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<blockquote data-quote="Manbearcat" data-source="post: 8308352" data-attributes="member: 6696971"><p>And consider the Flashback that Tita's player + Risk's player did once you set the bomb off and got a 4/5 result on the Desperate Position/Great Effect move (the move being toss the whiskey bottle w/ the refined/enriched electroplasmic vial - bomb - to one of the tweaker Skovs in the tavern as you and the hostage barmaid duck behind the bar):</p><p></p><p>"Can I check 2 Loadout boxes for Special Armor vs a physical complication and we rig it to the bottom of the whiskey crate that Mister takes into the tavern?"</p><p></p><p>This is as complicated of a Flashback as it gets in Blades. We settle on:</p><p></p><ul> <li data-xf-list-type="ul">Yes (of course)</li> <li data-xf-list-type="ul">2 Stress (this is a complex and complicated affair with big advantage)</li> <li data-xf-list-type="ul">2 Loadout Boxes checked for Tita</li> <li data-xf-list-type="ul">Risk Tinker Action Roll to make it happen</li> </ul><p></p><p>Net result is:</p><p></p><p>1) Mister (Ovinomancer's character) has a Special Armor box to spend on this detonation.</p><p></p><p>2) He has to pick himself or the girl to protect. He actually picks the girl with the armored crate and eats the blast himself. Which is very interesting because it says something about his character's instinctive urge to protect that has yet to be tested/revealed in play.</p><p></p><p>3) So now Ovinomancer has to decide if he wants to Resist 3 Harm (Desperate Position 4/5 result = 3 Harm). He does. We throttle it back to 1 Harm (from a horrific clavicle wound to just a sternum bruise).</p><p></p><p>4) HOWEVER...his Resistance Roll goes VERY south. He takes a BOATLOAD of Stress and Stresses out of the scene. This will earn him a Trauma (4 and your character is toast). Ovinomancer resolves this (I always let my players resolve this stuff) as he rushes out of the tavern with the young girl under his arm and the two of them stagger out of the utterly exploderated bottom floor of the tavern (the leader and his 2nd is in the attic apt upstairs) and into the nearby canal. She pulls his barely conscious form out of the water to safety (this will have downstream Faction consequences and this girl may now become a relevant part of our play...maybe she'll join the Crew).</p><p></p><p>5) So 1 Harm to Mister later and Mister stressed out of the scene with a Trauma accrued (this will either be Reckless or Cold...he's mulling that over...regardless its a new thematic xp trigger for the character). HOWEVER, the fortified tavern is (a) now vulnerable to siege and (b) the 3 members of Ulf's Crew on the bottom floor are painting the walls...and the floorboards...and the ceiling joists...and the cobwebs...</p><p></p><p></p><p>[HR][/HR]</p><p></p><p>This is an interesting scene for people to ponder.</p><p></p><p>Was this:</p><p></p><p>1) Skilled (Challenge-based) Play</p><p>2) Thematic/Premise/Narrativist Play</p><p>3) Threading the needle between both</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8308352, member: 6696971"] And consider the Flashback that Tita's player + Risk's player did once you set the bomb off and got a 4/5 result on the Desperate Position/Great Effect move (the move being toss the whiskey bottle w/ the refined/enriched electroplasmic vial - bomb - to one of the tweaker Skovs in the tavern as you and the hostage barmaid duck behind the bar): "Can I check 2 Loadout boxes for Special Armor vs a physical complication and we rig it to the bottom of the whiskey crate that Mister takes into the tavern?" This is as complicated of a Flashback as it gets in Blades. We settle on: [LIST] [*]Yes (of course) [*]2 Stress (this is a complex and complicated affair with big advantage) [*]2 Loadout Boxes checked for Tita [*]Risk Tinker Action Roll to make it happen [/LIST] Net result is: 1) Mister (Ovinomancer's character) has a Special Armor box to spend on this detonation. 2) He has to pick himself or the girl to protect. He actually picks the girl with the armored crate and eats the blast himself. Which is very interesting because it says something about his character's instinctive urge to protect that has yet to be tested/revealed in play. 3) So now Ovinomancer has to decide if he wants to Resist 3 Harm (Desperate Position 4/5 result = 3 Harm). He does. We throttle it back to 1 Harm (from a horrific clavicle wound to just a sternum bruise). 4) HOWEVER...his Resistance Roll goes VERY south. He takes a BOATLOAD of Stress and Stresses out of the scene. This will earn him a Trauma (4 and your character is toast). Ovinomancer resolves this (I always let my players resolve this stuff) as he rushes out of the tavern with the young girl under his arm and the two of them stagger out of the utterly exploderated bottom floor of the tavern (the leader and his 2nd is in the attic apt upstairs) and into the nearby canal. She pulls his barely conscious form out of the water to safety (this will have downstream Faction consequences and this girl may now become a relevant part of our play...maybe she'll join the Crew). 5) So 1 Harm to Mister later and Mister stressed out of the scene with a Trauma accrued (this will either be Reckless or Cold...he's mulling that over...regardless its a new thematic xp trigger for the character). HOWEVER, the fortified tavern is (a) now vulnerable to siege and (b) the 3 members of Ulf's Crew on the bottom floor are painting the walls...and the floorboards...and the ceiling joists...and the cobwebs... [HR][/HR] This is an interesting scene for people to ponder. Was this: 1) Skilled (Challenge-based) Play 2) Thematic/Premise/Narrativist Play 3) Threading the needle between both [/QUOTE]
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