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07:28, 6th May 2024 (GMT+0)

Mission 1, Scene 2: The Long Climb.

Posted by GamemasterFor group 0
Gamemaster
GM, 67 posts
Tue 5 Oct 2021
at 03:00
  • msg #1

Mission 1, Scene 2: The Long Climb

After you gather your wits (and inventory your lost possessions), you take note of the fact that the mist has intensified to the point where visibility is down to a few meters. Those who want to claim spears from the edeinos do so, and then the task of finding a building begins.

Attempts at using location services on cell phones fail. Picking a direction and moving straight almost leads to disaster, but fortunately, something ahead of you falls into the river, allowing you to change direction in the nick of time. After what seems like hours, a building appears at the edge of your vision. The sign on the outside, though heavily damaged, can be made out to read "Hotel Americana." The outside is worn and decaying, and extends up beyond the range of your reduced vision.

A hole in the side indicates the former location of the front door. The mist no longer affects your vision after entering. The inside is worse than the outside. Most of the furnishings have collapsed or disintegrated, and the rest are ready to follow suit.

The elevator has no power, so it's time for the stairs. There is no subway entrance, but the building appears to extend dozens of stories up. There are three places where the stairs are either missing or too brittle to use. To represent the efforts, I will need a Strength test from each character. The Difficulty Number is 14. Destiny Cards and Possibilities may be used. On a failure, you will suffer 2 Shock that will remain until after you enter the Ukhaan Tower. On a Mishap (i.e., a natural 1 on the die), that will increase to 4 Shock.
Johnny Ichii
player, 42 posts
Pan Pacifica
Ion Gusoku
Tue 5 Oct 2021
at 03:35
  • msg #2

Mission 1, Scene 2: The Long Climb

20:08, Today: Johnny Ichii rolled 16 using 1d20.  STR check. For +3
Play Adrenaline for +3
Total 14


Johnny starts to get winded and he reaches down deep for the power to push through.
This message was last edited by the player at 03:36, Tue 05 Oct 2021.
Case Morrow
player, 31 posts
Core Earth
Psychic
Tue 5 Oct 2021
at 03:58
  • msg #3

Mission 1, Scene 2: The Long Climb

Case looks up the stairwell despondently before he begins the tiresome ascent.

OOC

23:54, Today: Case Morrow rolled 7 using 1d20.  STR check.

Picks up spear as a side note.

This message was last edited by the player at 07:32, Tue 05 Oct 2021.
Ivan Borovich (Headshot)
player, 11 posts
Russian Soldier
and Realm Runner
Tue 5 Oct 2021
at 06:40
  • msg #4

Mission 1, Scene 2: The Long Climb

Ivan trudged stoically up the endless stairs.


08:35, Today: Ivan Borovich (Headshot) rolled 6 using 1d20.  STR check.
Result 9, 2 shock taken.

Jacob Amer (Revenant)
player, 23 posts
AKA-Revenant
Cosm-Nile Empire
Tue 5 Oct 2021
at 11:08
  • msg #5

Mission 1, Scene 2: The Long Climb

In reply to Gamemaster (msg # 1):

Grabbing a spear, Jacob makes the climb without issue. No surprise for anyone travelling with him. He had not rested, drank, or eaten for the entire journey.

However was slightly huanted by the image he had seen earlier. He had seen Rashida. He knew rationally it was not her. That lizard thing had put the picture in his head. He should have been happy to see her, even briefly. Still...if he had listened to her, she might be alive right now. They both might be.

ooc-07:03, Today: Jacob Amer (Revenant) rolled 19 using 1d20.  Climbing roll. Total=19.

Playing cosm card.

Cosm Card
Title:Perils of the Living Land
DescriptionPlay when traveling the Living Land.
 The party must negotiate a dangerous obstacle, such as a massive waterfall they must climb, a raging river they must swim, etc.
 All Storm Knights gain 1-3 Possibilities once the obstacle is overcome based on the danger introduced (GM's call).



This message was last edited by the player at 18:31, Tue 05 Oct 2021.
Gamemaster
GM, 69 posts
Tue 5 Oct 2021
at 19:12
  • msg #6

Mission 1, Scene 2: The Long Climb

Four people make it to the top of the hotel, some more exhausted than others. Seeing the clear sky above the mist refreshes everyone's soul and earns you all one Possibility OOC: I have already added this Possibility to everyone's character sheet. As for Ash, he seems to be lost at the moment. If he shows up, I will work out the details. The red and blue Ukhaan Tower is within sight, but will require moving across several rooftops to reach. It is encased in a blue and red crystal shell, that seems thinner at the top. It is a sight to behold. Near it is a crane that looks like it can be moved into a position to crack the shell and gain access.

The feeling is interrupted by a guttural yell coming from your right side. An edeinos riding a flying lizard shouts and points a spear in your general direction. This attracts another edeinos on a flying mount from the opposite side of the building. A murmur of grunts from below heralds the presence of more edeinos climbing up the sides of the buildings around you.

OOC: The main goal is to enter the tower. This will end the scene and give people a chance to rest up. This will be conducted as a Dramatic Skill Resolution. There is no time limit to complete it, but given the horde of edeinos climbing up the buildings, it seems a good idea to hurry. See the notice on how Dramatic Skill Resolution works.

The Steps
Step A: The path contains a number of carnivorous plants that appear hungry. A find total of 14 is needed to find the path that avoids them.

Step B: One crossing is too large of a gap to jump. A science total of 14 allows for a safe bridge to be fashioned from the nearby materials (pole, planks, vines, etc.)

Step C: The crane must be pushed hard enough into the tower to crack the crystal shell around it. This takes a Strength total of 18.

Step D: Once Step C is done, the players can easily get across. Then the crane needs to be pushed far enough away to keep the hordes from pouring into the tower with you. This is also a Strength test, but only a 14 is needed.

The flying lizards are currently 35 meters away, and the edeinos riding them each carry two spears. There are eight edeinos who will reach you after Round 3, and more that will arrive after that.

Title:Comeback!Dramatic Skill ResolutionA, B, C
Standard:H Inspiriation/V -Dramatic:H -/V -
Approved Action:AnyAdditional?: 

Inspiration overrides the Shock from the stairs, so everyone's Shock damage is healed. "Any" as an Approved Action refers to anything other than completing steps of the Dramatic Skill Resolution. If at least one other action succeeds, you can draw a Destiny Card.


Jacob Amer (Revenant)
player, 24 posts
AKA-Revenant
Cosm-Nile Empire
Tue 5 Oct 2021
at 19:55
  • msg #7

Mission 1, Scene 2: The Long Climb

In reply to Gamemaster (msg # 6):

"I think I can move the crane, if I can get close enough. Anybody have any ideas how we can do that?" Jacob suggested to the others, peering at the crane while adjusting his fedora.

OOC-I have a strength 13 and possibilities to burn. I can do steps C & D with assistance.
This message was last edited by the player at 20:34, Tue 05 Oct 2021.
Johnny Ichii
player, 43 posts
Pan Pacifica
Ion Gusoku
Tue 5 Oct 2021
at 21:45
  • msg #8

Mission 1, Scene 2: The Long Climb

Moved
This message was last edited by the player at 21:46, Tue 05 Oct 2021.
Ash (Alex Wilson)
player, 12 posts
Cyberpapacy
Cyberwarlock
Tue 5 Oct 2021
at 22:24
  • msg #9

Mission 1, Scene 2: The Long Climb

Ash had gotten a bit nostalgic as they entered the building; it was the first time he'd been back to the US in 3 years, and to see it in such a state; well no matter of descriptions could have prepared him for this. However his reverie had caused him to linger behind the others, so he had to double time to catch up to them.

He started running up the stairs, leaping over the places where the stairs were no longer, and using his cyberarm to grab the banister above and keep him moving.

"Sorry about that guys, I got a little distracted," he says when he catches up.

9 Str w/cyberarm, +5 = 14

17:13, Today: Ash (Alex Wilson) rolled 18 using 1d20.  Str Check.

Gamemaster
GM, 72 posts
Tue 5 Oct 2021
at 22:34
  • msg #10

Mission 1, Scene 2: The Long Climb

Taking a closer look at the edeinos on the flying mounts, you notice they are reality-rated with 2 Possibilities each.
Case Morrow
player, 35 posts
Core Earth
Psychic
Wed 6 Oct 2021
at 02:48
  • msg #11

Mission 1, Scene 2: The Long Climb

Case scans the rooftop for a way through the plants and how to get to the crane.

OOC
Extra Effort for Ash's multi-action dramatic skill test.


22:40, Today: Case Morrow rolled 11 using 1d20.  Extra Effort (Mind).

hrm.... even if I spend a possibility I'd still likely give Ash a +1 for a roll he might (or likely) have to spend a possibility on anyway.  So going to let that roll stand as a failure.

Moving Drama to pool.

Gamemaster
GM, 74 posts
Wed 6 Oct 2021
at 03:12
  • msg #12

Mission 1, Scene 2: The Long Climb

OOC: Your Mind is 10, so that's a success. If no one else helps out, Ash will get a +1 to the DSR.
Johnny Ichii
player, 45 posts
Pan Pacifica
Ion Gusoku
Wed 6 Oct 2021
at 07:39
  • msg #13

Mission 1, Scene 2: The Long Climb

Jonny rolled a 5 for a -4 or a total of 4, effectively wasting his turn Pooling Idea

Johnny looks around and gets distracted by the symmetry of the situation. It's almost like a Haiku overlay. Which gives him an Idea.

OOC: this is where timing is critical...if allowed I will play my Just Pooled Idea, saying loudly "It's like a non-newtonian fluid poured into a non-euclidian solid...look for the Ebbs, not the flows!".

If he can't play it this turn he will next.

Ivan Borovich (Headshot)
player, 12 posts
Russian Soldier
and Realm Runner
Wed 6 Oct 2021
at 08:33
  • msg #14

Mission 1, Scene 2: The Long Climb

With no ammo Ivan couldn't take the simple solution of shooting the fliers, but flying limited their options as well as his and he moved forward into their flight path, tucking himself into the side of an aircon housing such that they would have to thread their way through the maze of rods, wires and struts on the top of the building to reach him (or past him, the others).

Action: Maneuver
Played: Hero

Jacob Amer (Revenant)
player, 25 posts
AKA-Revenant
Cosm-Nile Empire
Wed 6 Oct 2021
at 11:24
  • msg #15

Mission 1, Scene 2: The Long Climb

Seeing the incoming flyers, Jacob readies the spear to throw. If they get closer, he might have a shot...

OOC-using aim action. Playing out drama card. Will that still get me a card?
This message was last edited by the player at 11:25, Wed 06 Oct 2021.
Ash (Alex Wilson)
player, 15 posts
Cyberpapacy
Cyberwarlock
Wed 6 Oct 2021
at 13:59
  • msg #16

Mission 1, Scene 2: The Long Climb

As the others focus on the immediate threats, Ash starts to scan the rooftop. "There, we can co that way and avoid those weird plants...hurry!" he yells out to the others as he goes through first, showing them the safe path.

As he gets to the massive hole that he knows he can't jump, he quickly looks around, "Case, there, grab that, if we use that along with these, we should be able to make a makeshift bridge."

Success for steps A & B

Adding Supporter to my action pool

Used 1 possibility (which should leave me with 6)

Die Roll: 4+17=21 (+8 Bonus)

Step A: -2 (multiaction) +11 (Find) +8 (bonus) +1 (Case extra effort) = 18
Step B: -2 (multiaction) +10 (Science) +8 (bonus) +1 (Case extra effort) = 17

08:47, Today: Ash (Alex Wilson) rolled 4 using 1d20.  Multiaction (Steps A & B).
08:47, Today: Ash (Alex Wilson) rolled 17 using 1d20.  Possibility.

Gamemaster
GM, 75 posts
Wed 6 Oct 2021
at 16:22
  • msg #17

Mission 1, Scene 2: The Long Climb

Summary of Player Turn

Case and Johnny: Case finds the start of a winding path through the carnivorous plants and quickly gathers some planks and vines and hands them to Ash. Johnny tries to help by examining the feng shui of the battlefield, but can't come up with anything in time.  Net Result: +1 to Ash attempting the DSR. Case earns a Destiny Card for successful aid.

Jacob and Ivan: Jacob takes aim at the flyer on the left. This does not earn a Destiny Card, as that requires a successful test against something, but will give him +4 to the attack next round. As they make their way across, Ivan moves so that the flying beast on the right will have to negotiate through wires, distracting the edeinos with the spear above it. (Making something Vulnerable when no one is attacking it before it acts is pointless, so changing it to Stymied, giving the edeinos a -2 on the coming attack.) Net Result: Ivan earns a Destiny Card for successful Maneuver. Rider is Very Stymied. Jacob gets +4 on his thrown spear attack next round.

Ash: With Case pointing out the start of the path and bringing extra vines and planks, Ash marks out the path toward the crystal tower. At the gap, the two of them tie them together to make a bridge across and get people across. Net Result: Step A and Step B complete.

Villain Turn
The edeinos warriors climbing up the sides of the buildings move closer, shouting threats in their hissing clicking language. They will need to do this two more rounds before they can join the fight. The current building has 10 warriors that can reach you at that time.

The lakten (as Quinn called the flying lizards) partially close to within 20 meters. This is medium range for the warriors' spear attacks, and they take them, one at Jacob, the other (Very Stymied) vs. Ivan. Both spend a Possibility to improve their attack.

vs. Jacob: 10 missile -2 range +8 bonus =16 vs. dodge 10. 12 base damage +2 bonus die = 14 damage (2 Shock)
vs. Ivan: 10 missile -4 Very Stymied -2 range + 9 bonus =13 vs. dodge 15. Miss.


10:29, Today: Lakten Riders rolled 9 using 1d20, rerolling max.  Spear vs. Jacob (-2 for range).
10:32, Today: Lakten Riders rolled 13 using 1d20, rerolling max.  Possibility vs. Jacob. Final die roll 22 (+8 bonus)
10:34, Today: Lakten Riders rolled 18 using 1d20, rerolling max.  Atttack vs. Ivan (Very Stymied, -2 for range).
10:34, Today: Lakten Riders rolled 6 using 1d20, rerolling max. Counts as +10, final die roll 28 (+9 bonus)
10:44, Today: Lakten Riders rolled 14 using 1d6+12, rerolling max with rolls of 2.  Damage to Jacob.


End of Combat Round 1
Name(Possibilities)MeleeDodgeUnarmedIntimidateManeuverTauntTrickWillpowerWillWoundsShockConditions
Lakten 1N/A131291254740/20/9 
Lakten 2N/A131291254740/20/9 
Lakten Rider 1 (1P)101111101056860/30/8 
Lakten Rider 2 (1P)101111101056860/30/8 
Edeinos Warriors10111110105686-0/8 

Die Roll123-45-67-89-1011-1213-1415161718192021-2526-3021-3536-4041-4546-50+5
BonusFail-8-6-4-2-1012345678910111213+1

Cards in Pool

Ash
Title:Supporter
DescriptionAdd +3 to the total of another character's test.
 You may play this card after learning the result level of the test but before applying its effect.

Case
Title:Drama
DescriptionPlay this card as a Possibility.
 You may only play one Drama card per test, but you may spend it in addition to regular Possibilities and/or a Hero Card.

Ivan
Title:Hero
DescriptionPlay this card as a Possibility.
 You may only play one Hero card per test, but you may spend it in addition to regular Possibilities and/or a Drama Card.

Jacob (1 Shock suffered)
Title:Drama
DescriptionPlay this card as a Possibility.
 You may only play one Drama card per test, but you may spend it in addition to regular Possibilities and/or a Hero Card.

Johnny
Title:Idea
DescriptionGain a clue or insight indicating the next course of action your character should take,
 or play to change the Approved Action line of the Drama Card to "Any".


Card for Round 2
Title:Run Away!Dramatic Skill ResolutionB, D
Standard:V Up/H -Dramatic:V Inspiration/H -
Approved Action:Defend/ManeuverAdditional?: 

I will leave this here so anyone who wants to defend can do so. The lakten will close to within 5 meters and their riders will throw their last spear. The climbers will get closer, but still will not be able to attack this round.

This message was last edited by the GM at 21:13, Wed 06 Oct 2021.
Case Morrow
player, 36 posts
Core Earth
Psychic
Wed 6 Oct 2021
at 16:48
  • msg #18

Mission 1, Scene 2: The Long Climb

Case finishes up helping Ash and sees the Lakten fast approaching.  Staring at one of the riders an arc of flame bursts forth from him to strike the lizardman.

OOC

12:36, Today: Case Morrow rolled 4 using 1d6.  1 BD.

18 fire damage

12:35, Today: Case Morrow rolled 12 using 1d20.  pyrokinesis Lakten rider.

Moving Adrenaline to Pool.

Whoever is making the STR DSR trade me.  Case likes things that add to spirit, puppies and possibilities:-).

This message was last edited by the player at 16:48, Wed 06 Oct 2021.
Johnny Ichii
player, 46 posts
Pan Pacifica
Ion Gusoku
Wed 6 Oct 2021
at 16:57
  • msg #19

Mission 1, Scene 2: The Long Climb

09:52, Today: Johnny Ichii rolled 13 using 1d20.  Active D.

Playing Idea to make C favored.


Johnny walks to the middle of the area and starts spinning is katana in a defensive propeller/inverse paralella-teardrop patern to knock away any incoming attacks. He yells back, "Use the chocks! Release some and leave others and it should pivot like a see-saw !"
This message was last edited by the player at 19:45, Wed 06 Oct 2021.
Gamemaster
GM, 76 posts
Wed 6 Oct 2021
at 17:19
  • msg #20

Mission 1, Scene 2: The Long Climb

Case Morrow:
Case finishes up helping Ash and sees the Lakten fast approaching.  Staring at one of the riders an arc of flame bursts forth from him to strike the lizardman.


OOC:
They have initiative this round, so the attack will happen after they throw spears. All I need to know now is who is invoking Active Defense. Doesn't look like Case is.

Ash (Alex Wilson)
player, 17 posts
Cyberpapacy
Cyberwarlock
Wed 6 Oct 2021
at 17:21
  • msg #21

Mission 1, Scene 2: The Long Climb

Not using active defense
Jacob Amer (Revenant)
player, 26 posts
AKA-Revenant
Cosm-Nile Empire
Wed 6 Oct 2021
at 17:28
  • msg #22

Mission 1, Scene 2: The Long Climb

In reply to Gamemaster (msg # 20):

OOC-not actively defending
Lakten Riders
Sentry, 1 post
Living Land
Reality Rated
Wed 6 Oct 2021
at 22:28
  • msg #23

Mission 1, Scene 2: The Long Climb

OOC from Gamemaster: I would wait for Ivan, but the lakten rider decided to go for Johnny instead, so I can run from here.

The lakten continue to fly closer to the group, but the combination of building hopping and Ivan's previous maneuvering prevent them from landing. They close to short range (5 meters) and the riders chuck their last spears.

The rider on the left hissed at Jacob. The last time she saw a human fully wrapped in cloth (including the face) was at their funeral rite. This one shouldn't be awake, and she intended to fix that. Lanala apparently agreed, as the strike was nearly perfectly aimed. But what Lanala and the rider didn't know was Jacob's vest was tough and prevented the spear from penetrating. He still took the force of the blow though. (2 Shock)

The rider on the right decided not to try to dig out the Russian, distracted by the spinning Johnny out in the open. The spear came out flying toward him. The aim was accurate, but the speed of the rotation kept the spear from penetrating. (2 Shock. No card, as the attack hit).

OOC:
16:41, Today: Lakten Riders rolled 26 using 2d20, rerolling max with rolls of 10,16.  Attack vs. Jacob (Up).
16:42, Today: Lakten Riders rolled 33 using 1d20, rerolling max with rolls of (20+13)33.  Rerolling 10 on Jacob.  Total die roll 59 (+15 bonus)
Missile Weapons 10 +15 bonus number = 25. Spectacular vs. Dodge 10. I use the Cassandra Files adjustment that allows 3 bonus dice on Spectacular. Hoping for the first use to be by a player, but those are the breaks.
16:50, Today: Lakten Riders rolled 9 using 3d6, rerolling max with rolls of 2,5,2.  Bonus Dice on Jacob.
Base Damage STR+2/12 + 9 from bonus dice =21. 2 Shock vs. Armor 17.
17:02, Today: Lakten Riders rolled 22 using 2d20, rerolling max with rolls of 10,12.  Attack vs. Johnny (Up).
17:03, Today: Lakten Riders rolled 6 using 1d20, rerolling max with rolls of 6.  Reroll 10 on Johnny. Total die roll 28 (+9 bonus)
Missile Weapons 10 +9 bonus number = 19. Good success vs. dodge 12 (11 + 1 active defense).
17:12, Today: Lakten Riders rolled 1 using 1d6, rerolling max with rolls of 1.  Bonus Die vs Johnny.
Base Damage STR+2/12 + 1 from bonus die =13. 2 Shock vs. Armor 12.

Gamemaster
GM, 79 posts
Wed 6 Oct 2021
at 22:39
  • msg #24

Mission 1, Scene 2: The Long Climb

Case's attack happens now. The lakten rider shrieks in agony as the fire hits home. (1 Wound 2 Shock)

Johnny chose to actively defend, so his turn is over. The rest can act now.

OOC

12:36, Today: Case Morrow rolled 4 using 1d6.  1 BD.

18 fire damage

12:35, Today: Case Morrow rolled 12 using 1d20.  pyrokinesis Lakten rider.

Moving Adrenaline to Pool.

This message was last edited by the GM at 22:50, Wed 06 Oct 2021.
Jacob Amer (Revenant)
player, 29 posts
AKA-Revenant
Cosm-Nile Empire
Thu 7 Oct 2021
at 00:44
  • msg #25

Mission 1, Scene 2: The Long Climb

Jacob felt the spear hit him, but like before he barley felt it. He did not really experience pain like he remembered it. It was more like a slight pressure against his body, made even less by the vest under his trenchcoat. The spear dropped to the ground, unable to puncture vest or dead flesh.

He was no javelin expert, but his aim appeared to be right on target. The lizard which had thrown her spear at him found one heading her way. This one did not share her accuracy, but the raw power of the throw shoved the weapon into her torso and possibly out the other side.

OOC: Using aim from last round and a possibility. total roll of a 21, and a total to hit with aim bonus of a 20. Total damage with level of success and str+weapon=23.

20:15, Today: Jacob Amer (Revenant) rolled 8 using 2d6.  Extra damage.

20:12, Today: Jacob Amer (Revenant) rolled 12 using 1d20.  Possibility spent for spear throw.

20:11, Today: Jacob Amer (Revenant) rolled 9 using 1d20.  Thrown spear with aim bonus not included.

Jacob will regen one shock at the end of his turn.

Placing Glory in the pool.

This message was lightly edited by the player at 01:51, Thu 07 Oct 2021.
Lakten Riders
Sentry, 2 posts
Living Land
Reality Rated
Thu 7 Oct 2021
at 01:15
  • msg #26

Mission 1, Scene 2: The Long Climb

The lakten rider thought the fire was the worst thing she would face on the way to the "hoominz". But as soon as the fire dissipated, a spear started entering her chest. Her prayer to Lanala for relief fell on deaf ears; no doubt because of the interference of the dead things around here. She wasn't dead, but she wouldn't survive another hit.

OOC: Hit for 2 Wounds, 4 Shock. Spending a Possibility for a Soak test failed. Added to the 1 Wound 2 Shock from the Pyrokinesis, Lakten Rider 1 is at Wound Limit.

20:02, Today: Lakten Riders rolled 8 using 1d20, rerolling max with rolls of 8.  Soaking spear attack
Reality 10 - 2 bonus number = 8. Fail vs. DN 11 (10 + 1 for previous Wound).

This message was last edited by the player at 01:30, Thu 07 Oct 2021.
Johnny Ichii
player, 47 posts
Pan Pacifica
Ion Gusoku
Thu 7 Oct 2021
at 01:52
  • msg #27

Mission 1, Scene 2: The Long Climb

Pooling Rally
Ivan Borovich (Headshot)
player, 13 posts
Russian Soldier
and Realm Runner
Thu 7 Oct 2021
at 07:56
  • msg #28

Mission 1, Scene 2: The Long Climb

Ivan collected one of the thrown spears (he would have picked one up earlier but he wouldn't want people to think that he was a lizard-lover) and moved to meet the oncoming horde. Grinning, he tipped a chunk of concrete and rebar off the side onto them. "Drop rock, yeah!" It sailed down, clocking one of them in the shoulder (Ivan looked slightly disappointed that it was not a headshot) to knock him screaming off the building.

Playing Willpower.
This message was last edited by the player at 07:58, Thu 07 Oct 2021.
Edeinos Warriors
Minion, 1 post
Living Land
Redjaw
Fri 8 Oct 2021
at 00:12
  • msg #29

Mission 1, Scene 2: The Long Climb

The unfortunate target of Ivan's falls into the mist shrouding the bottom of the building. The others climbing the building are too scared of disappointing Baruk Kaah to notice.
Ash (Alex Wilson)
player, 18 posts
Cyberpapacy
Cyberwarlock
Sat 9 Oct 2021
at 23:28
  • msg #30

Mission 1, Scene 2: The Long Climb

Ash chants mystic words and a symbol tries forming over the Revenant's head. The very land seems intent on swallowing it up, but Ash forces it into existence through sheer determination. The symbol strengthens the Revenant.

OOC:
Enhance spell on Revenant. Spending a Possibility to make it work. +1 to Revenant's STR for 3 rounds.

17:55, Today: Ash (Alex Wilson) rolled 4 using 1d20, rerolling max.  Possibility. – [roll=1633820119.19086.361033]

17:54, Today: Ash (Alex Wilson) rolled 4 using 1d20, rerolling max.  Enhance Revenant's STR. – [roll=1633820082.60296.361033]

Pool Opponent Fails

This message was last edited by the GM at 23:33, Sat 09 Oct 2021.
Gamemaster
GM, 83 posts
Sun 10 Oct 2021
at 00:05
  • msg #31

Mission 1, Scene 2: The Long Climb

Summary of Player Turn

Ivan has downed one of the edeinos climbing up the side of the building. There are 9 more that will reach you next round but won't be able to attack until the following round.

Revenant and Case combine to deal 3 Wounds to the left lakten rider (#1 in the chart below).

Ash improves Revenant's Strength score by 1 for 3 rounds with an Enhance spell.

End of Combat Round 2
Name(Possibilities)MeleeDodgeUnarmedIntimidateManeuverTauntTrickWillpowerWillWoundsShockConditions
Lakten 1N/A131291254740/20/9 
Lakten 2N/A131291254740/20/9 
Lakten Rider 1 (0P)101111101056863/36/8 
Lakten Rider 2 (1P)101111101056860/30/8 
Edeinos Warriors10111110105686-0/8 

Die Roll123-45-67-89-1011-1213-1415161718192021-2526-3021-3536-4041-4546-50+5
BonusFail-8-6-4-2-1012345678910111213+1

Cards in Pool
(Reflects trade made by Case and Jacob)

Ash
Title:Supporter
DescriptionAdd +3 to the total of another character's test.
 You may play this card after learning the result level of the test but before applying its effect.

Title:Opponent Fails
DescriptionPlay after an opponent has succeeded at a test targeting you.
 The effect on you is nullified. If this was a contest, reverse the results.

Case
Title:Drama
DescriptionPlay this card as a Possibility.
 You may only play one Drama card per test, but you may spend it in addition to regular Possibilities and/or a Hero Card.

Title:Glory
DescriptionPlay after you make a die roll of 60 or higher during a Dramatic Encounter.
 All Ords in the area refill with Possibility Energy.
 All players immediately draw a Destiny Card and gain 1 Possibility.
 For the remainder of this Act and all of the next Act, you may hold 1 Destiny Card above the cosm's Hand Limit.
 Only one Glory Card may be played per test.

Ivan
Title:Hero
DescriptionPlay this card as a Possibility.
 You may only play one Hero card per test, but you may spend it in addition to regular Possibilities and/or a Drama Card.

Title:Willpower
DescriptionAdd +3 to the total of a single Charisma, Mind or Spirit test, or a skill test based on such attribute.
 You may play this card after learning the result level of the test but before applying its effect.


Jacob (1 Shock suffered)
Title:Drama
DescriptionPlay this card as a Possibility.
 You may only play one Drama card per test, but you may spend it in addition to regular Possibilities and/or a Hero Card.

Title:Adrenaline
DescriptionAdd +3 to the total of a single Dexterity or Strength test, or a skill test based on such attribute.
 You may play this card after learning the result level of the test but before applying its effect.

Johnny
Title:Rally
DescriptionAll players may discard any Destiny Cards they wish from their hands.
 Then they immediately refill their hands. (Cards in Action Pools are not counted.)



Card for Round 3
Title:I'm Not Through Yet!Dramatic Skill ResolutionComplication
Standard:V -/H InspirationDramatic:H Stymied/V -
Approved Action:AnyAdditional?: 

I will leave this here so anyone who wants to defend can do so. The lakten will land and both they and their riders will attempt claw attacks. The 9 remaining climbers will get onto the roof, but still will not be able to attack this round. Five more are behind them; they will need an extra round to get into attack position. The attacks will happen after I know who is defending this round.

The crush of edeinos around the base of the Ukhaan tower are generating enough pressure on the crane that if it isn't used to crack the cocoon this round it will be knocked out of position, making the last two steps more difficult. You can avoid this by completing Step C this round (STR test at 18).

</quote>
This message was last edited by the GM at 04:34, Sun 10 Oct 2021.
Jacob Amer (Revenant)
player, 33 posts
AKA-Revenant
Cosm-Nile Empire
Sun 10 Oct 2021
at 00:30
  • msg #32

Mission 1, Scene 2: The Long Climb

In reply to Gamemaster (msg # 31):

Ooc-i am not defending this round. I will attempt c & d this round as a multi action.
Johnny Ichii
player, 50 posts
Pan Pacifica
Ion Gusoku
Sun 10 Oct 2021
at 01:29
  • msg #33

Mission 1, Scene 2: The Long Climb

I'll Go AD again. +1, again

Today: Johnny Ichii rolled 7 using 1d20.  Active D.

This message was last edited by the player at 02:02, Sun 10 Oct 2021.
Gamemaster
GM, 84 posts
Sun 10 Oct 2021
at 02:56
  • msg #34

Mission 1, Scene 2: The Long Climb

Jacob Amer (Revenant):
In reply to Gamemaster (msg # 31):

Ooc-i am not defending this round. I will attempt c & d this round as a multi action.


You could try for both, but that would be a Last Ditch Effort, which would impose a -2 on top of the -2 for Multi-Action and if it fails the crane would be pushed too far away and you'd have to find a path to its new location. Step C is possible because Complication lets the next step be tried. Consider what you want to do but you don't have to commit until they are done attacking.
Case Morrow
player, 41 posts
Core Earth
Psychic
Sun 10 Oct 2021
at 03:28
  • msg #35

Mission 1, Scene 2: The Long Climb

OOC
Not actively defending.

Lakten Riders
Sentry, 3 posts
Living Land
Reality Rated
Tue 12 Oct 2021
at 16:51
  • msg #36

Mission 1, Scene 2: The Long Climb

While the first wave of edeinos warriors make their way onto the roof, the lakten riders maneuver their mounts so that they can drop between two Storm Knights each. The left one (that has already been severely wounded) drops between the Revenant and Ash, while the second one drops between the Revenant and the defensively-positioned samurai. The bandaged one, seeing himself being threatened by two reality-rated edeinos and having lost his Webley, pulls out a bullwhip to try to avoid the brunt of the oncoming damage.

Each rider unleashes a whirlwind of clawed fury at the two Storm Knights near them. The untouched rider hisses at Jacob. "I should have known the dead thing would have no heart. Lanala, guide my claws to its vulnerable area." That rider's attack, guided clearly by Possibility Energy, strikes at the legs of both Johnny and the Revenant. The wounded rider, too dazed to try such a tactic, hits both her targets squarely in the chest. All the blows connect but none are severe.

OOC:
Lakten Rider 1 vs. Jacob and Ash
10:14, Today: Lakten Riders rolled 16 using 1d20, rerolling max ((16)).
Unarmed 11 + 3 bonus number -3 Wound penalty =11. No Multi-Target penalty due to Whirlwind Perk. Standard vs. melee 10 on Jacob. Claw damage 12 vs. Armor 17 results in 1 Shock to Jacob. Also Standard vs. unarmed 10 on Ash. Claw damage 12 vs. Toughness 8 results in 2 Shock vs. Ash.
Lakten Rider 2 vs. Jacob and Johnny (Possibility, Called Shot -2 to avoid torso armor)
10:17, Today: Lakten Riders rolled 11 using 1d20, rerolling max.  Lakten Rider 2 vs. Johnny and Jacob.
10:19, Today: Lakten Riders rolled 2 using 1d20, rerolling max.  Lakten Rider 2 Possibility. Adds 10 to roll for 21 (+8).
10:50, Today: Lakten Riders rolled 2 using 1d6, rerolling max ((2)). Lakten Rider 2 Bonus Die vs. Johnny.
10:52, Today: Lakten Riders rolled 1 using 1d6, rerolling max ((1)). Lakten Rider 2 Bonus Die vs. Jacob.
Unarmed 11 + 8 bonus - 2 Called Shot = 17. No Multi-Target penalty due to Whirlwind Perk. Standard vs. Johnny's melee 12 + 1 Defense Bonus (13). Damage 12 vs. Armor 12 (No reduction in armor as it is full-body) results in 2 Shock. Also Good (1 BD) vs. Jacob's melee 10. Damage 12 +1 from Bonus Die = 13 vs. Armor 15 (Called shot avoids vest but mask bonus applies, as it is full-body) results in 1 Shock.

This message was last edited by the player at 17:17, Tue 12 Oct 2021.
Lakten
Beast, 1 post
Living Land
Flying Mount
Tue 12 Oct 2021
at 17:09
  • msg #37

Mission 1, Scene 2: The Long Climb

With their riders dropped off them, the lakten each move to one of the remaining Storm Knights and attempts to land on them with its claws. Ivan draws his combat knife in response and is barely scratched, but Case is knocked to the ground by what appears to be a vicious claw. The extent of the damage is unclear at this point; it could be serious or it could be a glancing blow.


OOC:
Lakten 1 vs. Case
10:22, Today: Lakten rolled 8 using 1d20, rerolling max ((8)).
Unarmed 12 -2 bonus number = 10. Standard vs. Case's unarmed of 6. Base damage 14 vs. Armor 9 results in 1 Wound and 2 Shock. Case may attempt to Soak Damage by spending a Possibility. Succeeding at reality test of 10 will remove all damage.
Lakten 2 vs. Ivan
10:24, Today: Lakten rolled 18 using 1d20, rerolling max ((18)).
Unarmed 12 + 5 bonus number = 17. Standard vs. Ivan's melee of 15. Base damage 14 vs. Armor 16 results in 1 Shock.

This message was last edited by the player at 17:13, Tue 12 Oct 2021.
Johnny Ichii
player, 51 posts
Pan Pacifica
Ion Gusoku
Tue 12 Oct 2021
at 17:17
  • msg #38

Mission 1, Scene 2: The Long Climb

Pooling SECOND WIND
Gamemaster
GM, 85 posts
Tue 12 Oct 2021
at 17:34
  • msg #39

Mission 1, Scene 2: The Long Climb

OOC:
Damage Summary This Round (Before Soak Attempts)
Ash: 2 Shock
Case: 1 Wound and 2 Shock
Ivan: 1 Shock
Jacob: 2 Shock (1 from each rider)
Johnny: 2 Shock

Player Turn begins once Soaks are resolved. Inspiration lets each character recover 2 Shock immediately. Jacob will recover an additional Shock at the end of his turn.

Johnny has Actively Defended, so he is done and has put a card into his Action Pool. Everyone else can act. There are 9 edeinos warriors that have climbed onto the roof with you, but had to use their action to get up there with you. Five more are due up after next round. Also, the two lakten and their riders are engaging people in hand-to-claw combat.

Due to the Complication, if Step C is not completed this round, all attempts at future steps will be at -1. One person can lead the attempt while others can assist or fight enemies as desired. If the group is feeling lucky, you can attempt a Last Ditch Effort to get into the tower NOW but that will impose a -2 for Multi-Action and another -2 for Last Ditch Effort. Failure at that results in having to start over, this time with the enemies already here with you.
Case Morrow
player, 42 posts
Core Earth
Psychic
Tue 12 Oct 2021
at 18:14
  • msg #40

Mission 1, Scene 2: The Long Climb

There seems a brief shimmer around Case as reality seems to bend as he glances at the Lakten/rider pair.  Flame shoots from him at the two...

OOC
Multi-target the Lakten that's engaged Case and its rider.

14:02, Today: Case Morrow rolled 14 using 1d20.  soak.


14:10, Today: Case Morrow rolled 19 using 1d20.  pyrokinesis multitarget -2.

so 20


14:12, Today: Case Morrow rolled 5 using 1d6.  +1 BD.

20 damage

1 possibility spent for soak
Moving Rally to pool.

Ash (Alex Wilson)
player, 19 posts
Cyberpapacy
Cyberwarlock
Tue 12 Oct 2021
at 21:53
  • msg #41

Mission 1, Scene 2: The Long Climb

Ash licks some blood off of his arm as he sneers in defiance at the Lakten rider. With a primal scream, he punches the creature in the face.

Spending a Possibility to soak: Reality 9 + 6 (die roll 19) = 15 (Good)
Punching Lakten Rider that punched him: Unarmed Combat 10 + 8 (die roll + possibility 21) = 18 vs. Unarmed 11 = Good.
Damage: 9 + 3(bonus) = 12 = 2 shock.

16:39, Today: Ash (Alex Wilson) rolled 19 using 1d20.  Soak.
16:40, Today: Ash (Alex Wilson) rolled 2 using 1d20.  Punch Rider.
16:44, Today: Ash (Alex Wilson) rolled 19 using 1d20.  Possibility.

Add Coup de Grace to the pool.

Gamemaster
GM, 86 posts
Tue 12 Oct 2021
at 22:25
  • msg #42

Mission 1, Scene 2: The Long Climb

In reply to Case Morrow (msg # 40):

OOC:
Bonus dice are rolled separately against each target that gets them. I am assuming the one BD rolled is against the lakten as the rider would be the recipient of two bonus dice. But I won't have you roll them this time as the minimum bonus damage would defeat that rider anyway.


Ash's punch lands firmly on the rider. As he steps back to assess the foe's condition, the edeinos bursts into flame and collapses. Each earns a Destiny Card for a successful action on an Approved Action of Any.

OOC: Ash and Case have received their cards and can view them in their Card thread.
This message was last edited by the GM at 22:33, Tue 12 Oct 2021.
Jacob Amer (Revenant)
player, 36 posts
AKA-Revenant
Cosm-Nile Empire
Wed 13 Oct 2021
at 02:34
  • msg #43

Mission 1, Scene 2: The Long Climb

quote:
"I should have known the dead thing would have no heart. Lanala, guide my claws to its vulnerable area."


Jacob takes the hits, but his goggles peer into the reptilian's eyes. "Lanala does not hear you. I may be a dead thing, but you don't serve your goddess, only Baruk Kaah. That lizard is no god, only a fraud."

Jacob feels Ash's power fill his dead muscles, and he proceeds to charge the entire group of foes. Knocking them aside like tenpins, he more disorients them then does any real damage. However, he was not targeting them. Using the path laid out by Ash to get to the crane. He slams into the structure with his shoulder, something that would result in broken bones and nothing else for a living man.

However, the Revenant is no living man. The crane screeches as it gives way to the impact, smashing into the shell and breaking it open. Jacob sprints along the length, and lands on the roof inside the now broken covering.

"MOVE!" He calls out to the others. Once they all make it down the length of the crane and onto the roof, he pushes the massive structure away. Causing the crane to fall away and provide no way for the Lizards to follow.

OOC-Using a combo of Adrenaline, Drama, a possibility, and Ash's boost I got what was needed even with minus of complication and the multi-action.

GM says everybody can do something before crossing over. Then the scene is done.

Placing Willpower in the pool.

Gamemaster
GM, 88 posts
Wed 13 Oct 2021
at 02:55
  • msg #44

Mission 1, Scene 2: The Long Climb

Ivan's the only one with an action left, if he wants it. I'm typing up the next scene in my ScratchPad folder while waiting. Meanwhile, others should consider any card play they wish to do before the scene ends.
Johnny Ichii
player, 52 posts
Pan Pacifica
Ion Gusoku
Wed 13 Oct 2021
at 03:48
  • msg #45

Mission 1, Scene 2: The Long Climb

Awaiting refill...
Ivan Borovich (Headshot)
player, 14 posts
Russian Soldier
and Realm Runner
Wed 13 Oct 2021
at 06:45
  • msg #46

Mission 1, Scene 2: The Long Climb

Ivan stabbed down at the lizards with his captured spear as they came within a few meters of the roof, an evil grin on his face. He broke off however when Case went down, running over to him, scooping him up, and legging it over to the others.
Gamemaster
GM, 89 posts
Wed 13 Oct 2021
at 14:11
  • msg #47

Mission 1, Scene 2: The Long Climb

OOC:
The Revenant and Johnny have drawn up to 4. Everyone else needs to discard down to 4. All people may discard one card after that for replacement card. This area is safe enough for people to heal Shock damage before proceeding. Once this is compllete, we will begin Scene 3.

Check your individual card thread for your current hand.

This message was last edited by the GM at 14:13, Wed 13 Oct 2021.
Jacob Amer (Revenant)
player, 37 posts
AKA-Revenant
Cosm-Nile Empire
Wed 13 Oct 2021
at 14:13
  • msg #48

Mission 1, Scene 2: The Long Climb

In reply to Gamemaster (msg # 47):

OOC-Does the Cosm Card I played add to our possibilities?
Gamemaster
GM, 90 posts
Wed 13 Oct 2021
at 14:14
  • msg #49

Mission 1, Scene 2: The Long Climb

Yes, I will be adding two Possibilities onto your sheets in a bit.
Case Morrow
player, 44 posts
Core Earth
Psychic
Wed 13 Oct 2021
at 14:20
  • msg #50

Mission 1, Scene 2: The Long Climb

Discarding Glory and Action card.  No replacement card
Jacob Amer (Revenant)
player, 40 posts
AKA-Revenant
Cosm-Nile Empire
Wed 13 Oct 2021
at 18:35
  • msg #51

Mission 1, Scene 2: The Long Climb

OOC-Assuming if no one wants it, I will discard Connections.
Ivan Borovich (Headshot)
player, 15 posts
Russian Soldier
and Realm Runner
Thu 14 Oct 2021
at 07:01
  • msg #52

Mission 1, Scene 2: The Long Climb

Card thread edited.
Gamemaster
GM, 94 posts
Thu 14 Oct 2021
at 13:49
  • msg #53

Mission 1, Scene 2: The Long Climb

With everyone's hands back to limit, I am closing this scene and starting another. PM me if I missed anything.
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