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 Panic - flee without caution, open self up to opportunistic attack Surrender - throw down weapons and submit to opponent Disengage - attempt to divert opponent's attention away from self Retreat - move towards cover or out of range Guard - defend only, no attack Probe - attack cautiously, testing opponent's defenses Wear down - draw the fight out and try to tire the opponent Stand-off - wait for opponent to make the next move Balance - attack and defend evenly, no particular strategy Feint - try to trick opponent into defending against the wrong move Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent Taunt - try to anger or dismay opponent into making a mistake Press - keep opponent on the defensive and hope their skill is inferior Strike - try to penetrate opponent's defence with a fast attack Charge - attack with ferocity, risking injury to wound opponent Frenzy - attack wildly, risking death to wound opponent Twist Table Re-enforce - Call for help from allies/bystanders Change - weapon/objective/ground Disadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their head Advantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weapon Bargain - try to persuade opponent to surrender/back out of combat/change sides Trick - try to convince opponent they are about to suffer a setback or gain a false advantage ROUND 1 Cultists Double Move (Difficult Terrain) Citizens (aggro 1) 1 Twist (Trick) 9 Wear down Divert/ distract Mina Stealth (ADV) vs PP 10: 15 Success. Move away. FATE: Cover nearby? (Likely) 10 Yes DESCRIPTION What sort of cover? 24 Defiantly 93 Tranquil (bath house) FATE: Does the airship crash this turn? (50/50) 57 No Huge explosion (Infernal Powder) ROUND 2 Cultists (aggro 6) Perception vs PS 11: 17 Success. 1 Same (Chase Mina) Citizens (aggro 1) 4 Change Tactic 6 Retreat Remove from Character List Mina Crossbow 2 Miss, Move (into bath house) FATE Notable occupants? (50/50) 71 No (bathers) FATE Does the airship crash this turn? (50/50) 35 Yes FATE Any cultists hit? (50/50) 99 Exceptional No (Bath house hit) DEGREE (Motif) 1 Minimal damage DANGER (Motif) 1 Easily avoided threats ROUND 3 Cultists (Aggro 5) 5 Change Tactic 8 Probe Mina Double Move FATE Does she get clear? (50/50) 61 No (spotted in side alley) SCENE 2: Street Pursuit (Chaos Rank 6) SCENE MODIFIED 5 Altered (Fire is spreading rapidly) https://www.hipstersanddragons.com/new-chase-mechanics-5e-dnd/ Chase Rules Determine starting gaps (X) and gaps required to escape (X + 3, 4 or 5) Quarry and pursuer roll for complication (DMG pg 254) Quarry and pursuer select appropriate skills and roll, adding any move modifier Success for quarry vs pursuer adds one level of separation (gap). Success for pursuer vs quarry is no change Success for pursuer by 5 reduces 1 gap. Participants move and dash each turn, or lose a gap for each not taken If a pursuer ends their turn with zero gaps they may attack (successful grapple will end the chase and return the scene to normal combat) No opportunity attacks allowed during a chase Participants can dash 3+CON mod times. Each additional dash requires a DC10 CON check, or add 1 level of Exhaustion CONDITIONS Mina 2 gaps away from Cultists, needs +4 gaps (6) ROUND 1 Mina Comp 19 (none) Cultists Comp 20 (none) Mina check Athletics 14 Cultists check Athletics 6 Result Mina 3 gaps away ROUND 2 Mina Comp 3 (stained glass, STR check) Cultists Comp 5 (slippery ground, DEX check) Mina check STR 9 Cultists check DEX 12 Result Mina 2 gaps away ROUND 3 Mina Comp 12 (none) Cultists Comp 16 (none) Mina check Athletics 17 Cultists check Athletics 1 Result Mina 3 gaps away FLASHBACK FATE Was she sent to the airship? (50/50) 39 Yes DESCRIPTION Who by? 36 Foolishly 36 Flawless FATE A faction rep? (Somewhat Likely) 65 Yes FATE House Montisario? (50/50) 59 Yes ROUND 4 Mina Comp 17 (none) Cultists Comp 13 (none) Mina check Athletics 3 Cultists CON check 17 (passed) Cultists check Athletics 1 Result Mina 4 gaps away ROUND 5 Mina Comp 12 (none) Cultists Comp 10 (impassible obstacle, DEX check) Mina check Athletics 4 Cultists CON check 16 (passed) Cultists check Athletics 10 Result Mina 3 gaps away ROUND 6 Mina Comp 14 (none) Cultists Comp 1 (horse and cart, DEX check) Mina check Athletics 14 Cultists CON check 19 (passed) Cultists check DEX 3 Result Mina 4 gaps away FLASHBACK FATE Were they carrying explosives? (Likely) 43 Yes (Infernal Powder) FATE Did Mina set the fire? (Somewhat Likely) 12 Yes FATE Did they see her face? (Unlikely) 80 No ROUND 7 Mina Comp 4 (barrels, DEX check) Cultists Comp 17 (none) Mina CON check 3 (1 level Exhaustion) Mina check Athletics 14 Cultists CON check 9 (1 level Exhaustion) Cultists check DEX 5 Result Mina 5 gaps away ROUND 8 Mina Comp 4 (barrels, DEX check) Cultists Comp 17 (none) Mina CON check 3 (1 level Exhaustion) Mina check Athletics 14 Cultists CON check 9 (1 level Exhaustion) Cultists check DEX 5 Result Mina 5 gaps away ROUND 9 Mina Comp 18 (none) Cultists Comp 5 (Mina trick, INT check) Mina CON check 5 HERO POINT 5 (2 levels Exhaustion) Mina check Athletics 6 Cultists CON check 20 (1 level Exhaustion) Cultists check INT 9 Result Mina 3 gaps away ROUND 10 Mina Comp 7 (brawl, DEX) Cultists Comp 11 (none) Mina CON check 9 HERO POINT 7 (3 levels Exhaustion) Mina check Athletics 12 Cultists CON check 8 (2 level Exhaustion) Cultists check Athletics 3 Result Mina 4 gaps away ROUND 11 Mina Comp 2 (crowd, STR check) Cultists Comp 19 (none) Mina CON check 14 (3 level Exhaustion) Mina check STR 10 Cultists CON check 2 (3 level Exhaustion) Cultists check Athletics 5 Result Mina 5 gaps away ROUND 12 Mina Comp 2 (crowd, STR check) Cultists Comp 1 (crowd, STR check) Mina CON check 10 (3 level Exhaustion) Mina check STR 16 Cultists CON check 2 (4 level Exhaustion) Cultists check STR 9 Result Mina 6 gaps away, and free