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<span class="mu-s">Flashpan</span> spots a distant Slice-Rats, readying to patrol from check-point to check-point. She packs up her binoculars and moves to intercede, preparing a surprise.
The commotion at the Manor is noise and roaring sounds to all around, which differs little from a training day. Nothing unusual, so no hidden eyes feel much alarm.
If we can keep the crack of chemical munitions low, avoid fire and keep the Slicerats in the manor within it so they do not sprint elsewhere and bring back friends, we could avoid the Alarm ever reaching a point where we need worry about prying eyes.
Loud noise and unusual events, the blast of alchemy and destruction, as well as things that can be seen from a distance (such as black smoke from burning buildings) would raise the alarm. It seems like the common exchange of blows does not. Because this world operates on 3d6, we shouldn't worry so much until the Alarm state reaches 3, at which point it becomes theoretically possible for it to be triggered. Until then, it simply modifies any larger actions by the Slicerats, though a Patrol close by would be drawn in by the noise.
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Sal spend a Foresight
The Veteran Assocation generates 2, as they peruse plans and ponder possibilities.
Total 5.
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>MASK PHASE