[IC] Death & Taxes (Session 4)
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Going to be casting an Attack Spell (base Easy) with the Range and Deadly additional effects (for +2 P) with a boost die for elevation and another for Aiming.....so thats 12 damage (Int 4, Wand +3, 5 net Successes), I'll use the Triumph to Crit and take one out immediately (not sure how many are in the minion group in total but I'm guessing at least 2)
Wound Threshold: 13, Current: 5
Crits: 1 x 2 diff
Natural Used: Yes
Heroic Used: Yes
Rolls
Attack Spell (+ Deadly, + Range)
6 Success, 1 Advantage, 1 Triumph, 1 Failure, 2 Threat
Total: 5 Success, 1 Threat, 1 Triumph
Night Creeper Group 1: +Blk on all checks vs. Nekurr; see a bird; flee for 1 more turn
Night Creeper Group 2: see a bird; augmented (+1 G on all checks)
Night Creeper Group 3: +Blk on all checks vs. Nekurr; see a bird
Rival 1: Adversary 1; +Blk on all checks vs. Nekurr; +2 boosts on Discipline to rally from fear; sees a bird
Rival 2: Adversary 1; +Blk on all checks vs. Nekurr; sees a cat
Jacey Tabbins: +Blk on all checks vs. Nekurr; sees a cat
All PCs but Tronus: +1 boost on all checks x 2 turns
NPC: Guards (attacked Nekurr with fire, missed)
NPC: Night Creeper Group 2 (sacrifice friend; Divine Augment on selves)
NPC: Night Creeper Group 3 (sacrifice friend; Divine Augment on Rival 1 failed)
PC: Tronus (SIR + Field Commander)
PC: Bruv (summoned a dome over Jacey Tabbins)
PC: Hildar (blasted the guards)
NPC: Night Creeper Group 1 (flee)
NPC: Rival 1 (flee)
NPC: Rival 2 (flee)
NPC: Jacey Tabbins (attacked wall)
PC: Nekurr (we are here)
Both rivals are still afraid and continue to flee. However, one of them makes an interesting discovery...
Nekurr is up!
Rolls
Tabbins vs. wall (Brawl)
1 Success, 3 Threat
Total: 1 Success, 3 Threat
RIval 1 (Discipline to rally)
2 Success, 4 Advantage, 2 Failure, 2 Threat
Total: 2 Advantage
Rival 2 (Discipline to rally)
1 Success, 2 Advantage, 1 Triumph, 1 Failure, 2 Threat
Total: 1 Triumph
Jacey's boost
Now... that's a weird result. Threat make nekurr the favorite target? Triumph... Could those who see a bird just drop prone form a turn of fearful praying? Probably too much...
Alternatively maybe Nekurr changes upon somethign that make it very clear what is going on here (compensate any missing social chatting) for one and the other just upgrade the party's check?
Rolls
attack + close
3 Success, 1 Advantage, 2 Triumph, 1 Failure, 2 Threat
Total: 2 Success, 1 Threat, 2 Triumph
Is there "damaging materials" guidance that you based the 10 and 3 off of? I ask because this earthen dome is the equivalent of a Silhouette 3 structure. A tractor trailer, a fighter jet... pretty big compared to people. It would seem to me that planetary scale/Armor and Hull Trauma might almost be more appropriate... Or at the very least it should require Sunder damage steps (so, Crits from someone without a weapon with the Sunder quality?) instead of "simple" Wounds equivalent to a Rival? Or at least draw the Soak and Wounds from some analogous Sil 3 Monster if there is something out there (an elemental?)?
Night Creeper Group 1: +Blk on all checks vs. Nekurr; see a bird; flee for 1 more turn
Night Creeper Group 2: see a bird; augmented (+1 G on all checks)
Night Creeper Group 3: +Blk on all checks vs. Nekurr; see a bird
Rival 1: Adversary 1; +Blk on all checks vs. Nekurr; +2 boosts on Discipline to rally from fear; sees a bird
Rival 2: Adversary 1; +Blk on all checks vs. Nekurr; sees a cat
Jacey Tabbins: +Blk on all checks vs. Nekurr; sees a cat
All PCs but Tronus: +1 boost on all checks x 1 turn
NPC: Surrendered
NPC: Surrendered
NPC: Surrendered
PC: We are here
PC:
PC:
NPC:
NPC:
NPC:
NPC:
PC:
I'm kind of looking to Tronus and/or Hildar to get that under control. What Range are they at?
As for those who've surrendered... I think we need to apprehend as many as we can so we can reveal who they are/and thereby their complicity, and/or to leverage that allegiance in any argument we'll have to make to the townsfolk when they're inevitably upset about their dead Mayor (and others).
Maneuver to maintain the conjuration, Action to cast an Attack spell. +Non-lethal+Empowered...
And underneath that he mutters a sleep spell directed at the prostrate cultists...
If that holds, I'll use the Triumph to take out one Minion automatically, and then the Spell itself would do 11 Strain to the biggest group?
Rolls
Attack Spell+Non-lethal+Empowered+Setback for dim Light(?)
2 Success, 3 Advantage, 1 Triumph, 1 Failure, 5 Threat
Total: 1 Success, 2 Threat, 1 Triumph
Night Creeper Group 1: +Blk on all checks vs. Nekurr; see a bird; flee for 1 more turn
Night Creeper Group 2: see a bird; augmented (+1 G on all checks)
Night Creeper Group 3: +Blk on all checks vs. Nekurr; see a bird
Rival 1: Adversary 1; +Blk on all checks vs. Nekurr; +2 boosts on Discipline to rally from fear; sees a bird
Rival 2: Adversary 1; +Blk on all checks vs. Nekurr; sees a cat
Jacey Tabbins: +Blk on all checks vs. Nekurr; sees a cat
All PCs but Tronus: +1 boost on all checks x 1 turn
NPC: Surrendered
NPC: Surrendered
NPC: Surrendered
PC: Bruv (subdued two more Night Creepers)
PC:
PC:
NPC:
NPC:
NPC:
NPC:
PC:
Wound Threshold: 13, Current: 5
Crits: 1 x 2 diff
Natural Used: Yes
Heroic Used: Yes
Rolls
Attack Spell (+ Ice)
3 Success, 3 Advantage, 4 Failure, 3 Threat
Total: 1 Failure