By investigating the criminal syndicate's operations in the slums and the loose ends that they've left behind, the party is able to extrapolate where the True Scions might be located. They've done their best to cover up their tracks but they are brutish criminals at the end of the day and not exactly experts in covert activities. As it turns out, they were no longer found in the bustling metropolis but have ventured deep into the Desolation, one of the last places anyone goes who looks for anything. It is not uncommon for criminal elements to operate within the Desolation. Many use the forsaken territory as a means to dodge law enforcement but only scavenger gangs and small outfits are able to operate in the long term.
Once knowing where to look for the True Scions, it is rather difficult to miss the sounds of industrial vehicles and the numerous flood surrounding a dig site situated inside a collapsed shell of what looked like a temple. Even as the investigators arrive, they will see heavy machinery being used to clear the rubble. The True Scions have set up a defensive perimeter around the block consisting of defensive cover, watch posts, and even heavily armed emplacement to make it look like something of an urban military base. There's no denying that they've withdrawn a large amount of money from their holdings and have been spending it on everything here. Several pirates and their hastily hired ronin stand guard as they force the heimen to continually work as they keep watch. It seemed like the True Scions were not going to take any chances on either spirits or intruders. The ominous locale hasn't done anything to dull their senses, making them especially uneasy.
Now, was the time to strike!
Heroic Actions
Prior to rolling for initiative and starting combat, each investigator will have the opportunity to use a heroic action. A heroic action allows a narrative opportunity for the investigator to charge into combat, dodge through potential danger, and potentially take out some mooks along the way. The end result, if the investigator is successful, will grant either the investigator or the party a slight advantage in combat. However, this all comes with a risk as it will also allow for retaliation from the enemy should they fail. Ultimately, it will be up to each investigator if they wish to seize the opportunity to play heroes or play it safe and lay low.
If an investigator fails a roll here, they will take 1k1 Damage with exploding dice.
The True Scions also have patrols in the area and will quickly move to intercept the combat in 3 rounds.
Also, the number of Threat points collected in the previous event will determine the difficulty of the Heroic Actions. They are as follows.
- 0-3 Threat Points: The True Scions have little idea that they have been tailed this entire time. Roll as normal. Enemies are in Ashigaru Armour.
- 4-8 Threat Points: The True Scions have been expecting a confrontation, although they are unaware of who. As a result, they are better armed for retaliation as ar result and investigations take an additional +1k0 in damage (for a total of 2k1 damage) from a failed roll in this portion of the event. Enemies are in Light Armour with Reduction 3.
- 9+ Threat Points: The True Scions are fully aware that Matsu Eriko and her associates have been interested in their activities. They have been more than prepared for their confrontation. All TNs in this portion are raised by 5. Enemies are in Light Armour with Reduction 5.
Here are the Heroic Actions that our investigators may use. Each investigator may only take one Heroic Action prior to rolling for initiative to start combat.
1. Heavy Firepower
Through highly illegal means, the True Scions have managed to procure themselves some old military hardware to bolster their firepower and this includes a surplus of heavy assault rifles from a campaign several decades old. The old guns may lack the refined comfort features taken for granted in some of the more recent designs but they still pack an effective punch and are able to shred through enemies with ease. There is a crew manning the gun atop of a parked technical vehicle that may pose a significant risk alter if not dealt with. An investigator may attempt to neutralize them and potentially commandeer the gun for themselves.
Mechanics: Make a Brawl/Agility or Melee Weapon/Agility skill check at TN20. On success, the investigator disables the heavy assault rifle emplacement. If a successful raise is called, the investigator takes control of the heavy assault rifle emplacement. A failure here will result in 2k1 Damage instead, or 3k1 Damage at 4 Threat Points or greater. Once successful, no other investigator can select this option. Please note that the gun is stationary and may require some work to remove.
The (old surplus) heavy assault rifle does 4k4 base damage with a range of 500' and has 5 shots.
2. High Ground
There is an elevated walkway that the True Scions have been using as a make-shift guard tower. It provides enough of a vantage point for someone to supervise the dig and ensure everyone continues to do their job. A lone rifle-totting ronin stands guard and keeps a lookout for trouble, which seems to be standard procedure for their operations.
Mechanics: Make an Athletics (Climbing)/Strength skill check at TN20. On success, the investigator subdues the watchman and gets a Higher Ground bonus of +1k0 to all Ranged Attack rolls against opponents at the lower ground while remaining at the walkway.
3. Battle Awareness
Strewed about the site are various mounds of rubble from the ongoing excavation of the ruins, as well as crates of shoring material to maintain their tunnels. The roads have long crumbled here and the heavy vehicles rolling through the streets lately haven't helped, creating some craters that could be used as makeshift foxholes against fire from certain angles. An investigator with keen battle senses could take advantage of the terrain here.
Mechanics: Make a Battle(Skirmish)/Perception skills check at TN15. If successful, the investigator can choose to either start combat in cover, granting +5 ATN to all Ranged attacks, or begin with a free move equal to their Water Ring x10 in feet. If a raise is called, both these options may be selected. The investigator choosing this option may also call a raise to grant the same bonuses to another teammate.
4. Cover Fire
One way to fight defensively, and attract a large amount of attention, is to start firing on the enemy. The investigator may fire at the enemy in hopes of scaring away some people and suppressing the remaining hostiles. This is a bold move, considering that it may not prove effective in an open space with spread-out targets, they may just as likely fire back without recourse.
Mechanics: Make a Firearms/Reflexes skill check at TN20. If successfully, opposing combatants suffer -1k0 to all attack rolls on the first round of combat. For each Raise successfully called, opposing combatants suffer an additional -1k0 to their attack rolls on the first round of combat.
5. Sneak Attack
By keeping a low profile and sneaking around the side, an investigator can make their way toward the enemy flank or get as close as they wish. This can either put them in an advantageous position to ignore their cover or potentially even engage them in melee combat without giving them the chance of being shot at first by catching them unawares.
Mechanics: Make a Stealth/Agility skill check at TN20. If successful, the investigator may begin somewhere behind enemy cover or engage with an enemy of their choice.
6. Cause A Distraction
The True Scions have brought a large stock of equipment and tools for their digging operation. This consists of industrial vehicles, power generators, and various other mining apparatus. If they wish, an investigator may fashion a distraction with a combination of things found on site, which can cause enough trouble to allow others to get the jump on them or delay the arrival of reinforcements from making their way to the battle.
Mechanics: Make either an Engineering(Construction)/Intelligence or Drive/Agility at TN10. On success, reinforcements can be delayed by 1 round or one investigator of their choice receives +1k0 to their initiative roll. For each raise successfully called, the investigator can choose another one of the above bonuses.
Roll For Initiative
After everyone has elected to take a Heroic Action and made their roles to determine their success (and any applicable bonuses or penalties), please roll for initiative. If any of the Heroic Actions provide any bonuses based on choice, please indicate what was chosen based on success.
The Map for Round 0