I roll 1/2d6 and add it to "2". This gives me the Rep of the Leader.
Next I roll 1d6 versus the Rep of the Leader to see what are the Reps of each Grunt, either 1 point less, or 2 points less - but never lower than 3.
I roll for the AC, their Class.
Here's both parties.
Type
|
Class
|
Rep
|
AC
|
Align
|
Fizzbo
|
Caster
|
5
|
2
|
RS
|
Fawn
|
Missile
|
4
|
2
|
RS
|
Squat
|
Missile
|
3
|
4
|
RS
|
Percy
|
Melee
|
4
|
4
|
RS
|
Maconne
|
Melee
|
4
|
4
|
RS
|
|
|
|
|
|
Wererats
|
Class
|
Rep
|
AC
|
Align
|
Amlick
|
Caster
|
5
|
2
|
BM
|
Basil
|
Healer
|
4
|
2
|
BM
|
Catick
|
Missile
|
4
|
2
|
BM
|
Delk
|
Missile
|
4
|
4
|
BM
|
Esrazzz
|
Melee
|
4
|
2
|
BM
|
|
|
|
|
|
And now the Interaction begins.
I played Fizzbo as a Grunt to show how the mechanics work. I was a bit surprised how the fight played out. If Fizzbo was a Star he'd have used Star Power, etc. and it may have ended differently. Right now, the Wererats have looted 4 Coins and take the two Out of the Fight Grunts - Maconne and Fawn prisoner. Squat ran off. If I resolve a Grunt Dwarf on a PEF I can always use Squat.
More to come - Watch for Part Six.
Ouch. I sometimes forget how quickly things can go sideways in THW games....
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