Combat Example II - revised and corrected

By murphzero, in WFRP Rules Questions

Continuing the earlier scenario , Roadwarden Birgitta Tageslicht has chased a cutpurse into sewer only to be jumped by a Gutter Runner. She defeats the runner but is wounded.

Now she finds herself cornered by the now-emboldened thief...

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Birgitta Tageslicht (Roadwarden)

Strength 4 Intelligence 3

Toughness 3 Willpower 3

Agility 4 Fellowship 3

Wound Threshold: 12

Longsword DR 5/ CR 3

Father’s Pistol DR 6/ CR 2

Pierce 1, Reload, Unreliable 2, Close Range

Leather Armor: Defense 0, Soak 2

Buckler: Defense 1, Soak 0

Fortune Points: 0

Birgitta's Status: Wounds: 5 (4 normal wounds + 1 critical wound: Internal Bleeding) / Stress: 2 / Fatigue: 4

Recharging actions: Execution Shot (3), Block (1)

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Cutpurse Jack

Strength 4 Intelligence 3

Toughness 2 Willpower 3

Agility 5 (+1 Fortune) Fellowship 3

Wound Threshold: 12

Throwing Axes (2): DR 5/ CR3

Leather Armor: Defense 0, Soak 2

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Rally Phase

Birgitta moves one step closer to neutral. She's now in a Reckless 1 stance.

She takes 1 recharge token off each of her recharging action cards. Execution shot now has 2 recharge tokens, and Block is now recharged.

She recovers 1 stress and 1 fatigue. She’s down to 3 fatigue so, there are no modifiers for physical checks. (Prior to this, her 4 fatigue exceeded her Toughness and would have given her +1 Misfortune to those checks)

She will attempt first aid on herself. She'll attempt to negate the effects of her critical wound.

First Aid is untrained, so it's just her INT of 3.

2 blue / 1 red

Using First Aid on a critically wounded person is average (2d) difficulty, but using it on yourself adds 1 purple, so total of 3 purple

And the GM will add a misfortune die since - let's face it - she's standing in a sewer.

Birgitta rolls: 2 blue dice / 1 red die / 3 purple dice / 1 black die

She gets no successes, 1 challenge, 1 boon and 2 banes.

That's a failure and 1 net bane - which means she was 1 bane shy of getting another wound. (Okay, that was a bad idea).

Birgitta's Status: Wounds: 5 (4 normal + 1 critical wound: Internal Bleeding) / Stress: 1 / Fatigue: 3

Recharging actions: Execution Shot (2)

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Rally Phase Ends - Begin Combat

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Initiative Rolls

Birgitta has an Agility of 4 with no other modifiers and is 1 deep in a reckless stance.

Birgitta rolls: 3 blue dice / 1 red die

She nets 5 successes and an exertion.

Birgitta is at position 5 on the initiative track and now has 2 Fatigue.

Cutpurse Jack has an Agility of 5 + 1 fortune and is in a Conservative stance 2. The GM rules that Jack gets an additional fortune die because…well, for drama.

Jack rolls: 3 blue dice / 2 green dice / 2 white dice

He nets 6 successes.

Jack’s at 6. He goes first.

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Cutpurse Jack’s 1st action:

Jack’s nervous and excited, so he just throws his axe using his Ranged Shot action. He’s at close range with Birgitta and not engaged.

Jack’s rolling 5 dice (+ 1 fortune) for his agility in a conservative stance of 2. He’s trained in ballistics skill.

That’s 3 blue dice, plus 2 green dice, 1 yellow die and 1 fortune die

1 purple challenge dice for base difficulty.

Birgitta’s bucker is slung (+1 Misfortune) and she will declare a dodge reaction, (+1 Misfortune) Coordination is untrained, downer.

Jack rolls: 3 blue dice / 2 green dice / 1 yellow die / 1 white die / 1 purple die / 2 black dice

Jack nets 4 successes, a delay, and a bane.

The GM puts 2 recharge tokens on Jack’s Assess the Situation action (‘cos y’know, duh).

A single bane does nothing.

The four successes mean the attack hits and Jack can use the 3 success row to add 2 to the damage. (He could go for the critical, but he's hoping to drop her.)

5 (Jack’s Agility)

+ 5 (Throwing axe’s DR)

+ 2 (Bonus damage for three successes)

12 Potential Damage

12 Potential Damage

- 3 (Birgitta’s Toughness)

- 2 (Birgitta’s soak value - Leather Armor)

7 wounds

7 wounds to Birgitta (for a total of 12, 11 normal wounds + 1 critical. She's exactly at her Wound Threshold, but not over. 1 more wound and she's unconscious. Not looking good.)

Jack is gutless, so he uses a maneuver to back off to medium range. But he puts himself between Birgitta and the entrance of the sewer.

Lastly, he takes 1 recharge token off his Assess the Situation action card, leaving 1.

“Should have just handed over… ‘might have finished you quick.”

Jack's Status: Wounds: 0 / Stress: 0 / Fatigue: 0

Recharging actions: Assess the Situation (1)

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Birgitta’s 1st action:

She’s barely able to stand, and her pistol’s empty.

The good news? Now she’s trapped in the sewers.

She’ll shift her stance to Reckless 2, then use her free maneuver to reload her pistol.

She chooses to perform the Assess The Situation action. (Worked last time)

She has in INT of 3 and is still in Reckless 1 stance.

Birgitta rolls: 1 blue die / 2 red dice

She rolls 2 successes and a boon.

A boon - by itself - is nothing, but at least 1 success lets her recover 1 stress and 1 fatigue – as well as giving her a defense bonus (+1 misfortune) until her next turn.

At the end of her turn, she takes a refresh token off her Execution Shot and Dodge actions (leaving 1 on each).

Birgitta's Status: Wounds: 12 (11 normal + 1 critical wound: Internal Bleeding) / Stress: 0 / Fatigue: 2

Recharging actions: Execution Shot (1), Dodge (1)

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Jack watched her struggle. “C’mon Warden! Jack’s got a schedule to keep…!”

The city above seemed to answer him, as the tower bells began to chime. He spat at her through yellow teeth.

“Ya hear..? City’s waitin’!”

He turned toward the sound of bells—and saw a greyclad figure striding directly towards him. The man’s eyes were ablaze with searing light.

“What the-?”

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Diedrich Scheffler

Strength 3 Intelligence 5

Toughness 3 Willpower 4

Agility 3 Fellowship 2

Wound Threshold: 12

Grey Order Sword: DR 5 / CR3

Quarterstaff: DR 4/ CR 4

Defensive, Attuned 1

Grey Robes: Defense 1, Soak 0

Spells: Cantrip, Magic Dart, Pool of Shadows

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Diedrich’s Initiative:

He’s in a neutral stance, having followed Birgitta as she ran after the cutpurse. He rolls 3 blue dice for his agility, and gets no successes and one (worthless) boon.

He’s at 0 on the initiative track.

(I opted at the time to not do a rally phase - I'd keep that call, since barely two actions have happened since the last one and because Diedrich’s lack of successes allowed him to drop into the round with a minimum of fuss.)

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Diedrich’s 1st action:

The apprentice wizard is not one for subtlety – he’ll shift 1 step into a reckless stance, cast Magic Dart on Cutpurse Jack, then draw his sword with his free maneuver.

Magic Dart has a difficulty of 1 black die. It costs only 3 power and Diedrich’s Willpower is 4. He’s down to 1 power.

His Intelligence is 5, so he rolls 4 blue dice and 1 red die, plus he’s holding an attuned quarterstaff (+1 Fortune).

Diedrich rolls: 4 blue dice / 1 red die / 1 white die / 1 black die.

He nets 3 successes and two boons. Two boons mean the Magic Darts will ignore Jack’s soak.

5 (Diedrich’s Intelligence)

+ 3 (Magic Dart’s DR)

8 Potential Damage

8 Potential Damage

- 2 (Jack’s Toughness)

- 0 (Jack’s soak of 2 is ignored)

6 wounds

Jack’s in pain.

Diedrich uses his free maneuver to shift his quarterstaff to his off hand and draw his sword. Diedrich's at medium range, so he opts to suffer 1 fatigue to move to close range.

Lastly, he recovers 1 power, bringing him up to 2.

Diedrich's Status: Wounds: 0 / Stress: 0 / Fatigue: 1 / Power: 2

Recharging actions: None

He slashed at the air, testing his reach “The city waits for no one – it’s the grave that waits for you.”

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Cutpurse Jack’s 2nd action:

Jack’s facing a Grey Wizard, and since the sewer tunnel is narrow (the GM would rule) he has to force his way to freedom. Call it Perform a Stunt. Jack is going to scoop a handful of sewer water into Diedrich’s face, then make a break for it.

Jack’s Coordination 5 (+ 1 Fortune) vs Diedrich’s Agility of 3. The GM rules this to be an easy check, but Diedrich’s agility is more than half of Jack’s Coordination, so the difficulty is 2 Jack’s still in a conservative stance 2, so

Jack rolls: 3 Blue dice / 2 Green dice / 1 White die / 2 Purple die

He gets 3 success and 3 challenges – he fails.

He uses his free maneuver to move deeper into the sewer until he's at medium range – relative to the wizard – and close range relative to Birgitta.

Lastly, he takes the only remaining recharge token off his Assess the Situation action.

Jack's Status: Wounds: 6 (6 normal) / Stress: 0 / Fatigue: 0

Recharging actions: None

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Birgitta’s 2nd action:

Jack’s in range, and her pistol’s loaded – there’s not much to decide.

She shifts into a neutral stance (this is two steps, so she’ll pay 1 stress), uses her free maneuver to brace her pistol across her arm, – and uses Ranged Shot.

“Hey, Jack!!”

4 dice for her Agility, all blue. The GM grants a bonus (+1 Fortune) for thinking to brace her weapon and for yelling something pithy. As a human Reiklander, Birgitta can add two white dice to a check once per session - and now seems like a good time to pile on (+2 Fortune).

Jack will dodge (+1 Misfortune).

Birgitta rolls: 4 blue dice / 3 white die / 1 purple die / 1 black die.

Birgitta rolls net 3 successes and two banes. Three successes is enough for the +2 damage success on Ranged Shot, so

4 (Birgitta’s Agility)

+ 6 (Pistol’s DR)

+ 2 (Bonus damage for three successes)

12 Potential Damage

12 Potential Damage

- 2 (Jack’s Toughness)

- 1 (Jack’s soak, less pistol’s pierce value of 1)

9 wounds

Jack’s at 15 wounds. That’s greater than his wound threshold of 12, so 1 is flipped over for a critical wound.

Jack stops, exhales long and slow – and falls face down into the water.

Jack's Status: Wounds: 15 (14 normal wounds +1 critical wound: Painful wound) / Stress: 0 / Fatigue: 0

The two banes mean Birgitta will take 1 fatigue.

Birgitta removes the last recharge token off her Execution Shot and Dodge actions.

Birgitta's Status: Wounds: 12 (11 normal wounds + 1 critical wound: Internal Bleeding) / Stress: 1 / Fatigue: 3

Recharging actions: None

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Diedrich’s 2nd action:

Diedrich lowered his sword, “I am sorry my lady – I came too late.”

Birgitta rose, awaking fresh agony in her head. “Get me to a healer, I’ll survive-“

“No.” The wizard’s eyes were cold as slate. “I came too late to save you.”

Diedrich quick casts Magic Dart-

Which requires a Channelling roll using his Willpower of 4.

Diedrich rolls: 3 blue dice / 1 red die / 1 yellow die / 1 purple die

-Netting 2 successes and 2 boons = 5 additional power added to his current value of 2.

7 power is more than enough to cast Magic Dart

Difficulty is as before, plus 1 purple for the quickcast

-and Birgitta tries a desperate dodge, (+1 Misfortune)

Diedrich rolls: 4 blue dice / 1 red die / 1 purple die / 2 black dice.

Diedrich nets 1 success and 1 bane.

5 (Diedrich’s Intelligence)

+ 3 (Magic Dart’s DR)

8 Potential Damage

8 Potential Damage

- 3 (Birgitta’s Toughness)

- 2 (Birgitta’s soak value - Leather Armor)

3 wounds

Birgitta's already at 12 total wounds (11 normal wounds with 1 critical)

Getting 3 more wounds would put her at 15 total wounds, which is over her Wound Threshold of 12.

Birgitta gains another wound (putting her at 13 total) and flips one of her normal wounds over for a second critical (Crushing Blow, which gives her 1 fatigue immediately and adds a misfortune die to Toughness checks). Her Toughness of 3 is equal or greater than her number of critical wounds, so she's still alive (If she had a Toughness of 1, she'd be dead right now).

Birgitta's Status: Wounds: 13 (11 normal wounds + 2 critical wounds: Internal Bleeding + Crushing Blow) / Stress: 1 / Fatigue: 4

Recharging actions: Dodge (2)

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The bolt slammed into the roadwarden, toppling her backward across the sodden corpse of the Runner.

The Grey Wizard bent over the cutpurse’s body as the city bells echoed the length of the tunnel. He pried the axe out of the dead man’s fingers and strode towards Birgitta.

The tolling drowned out his footfalls.

“Yes, too late… I am so very sorry.”

* * *

Continue to Part III

Edited by murph