure all tumbling to the ground. Tronus and Bruv hit the ground hard.

OK! Last Fright check for this encounter unless something wild happens. Everyone, please give me a Hard (PPP) Discipline check to avoid fear from these things! I'll grant a boost to everyone who passed the last fright check (all but Bruv).
10 damage to Tronus and Bruv (before soak), and both of you are knocked prone. I'll strain the creatures for the threat unless y'all have a better idea.
BTW: These monsters are at Medium range to Nera, Nekurr, and HIldar. No upgrades to attack them (except for spells), since Tronus is not engaged with them.
Continuing effects
Adversary and Cover: Any attacks on the figure are upgraded once (change a P to a R) and have a K (setback) added.
Counterspell: All spells cast by PCs are upgraded once (change a P to a R).
Bruv: Setback on all checks unless rallied with a Leadership check.
Monster: Partially blinded: Upgrades all checks once until end of its turn.
PC -- Bruv
PC -- Hildar
PC -- Nekurr
PC -- Tronus
NPC -- Monster group
PC -- We are here (Nera)
NPC
NPC
Rolls
Tremor!
4 Success, 1 Advantage, 1 Triumph, 1 Failure, 2 Threat
Total: 3 Success, 1 Threat, 1 Triumph
Rolls
Discipline, Hard
2 Success, 2 Advantage, 3 Failure, 3 Threat
Total: 1 Failure, 1 Threat
Rolls
Fearing!
2 Success, 2 Advantage, 4 Threat
Total: 2 Success, 2 Threat
Ranged with Aim
3 Success, 3 Advantage, 3 Threat
Total: 3 Success
Rolls
Discipline
2 Success, 3 Advantage, 2 Failure, 2 Threat
Total: 1 Advantage
Hildar gets a setback versus the earthquake monsters until rallied with Leadership, but his advantage can give Nekurr or Tronus a boost if you wish.
Tronus gets a setback versus the earth monsters until rallied with Leadership.
Nera is undeterred. However, she finds herself a bit taken aback by the sudden appearance of the creatures, so I'm going to say you have to take a Prepare maneuver to fire your next shot (amounts to an extra maneuver to fire your bow next turn only).
Nekurr is undeterred.
Continuing effects
Adversary and Cover: Any attacks on the figure are upgraded once (change a P to a R) and have a K (setback) added.
Counterspell: All spells cast by PCs are upgraded once (change a P to a R).
Bruv: Setback on checks versus both enemy types unless rallied with a Leadership check (RRP + boost).
Hildar: Setback on checks versus the earthquake monsters.
Nera: Must spend a Prepare maneuver to fire next turn.
Monster: Partially blinded: Upgrades all checks once until end of its turn.
PC -- Bruv
PC -- Hildar
PC -- Nekurr
PC -- Tronus
NPC -- Monster group
PC -- Nera
NPC -- We are here
NPC
Rolls
good boy
5 Success, 1 Advantage, 2 Triumph
Total: 5 Success, 1 Advantage, 2 Triumph
puroles
1 Failure
Total: 1 Failure