[IC] Death & Taxes (Session 4)

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Feb 4, 2021 1:45 pm
"They're out of time I figure and they're just waiting on the Mayor possibly getting antsy. Girls probably drugged no one likes being killed'. Distraction and grab the girl get her to safety at the latest till first light. Fighting when we have to; we need distance and delaying but it'll be a war of attrition... if we can blow smoke up their bums that Nekurr is a avatar of their God and just have him take the girl and bolt that'd work for me... we can deal with the fallout after the fact I guess." Tronus mutters to the others quietly as he looks around trying to piece together otions..
Feb 5, 2021 3:13 pm
Hildar nods at Tronus "Right, lets see what I can do about making Nekur look the part. If you and Bruv move round as close as you can to Jacey, as soon as you're in position Nekurr draws their eyes this way so you can grab her. I'll stay up here to keep an eye on everything and if things start to go sideways I'll do something.....energetic"
Feb 8, 2021 10:58 pm
Hildar focuses and draws the magic together to lay the Mask onto Nekurr as he hopes that Tronus and Bruv are moving into position....
OOC:
I'll use all of the advantages to increase the difficulty to determine the Mask is fake three times (once for succeeding and 2 x Advantages per additional increase) as per the Realism Additional Effect. Should draw their attention nicely lol
[ +- ] Realism Additional effect
Last edited February 8, 2021 11:03 pm

Rolls

Arcane (Mask with Size and Realism additional effects)

2 Success, 7 Advantage, 3 Threat

Total: 2 Success, 4 Advantage

Feb 9, 2021 3:25 am
[ +- ] Nekurr's New Groove
The transformation is frightening: Nekurr goes from being a giant cat-thing to being a giant bird-thing in an instant. If Bruv and Tronus hadn't been prepared for it, they might be frightening. Nekurr's form is vaguely buzzard-like, but Hildar's illusion adds enormous talons, jagged teeth, and even breasts as befits a dark fertility goddess.

Nekurr is now Harridan, Dark Bird of Zanaga.
OOC:
Showtime, CESN!
Feb 9, 2021 9:01 am
Nekurr moves quickly through the corn field, following the smell of rot and the bright glow in the distance. He breaks away from the others, as if lost in the maze of overripe corn, the sound of his breathing and light steps only interrupted by the casual crackle from the fire.

As he reaches the clearing where the Night Creepers stand, Nekurr stops, looking around, studying his prey. "Little girl" he says to himself unaware of the magical transformation he was undergoing from Hildar's spell. He continues to look around "And the boy?" he asks himself, trying to find any signs of Melchic (that's the boy's name right?).

Then, in the eerie silence, Harridan, Dark Bird of Zanaga suddently comes out of the corn field, jumping on one of the Night Creepers like a mighty bird on its prey. For a moment, the goddess just looks around the circle of praying villagers. "Pageant" Nekurr growls as he quickly runs to protect Jacey from these creeps.
OOC:
Which can be very misinterpreted :D

So, no sign of the boy the Mayor was going to pick? Do they need a double sacrifice or something?
Feb 9, 2021 1:27 pm
Tronus elbows Bruv before starting to get a move on.
Feb 9, 2021 4:29 pm
Bruv moves with the dwarf along the concealed path they had spied during their initial approach to get close to the circle and Jacey.
Feb 9, 2021 7:02 pm
OOC:
So I'll narrate what happens later tonight. I don't think Nekurr can do everything described quite yet -- basically, he can make his appearance from the side of the clearing, up on the hill, but beyond that, we'll need to follow structured time so they get a chance to react.

No sign of Melchic Grimbly.

However, enough time has passed that everyone can make a strain-recover roll (and Tronus can try another SIR if he wishes.)
Feb 9, 2021 7:33 pm
OOC:
So, I have the Second Wind Talent, which allows me to recover 3 Strain as an incidental once per Encounter...

If we're getting another Strain Recovery check, those are also once per encounter, right? If so could I gain my Second Wind rating in Strain, as well as the Discipline recovery roll?

Rolls

Discipline, Simple

3 Success

Total: 3 Success

Feb 9, 2021 7:48 pm
emsquared says:
OOC:
So, I have the Second Wind Talent, which allows me to recover 3 Strain as an incidental once per Encounter...

If we're getting another Strain Recovery check, those are also once per encounter, right? If so could I gain my Second Wind rating in Strain, as well as the Discipline recovery roll?
OOC:
Yep. We're essentially treating the prep/travel through the maze as an encounter, so you're good to take that +3 strain on top of your roll. (Only fair, as you had to purchase a 5, 10, and 15-point talent for that +3 strain.)
Feb 9, 2021 9:18 pm
OOC:
Rolling Cool, SIR involves talking though and I probably don't want to let people know where I am yet.

Rolls

Cool check for Strain Recovery

3 Success, 2 Advantage

Total: 3 Success, 2 Advantage

Feb 10, 2021 2:01 am
OOC:
I was thinking more of SIR before everyone moved into position. Just don't want any of your XP-bought powers to go to waste if you think you need them.
Feb 10, 2021 2:47 am
The giant bird-thing draws everyone's attention, both the Night Creepers and Jacey Tabbins...
OOC:
OK, so three of the NPCs or minion groups see through the illusion: the designated guards, 1 of the two leaders, and Jacey Tabbins. But there are tons of threats on the boards. Ideas for those? I'll also entertain the idea of re-rolling the first purple in a pool as a red for a Story Point if you so desire.

Once we figure out what those threat mean, I'll roll Fright Checks for them all. (Regardless of whether they see a giant bird or a giant tiger, they're gonna be scared.)

Rolls

Night Creeper Vigilance (Group 1)

2 Success, 3 Failure, 7 Threat

Total: 1 Failure, 7 Threat

Night Creeper Vigilance (Group 2)

1 Success, 1 Failure, 5 Threat

Total: 5 Threat

Night Creeper Vigliance (Group 3)

1 Success, 3 Advantage, 4 Failure, 2 Threat

Total: 3 Failure, 1 Advantage

Night Creeper Vigilance (Guards)

4 Success, 3 Advantage, 1 Failure, 4 Threat

Total: 3 Success, 1 Threat

Night Creeper Vigilance (Rival 1)

1 Success, 2 Advantage, 4 Failure, 5 Threat

Total: 3 Failure, 3 Threat

Night Creeper Vigilance (Rival 2)

1 Success, 1 Advantage, 5 Threat

Total: 1 Success, 4 Threat

Jacey Tabbins Vigilance

2 Success, 1 Advantage, 5 Threat

Total: 2 Success, 4 Threat

Feb 10, 2021 2:40 pm
OOC:
Since there's success with lots of threats maybe they see through the Buzzard God and see WereNekurr. Complication due to false God either is another God or something else, possessed by the God? Maybe a religious Wed Thur Fri moment... (WTF). Success with just a few threat maybe just a setback from the double take of vision splitting from Buzzard to WereNekurr. Failure and lots of threat Kermit the Frog screaming possibly... Failure with advantage... uh... enlightenment for seeing their God. Thoughts yall?

On a sidenote: It's our Bird God! No it's a Tiger God that looks like a Bird! I'm just happy to be here with you guys and I'm yelling too!!!
Feb 10, 2021 3:59 pm
OOC:
That looks like what I was thinking. asically, having some seeing a bird and some seeing a tiger could mean they get very confused with whateevr "trip" they are on now :)
Feb 10, 2021 5:11 pm
OOC:
Well, the whole point of the illusion was to make them think you're their god, presumably under the theory that you could then act with relative impunity. So I'm not sure I see the point in letting those who failed see through the illusion.

But threats are always bad for the people who ruled then, so I guess, as long as the dissonance has an appropriately bad impact on their goals, I guess I'm fine with that.

I'd maybe rather see the threats be used for them attacking the "non-believers" tho, or something like that.
Feb 10, 2021 6:21 pm
OOC:
Just to clarify, by sheer dint of them passing their Vigilance checks, they see through the illusion—that has nothing to do with the threats rolled, only the successes/failures. So if the goal is to prevent more folks from seeing a tiger rather than a bird, y'all will need to spend some Story Points to upgrade checks, or else use threats to cascade enough blacks down the line to hopefully cause some of the successful rolls to fail.

Fright checks are incoming, as well, so some of the threats can be used to impose setbacks on those if you wish.

But assuming we leave the rolls as is, I think causing a religious schism along the passed/didn't pass axis can work to your benefit by sowing general chaos and preventing them from presenting a unified front, at the very least.

At the rate of 2 threat per black die, you could throw another black die on the Night Creeper Rival 2. Coupled with swapping out that first purple for a red, that may be enough to make them fail their check. Then use their 4 threat to throw 2 more back dice at Jacey, and you potentially reduce the number of passes from 3 to 1. That gives you a situation where the guards are like, "It's a tiger!" while everyone else (including the leaders) is saying, "No, it's Harridan!"

You can get that effect with three of the rolls passing, as well, of course. It's just easier for 3 groups to oppose 4 than it is for 1 to oppose 6 in a religious schism.
Feb 12, 2021 1:41 am
OOC:
Going with a mix of setbacks and strain just to simplify things. I think that these fright checks are going to cause enough bedlam that you don't need to spend extra threats to do so. Firelight gives them all an additional setback. It's not today darkness, but things look spookier by dim light...
Nekurr's sudden appearance sends an immediate jolt through the placid group of Night Creepers. "It's the Bird God!" one of them cries out in terror. "The one the witch told us about!"

"No, it's a cat demon!" another cries.

"Nature's Lady! Save us from this abomination!" cries a third.

Rolls

NIght Creeper Discipline (Group 1)

2 Success, 3 Advantage, 2 Failure, 7 Threat

Total: 4 Threat

Night Creeper Discipline (Group 2)

6 Success, 1 Failure, 6 Threat

Total: 5 Success, 6 Threat

Night Creeper Discipline (Group 3)

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

Total: 1 Advantage, 1 Triumph

Night Creeper Discipline (Guards)

4 Advantage, 3 Threat

Total: 1 Advantage

Night Creeper Discipline (Rival 1)

2 Success, 2 Advantage, 4 Failure, 4 Threat

Total: 2 Failure, 2 Threat

Night Creeper Discipline (Rival 2)

1 Success, 2 Advantage, 3 Failure, 4 Threat

Total: 2 Failure, 2 Threat

Jacey Tabbins Discipline

2 Success, 2 Advantage, 7 Failure, 1 Threat

Total: 5 Failure, 1 Advantage

Feb 12, 2021 1:49 am
[ +- ] Status Conditions
SavageBob sent a note to SavageBob
OOC:
OK, so default suggestions for failed fright checks like these are that for failure and 2+ threat, the target can either be immobilized for a turn or flee the source of fear. Which of those options would you prefer for Group 1, Rival 1, and Rival 2?

The rules suggest inflicting strain for a success with threat. That would be enough to drop 1 or 2 members of Group 2 if you wish as they overexert themselves from an adrenaline rush.
Feb 12, 2021 10:54 am
OOC:
I'd say flee in utter panic and never return if possible :D Having people simply "pass out" on group 2 sounds reasonale as well.
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