Before I erase the scripting sheets, I wanted to record the playtest and share it here (I think Fuseboy has it written down as well):
For the following L: = Lunir; C: = Culhir; D: = Derelion; N: Night-Terrors (the enemy)
I was acting as the caller for the players, and had the scripting sheet for our side.
We lost the Engagement Roll (which was based upon Derelion’s Observation versus the Night-Terrors’ Stealth). In terms of Narrative, Derelion was on deck addressing his Marines when surprised by a great pack of Night-Terrors. Culhir was also on deck, and Lunir was in the Captain’s Quarters tending to his sick wife. He was explicitly not allowed to act in the first Volley and needed to be notified.
Disposition: Lunir (Ship’s Captain) 18 [Limited Exposure: Escape with minimal harm] versus Night Terrors 20 [Moderate Exposure: inflict heavy casualties].
Modifiers for Players: 1s enemy exposure (raiding), 1s better supplied, 1s artillery, 1s training, 1s dozens, 5s keep
Skill Exponent (Tactics) B4, +2 help rolled 5s + 9s = 18s.
Modifiers for Enemies: 2s winning engagement, 2s vastly outnumbering, 2s hundreds, 1s mobility advantage
Their skill exponent was 8, +7s and rolled 5s = 20s.
Exchange 1
V1: D: Attack N: Feint
Derelion Attacks with Archery (no effect)
[Clock Ticks] 16 v. 18
V2: C: Defend N: Attack
Culhir Sings, raising the alarm, but the horde is successful in doing damage -4 to Disposition
[Clock Ticks] 10 v. 16
V3: L: Maneuver N: Maneuver
Lunir comes on deck and takes control of the ship’s navigation and motive force, working for a better position. The horde heads for the bottom of the Ship, punching a hole into Belowdecks. L: buys Impede, Advantage, Lull–has to discard extra successes. N: buy Advantage, Lull, You! to open up Belowdecks
[Clock Ticks] 8 v. 14
Exchange 2
V1: L: Defend N: Feint (?)
Lunir manages to pull out a staggering number of successes from Threnodic Harmony (a Piloting Spell-Song) using the advantages from the maneuver, fate, and his Driven C-O. +6s! This also wastes the N: You!
[Clock Ticks] 12 v 12
V2: D: Defend N: Attack
Derelion uses Command to get his Marines in good order and lead a more coordinated defence. +3s!
[Clock Ticks] 13 v. 10
V3: C: Defend N: Attack
Culhir Sings the Lament of Stars to dazzle the enemies with Wonderment. It negates the attack, but does not gain any ground.
[Clock Ticks] 11 v. 8
Exchange 3
The Tim has established narratively that the N: are enraged and in disarray. After we turned it around in the last Exchange, I argue with Countercheck that this means they will attack, not Feint, and that we should Defend. Countercheck is right, they Feint, and the OOC Compromise is he gets to use this against me for the next two sessions.
V1: L: Defend N: Feint
Lunir makes a rousing speech, using Oratory to encourage his crew to fight in the ship’s defence. Uses Fate and a C-O, manages to hold the Feinting N: to a standstill.
[Clock Ticks] 9 v. 6
V2: D: Attack N: Feint
Derelion uses his knowledge of Tactics to successfully anticipate the shifting of the swarm of hunters, and is there to meet them and gain the upper-hand. +1s
[Clock Ticks] 7 v. 3
V3: C: Defend N: Attack
Culhir leads the crew in song, rousing their spirits and putting them in better stead to fend off the attack and regroup. +1s
[Clock Ticks] 6 v. 1
Exchange 4
The N: are badly on the ropes, bu the engagement is still not as favorable as the players want. We discuss it, and realize that the clock determines that the N: must defend for the first action, if they want any chance to stay in, therefor it is safe to Defend. I want to Defend all three actions to rebuild or disposition above half, but Fuseboy, playing Derelion’s eagerness for battle, insists on leading an attack to finish them, not wanting to risk that they will Feint in the second volley, so it becomes a matter of whether Lunir can build enough disposition in V1 to reduce the severity of the compromise, and whether Derelion can end it in Volley 2. Countercheck’s character stands ready to defend in Volley 3, if the N: survive that long.
V1: L: Defend N: Defend
Lunir uses Command to restore shipboard order and functioning. +4s. N: regroup away from the ship. +2s.
[Clock Ticks] 8 v. 1
V2: D: Attack N: Maneuver
Derelion, putting himself In Harm’s Way, takes his Sword to the foes, making an example for the crew, but fails to drive them off, and takes a Midi wound.
[Clock Ticks] 6 v. -1
The ship comes out victorious, though it has lost two-thirds of the Disposition. The Compromise is based off od the Moderate Exposure goal of the N: to inflict massive casualties, so it is decided that this ship is lightly damaged, but that the crew are very injured. All Relationships survived, but any Circles roll to contact a crew member or Marine is at +2 Ob until the ship has time to rest, recuperate, and rebuild the crew. If the circles test fails, the crew member is dead.
The first test of this happens immediately after the battle, as the sails were narratively shredded during its course. Lunir had to circle up the Sailmaster to get the repaired–failure would have meant that he was dead and the ship was not able to sail as fast or be as maneuverable until they were replaced.
Also, Counterceck was right about the argument being in the third Exchange–I suppose I will hear of that for two sessions, too!