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scenario_i_gabbing_with_guards [2019/05/29 06:45] triptycho [Setup] |
scenario_i_gabbing_with_guards [2019/05/29 06:48] triptycho [Tactics] |
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- | **Hanging Back:** Each entity receives -1 Power, -1 Skill, +1 Resilience, and +1 Mind at the start of their turns. | + | **Hanging Back:** Each entity receives -1 Power, -1 Skill, +1 Resilience, and +1 Mind at the start of their turns.\\ |
**Checkpoint:** Each entity receives +1 Power, +1 Skill, -1 Resilience, and -1 Mind at the start of their turns. | **Checkpoint:** Each entity receives +1 Power, +1 Skill, -1 Resilience, and -1 Mind at the start of their turns. | ||
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==== Tactics ==== | ==== Tactics ==== | ||
- | The Petty Official and Contrarians will try to move into the same position so the Official can defend them with its superior Reaction. The Sergeant will typically use Louder Voice until the Counter is at 3 or higher, at which point it will switch to Practiced Aggression (unless a PC in an adjacent position is low on WP). Pay attention to PC Reactions played from Gear; the Bully and Sergeant will try to take advantage of Traits whenever possible. | + | The Petty Official and Contrarians will try to move into the same position so the Official can defend them with its superior Reaction. The Sergeant will typically use //Louder Voice// until the Counter is at 3 or higher, at which point it will switch to //Practiced Aggression// (unless a PC in an adjacent position is low on WP). Pay attention to PC Reactions played from Gear; the Bully and Sergeant will try to take advantage of Traits whenever possible. |
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+ | The Suspicious Guard will play //Lots of Questions// every turn in lieu of drawing additional cards, though it may play a useful Strategy from hand if needed. Otherwise, it targets present PCs fairly randomly. | ||
Note that the PCs may decide at any point to end conversation and move into armed conflict. If they do, run an appropriate combat scenario (such as [[scenario_c_checkpoint_melee|Checkpoint Melee]]). If the interaction scenario was going poorly for them, the guards were on edge and receive +1d4 to their Initiative rolls. If the scenario was going well for the PCs but they attack anyway, the guards are surprised, and the PCs receive +1d4 to their Initiatives instead. | Note that the PCs may decide at any point to end conversation and move into armed conflict. If they do, run an appropriate combat scenario (such as [[scenario_c_checkpoint_melee|Checkpoint Melee]]). If the interaction scenario was going poorly for them, the guards were on edge and receive +1d4 to their Initiative rolls. If the scenario was going well for the PCs but they attack anyway, the guards are surprised, and the PCs receive +1d4 to their Initiatives instead. |