[IC] Death & Taxes (Session 4)
Be sure to read and follow the guidelines for our forums.
YYG+BB x RP+4 Black
Rolls
Leadership
2 Success, 3 Advantage, 3 Failure, 2 Threat, 1 Despair
Total: 1 Failure, 1 Advantage, 1 Despair
Rolls
Discipline
1 Success, 2 Advantage
Total: 1 Success, 2 Advantage
Rolls
Secret Roll
Restoration upgrade? Heal Critical upgrade? Both? And/or if neither of those works toward that end, I'll try the ol' Ressurection :P
That means Heal (R) + Restoration (P) + range unless you're willing to go up and touch them (+P); sounds like you're only casting on one of them? If not, add +PP for 2 additional targets: Total = RPP for just one at short range, RP for just one at engaged range, RPPPP for all three at short range, or RPPP at engaged range. Without some identification of what ails them (if anything), add a +Blk, too.
I was also going for heal, so I can take another bird man. Can we do a knowledge on religion to determine the likely poison they'd use based on the assumption they worship on of those two evil deities? (from Hildar's findings?)
Rolls
heal
6 Success, 1 Triumph, 3 Failure, 1 Threat
Total: 3 Success, 1 Threat, 1 Triumph
the missing card.... as usual...
As for healing this guy at engaged range, I'm gonna say the 1 threat = they get to take a swipe at Nekurr, since Nekurr got up close and personal. Setbacks for being in pain.
Nekurr also needs to roll a Hard (PPP) Resilience check. You can use the Triumph to upgrade this if you want!
Rolls
Melee
4 Success, 3 Threat
Total: 4 Success, 3 Threat
Despairs and Triumphs are a flyin'...
Can I use the Advantage to take away the weapon of the one I Healed?
Rolls
Primal, Heal+Restoration
4 Success, 3 Advantage, 1 Failure, 2 Threat, 1 Despair
Total: 3 Success, 1 Advantage, 1 Despair
Using the Despair for an upgraded swipe back at Bruv...
Rolls
Melee
3 Success, 2 Advantage, 3 Failure, 3 Threat
Total: 1 Threat
Bruv's not about to mess around with the poison out, and intends to just beat them down/deal damage, not disarm. Will spend Story Point to not kill if the attack is successful enough to put them out again. At which point we can hopefully just disarm them at our leisure.
Looking back it looks like previous attack penalties on them came from Story Point and Darkness, so just using base melee Diff of PP. But alter as needed, Bob.
Otherwise that's 6 damage, and disarm, plus pass Boost.
Rolls
Brawl, +Aim+Adv/Boost
2 Success, 4 Advantage, 1 Failure
Total: 1 Success, 4 Advantage
I'll risk the tough resilience then...
Rolls
Resilience
1 Success, 1 Advantage, 2 Failure, 3 Threat
Total: 1 Failure, 2 Threat
But, on the Alexandrian F&D cheat sheet, it's the third, three-Advantage option: "Target is disabled instead of suffering wounds/strain"
But if that's not an option, I would have preferred to do damage/Strain. I shouldn't have to fore-go damage to cause them to drop their weapons.
Tronus can give me a Coercion check versus PPP with four setbacks to see if this last one will respond to you.
Rolls
Discipline
2 Success, 2 Advantage
Total: 2 Success, 2 Advantage
5 strain damage to Nekurr, and he's disoriented for ~3 minutes or so (disoriented means add a setback to all checks).
Meanwhile, Nekurr feels a profound sense of fatigue as the poison hits his bloodstream. It's like the effect of the pipeleaf salad, just magnified many times over. He yawns and finds himself shaking his head to keep alert.
Hildar moves to unmask the two unmoving Night Creepers. Both are women, and both were judges for the pageant. Then the voice of the guard from the house rings out: "Paisley Petty! Mirulda Clothil! By the Lady, what the devil is going on here?"