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23:39, 18th April 2024 (GMT+0)

C1S2: Down, but not out.

Posted by GMFor group 0
GM
GM, 89 posts
Mon 10 Jun 2019
at 20:33
  • msg #1

C1S2: Down, but not out

As your body slices through the sky, it buffets and twists your hair and gear and flattens your clothes aginst whichever side of you is down at any given moment.

Themes
  • Life flashing before your eyes
  • Do not go gently into that good night
  • Collision Course

Obstacles
Don't let the floor hit you on the way out — 1[3] — DT2
—Fast and Furious, All downhill from here
—Ouch - If this tile reaches DT4, you hit the ground.

I think you get a starting reaction shot for a new scene, so make a check if you'd like. Some conditions would help drain the obstacle's drama before it kills you.

This message was last edited by the GM at 21:20, Mon 10 June 2019.
Seraph
player, 63 posts
as the Siren
Wed 12 Jun 2019
at 20:15
  • msg #2

C1S2: Down, but not out

That definitely did not go as planned, and now the Siren is only not screaming because she doesn't have enough air in her lungs at once to do so. Seraph looks around frantically for anything that could help, and decides to reach out towards the chasm wall, energy swirling around her hand as she desperately tries to form a link.

[New year, new desperate attempt to do a thing! :D Going to play to Death From Above (my death, this time) to try and create a Linked To Wall condition to hopefully slow my fall. The idea being that the fall obstacle will hopefully be tripping it whenever I move downward.

13:14, Today: Seraph rolled 5 using 1d10 with rolls of 5.  Death From Above Check.

A 5 hits our assumed difficulty! Hopefully this doesn't warrant pulling the target upward...]

GM
GM, 92 posts
Wed 12 Jun 2019
at 20:33
  • msg #3

C1S2: Down, but not out

You feel the distinctive affirmation that the link binds—to some random specific hunk of rock and earth about the size of your flailing form that is rapidly accellerating toward terminal velocity of 122 mph (or 53 frightful meters per second).

Your link strains as distance grows between yourself and the chunk you phaselinked. When you return your attention downward, you barely have time to notice the cloud of small, fleshy avian creatures streaming out of a crevice in the wall below you, making a cacophany of horrible screeching cries. You fall like a bullet into their fluttering mass, enveloping you in talons and tiny bodies flashing before your eyes, and challenging your willpower clinging to your stretching phaselink.

The fall Obstacle trips your "Linked to the wall" Condition for -1 DT.
Then rolls with Life Flashing Before Your Eyes vs 5 to regain +1DT. Still sitting at 2, but at least you're not closer to dying.

15:31, Today: GM rolled 5 using 1d10 with rolls of 5.  Falling Check.

Seraph
player, 69 posts
as the Siren
Fri 14 Jun 2019
at 22:16
  • msg #4

C1S2: Down, but not out

A momentary flail and Seraph manages a scream.

"HOLY CRA--" her voice drowned out by the flapping and shrieking. She turns to look above her once the scratching and noise is passed, still a bit rattled, but forming a plan. She pulled together her concentration on the rock and charges her energy, swapping places with it. That should buy her a few more seconds, long enough to get to part two...

[Making another Check, this time for a Drama Effect! Playing to Do Not Go Gently Into That Good Night.

15:15, Today: Seraph rolled 8 using 1d10 with rolls of 8.  Do Not Go Gently Check.

That's definitely enough to net me a Drama Token, bringing me up to 2!]

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