Does a good result on a Security roll for your lair drive off an intruder entirely?

Does a good result on a Security roll for your lair drive off an intruder entirely?

Does a good result on a Security roll for your lair drive off an intruder entirely? If, for example, a kill-squad of 10 tier 2 thugs roll up on your tier 0 gang’s secure lair, and you roll a 6 or a crit(If a crit is possible), does that mean your security keeps the enemy out, kills them, or drives them to retreat, entirely?

2 thoughts on “Does a good result on a Security roll for your lair drive off an intruder entirely?”

  1. I would take the tier difference into account as something that effects the result of the fortune roll. So if it’s a tier 2 kill squad vs your tier 0 defenses, I don’t think your defenses could kill them or even keep them out entirely by themselves. Against an equal-tier enemy, a 6 could be “the attackers are forced to retreat”, but I would downgrade it for the tier difference: 6 is “the intruders are sufficiently slowed for you to prepare, and some of them are wounded already”, 4-5 is “the intruders get through without many problems, but at least they don’t catch you by surprise”, 1-3 “your defenses suck against competent criminals, they get in and take anyone in the lair by surprise”.

    But maybe that’s just me being a mean GM.

  2. I’ve often wondered about how other tables handle this myself. Tier difference is usually covered by the effect reduction, which can be circumvented with smart execution. But the dice pool size will reflect it as well (because dice rolled often = tier)

    Judging it as Jakob did means that ‘punching up’ to a higher tier puts one at a double disadvantage (once with the dice pool, and again with the reduced effect), while seemingly mean, at least it is consistent..

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