Post by Father on May 22, 2020 21:35:07 GMT 1
One might suspect whoever devised this attack to have a certain black sense of humor, although the fragile pot of clay is filled with pitch rather than the green stuff. Though very few are like to find it amusing, least of all the intended target, his moniker not earned for taking considerable more innocent japes at his expense in anything resembling good spirits. The foul knight carrying out the deed knows not whose gold it was that paid him to take the fire pot, set it alight outside Daeron's tent and throw it at the Great Bastard, but he has a pretty good guess. Wearing a black coat to blend into the knight and dull any reflection off his mail, his shield likewise dark with no sigil, he could have had a pig's head painted on it if he had any sense of humor, he knows not what sort of heraldry this Lord Piggy would use, but his feud with Wildfyre was on full display at Whitewalls, if this wasn't the retaliation of that vile abomination of a man, then who? Not that it matters any to him. All he cares about is the fact that a Great Bastard would die horribly and one knight, namely he, would be made very rich for the murder.
General provisions:
-This occurs after any post-act 1 healing has been resolved.
-Any injuries taken in this scene may be healed if there are sufficient days for healing them between act 1 and 2.
-A destiny point may be spent to turn any one test into a success.
-A destiny point spent to affect a roll applies to all rolls in the same fashion.
Wake up! Time to die!
Awareness (Notice) TN 12 with -1D for sleeping.
-On a success, you may make an agility (quickness) TN 12 test, with +1D per additional DoS on the awareness test.
-If succeeding on both tests, treat the marksmanship attack as an automatic miss.
-If succeeding on awareness but not agility, the attack is made normally.
-If failing on awareness or critically failing agility, the attack is made with surprise.
-If critically failing on awareness, the attack is made with surprise and maximum ambush bonus.
-You do not gain agility to your combat defense against the marksmanship attack.
The attack (Marksmanship (Thrown)) is made with a fire pot in the first round.
-On a miss, it is treated as a medium fire (1d6 damage, catch on fire TN 9), the tent will then have a small fire (1d6-1, TN 6) in the second round and onwards.
-On a direct hit, it is treated as a large fire (2d6, TN 12), the tent will then have a medium fire in the second round, then a small fire in the third round and onwards.
-An attack with ambush worsens this by one category, large becomes massive (3d6, TN 15), then large in the second round, then medium in the third rounds and small in the fourth round and onwards.
-The test to avoid catching fire is agility (dodge)
-At the start of any round in which Daeron is in the tent, he is subjected to the damage and risk of catching fire from the level of fire in the tent that round.
-At the end of each round, the fire makes a chance test TN 7, per DoS the level of fire increases to one step above what it otherwise would be and adding +2 to the TN of the next chance test, on a critical failure it is reduced by one step without any change in TN, on a critical failure and it is tiny, the fire dies out.
Layout
-It would be inappropriate to sleep in armor (but the AR wouldn't help against the flames anyway).
-Daeron needs a lesser action to get out of bed.
-Daeron needs a lesser action to grab any weapons he would like to use.
-Daeron needs a lesser action to move to any place he would like within the tent where he might do something productive.
-To exit the tent, Daeron must first defeat the hedge knight blocking the entrance.
-Alternatively, by succeeding on a Cunning (Tactics) TN 9 test, he can realize that canvas is TN 6 to shatter with a bladed weapon, an improvised exit created in such a fashion can be moved through with a Greater Action. Gain +1 per DoS on an optional Will (Courage) TN 9 test (-1D on a critical failure).
Opponent
Blackguard (Secondary NPC)
CD 11
AR 7
Health 12
Mail, Large Shield, Mace.
Consideration for qualities:
Blood of Valyria: Gain +2 AR against the damage dealt by the fire.
Red Blooded: Upon taking damage, this attempts to compel going through the main entrance, additionally attempts to compel taking no prisoners.
General provisions:
-This occurs after any post-act 1 healing has been resolved.
-Any injuries taken in this scene may be healed if there are sufficient days for healing them between act 1 and 2.
-A destiny point may be spent to turn any one test into a success.
-A destiny point spent to affect a roll applies to all rolls in the same fashion.
Wake up! Time to die!
Awareness (Notice) TN 12 with -1D for sleeping.
-On a success, you may make an agility (quickness) TN 12 test, with +1D per additional DoS on the awareness test.
-If succeeding on both tests, treat the marksmanship attack as an automatic miss.
-If succeeding on awareness but not agility, the attack is made normally.
-If failing on awareness or critically failing agility, the attack is made with surprise.
-If critically failing on awareness, the attack is made with surprise and maximum ambush bonus.
-You do not gain agility to your combat defense against the marksmanship attack.
The attack (Marksmanship (Thrown)) is made with a fire pot in the first round.
-On a miss, it is treated as a medium fire (1d6 damage, catch on fire TN 9), the tent will then have a small fire (1d6-1, TN 6) in the second round and onwards.
-On a direct hit, it is treated as a large fire (2d6, TN 12), the tent will then have a medium fire in the second round, then a small fire in the third round and onwards.
-An attack with ambush worsens this by one category, large becomes massive (3d6, TN 15), then large in the second round, then medium in the third rounds and small in the fourth round and onwards.
-The test to avoid catching fire is agility (dodge)
-At the start of any round in which Daeron is in the tent, he is subjected to the damage and risk of catching fire from the level of fire in the tent that round.
-At the end of each round, the fire makes a chance test TN 7, per DoS the level of fire increases to one step above what it otherwise would be and adding +2 to the TN of the next chance test, on a critical failure it is reduced by one step without any change in TN, on a critical failure and it is tiny, the fire dies out.
Layout
-It would be inappropriate to sleep in armor (but the AR wouldn't help against the flames anyway).
-Daeron needs a lesser action to get out of bed.
-Daeron needs a lesser action to grab any weapons he would like to use.
-Daeron needs a lesser action to move to any place he would like within the tent where he might do something productive.
-To exit the tent, Daeron must first defeat the hedge knight blocking the entrance.
-Alternatively, by succeeding on a Cunning (Tactics) TN 9 test, he can realize that canvas is TN 6 to shatter with a bladed weapon, an improvised exit created in such a fashion can be moved through with a Greater Action. Gain +1 per DoS on an optional Will (Courage) TN 9 test (-1D on a critical failure).
Opponent
Blackguard (Secondary NPC)
CD 11
AR 7
Health 12
Mail, Large Shield, Mace.
Consideration for qualities:
Blood of Valyria: Gain +2 AR against the damage dealt by the fire.
Red Blooded: Upon taking damage, this attempts to compel going through the main entrance, additionally attempts to compel taking no prisoners.