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January 20, 2022 21 mins

In this episode Mina finds herself on the run from a pack of mech-fixated maniacs, and we learn who sent her to investigate them, and why. 

 

Links

Transcript https://docs.google.com/document/d/1EqdqyTweQpTiPuKanq7kYbkstQfMbUx5CjmYmwgyvDE/edit?usp=sharing

Level Up Monstrous Menagerie: https://www.drivethrurpg.com/product/376472/Level-Up-Monstrous-Menagerie-A5E#:~:text=The%20Monstrous%20Menagerie%20provides%20nearly,khalkos%20and%20the%20phase%20monster.

Mythic GM Emulator: https://www.drivethrurpg.com/product/20798/Mythic-Game-Master-Emulator

Kobold Fight Club: https://koboldplus.club/#/encounter-builder

 

Game Mechanics

SCENE 1: Night Flight

MINA Cast Feather Fall (reaction)

FATE Do enemies follow? (Likely) 04 Exceptional Yes (1d6+2=7 enemies)

DESCRIPTION What do they look like? 20 Crazily 67 Modern

FATE Members of a Machine Cult? (Likely) 51 Yes (Level Up MM pg 472)

FATE Does Mina land on Rooftops? (50/50) 57 No (streets)

FATE Streets busy? (unlikely) 11 Yes, and Random Event

EVENT NPC Action (Machine Cultists) 17 Antagonistic 86 Hope (Threaten)

FATE Do all enemies land safely? (50/50) 42 Yes 

FATE Do enemies attack? (A sure thing) 64 Yes

FATE Any into Melee range round 1? (Unlikely) 46 No

Kobold Fight Club 7 Cultists (Deadly)

INITIATIVE

Cultists 20

Citizens 18

Mina 7

 

NPC Tactics

 

NPC opponents have an Aggression rating of 1 to 6, with most starting on 4.

 

To find an opponent's tactic for the round, roll 2D6 of the same colour and one of a different colour. If the single die comes up a 1, 2 or 3, continue the same tactic from the previous round. On a 4 or 5, total the two same-coloured dice and add Aggression, then pick from the Tactic table. If it shows a 6, roll it again and pick an action from the Twist table.

 

As they take or inflict wounds, gain or lose the advantage in a fight, NPC opponents' Aggression will raise or lower. Experienced fighters will change only a small amount, while green, frightened or vengeful opponents will change more. Each time someone in the fight (either PC or NPC) suffers a setback, there should be a chance for Aggression to change. If the NPCs are nervous or demoralised, Aggression will drop when they suffer a setback and rise when a PC does. If they are angry or undisciplined, Aggression will rise when they suffer a setback and drop when a PC does.

 

If you don't want to bother with Aggression, roll 3D6 for a tactic. If you want a more straightforward fight, without unexpected moves, drop the Twist die.

 

NPC Tactic table

  1. Panic - flee without caution, open self up to opportunistic attack
  2. Surrender - throw down weapons and submit to opponent
  3. Disengage - attempt to divert opponent's attention away from self
  4. Retreat - move towards cover or out of range
  5. Guard - defend only, no attack
  6. Probe - attack cautiously, testing opponent's defenses
  7. Wear down - draw the fight out and try to tire the opponent
  8. Stand-off - wait for opponent to make the next move
  9. Balance - attack and defend evenly, no particular strategy
  10. Feint - try to trick opponent into defending against the wrong move
  11. Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent
  12. Taunt - try to anger or dismay opponent into making a mistake
  13. Press - keep opponent on the defensive and hope their skill is inferior
  14. Strike - try to penetrate opponent's defence with a fast attack
  15. Charge - attack with ferocity, risking injury to wound opponent
  16. Frenzy - attack wildly, risking death to wound opponent

 

Twist Table

  1. Re-enforce - Call for help from allies/bystanders
  2. Change - weapon/objective/ground
  3. Disadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their head
  4. Advantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weapon
  5. Bargain - try to persuade opponent to surrender/back out of combat/change sides
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