[HQ Ignorance] Scene 84: Rotterex versus The Crimson Bat (Part II) - The Terror of the Bat!

Lev Lafayette lev at mimesisrpg.com
Thu Mar 19 10:51:49 UTC 2009


Scene 84: Rotterex versus The Crimson Bat (Part II)

Incredibly, the heroes wound the bat which issues forth a Scream that
comes not from this world. The chilling echoes for a least a league from
the epicentre, like an earthquake, the earth-thunder of Babester Gor.
Most find it necessary to place their hands over their ears, and even
this is not enough for many. It affects Lunar, Orlanthi and even Telmori
equally, and the clash of steel, the sizzle of magic and the tearing of
flesh is reduced in magnitude as over half lose the will to fight.

Contest: I made an error with the Maddening Keen ability before; it
should be 10W2 versus best magical ability. Victory is no effect,
Marginal Defeat is Demoralisation,  Major Defeat is flee in terror and
Total Defeat is pass out, possibly die from fear.

The bat has rolled a 10. A success, bumped to a critical, and bumping
down any one else's successes. Distance modifiers apply; 0 for Rotterex,
-3 for the Wind Children

Rotterex has rolled an 18, but with an ability of 5W (you didn't know
that, did you?) so that's a failure verus a critical, even with
Swordsinger's augments; he'll drop the grenade and run in fear unless
more Hero Points are spent on his behalf.

For the Wind Children, they have rolled a 12. They have a magic
resistance is 13, so that's a success but bumped down to demoralised due
to fear.

For the Telmori, split into three groups for the sake of ease; 4, 16,
10. Again, two successes, bumped down to minor defeat, but one critical
which will be a success. Karala's roll is 5, so that's a critical I
believe for her - in other words, no lasting effect.

For the Lunar's that's an 18, 4, and 16. It seems that about two-thirds
of the Lunar force will be demoralised, leaving only the magicians
remaining, but demoralised.

For the Orlanthi, the rolls are 3, 13, and 2! So only a third are
affected, and two-thirds remain standing and fighting and one-third are
demoralised.

For Azhur and party the roll's a 17 - I think that's demoralisation for
the followers; for Kalen that's a 20, a fumble versus a success! Kalen
will flee in fear, unless more Hero Points are spent; for Jareena it's a
5, so that's fine; for the Serendipitous it's a 15 - that would be
demoralisation; and for Rikku it's a 7 and for Eurynome a 12..

Further actions?





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