[IC] Graveyard Shift: Session 2
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Since you're so close, Tronus can try to tackle him with a Brawl check if you wish. Make it Melee if you want to use your shield instead. (Had he gotten more distance, I'd continue this as a chase.) Difficulty is RP+K due to Nemesis 1 and Defense 1. If you manage to tackle him, let me know if you're dealing Wounds or Strain damage. (Using your sword won't give you the option -- it'll be Wounds.) Both the shield and unarmed attack have the Knockdown quality, so you're good either way if you get at least 2 advantage.
(unknown # monsters in crypt | Nekurr, Hildar, Nera x 2 monsters (group) ) --|-- ( Bruv, 4 monsters (group) ) -- ( Tronus, Nemesis)
Give em a setback with my adv I guess...
Rolls
Shield charge
3 Success, 3 Advantage, 3 Failure, 2 Threat
Total: 1 Advantage
Okay, one maneuver to disengage, another to get in short range.
Wow what a roll!
Rolls
Ranged
1 Advantage, 2 Threat
Total: 1 Threat
Rolls
Brawl, v. 4x Group
3 Success, 4 Advantage, 2 Threat
Total: 3 Success, 2 Advantage
Can I use the advantage to add 2 targets?
I'd need to see how blast works, because I could target the 4 next to tronus or the 2 next to nera (twice). Or could I split the targets?
Rolls
holy damage
3 Success, 5 Advantage, 2 Failure, 1 Threat
Total: 1 Success, 4 Advantage
Nera: Remember that when you disengage, you are automatically at Short range, so no need for a second maneuver there. No harm, no foul, since Catfolk get a free Move maneuver, but you could have suffered 2 strain to aim... Nera takes 1 Strain from the Threat.
Bruv: 10 damage before Soak to the creatures. Not quite enough to drop one.
Nekurr: OK, a lot to cover here. Blast is highly effective against Minions (low-level enemies), with the Blast rating (damage done via Blast) equal to your ranks in Knowledge (Lore). Unfortunately, it doesn't look like you've taken any ranks in Knowledge (Lore). Your best move here seems to be to attack the minion group near Nera (for game purposes, they count as a single target). If you allocate that second purple to the Deadly effect, you get a Critical rating of 2. Critical versus minions is powerful, as it eliminates one member of the group entirely. Long story short: Your attack wipes out two minions (the whole group). Well done!
Meanwhile, Nera manages to evade her attackers for the moment, but the stress causes her next arrow volley to miss the assailants. Bruv and Nekurr have more luck. The Orc, enlivened by a primal fury, rips into the newly emerged creatures, nearly tearing one limb from limb and leaving it barely hanging on to consciousness. Back near the crypt, Nekurr prays to Fortuna to smite the creatures assaulting Nera. As he attempts to focus the sun's rays on the creatures, however, the clouds gather overhead. At first, it looks like the Half-Catfolk's prayers have not been answered... until a bolt of lightning sluices through both creatures, dropping them both to the ground, lifeless.
Continuing effects
First Creature: Has Adversary—any attacks on the figure are upgraded once (change a P to a R).
Creatures in the Crypt: +1 boost to break out.
Bruv: Setback on checks versus both enemy types unless rallied with a Leadership check (RRP).
Hildar: Setback on checks versus the earthquake monsters unless rallied with a Leadership check (RP).
PC -- Tronus
PC -- Nera
PC -- Bruv
PC -- Nekurr
NPC -- Nemesis
PC -- We are here (Hildar)
NPC --
NPC --
NPC --
Rolls
Runes + setback + SP
4 Success, 4 Advantage, 4 Failure, 2 Threat
Total: 2 Advantage
Rolls
Magic Attack (+Lightning, +Manipulative)
4 Success, 3 Advantage, 4 Failure, 2 Threat
Total: 1 Advantage
The newly emerged group of creatures regroup from Bruv's attack and stand back to back. They begin pounding their fists on the ground, causing it to shake! Bruv and Hildar are caught in the radius, as they feel their life-force drained from their bodies. They both manage to keep their feet, but the attack was damaging.
Back to the top of the Initiative order. 4 PCs up!
Continuing effects
First Creature: Has Adversary—any attacks on the figure are upgraded once (change a P to a R).
Bruv: Setback on checks versus both enemy types unless rallied with a Leadership check (RRP).
Hildar: Setback on checks versus the earthquake monsters unless rallied with a Leadership check (RP).
PC -- We are here.
PC --
PC --
PC --
NPC --
PC --
NPC --
NPC --
Rolls
Athletics
4 Success, 2 Advantage, 4 Failure, 2 Threat
Brawl (special attack)
3 Success, 2 Advantage, 2 Failure, 2 Threat
Total: 1 Success
Right! I’ll cancel one of the dive with a failure on so that’s a net 1 x Triumph, 1 x Success, 1 x Threat. Deals 5 damage and I’ll stick a crit in there to take one out (they are minions aren’t they?). What do you want for the Threat?
Wound Threshold: 11, Current: 6
Crits: none
Rolls
Attack (Lightning, Deadly)
2 Success, 1 Advantage, 1 Triumph, 2 Failure, 2 Threat
Total: 1 Threat, 1 Triumph
OK, wish me luck. Being dragged out to after-Thanksgiving sales. :/
These things don't fight fair!, his mind raced as he growls audibly.
But what evil does? His healing magic wasn't strong enough to keep up with their damage output. Running wasn't an option he could live with. Maybe if he could continue to draw their attention it would give his comrades enough time... He readied himself and again comes at them with martial fury.
Rolls
Brawl v. 4x Group +K
2 Success, 5 Advantage, 2 Failure, 3 Threat
Total: 2 Advantage
Wound Threshold: 11, Current: 7
Crits: none
Rolls
Bruv + one target (Hildar)
3 Success, 3 Advantage, 3 Threat
Total: 3 Success
One more PC is up.
Rolls
difficulty fix
2 Failure
Total: 2 Failure