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21:55, 28th March 2024 (GMT+0)

Mission 1, Scene 3: The Lost Spire (Dramatic)

Posted by GamemasterFor group 0
Gamemaster
GM, 113 posts
Thu 21 Oct 2021
at 15:55
  • msg #45

Mission 1, Scene 3: The Lost Spire (Dramatic)

The guardian appeared to gain the upper hand against the Revenant and was about to strike him in retaliation, but Ivan trips it up with a well-placed swing of the rifle. The bandaged Revenant takes advantage of the trip to maintain control of the guardian and keep it from harming anyone.

OOC:
Card for Round 3
Title:Into the Fire!Dramatic Skill ResolutionA, B
Standard:V -/H FlurryDramatic:H Surge/V -
Approved Action:Intimidate/TauntAdditional?: 

Ivan can use the Seize Initiative to change this. As is, the heroes would go first but would need to check for disconnection before taking action. Intimidate or Taunt, if successful, earn a Destiny Card. If you take the Dramatic Skill Resolution route, one player could attempt Step A (find) with or without Step B (melee weapons) while the rest can either help with Combined Action or try other actions as they see fit.

Current Card Pool
Ash (2 Shock suffered)
Title:Coup de Grace
DescriptionPlay to add 1 Bonus Die to your successful attack's damage.
 You may play this card after seeing the results of other Bonus Dice earned (including other Coup de Grace cards).

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.

Case (3 Shock suffered from fatiguing Kevlar vest)
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.

Title:Second Wind
DescriptionPlay to recover 5 Shock.

Ivan (2 Shock suffered)
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:Seize Initiative
DescriptionPlay at the beginning of the round to either keep the current Drama card for another round,
 or to flip a new Drama card after the card for this round is revealed.

Jacob (1 shock suffered)
CURRENTLY EMPTY

Johnny (5 Shock suffered)
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.



This message was last edited by the GM at 15:58, Thu 21 Oct 2021.
Case Morrow
player, 52 posts
Core Earth
Psychic
Fri 22 Oct 2021
at 18:40
  • msg #46

Mission 1, Scene 3: The Lost Spire (Dramatic)

Case tries to help Johnny with his efforts.

OOC
Think I missed that by one but putting Alertness into pool.  Would that help if traded to Johnny for a find test?  If so will trade (for anything).


14:37, Today: Case Morrow rolled 13 using 1d20.  extra effort johnny.

Gamemaster
GM, 116 posts
Fri 22 Oct 2021
at 19:33
  • msg #47

Mission 1, Scene 3: The Lost Spire (Dramatic)

Extra Effort is enough for Case to count as 1 additional character helping. +1 to the roll if no other help offered.
Jacob Amer (Revenant)
player, 57 posts
AKA-Revenant
Cosm-Nile Empire
Fri 22 Oct 2021
at 20:15
  • msg #48

Mission 1, Scene 3: The Lost Spire (Dramatic)

Jacob attempts to grip both the giant's legs. Forcing it down to the ground and hampering it considerably.

OOC:

16:11, Today: Jacob Amer (Revenant) rolled 2 using 1d20.  Possibility spent. Counts as a 10.

16:10, Today: Jacob Amer (Revenant) rolled 14 using 1d20.  Improving grapple(+4 because it failed last round, +2 for its size).

16:14, Today: Jacob Amer (Revenant) rolled 1 using 1d6.  extra damage

Total result=22. Not enough to stymie it, but enough to keep the grapple going.

Putting Willpower in the pool.

Gamemaster
GM, 118 posts
Fri 22 Oct 2021
at 20:57
  • msg #49

Mission 1, Scene 3: The Lost Spire (Dramatic)

OOC:
To clear up a few things:

Grapples have a different damage structure than a normal Unarmed Combat:
Success LevelResult
StandardSTR-2 damage if desired
GoodSTR damage if desired + Restrained
OutstandingSTR damage if desired + Restrained + Stymied

The Restrained result makes the guardian Flat-Footed (Very Vulnerable) to other characters. Case has provided another +1 for Combined Action. Supporter if used will provide +3 to everything one other character does, while the Willpower will only apply to one appropriate test (Find if the DSR is being tried). If Step A fails, Johnny can trade for Alertness to complete it.

Ash and Ivan can act before Johnny if they wish. If they are looking to help, they can either take Combined Action (automatically count as +1 character or roll on Mind (DN 10) hoping for Good or better result to count as more than +1) or try some other useful action as befits the character.

This message was last edited by the GM at 21:00, Fri 22 Oct 2021.
Johnny Ichii
player, 64 posts
Pan Pacifica
Ion Gusoku
Fri 22 Oct 2021
at 23:58
  • msg #50

Mission 1, Scene 3: The Lost Spire (Dramatic)

Johnny feels the weird flow of Reality in the building, but keeps his grip.

He staggers around to the back of the beast, spotting a hatch/clasp/port. Sliding his trusted Electrified Katana into the opening, he springs the door.

16:51, Today: Secret Roll: Johnny Ichii rolled 8 using 1d20.  Possibility for A&B.
16:51, Today: Secret Roll: Johnny Ichii rolled 11 using 1d20.  Combined A&B.
Total 21 for +8, Find 8 -2 +1 help, 15... Melee 12 +8 -2 =18 A&B passed.
16:50, Today: Secret Roll: Johnny Ichii rolled 4 using 1d20.  Surge.


From Gamemaster:
Johnny's electric katana does spring the 10 cm square hatch open, but the arcing of electricity prevents anyone from reaching into the guardian immediately.

OOC from Gamemaster:
Ash and Ivan can't help with Dramatic Skill Resolution but can find other ways to contribute (Approved Actions, trying to find a way to either open the underground passage, or preventing the edeinos from entering, etc). If nothing else, they can pass their turn and put another card into their pools.

This message was last edited by the GM at 00:49, Sat 23 Oct 2021.
Gamemaster
GM, 122 posts
Wed 27 Oct 2021
at 18:20
  • msg #51

Mission 1, Scene 3: The Lost Spire (Dramatic)

A & B are done for the DSR, but that's as far as it can go this round. Those who haven't acted can attempt other things (such as breaking the wall to get to the sewers/subway, preventing edeinos from pouring in, or trying Interactions on the guardian to make next round easier to accomplish. If none of that is appealing, run whatever plans you have by me or just pass the turn and put a Destiny Card into the Action Pool for later use.
Ash (Alex Wilson)
player, 28 posts
Cyberpapacy
Cyberwarlock
Wed 27 Oct 2021
at 22:14
  • msg #52

Mission 1, Scene 3: The Lost Spire (Dramatic)

Noting that Johnny is dealing with the Guardian, Ash turns his attention to the edeinos that are trying to bust through the wall of the tower. With his cyberdeck still attached, he tries to connect to the tower itself to see if there are any defense mechanisms he can activate to keep the edeinos occupied for a bit longer.


Using Hero card...

Roll: 9 (initial roll after favored reroll) + 10 (Hero) = 19 = +6 bonus
Computers 13 + 6 = 19 total

Not sure what the DN is, but I'm assuming that is a Good result.

So he will increase the toughness of the wall the edeinos are trying to bust through, and decrease the toughness of whatever is blocking our passageway out (if that's possible)

17:03, Today: Ash (Alex Wilson) rolled 2 using 1d20.  Computer.
17:05, Today: Ash (Alex Wilson) rolled 9 using 1d20.  Favored Reroll (Computer).
17:04, Today: Ash (Alex Wilson) rolled 9 using 1d20.  Hero.

Adding Supporter to pool

Gamemaster
GM, 124 posts
Wed 27 Oct 2021
at 23:45
  • msg #53

Mission 1, Scene 3: The Lost Spire (Dramatic)

With a bit of computer wizardry, a small portion of the barrier blocking the lower exit is diverted upward to the area blocking the edeinos, sealing some of the cracks they were able to make in their portion.

The Toughness of the lower barrier leading to the sewers/subway has dropped to 19. Ivan is the last to act, and as soon as he puts a card into his pool (either after an action or instead of it), the guardian will try to escape the grapple and the edeinos will try to crack the now reinforced wall separating them from you.
Ivan Borovich (Headshot)
player, 23 posts
Russian Soldier
and Realm Runner
Thu 28 Oct 2021
at 07:21
  • msg #54

Mission 1, Scene 3: The Lost Spire (Dramatic)

Nice one Ash.

Ivan moved in to assist with the grapple.

Pooling Willpower.
Spire Guardian
Eternity Shard, 6 posts
Powered by
Eternity Shard
Thu 28 Oct 2021
at 15:15
  • msg #55

Mission 1, Scene 3: The Lost Spire (Dramatic)

The crystal giant kicks in a dose of reserve power in an attempt to throw the mummy off him for good.

OOC:
09:36, Today: Spire Guardian rolled 4 using 1d20, rerolling max.  Escape Grapple. – [roll=1635431775.13777.361680]
09:37, Today: Spire Guardian rolled 21 using 1d20+4, rerolling max.  Possibility. – [roll=1635431825.04335.361680]

14 STR + 8 bonus number = 22. Jacob needs to make a STR total of 23 to keep it tied down, but gets +1 from Ivan helping out.

Jacob Amer (Revenant)
player, 58 posts
AKA-Revenant
Cosm-Nile Empire
Thu 28 Oct 2021
at 15:23
  • msg #56

Mission 1, Scene 3: The Lost Spire (Dramatic)

In reply to Spire Guardian (msg # 55):

ooc-11:22, Today: Jacob Amer (Revenant) rolled 9 using 1d20.  Spending possibility .

11:21, Today: Jacob Amer (Revenant) rolled 13 using 1d20.  Str check with +1 bonus.

With the bonus of it being very vulnerable, I get a total of a 26.

Should I have regenerated a shock point?

This message was last edited by the player at 15:25, Thu 28 Oct 2021.
Gamemaster
GM, 125 posts
Thu 28 Oct 2021
at 16:13
  • msg #57

Mission 1, Scene 3: The Lost Spire (Dramatic)

Yes, you did regenerate a Shock point. Please let me know if I missed anything.

With Ivan's help, the Spire Guardian's desperate attempt fails to free it from the mummy's iron grip.

Card for Round 4
Title:Lucky Break!Dramatic Skill ResolutionA, D
Standard:H -/V StymiedDramatic:H Inspiration/V -
Approved Action:Attack/TauntAdditional?: 

If kept, each hero will recover 2 Shock and you will go first. Attack and Taunt are approved, but the Dramatic Skill Resolution can't advance unless you try the Last Ditch Effort (-4 to attempt the last 2 steps, -2 from Multi-Action and another -2 Last Ditch Effort penalty. Failure would close the access port. However, with a clear pathway open, an Outstanding Maneuver test (vs. DN 11) can retrieve the heart immediately.

Current Card Pool
Ash (2 Shock suffered)
Title:Coup de Grace
DescriptionPlay to add 1 Bonus Die to your successful attack's damage.
 You may play this card after seeing the results of other Bonus Dice earned (including other Coup de Grace cards).

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 (3 Shock suffered)
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.

Title:Second Wind
DescriptionPlay to recover 5 Shock.

Title:Alertness
DescriptionYou notice an otherwise unseen item, clue or event,
 or play from your hand at the start of an ambush to prevent the heroes from being surprised.


Ivan (2 Shock suffered)
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:Seize Initiative
DescriptionPlay at the beginning of the round to either keep the current Drama card for another round,
 or to flip a new Drama card after the card for this round is revealed.

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
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.


Johnny (5 Shock suffered)
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: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.)



This message was last edited by the GM at 17:40, Thu 28 Oct 2021.
Jacob Amer (Revenant)
player, 59 posts
AKA-Revenant
Cosm-Nile Empire
Thu 28 Oct 2021
at 18:54
  • msg #58

Mission 1, Scene 3: The Lost Spire (Dramatic)

In reply to Gamemaster (msg # 57):

Jacob, with Ivan's help, drags the giant back by his legs. Keeping the thing from reaching the others, while using the large beings body as a shield against its arms.

ooc:
Damage does shock, which equals nothing. Total result with Ivan's help =19, which is enough to get a good result on the grapple. That should get me a card this round, which I will put in the pool if I can. Giant is still very vulnerable.

14:50, Today: Jacob Amer (Revenant) rolled 4 using 1d6.  Damage with good success .

14:47, Today: Jacob Amer (Revenant) rolled 6 using 1d20.  Possibility spent.

14:46, Today: Jacob Amer (Revenant) rolled 12 using 1d20.  Maintain grapple.

Gamemaster
GM, 129 posts
Thu 28 Oct 2021
at 19:10
  • msg #59

Mission 1, Scene 3: The Lost Spire (Dramatic)

OOC: The grapple results in an Adrenaline card, which goes into Jacob's pool.
Ivan Borovich (Headshot)
player, 25 posts
Russian Soldier
and Realm Runner
Fri 29 Oct 2021
at 07:12
  • msg #60

Mission 1, Scene 3: The Lost Spire (Dramatic)

Noting the warm glow from above him, Ivan reached into the open port...

Currently maneuver 22. Is this good enough? If not, will boost with cards.
Gamemaster
GM, 138 posts
Fri 29 Oct 2021
at 11:36
  • msg #61

Mission 1, Scene 3: The Lost Spire (Dramatic)

Ivan bypasses the fiber optic wires surrounding the glowing crystal "heart" and grasps it firmly in his hand. A tap on a button within the giant's chest disengages the electro-magnetic moorings holding it in place, making it easier to remove his hand than it was to insert it.

Name:The Heart of Ukhaan
Cosm:Ukhaan
Starting Possibilities:5
Current:1
Tapping Difficulty12
Purpose:To preserve the memories of the Ukhaan
Powers:The Heart projects a Dominant Zone of Ukhaan onto the wielder. Anyone who takes action against the wielder that results in a Mishap causes the Heart to gain 1 Possibility.
Restriction:The Heart's Possibilities can only be used against invaders.
Description:The Heart of Ukhaan is an icosahedron made of red and blue crystals. It is about double the size of a human heart. Anyone touching the Heart hears faint whispers from a chorus of voices speaking an alien language.

OOC: If the wielder of the heart wants to use the Possibility still inside it, he can try a reality test against the Tapping Difficulty of 12 before rolling for the test in question. The tap will fail if it does not meet the Restriction of only being usable against invaders. (Eternity Shards know what you want to use them for.) You can bring it back to the Delphi Council empty; it refreshes Possibilities in a manner similar to characters.

Disengaging the heart from the guardian causes the structure to shake and collapse. All attempts to break through crystal barriers (for you and the edeinos) are now Favored and any bonus die rolled against the structure that results in a 1 may be rerolled once. Your barrier is 19 Toughness and theirs is 21 Toughness, one Wound is enough to cause the appropriate barrier to open enough to pass through.

OOC: I regret to inform Ash that as the CPU of the defense system has been removed, Computer skill will no longer do anything useful.
Case Morrow
player, 54 posts
Core Earth
Psychic
Fri 29 Oct 2021
at 14:39
  • msg #62

Mission 1, Scene 3: The Lost Spire (Dramatic)

Case looks at the crystal barrier and his eyes seem to glow as a burst of fire emerges to splash into it.

OOC
Critical moment
(ignore that last roll in the die roller...I refreshed the screen and it rerolled)

10:19, Today: Case Morrow rolled 20 using 1d20.  pyrokinesis (attack on barrier).

10:19, Today: Case Morrow rolled 16 using 1d20.

10:23, Today: Case Morrow rolled 7 using 1d20.  possibility.


Drama card possibility-
10:29, Today: Case Morrow rolled 11 using 1d20.

roll of 58....


10:36, Today: Case Morrow rolled 9 using 3d6, rerolling max with rolls of 4,4,1.
damage...hah a little short at 23 damage

Possibility subtracted

This message was last edited by the player at 14:55, Fri 29 Oct 2021.
Gamemaster
GM, 140 posts
Fri 29 Oct 2021
at 15:09
  • msg #63

Mission 1, Scene 3: The Lost Spire (Dramatic)

The heart is gone, so you get to cancel the 1 and try again on that die. I see the reroll was a 1 as well. So close.
This message was last edited by the GM at 17:23, Fri 29 Oct 2021.
Gamemaster
GM, 146 posts
Sat 30 Oct 2021
at 23:55
  • msg #64

Mission 1, Scene 3: The Lost Spire (Dramatic)

With the furious manipulation of resources as detailed in the OOC threads, Case manages to melt a hole in the wall leading to the underground area. This will end the scene, as by the time the edeinos break in the rest of the tower will collapse and block the path behind you.

I will figure out who has what cards left within the next 24 hours. Once that's done, I will refill people's cards who are below 5 (as you are now Living in Glory until the end of the next Act). Then, if anyone needs to discard down to 5 and/or trade a card they can do so. Also, anyone who wants to play a Cosm Card should let me know at this time. You are now in the underground area looking for a relatively safe path back to your boat.
Case Morrow
player, 58 posts
Core Earth
Psychic
Thu 4 Nov 2021
at 14:01
  • msg #65

Mission 1, Scene 3: The Lost Spire (Dramatic)

Case looks in the hole, his scrunches as the air below wafts up through the blown out wall.  Pulling out a flashlight from his pack he flicks it on, "Well, we can't stay here all day."
Jacob Amer (Revenant)
player, 67 posts
AKA-Revenant
Cosm-Nile Empire
Thu 4 Nov 2021
at 14:23
  • msg #66

Mission 1, Scene 3: The Lost Spire (Dramatic)

In reply to Case Morrow (msg # 65):

"No kidding! Hang on, I need to...arm myself." With that he tore a limb off the massive construct. He then held it up, inspecting it.

"Good job everybody. High five?"He held up the massive artificial hand for people to slap its palm. Then he quickly went through the now open space.

Ooc-10:20, Today: Jacob Amer (Revenant) rolled 18 using 1d20.  Reolling the 10.

10:19, Today: Jacob Amer (Revenant) rolled 10 using 1d20.  Getting a hand.

Total=22 vs a dc 10 strength check.

This message was last edited by the player at 14:25, Thu 04 Nov 2021.
Gamemaster
GM, 150 posts
Thu 4 Nov 2021
at 15:14
  • msg #67

Mission 1, Scene 3: The Lost Spire (Dramatic)


The forearm weapon is about a meter long and made of translucent crystal. The hand is considerably thicker than what would be proportional for a human. You can only imagine how devastating that would have been had it hit you.

OOC: Crystal Forearm: STR+4 weapon, minimum STR 12 to wield effectively, has the Stagger property (any damage the target sustains also causes them to be Stymied).
Johnny Ichii
player, 74 posts
Pan Pacifica
Ion Gusoku
Thu 4 Nov 2021
at 17:55
  • msg #68

Mission 1, Scene 3: The Lost Spire (Dramatic)

The electric field on Johnny's blade does little to illuminate anything but itself. "Glad I'm not a cat." he says as he ventures on.
Gamemaster
GM, 152 posts
Thu 4 Nov 2021
at 20:49
  • msg #69

Mission 1, Scene 3: The Lost Spire (Dramatic)

The tower itself begins to shake and collapse around you. A chunk or rebar cracks into the part of the barrier holding the edeinos back, opening a hole almost large enough to slither through. Anything that you want to do before they get in had better be quick.

I will leave this open for people to narrate their exits. The action will continue in the Mission 1, Scene 4 thread.
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