# 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