[IC] Death & Taxes (Session 4)

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Feb 23, 2021 10:06 pm
OOC:
What range is Hildar to the 'bad guys'?
Feb 23, 2021 10:15 pm
OOC:
Probably medium range from most everyone. You have high ground, too, which gives a boost on any ranged attacks. So far the only aggression has come from the guards who see through the illusion. (And remember you have a concentrate maneuver up on Nekurr.)
Feb 24, 2021 1:51 pm
OOC:
Could they use the +1 strain to concentrate out of turn for -1 strain?
Feb 24, 2021 3:39 pm
Remnant says:
OOC:
Could they use the +1 strain to concentrate out of turn for -1 strain?
OOC:
Hmm. I think that should be OK. FC seems designed to get around the 2 maneuvers per turn limit, so Concentrate could be used as one of the free maneuvers.
Feb 24, 2021 11:57 pm
Hildar levels his wand at the group of guards and focuses a particularly nasty bolt of energy their way.
OOC:
So free manoeuvre to keep the Concentration going, then my second manoeuvre to Aim for no Strain due to the other being a freebie (if I'm reading that right that is)

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)
[ +- ] Current Status
Last edited February 25, 2021 12:01 am

Rolls

Attack Spell (+ Deadly, + Range)

6 Success, 1 Advantage, 1 Triumph, 1 Failure, 2 Threat

Total: 5 Success, 1 Threat, 1 Triumph

Feb 25, 2021 2:39 am
OOC:
That wipes them out completely! 1 threat means your cover is blown - the others know this Nekurr-monster has friends.
After the blast from Hildar's wand, only a smoldering crater remains where the guards once stood. As if the bird-god weren't enough, six of the Night Creepers run, screaming, into the cornfields. Meanwhile, Bruv can hear Jacey Tabbins beating on the walls of the earthen enclosure, trying to break her way out. Her screams are muffled by the wall, but she is not happy to be inside.
[ +- ] Initiative & Status Conditions
OOC:
Let's say the wall has 10 wounds and 3 Soak; Jacey doesn't harm it, but strains herself in the effort.

Both rivals are still afraid and continue to flee. However, one of them makes an interesting discovery...

Nekurr is up!


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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

Feb 25, 2021 9:11 am
Nekurr, unsure of what all the panic and confusion is about, looks strait at the Night Creeper Group 3 as bolts of light fly through the air and villagers flee in fear. He runs up to them and pushes them away from the sacrificed villager.
OOC:
Move and Guarded Stance and then cast attack with close combat I guess.


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?
Last edited February 25, 2021 9:15 am

Rolls

attack + close

3 Success, 1 Advantage, 2 Triumph, 1 Failure, 2 Threat

Total: 2 Success, 1 Threat, 2 Triumph

Feb 25, 2021 11:25 am
OOC:
Well you hit with 2 successes... I'm just curious how this hit looks with 2 triumph. "I was a cultist until 'it' happened... it changes a person..." Haha.
Feb 25, 2021 11:32 am
OOC:
Right! I keep forgetting GP doesn't count triumph as success :D
Feb 25, 2021 3:07 pm
Quote:
Let's say the wall has 10 wounds and 3 Soak; Jacey doesn't harm it, but strains herself in the effort.
OOC:
So, I realize how much this could suck if it was ever turned on us, but... seems like there needs to be a point of order addressed here.

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?)?
Last edited February 25, 2021 3:08 pm
Feb 26, 2021 1:51 am
OOC:
OK, so is Nekurr using the double triumph to drop two of the minions? That would completely wipe out Group 3, massacred by their own god!
Feb 27, 2021 3:06 am
The Bird God smites two of the masked villagers, seemingly just by looking at them and screeching. They fall to the ground, clutching their chests in pain. "Our Lady! Why do you turn against us!" one screams, as he falls to his face in worship. Another turns toward the earthen dome covering Jacey Tabbins. "Where are our leaders? They have to do the sacrifice to calm Our Lady's wrath!" All seven Night Creepers fall to their faces, bowing to their Bird God. "Spare us, Our Lady!"
OOC:
That's all the NPCs who aren't fleeing or trapped. They're basically cowed. 3 PCs are up! They're sitting ducks at this point, so up to you if you keep the fight going or try to apprehend them.
[ +- ] Initiative & Status Conditions
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Mar 1, 2021 8:16 am
OOC:
I'm fine with letting them go
Mar 1, 2021 4:14 pm
OOC:
Bruv is maintaining the dome/protection of Jacey, and so not the best positioned to do anything about the fleeing folks, who have probably stumbled upon the dead Mayor.

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...
Bruv grits his teeth and hopes his allies act fast and decisively while he focuses on the earthen dome preventing others or even Jacey herself, from harming the drugged girl.

And underneath that he mutters a sleep spell directed at the prostrate cultists...
OOC:
Oof, barely netted a success with that Triumph.

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?
Last edited March 1, 2021 4:16 pm

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

Mar 1, 2021 5:04 pm
Bruv's chanting calls forth a mist. The green wisps engulf two more of the Night Creepers, and their forms fall still.
OOC:
Yes, 2 more PCs up. One masked rival fled south toward the house and is now at long range (but would be impeded by the house, the mayor's body, etc.). The other fled east into the tall grass, and is now at long range. That might be the more dangerous, as they're eventually going to emerge into the village proper.
[ +- ] Initiative & Status Conditions
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Mar 2, 2021 12:15 am
Hildar holds his want out towards the cultist fleeing into the tall grasses, ice forming around the wand and his arm as a pale blue bolt fires off towards them.....
OOC:
Spending a manoeuvre to maintain the Mask. Taking the 2 x Strain for a second maneuvre to Aim. Casting an attack spell at the runner, add 2 x Range and adding the Ice additional effects - total Difficulty would be Daunting (4 x P) and I'm going to assume there are a couple of Setbacks due to the Darkness and the long grass (feel free to add more if I've low balled it). Skill is 3xY, 1xG and 2xBoost (1 for aiming, 1 noted in the status spoiler)
[ +- ] Current Status
Last edited March 2, 2021 12:16 am

Rolls

Attack Spell (+ Ice)

3 Success, 3 Advantage, 4 Failure, 3 Threat

Total: 1 Failure

Mar 2, 2021 4:44 pm
Hildar's blast of ice jets out toward the tall grasses, leaving a line of frozen corn stalks in its wake. The Elf can't clearly see his target, but a the sound of running feet continues off into the distance. The bolt must not have connected.
OOC:
One more PC is up. One more PC is up. At this point, it may be advantageous for their fear to end! You might approach the problem that way (using a social check, say), if you want to stop them, since Tronus isn't really a ranged fighter.
Mar 3, 2021 2:41 pm
Tronus eyes the two runners one running towards Nera while the other heads towards the village. With a snarl he bolts toward the one heading into town his pace surprisingly swift through. "I'll get the village." he barks.
OOC:
Double move with Swift talent to try and catch up.
Mar 3, 2021 2:50 pm
OOC:
Double move puts you halfway to where he is, so within earshot. Did you want to try a social check to get him to stop? Coercion or Leadership are RR; Deception is RRR. Boosts or setbacks depending on your approach.
Mar 3, 2021 5:47 pm
OOC:
I'll save strain and just keep pace. At this point seems like they've a bit of fight still in them. Besides we've seen injured/surrendered people still attempt to attack us so I'll proceed with caution.
Last edited March 3, 2021 5:48 pm
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