# 2025-01-15 Disney Grad Nite
> [!overview]
> [session date:: 2025-01-15]
> [game:: Disney Grad Nite]
> [system:: ]
> [my pc:: ]
> [dm:: ]
> [player:: ]
>
> ---
>
> (tldr:: Summary.)
## Notes
- Lenny Cooper = [[Nick Dumas|deezy]]
- Just got dumped
- Favourite villain: Jafar ([[Aladdin (1992)]])
- Favourite protagonist: Milo ([[Atlantis The Lost Empire (2001)|Atlantis: The Lost Empire (2001)]])
- Eric Hume = [[jethoof]]
- Academic, thinks this is waste of time and should be studying
- Favourite villain: Scar ([[The Lion King (1994)]])
- Favourite protagonist: WALL-E ([[WALL-E (2008)]])
- Eloise Mills = [[Leah Ferguson]]
- The Disney nerd
- Favourite villain: Claude Frollo ([[The Hunchback of Notre Dame (1996)]])
- Favourite protagonist: General Leia Organa Solo ([[Star Wars]])
## Stats
- 3 Mind:
- Intelligence / Wisdom
- 1 Heart:
- Social / Charisma
- 0 Body:
- Strength / Dexterity
- 2 Magic: (This should actually be her top stat!)
- Arcana
## System
- 2d6 + modifier
- Results
- 2–3 No, and
- 4–5 No, but
- 6–8 Yes, but
- 9–12 No, and
- For combat, there are clocks à la [[Blades in the Dark]]
- You are racing against the enemy to win
- Pins have benefit in combat
- Once per encounter, but can be used in other encounters later
- There is no health… for either you or the enemy
## Equipment
- Jack-Jack pin
- Incredibles logo pin
- Nightmare Before Christmas regular pin
- Meg from Hercules special pin
- Staff hands Eloise a New Orleans Square spirit jersey
SpiRiT JERSEy
ABILITIES
Lucky Break If team succeeds but you don't, Disney magic allows you to reroll as a flat roll
Friend In Me When aiding your ally, you can add a +1 to both your rolls or a +2 to only your ally's roll. Must be done before the roll.
Disney Magic If on Land that matches jacket's, the land infuses its magic into your action, +4 to your roll
- Nightmare Before Christmas +1
- Incredibles logo +1
- Meg (Hercules) +2
- Jack Jack (Incredibles) +2
## Start!
- We pick up from [[2023-09-27 Disney Grad Nite]]!
- The lights come back on, and there is screaming and chaos
- Creatures! Chaos!
- They are the animatronics, come to life
- We are near It's A Small World
- Lenny evades the crush of screaming people, but is knocked over by an animatronic creature from Peter Pan's Flight
- 12 (5+5+2 Magic) as Eloise rattles off Disney lore
- It's actual jaws and actual creatures
- Cartoon characters from behind, running towards us
- She realizes they are real and runs
- Testing combat
- [?] Why is it 2 per round?
- Round 1 (2/4)
- Villains: 12 (5+5+2)
- Lenny 5
- Eloise 7+3 (+2 Incredibles, +1 Friend Like Me)
- Eric 6+1 (+1 Friend Like Me)
- Round 2 (4/4)
- Villains 7 (1+5+2)
- Lenny 5
- Eloise 5+1 (1 Nightmare Before Christmas)
- Eric 5
- We fail and are lasso'd in by a toon
- We poof and disappear like all of the other people
- We re-emerge at the centre of the park between California Adventure and Disneyland
- We sneak back in, as Eloise wants to go to the Rail
- 2d6 + (Mind or Magic) + 1
- 16 = 6 + 6 + Mind(3) + 1
- Eloise sees that the centrepoint of the chaos is Adventureland
- We hop off the Railroad at New Orleans Square
- People are more partying with ghosts and pirates, which honestly suits the vibe
- We sneak past Pirates of the Carribean, or try to
- 3 + 1 + 4 (spirit jersey)
- Adventureland is more violent chaos
- There are pirates stealing from stores
- They spot us
- Eloise tries to run to a shop for pins…
- 12 Eloise finds a pin (5)
- Chitty Chitty Bang Bang pin (+1)
- A little pushie companion, Stitch with a Duck
- 11 Eric finds a pin (8)
- Buzz Lightyear (special, +2)
- 8 Lenny finds a real sword (that used to be a toy)
- +2 to roles
> [!info] Plush Companion
> Tsum Tsum or Plush companion that stays by your side
> Each ability single use for each and every tsum tsum in the encounter
>
> ## ABILITIES
> - **Distraction** Have your companion be a nuisance.
> Use before rolling, -1 to enemy's roll
> - **Bond** Use your bond to help boost each other.
> Use before rolling, +2 to your roll (& Plush's if entity)
> - **Risky Delay** Have plush attempt a risky maneuver to discombobulate the enemy & their plans
> Use after rolling, roll 2d6 for the Plush against enemy's result
> Success: Knock back enemy's clock back 1 slice.
> Failure: Plush is unable to aid further rolls for the rest of encounter.
- Combat, Stats + Rolls
- Round 1 (both our clocks go up one each)
- Villains 11
- Eloise gives a +2 (Friend Like Me) to Lenny
- Lenny 9 » 3 + 1 + 2 (Sword) + 2 (Friend Like Me) + Heart + 1
- Eric 9
- Eloise 14 » +3 Mind + 2 (Jack Jack) + 2 (Stitch)
- Round 2 (2/4 party; 0/4 villains)
- -1 Nuisance with Stitch
- Villains 7
- Lenny 10 » + 3 Magic + 2 Sword
- Eric 7 » 5 + 2 (Body)
- Eloise 10 » 7 + 2 (Magic) + 1 (Nightmare Before Christmas)
- Round 3
- Villains 10
- Lenny 9 (4 + 3 + 2)
- Eric 9 (5 + 4)
- Eloise 11 (10 + 1 charming a raider apparently)
- +1 bonus to next roll as Eloise charmed a raider with a feather boa
- Round 4
- Villains 7
- Lenny 10 » 8 + 2
- Eric » 7
- Eloise 8 » 6 + 2 (Magic)
- [[Fantasia (1940)]] style broom fun
- Reminds them of witchcraft, which scares them
- Stitch » 4 (fail)
- Stitch wanders off, bored
- We won, so we have a couple of raider friends now