Win the Crowd
#rules #cdm
Sometimes you can't just win the fight; you have to win the show.
For combats that have an audience, you can use this combat objective to win over spectators of the fight. The spectator could be a bloodthirsty noble, a raucous crowd in an arena fight, or patrons in a rowdy bar. There's as much value as putting on a good show as winning the fight.
Rules
- This combat has two objectives: Dominate the enemy and win the crowd.
- The combat ends after three rounds, when the bouncers shut down the fight before it gets too heated
- Dominate the enemy follows the normal rules of combat. At the end of the combat if the PCs felled the same or more Enemies than the PCs failed, they gain 2 Victory Points
- Winning the crowd, is a moderate montage test (6 successes before 6 failures) that occurs at the same time as the battle. Completing the montage grants 1 renown
- It's assumed that this is a non lethal combat. Any character that "dies" is knocked out and removed from the fight.
- For this combat the Heroes can use two new maneuvers: Bask in the Glory and Poise the Blade.
- Each maneuver must be paired with a signature/heroic ability that damages an enemy, and each signature/heroic ability can only be paired once per combat per hero. For example, a tactician makes a tier 2 use of Concussive Strike and then uses Bask in the Glory with a tier 3 and gets 1 success. That tactician can no longer pair Concussive Strike with either Bask in the Glory or with Poise the Blade. However, a second tactician in the party could use Concussive Strike with either maneuver.
Bask in the Glory
Immediately after any signature action/heroic ability where you damage the enemy, a creature may use a maneuvers to attempt a Test to rally the crowd to their side. The tier level of the previous roll will grant the following edges/banes:
| Previous Result | Result |
|---|---|
| Tier 1 | Bane |
| Tier 2 | No Bonus |
| Tier 3 | Edge |
| Crit | Double Edge |
The actual test can use any attribute, as long as the creature uses that attribute to impress the crowd (e.g the PC can show off their biceps which would use Might, do a backflip which would use Agility, lead the crowd in a chant which would use Presence, etc.). The heroes may also apply a relevant skill, if the Director approves. The test results gives the following rewards:
| Test Result | Rewards |
|---|---|
| Tier 1 | 1 Failure |
| Tier 2 | 1 Success but the next attack against the hero gains an edge |
| Tier 3 | 1 Success |
| Similar to other montage tests, heroes may only use a skill once per the combat. |
Poise the Blade
Immediately before any signature action/heroic ability where a creature damages the enemy, a creature may use a maneuver to Poise the Blade and build anticipation for the crowd. This could be a cry to the crowd, a physical movement, or anything the creature can imagine to let the crowd know that a big hit is about to come.
Rather than the creature making a test, success/falures are awarded based on the result of the attack. The following results are added to the next attacks results:
| Signature/Heroic Ability Result | Rewards |
|---|---|
| Tier 1 | 2 failures |
| Tier 2 | 1 success |
| Tier 3 | 2 successes |
| Crit | 3 successes |
Dev works
https://anydice.com/program/3ee36
\ Core functions \
function: tier of ROLL:n {
if ROLL <= 11 { result: 1 }
if ROLL <= 16 { result: 2 }
result: 3
}
function: pr straight mod M:n {
result: [tier of 2d10 + M]
}
function: uptier of T:n {
if T >= 3 { result: 3 }
result: T + 1
}
function: downtier of T:n {
if T <= 1 { result: 1 }
result: T - 1
}
function: pr double bane mod M:n {
result: [ downtier of [pr straight mod M] ]
}
function: pr bane mod M:n {
result: [pr straight mod M - 2]
}
function: pr edge mod M:n {
result: [pr straight mod M + 2]
}
function: pr double edge mod M:n {
result: [uptier of [pr straight mod M]]
}
\ Spectacle points \
function: windsp T:n {
if T = 1 { result: 1 }
if T = 2 { result: 1 }
result: 5
}
function: basksp T:n {
if T = 1 { result: 1 }
if T = 2 { result: 2 }
result: 3
}
\ Attacks \
ATTACKMOD: 2
ATTACK_DBANE: [pr double bane mod ATTACKMOD]
ATTACK_BANE: [pr bane mod ATTACKMOD]
ATTACK_STRAIGHT: [pr straight mod ATTACKMOD]
ATTACK_EDGE: [pr edge mod ATTACKMOD]
ATTACK_DEDGE: [pr double edge mod ATTACKMOD]
\ weighted mix: 5% DBANE, 20% BANE, 50% STRAIGHT, 20% EDGE, 5% DBLEDGE \
ATTACK_TIER: d{
ATTACK_DBANE,
ATTACK_BANE, ATTACK_BANE, ATTACK_BANE, ATTACK_BANE,
ATTACK_STRAIGHT, ATTACK_STRAIGHT, ATTACK_STRAIGHT, ATTACK_STRAIGHT, ATTACK_STRAIGHT,
ATTACK_STRAIGHT, ATTACK_STRAIGHT, ATTACK_STRAIGHT, ATTACK_STRAIGHT, ATTACK_STRAIGHT,
ATTACK_EDGE, ATTACK_EDGE, ATTACK_EDGE, ATTACK_EDGE,
ATTACK_DEDGE
}
\ Bask Tests \
BASKTEST_MOD: 4 \ 2 attr + 2 skill \
SP_BASK_DBANE: [basksp [pr double bane mod BASKTEST_MOD]]
SP_BASK_BANE: [basksp [pr bane mod BASKTEST_MOD]]
SP_BASK_STRAIGHT: [basksp [pr straight mod BASKTEST_MOD]]
SP_BASK_EDGE: [basksp [pr edge mod BASKTEST_MOD]]
SP_BASK_DEDGE: [basksp [pr double edge mod BASKTEST_MOD]]
\ Bask for an attack \
function: bask after attack A:n {
if A = 1 { result: SP_BASK_BANE }
if A = 2 { result: SP_BASK_STRAIGHT }
result: SP_BASK_DEDGE
}
NUM_MANEUVERS: 15 \ 5 heroes * 3 rounds \
\ output NUM_MANEUVERSdSP_BASK_BANE named "Floor of battle" \
\ output NUM_MANEUVERSd[windsp ATTACK_DEDGE] named "Ceiling of battle" \
\ output ATTACK_TIER \
output NUM_MANEUVERSd[bask after attack ATTACK_TIER] named "Maneuvers only"
output NUM_MANEUVERSd[windsp ATTACK_TIER] named "Wind ups only"
Player Notes
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