Chapter 2 - House Calls
EDIT: 2 Success - 2 Threat
Rolls
Kip's Difficulty
2 Failure, 2 Threat
Total: 2 Failure, 2 Threat
One more initiative needed.
Round 1:
PC, PC
BAD GUY
Rolls
Vigilance
2 Success, 1 Advantage
Total: 2 Success, 1 Advantage
Wounds - max: 16, current: 0
Strain - max: 11, current: 2
Crits: none
Rolls
Brawl
3 Success, 3 Advantage, 1 Failure, 2 Threat, 1 Despair
Total: 2 Success, 1 Advantage, 1 Despair
"Not bad." he says, wriggling his jaw back and forth in a quick attempt to check for damage.
"But you'll have to do better!"
Guy is up.
BAD GUY has Adversary 1 - upgrade all attack difficulties.
Round 1:
PC, PC, PC
BAD GUY
Rolls
Coercion (with boost from Gurags power puncch)
3 Success, 2 Advantage, 2 Threat
Total: 3 Success
Rolls
Stealth v Vigilance
3 Success, 1 Advantage, 1 Failure, 3 Threat
Total: 2 Success, 2 Threat
"My work here is now done." he responds with a slight bow towards his opponents before quickly turning on his heels and running the opposite direction... directly into an innocent bystander. The Mirialan pushes the young man to the ground and continues his escape.
If you chase, make an opposed athletics check (3P) with one Setback per difference in distance over Short (Short = 0, Medium = 1).
BAD GUY has Adversary 1 - upgrade all attack difficulties.
Round 2:
PC, PC, PC
BAD GUY
Rolls
Ledership
1 Success, 4 Advantage, 2 Failure, 3 Threat
Total: 1 Failure, 1 Advantage
BAD GUY has Adversary 1 - upgrade all attack difficulties.
Round 2:
PC, PC, PC
BAD GUY
Rolls
Aim + Blaster
1 Success, 3 Advantage
Total: 1 Success, 3 Advantage
Difficulty
1 Failure, 1 Threat
Total: 1 Failure, 1 Threat
"Someone contact the FSF!"
BAD GUY has Adversary 1 - upgrade all attack difficulties.
Round 2:
PC, PC, PC
BAD GUY
Rolls
Athletics
6 Success, 2 Failure, 2 Threat
Total: 4 Success, 2 Threat
Boosts from Kip
1 Advantage
Total: 1 Advantage
Rolls
Break free from Gurag?
2 Success, 2 Advantage, 1 Failure, 3 Threat
Total: 1 Success, 1 Threat