by Nekoinu » Tue Jun 26, 2018 5:40 am
Event Type: Operation Defiant Nexu, Combat
Power Cost: 0
Participants: 4
Timeslots: Early Morning
Description: Right before the heroes turn the corner, they hear a sickening crack and the sound of small objects scattering across the metal floor. Their target, Eralynn Varad, is found standing among a dead strike team sent to slow her down. The man, impaled by her greatsword, has blood dripping out of his mouth, most of his teeth missing. He sputters from the pain, desperately clawing her away. "I will have to gather their teeth later." Her victim is shoved off the shimmering blade, leaving him with one last gurgle before expiring.
"We need to meet with the rest of the warband," her escort, Aaroth, urges her. Still, he readies his bulky shield and sword to protect his charge.
Eralynn grinned, madness flickering in her eyes. Her armor seemed untouched by the trials of the battle, the collection of teeth waiting for more. "After I have my fun."
Rules: Please post your Wounds/Strain, Soak, Defense, and Crits. when you post in this thread. Roll a Cool (Presence) or Discipline (Willpower) Check at Hard Difficulty for Fear. Add Two Setback due to the grisly scene. Will flip a destiny to upgrade the roll for each participant. Afterwards, roll Cool (Presence) for Initiative.
You will start at Medium Range from Eralynn and Aaroth, who begin engaged with each other. Eralynn is an Adversary 3 target and Aaroth is Adversary 1. Eralynn has Melee Defense 3/Ranged Defense 2 while Aaroth has Defense 3. The sniper is at Long Range from Eralynn/Extreme Range from the party and has Adversary 2 and Defense 1.
Dun Moch: Any Force User engaged with Eralynn can, as an incidental, use her history against her to ravage her mind. Suitable uses would be reports of her dead husband and her lack of children. Roll Coercion (Willpower) with no difficulty. For each Success, give Eralynn a Setback to her next attack. For each Advantage, deal her Strain. For each Triumph, Increase the difficulty of her next attack.
However, Dun Moch is innately a Dark Side technique. The first usage of it will inflict 3 Conflict on the user. Every usage after will incur 5 Conflict on the user.
Family is More than Blood: When Eralynn or Aaroth are downed, the other will immediately act as if it's their turn (giving up a slot.) The one standing gains the other's initiative slot, therefore having two per turn. If the fallen is revived, the avenger will lose the bonus turn until the ally falls again. The immediate turn will only happen once per character (but can happen for both if they flip.)
Stem the Tide: Due to the incoming forces, the sniper watching over Eralynn is forced to hold them back. She will count as having Slow-Firing 1 for the duration of the combat.
Rewards/Outcome: Downing Aaroth will give 1 Victory Point. Downing Eralynn will give 2 Victory Points. Killing or capturing Eralynn will give 3 additional Victory Points on top of it, resulting in 6 total possible.
Trust Modified: N/A
Power Modified: N/A
Duty Gained: Participants receive 10 Duty.
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