As noted last time, the PCs are in bad shape.
Aldwyn is dead.
Ulf is unconcious from injury, and effectively out of FP anyway.
Varmus is low on FP and hurt.
Gerry is effectively out of FP.
Bruce and Crogar are badly mauled.
Wyatt is fine, but armed with an axe.
"Tough Skeleton" is damaged but okay, but also effectively just a placeholder - it's only been attacked when there is no other possible living target.
All of the PCs are nude. They have no potions, power items, spellstones, or their usual plethora of backup weapons. They have nothing but their wits and skins and what they can take from their enemies.
And they're at their wits end. They've gotten desperate - punches to the groin, fireballs to the face (which does no extra anything, but does give a -5 to hit), and the like. It's a bit of flailing.
They're in a bad situation, as seen here:
Crogar and the tough skeleton are in the upper left, with Crogar in close combat with a norker he can't seem to Evade - it's not likely, anyway. He'd need to win a contest of DX with the norker getting a +5 . . . even a DX 9 foe would have better than 50/50 odds to beat him. They have a bit better than that.
Bruce is under a pile of norkers.
Wyatt, Varmus, and invisible floating-flat-against-the-ceiling Gerry are off to the side, having broken briefly free of the press.
They're outnumbered 17-18 to 6, with only 4 having useful combat contributions and only 3 being fighters.
So now what?
Possibilities include:
Surrender. It's possible - even likely - the enemy leaders will want prisoners. The PCs might be able to convince the norkers of that.
Gerry will try the ol' invisible wizard slink. He might make it. He might not. Wizards in GURPS are very easily able to evade capture in these circumstances, and generally are extremely hard to keep prisoner because of their ability to rip off spells. Gerry being a Mana Enhancer means this is going to be worse - and that's instantly detectable by anyone with Magery, so that won't be a secret. So he might not want to risk being a prisoner. It's possible he could swear not to try to escape in exchange for not being mutilitated or killed . . . any reasonable foe would want assurances. We'd have to play this all out.
In any case, it's unlikely they'll just be freed outright (possible, though), so a rescue mission featuring new characters might be required.
Do-or-die. We could play out a session as they fight more. They might pull out a victory and then figure out a way to escape.
Die. We could declare them all dead. That's the most likely statistical outcome to fighting it out at the odds as they are. It'll get worse if/when the enemy gets the door open again and more rush in. This is the fastest option, and means we can move right on to new adventures. The downside is the new guys are 250 points.
The hoped-for result of the enemy giving their stuff back, letting them go and giving them a reward-based mission, and then giving away enough info the let the PCs come back and kill them is not a very likely one.
I'm curious where my players will go with this. Or what others think of this turn of events.
Old School informed GURPS Dungeon Fantasy gaming. Basically killing owlbears and taking their stuff, but with 3d6.
Tuesday, June 7, 2022
Monday, June 6, 2022
GURPS Dungeon Fantasy, Session 171, Felltower 121 - Second GFS - Part III
Actual Date: 6/6/2022
Game Date: 4/10/2022
Characters:
Aldwyn, human knight (360 points)
Varmus the Hanged, human apprentice (180 points)
Gerrald Tarrant, human wizard (420 points)
3 skeletons (~35 points)
1 tough skeleton (105 points)
"Mild" Bruce McTavish, human barbarian (349 points)
Crogar, human barbarian (375 points)
Ulf Sigurdson, human cleric (366 points)
Wyatt Sorrel, human swashbuckler (379 points)
We started off in combat, with the PCs facing out with a swarm of norkers and some unarmed norkers with hunched posture, green-grey splotchy skin, and softer hide.
Right away, the PCs were looking to get out of the fight. They backed off, carefully, holding a tight line with Bruce as a bulge in it, as Ulf began to call on the Good God for help, spending 5 character points to boost his roll by +5.
And it came! Ulf made his roll by 3, asking for the Good God to put the fear of the Good God into the norkers.
It worked. For three seconds, the norkers and norker-alikes backed off and away from the PCs, unwilling or unable to attack. They made sounds of consternation and confusion.
The PCs made it back to the mouth of the hallway behind them, just inside the room, and formed four across - Crogar, the skeleton, Bruce, and Wyatt.
The spellcasters had continued to back off slowly, Varmus creating a fireball to tote with him as he went.
Then after a few seconds, the norkers and norker-alikes charged them. They ended up in a brawl in close combat, with a rank of norkers behind them. At that point, Ulf ran to the levers for the door and grabbed the left and middle ones. He then threw the middle one down. The door shut . . . partway, and then swooshed back up. With all of the melee in the way, it couldn't close.
So they fought a few more seconds, and layed down Stench and Blackout (Gerry) and two layers of Create Fire (Varmus). That plus some shoves drove the enemy back . . . and Ulf threw the switch and the door closed. He collapsed unconcious just as he did it. (Dramatic, eh?)
The foe left behind an axe that Wyatt had kick-disarmed out of the hands of a norker. Gerry Apportated it over to himself and then handed it to Crogar.
Whew.
We stayed in combat time as the PCs set up for an attack. Wyatt ran around to a wall looking for the levers - but they were gone! Turns out, he'd remembered the wrong wall (see below.) Ulf tried to throw another lever, and got fried with black fire . . . and was stuck to the lever!
He yelled in pain and Wyatt ran over and tried the third switch. No effect. So he tackled Ulf aside with a Flying Tackle, yet couldn't get him free of the lever. Another yank and he was free. Varmus, meanwhile, found the six levers on another wall. So he threw the only one that was down, up, and then threw the rightmost one from up to down. He was fried by black fire. Wyatt ran over and slammed him, hurting him but freeing him from the handle.
They milled around for another 10-20 seconds or so . . . checking walls for levers and doors . . . before the door opened again.
Beyond was a single downed norker, but then a rush of norkers and norker-alikes swamped into the room. The PCs left the flaming hexes undefended, and the enemy rushed right through - the chitinous hide of the norkers made the fire not much of an issue for a partial-second exposure. The others clearly didn't like it but ran through it anyway. The others didn't seem bothered by stench, either.
The fight broke down into two knots. Bruce and Wyatt to the PC's right, trying not to get surrounded, and quickly backed by Varmus. Crogar and the skeleton to the left, surrounded by foes. Crogar cut one unarmed type down, unclear if it's dead, but then tried to jump over a norker crouching to pick up an axe dropped with a critical failure. He failed. He tried to evade again, but still failed.
The PCs continued to fight, with Wyatt dodging around and having a hard time inflicting solid damage on either kind of norker, Varmus throwing a few ineffectual Fireball spells, and Bruce kept trying groin punches to no effect as the norkers dodged most of his attacks. Wyatt kept slashing at random and trying disarms.
This is where we had to call the session.
***
Notes:
- Quote of the day, from Ulf's player, "Felltower is all about safety."
- We had a lot of weird VTT issues today. One especially irksome one was that whenever I, the GM, did anything, I did it as the last person to do anything before me. You rolled and then I roll a die to see what happens? Shows up as you did it.
Another is that if you target a foe, it tells you their name. And you can see who is in the initiative order . . . even guys you never saw in the fight. So I, as the GM, can't put everyone into the fight and then dramatically reveal them. Nope. They show up, by name, on the list, and you know when they get to go. "Hey, there is a leader type . . . and he's going this turn." Great. Another reason to prefer tabletop.
- At some point, in the player's minds, there were some tiny lightswitch-like "switches" and big-ass "levers." There never were such. There were just panels of three or six 4-5" long bronze-like metal levers. Not easy to see in dim light, but not that big. Either way, it's a Ready to grab a lever/switch (I use the terms interchangeably) and a Ready to throw it. You can do two at a time if the setup is reasonable.
- I don't often ask for guidance on the prayer option, but Ulf spent 5 points on the roll and I wanted to have some idea what he wanted other than "miracle us out of here!" or "miracle them out of here!", both of which require criticals. He made the roll by 3 and asked for the Good God to make the foe flee with fear. So what the hell, I gave them three seconds of backing off and being unable (or feeling unwilling) to attack.
Unfortunately, the PCs didn't take very good advantage of either opportunity. With the three-second window, they backed off and formed a line at the door, which was good, and layed down Stench and later Blackout and Create Fire. But they really backed off slowly. I understand the caution, but the spellcasters also mostly backed off slowly, taking All-Out Defend (Dodge) and refusing to turn away. An out-and-out run for the switches could potentially have closed the door before they needed those spells to seal the deal and let them close the door.
After that, it was just a case of throwing switches . . . and not remembering which switches to throw. Or choosing to throw different combos. Either way, they didn't throw any combos that would "move the room" as they now feel it is doing. I thought they'd figured it out last time, so I was a little amused when they showed it was just lucky random actions and no one remembered what they were. To be honest, I couldn't tell them what they threw. I didn't keep track of all of the combes they went through in order, because I didn't need to, so I can't even have given someone an IQ roll to remember where the switches were. The fact that multiple people threw switches at different times is as good an explanation for that as any.
There was also an issue of Wyatt going to the wrong wall to throw switches. I didn't correct him, and he's sure the switches were described as being there. It must have been a miscommunication last time, and cost them a little time.
So now they're in a really bad spot. Only two PCs are armed - Wyatt with an axe, and Crogar with an axe - and they cannot seem to make any headway against the norkers and their soft-shelled buddies. They've put one down probably and one down maybe, and it cost them Aldwyn, all of their FP, Ulf, and heavy damage to Bruce, Varmus, and moderate damage to Crogar and the skeleton. They lost any tactical cohesion on the second attack, as it took them slight out of position. We played all of the turns in combat time, so this wasn't the GM declaring they were out of order. They were where they wanted to be. Their own fire prevented them from blocking the doorway with three, and they only had three guys for four hexes and left two mostly open except for fire.
So now the question is, what to do?
The players are legitimately considering options including surrender, just declaring everyone dead instead of spending the time on it or surrendering and hoping for the best (certainly they all won't just be killed outright, I'm willing to vouch for that out-of-game, too.) We'll have to game that out as Gerry will try to escape, since he's floating around invisibly. So that's a game session no matter what, I think. But it's clear they feel pretty defeated. I get why - they have two sub-optimal weapons against foes with enough native DR to make most of their attacks only somewhat effectual, and no supernatural help, and no one to spare to play with levers until they've downed a good 17-18 foes.
So we'll see.
MVP was Ulf for his dramatic actions, prayer, and quote.
Game Date: 4/10/2022
Characters:
Aldwyn, human knight (360 points)
Varmus the Hanged, human apprentice (180 points)
Gerrald Tarrant, human wizard (420 points)
3 skeletons (~35 points)
1 tough skeleton (105 points)
"Mild" Bruce McTavish, human barbarian (349 points)
Crogar, human barbarian (375 points)
Ulf Sigurdson, human cleric (366 points)
Wyatt Sorrel, human swashbuckler (379 points)
We started off in combat, with the PCs facing out with a swarm of norkers and some unarmed norkers with hunched posture, green-grey splotchy skin, and softer hide.
Right away, the PCs were looking to get out of the fight. They backed off, carefully, holding a tight line with Bruce as a bulge in it, as Ulf began to call on the Good God for help, spending 5 character points to boost his roll by +5.
And it came! Ulf made his roll by 3, asking for the Good God to put the fear of the Good God into the norkers.
It worked. For three seconds, the norkers and norker-alikes backed off and away from the PCs, unwilling or unable to attack. They made sounds of consternation and confusion.
The PCs made it back to the mouth of the hallway behind them, just inside the room, and formed four across - Crogar, the skeleton, Bruce, and Wyatt.
The spellcasters had continued to back off slowly, Varmus creating a fireball to tote with him as he went.
Then after a few seconds, the norkers and norker-alikes charged them. They ended up in a brawl in close combat, with a rank of norkers behind them. At that point, Ulf ran to the levers for the door and grabbed the left and middle ones. He then threw the middle one down. The door shut . . . partway, and then swooshed back up. With all of the melee in the way, it couldn't close.
So they fought a few more seconds, and layed down Stench and Blackout (Gerry) and two layers of Create Fire (Varmus). That plus some shoves drove the enemy back . . . and Ulf threw the switch and the door closed. He collapsed unconcious just as he did it. (Dramatic, eh?)
The foe left behind an axe that Wyatt had kick-disarmed out of the hands of a norker. Gerry Apportated it over to himself and then handed it to Crogar.
Whew.
We stayed in combat time as the PCs set up for an attack. Wyatt ran around to a wall looking for the levers - but they were gone! Turns out, he'd remembered the wrong wall (see below.) Ulf tried to throw another lever, and got fried with black fire . . . and was stuck to the lever!
He yelled in pain and Wyatt ran over and tried the third switch. No effect. So he tackled Ulf aside with a Flying Tackle, yet couldn't get him free of the lever. Another yank and he was free. Varmus, meanwhile, found the six levers on another wall. So he threw the only one that was down, up, and then threw the rightmost one from up to down. He was fried by black fire. Wyatt ran over and slammed him, hurting him but freeing him from the handle.
They milled around for another 10-20 seconds or so . . . checking walls for levers and doors . . . before the door opened again.
Beyond was a single downed norker, but then a rush of norkers and norker-alikes swamped into the room. The PCs left the flaming hexes undefended, and the enemy rushed right through - the chitinous hide of the norkers made the fire not much of an issue for a partial-second exposure. The others clearly didn't like it but ran through it anyway. The others didn't seem bothered by stench, either.
The fight broke down into two knots. Bruce and Wyatt to the PC's right, trying not to get surrounded, and quickly backed by Varmus. Crogar and the skeleton to the left, surrounded by foes. Crogar cut one unarmed type down, unclear if it's dead, but then tried to jump over a norker crouching to pick up an axe dropped with a critical failure. He failed. He tried to evade again, but still failed.
The PCs continued to fight, with Wyatt dodging around and having a hard time inflicting solid damage on either kind of norker, Varmus throwing a few ineffectual Fireball spells, and Bruce kept trying groin punches to no effect as the norkers dodged most of his attacks. Wyatt kept slashing at random and trying disarms.
This is where we had to call the session.
***
Notes:
- Quote of the day, from Ulf's player, "Felltower is all about safety."
- We had a lot of weird VTT issues today. One especially irksome one was that whenever I, the GM, did anything, I did it as the last person to do anything before me. You rolled and then I roll a die to see what happens? Shows up as you did it.
Another is that if you target a foe, it tells you their name. And you can see who is in the initiative order . . . even guys you never saw in the fight. So I, as the GM, can't put everyone into the fight and then dramatically reveal them. Nope. They show up, by name, on the list, and you know when they get to go. "Hey, there is a leader type . . . and he's going this turn." Great. Another reason to prefer tabletop.
- At some point, in the player's minds, there were some tiny lightswitch-like "switches" and big-ass "levers." There never were such. There were just panels of three or six 4-5" long bronze-like metal levers. Not easy to see in dim light, but not that big. Either way, it's a Ready to grab a lever/switch (I use the terms interchangeably) and a Ready to throw it. You can do two at a time if the setup is reasonable.
- I don't often ask for guidance on the prayer option, but Ulf spent 5 points on the roll and I wanted to have some idea what he wanted other than "miracle us out of here!" or "miracle them out of here!", both of which require criticals. He made the roll by 3 and asked for the Good God to make the foe flee with fear. So what the hell, I gave them three seconds of backing off and being unable (or feeling unwilling) to attack.
Unfortunately, the PCs didn't take very good advantage of either opportunity. With the three-second window, they backed off and formed a line at the door, which was good, and layed down Stench and later Blackout and Create Fire. But they really backed off slowly. I understand the caution, but the spellcasters also mostly backed off slowly, taking All-Out Defend (Dodge) and refusing to turn away. An out-and-out run for the switches could potentially have closed the door before they needed those spells to seal the deal and let them close the door.
After that, it was just a case of throwing switches . . . and not remembering which switches to throw. Or choosing to throw different combos. Either way, they didn't throw any combos that would "move the room" as they now feel it is doing. I thought they'd figured it out last time, so I was a little amused when they showed it was just lucky random actions and no one remembered what they were. To be honest, I couldn't tell them what they threw. I didn't keep track of all of the combes they went through in order, because I didn't need to, so I can't even have given someone an IQ roll to remember where the switches were. The fact that multiple people threw switches at different times is as good an explanation for that as any.
There was also an issue of Wyatt going to the wrong wall to throw switches. I didn't correct him, and he's sure the switches were described as being there. It must have been a miscommunication last time, and cost them a little time.
So now they're in a really bad spot. Only two PCs are armed - Wyatt with an axe, and Crogar with an axe - and they cannot seem to make any headway against the norkers and their soft-shelled buddies. They've put one down probably and one down maybe, and it cost them Aldwyn, all of their FP, Ulf, and heavy damage to Bruce, Varmus, and moderate damage to Crogar and the skeleton. They lost any tactical cohesion on the second attack, as it took them slight out of position. We played all of the turns in combat time, so this wasn't the GM declaring they were out of order. They were where they wanted to be. Their own fire prevented them from blocking the doorway with three, and they only had three guys for four hexes and left two mostly open except for fire.
So now the question is, what to do?
The players are legitimately considering options including surrender, just declaring everyone dead instead of spending the time on it or surrendering and hoping for the best (certainly they all won't just be killed outright, I'm willing to vouch for that out-of-game, too.) We'll have to game that out as Gerry will try to escape, since he's floating around invisibly. So that's a game session no matter what, I think. But it's clear they feel pretty defeated. I get why - they have two sub-optimal weapons against foes with enough native DR to make most of their attacks only somewhat effectual, and no supernatural help, and no one to spare to play with levers until they've downed a good 17-18 foes.
So we'll see.
MVP was Ulf for his dramatic actions, prayer, and quote.
Labels:
DF,
DFRPG,
Felltower,
GURPS,
megadungeon,
war stories
Sunday, June 5, 2022
Felltower pre-summary
Summary will come tomorrow, but:
- the PCs managed to hold the line against their foes . . .
- pray for divine intervention to get a brief respite . . .
- fight their way back to the room they arrived in and close the door!
- then lose track of the levers, get Ulf zapped, Varmus zapped, and then fail to find the way out before the door opened again and their foes poured through.
We left it in mid-session again, with the PCs doing quite well considering the circumstances, which are disastrous . . . net/net they are doing badly.
Full summary tomorrow.
- the PCs managed to hold the line against their foes . . .
- pray for divine intervention to get a brief respite . . .
- fight their way back to the room they arrived in and close the door!
- then lose track of the levers, get Ulf zapped, Varmus zapped, and then fail to find the way out before the door opened again and their foes poured through.
We left it in mid-session again, with the PCs doing quite well considering the circumstances, which are disastrous . . . net/net they are doing badly.
Full summary tomorrow.
Labels:
DF,
DFRPG,
Felltower,
GURPS,
megadungeon,
war stories
Saturday, June 4, 2022
Felltower Game Prep notes
We're playing our next session of Felltower tomorrow, continuing the naked brawl from last time.
- VTTs are great, but it's not the same as tabletop. I really need to sit down and map out every possible place a fight can take place, in to-the-hex accurate detail. Setting up for a fight takes more time than in person, even during the game session, even after I've mapper. It's not ideal.
- I'm still struggling with special attacks in Foundry, so I've taken to just ignoring them and I'll resolve them by hand when they come up. It's too hard to do otherwise.
- I am doubtful the game tomorrow will resolve this delve based on the length of the fight last time.
So we'll see how this goes.
- VTTs are great, but it's not the same as tabletop. I really need to sit down and map out every possible place a fight can take place, in to-the-hex accurate detail. Setting up for a fight takes more time than in person, even during the game session, even after I've mapper. It's not ideal.
- I'm still struggling with special attacks in Foundry, so I've taken to just ignoring them and I'll resolve them by hand when they come up. It's too hard to do otherwise.
- I am doubtful the game tomorrow will resolve this delve based on the length of the fight last time.
So we'll see how this goes.
Friday, June 3, 2022
Links for Friday 6/3
Links I enjoyed this week:
- Holy hell, don't charge anti-tank missiles without infantry support. I'd say this rules system accurately models history.
Seven Days To The River Rhine: The Sand Will Remember...
- Play styles from Lich Van Winkle.
- I didn't play much Wizardry after I, so I had no idea you get to play W*E*R*D*N*A in the 4th game. Very cool! It even features characters submitted to the company from earlier games . . . so you fight actual Wizardry characters as encounters.
Return of WERDNA
- I haven't watched this yet - James M. in a panel discussion. I'll probably rip the .mp3 audio from it and listen to it in the car. I can't watch a screen of talking people for very long.
- I really want to get back to playing Gamma World.
- Holy hell, don't charge anti-tank missiles without infantry support. I'd say this rules system accurately models history.
Seven Days To The River Rhine: The Sand Will Remember...
- Play styles from Lich Van Winkle.
- I didn't play much Wizardry after I, so I had no idea you get to play W*E*R*D*N*A in the 4th game. Very cool! It even features characters submitted to the company from earlier games . . . so you fight actual Wizardry characters as encounters.
Return of WERDNA
- I haven't watched this yet - James M. in a panel discussion. I'll probably rip the .mp3 audio from it and listen to it in the car. I can't watch a screen of talking people for very long.
- I really want to get back to playing Gamma World.
Thursday, June 2, 2022
GURPS Language Rules notes
Players often try to get in a lot of information in negotiations, even with Broken fluency.
But Broken just won't do it.
You can't communicate very much with it, just big, simple concepts. "Surrender!" might be fine, but "Give us your treasure or we'll kill you" might just come across as "treasure" and "kill." Or it might come across as just one of those . . . or neither . . . if you mispronounce the words or forget that word order matters in this language. Or not even know that. That's why it requires an IQ roll in stressful situations (per B. 24). Negotitations always count as stressful situations.
You need a pretty good run of IQ rolls, backed by lots of simplification of what you want, to get places in Broken. In my experience, Broken's main use, besides as a stepping stone to Accented, is so you can get some of those big concepts. You probably won't drink the bottle labeled "POISON!" or open the door saying "DANGER!" (or maybe you will anyway, but you get a chance to choose.) It's one point written, one point spoken. It's 2 points. A full 4 is what you need for most purposes, and 6 for unpenalized wide use.
It's useful to have . . . but it's not a substitute for better language skill.
But Broken just won't do it.
You can't communicate very much with it, just big, simple concepts. "Surrender!" might be fine, but "Give us your treasure or we'll kill you" might just come across as "treasure" and "kill." Or it might come across as just one of those . . . or neither . . . if you mispronounce the words or forget that word order matters in this language. Or not even know that. That's why it requires an IQ roll in stressful situations (per B. 24). Negotitations always count as stressful situations.
You need a pretty good run of IQ rolls, backed by lots of simplification of what you want, to get places in Broken. In my experience, Broken's main use, besides as a stepping stone to Accented, is so you can get some of those big concepts. You probably won't drink the bottle labeled "POISON!" or open the door saying "DANGER!" (or maybe you will anyway, but you get a chance to choose.) It's one point written, one point spoken. It's 2 points. A full 4 is what you need for most purposes, and 6 for unpenalized wide use.
It's useful to have . . . but it's not a substitute for better language skill.
Wednesday, June 1, 2022
Defensive Aura of Nobility
I know GURPS has a rule like this, but I can't find it anywhere.
This is mostly tongue in cheek, but it might work. Plus it lets me quote the extremely quotable English Bob, who pretty much just has amazing lines from start to finish.
In any case, let's go nuts with one of his lines.
Aura of Nobility
Sufficient status is defensive - a serf, a commoner, a plebian just can't willy-nilly use violence against knights, dukes, and kings. Against an armed, higher-status foe, you suffer a -1 to hit and -1 to defend for every 2 levels of Status above your own, round up. For example, a Status 0 commoner would be at a -1 to hit or defend against a Status 1 or 2 noble, -2 against one of Status 3 or 4, etc.
Against an unarmed noble, you are at -1 per rank of Status above your own. A Status -2 serf would have a -9 against a Status 7 royal! Unmarred by a threat of reciprocal violence, their dignity and majesty can overwhelm a potential assassin.
This hasn't been remotely tested and is likely completely unfair. Enjoy!
This is mostly tongue in cheek, but it might work. Plus it lets me quote the extremely quotable English Bob, who pretty much just has amazing lines from start to finish.
In any case, let's go nuts with one of his lines.
Aura of Nobility
"Well there's a dignity to royalty. A majesty that precludes the likelihood of assassination. If you were to point a pistol at a king or a queen your hands would shake as though palsied."
- English Bob, Unforgiven
Sufficient status is defensive - a serf, a commoner, a plebian just can't willy-nilly use violence against knights, dukes, and kings. Against an armed, higher-status foe, you suffer a -1 to hit and -1 to defend for every 2 levels of Status above your own, round up. For example, a Status 0 commoner would be at a -1 to hit or defend against a Status 1 or 2 noble, -2 against one of Status 3 or 4, etc.
Against an unarmed noble, you are at -1 per rank of Status above your own. A Status -2 serf would have a -9 against a Status 7 royal! Unmarred by a threat of reciprocal violence, their dignity and majesty can overwhelm a potential assassin.
This hasn't been remotely tested and is likely completely unfair. Enjoy!
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