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May 4, 2022 29 mins

It all comes down to this. Mina Monisario, in disguise, must join with her sworn enemies, the fanatical Machine Cultists, in a final, desperate battle against the Piperunners for control of the explosives stashed beneath the Great Machine. And if she fails, the entire city is forfeit!

 

Links

Transcript: https://docs.google.com/document/d/1cHMEBI3YqBE-RdihCbuZKqhC7XaGvAXaaXpGMkW8eWg/edit?usp=sharing

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Mechanics SCENE 45: 

Chaos Factor 4

Altered Scene: No

FATE: do the Cultists surrender? (50/50) No

 

NPC Tactics

 

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

 

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.

 

Roll 2D6 (gold), 1d6 (black). 

Black die 1, 2, 3: same tactic as previous round. 

Black die 4, 5: Gold dice plus Aggression= NPC Tactic 

Black die 6: Roll again for a Twist 

 

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
  6. Trick - try to convince opponent they are about to suffer a setback or gain a false advantage

Initiative

 

Bandit Captain 21 (A5e MM 470) Starting Aggression 4

Cult Fanatic 20 (A5e MM 472) Starting Aggression 5

Mina 14

Squads of Bandits (x3) 13 (A5e MM 466 & 470) Starting Aggression 4

Squads of Cultists (x4) 10 (A5e MM 466 & 472) Starting Aggression 4

ROUND 1

FATE: Does he try to smash open a barrel? (50/50) yes

Bandit Captain: Hatchet: Multiattack: 24 and 21 vs barrel AC15, 7hp and 5hp vs barrel, 6 of 18hp remaining (DMG 246)

Cult Fanatic: Hold Person DC WIS: 4: Fail, Bandit Captain Paralysed (1 min, save at end of each tu

Mark as Played

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