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15:18, 27th April 2024 (GMT+0)

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

Posted by GamemasterFor group 0
Gamemaster
GM, 95 posts
Thu 14 Oct 2021
at 14:08
  • msg #1

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

The hole drops you onto the top floor of the crystal tower into a central room with a ramp leading down. Illuminated pulses in the translucent crystal walls beckon you down the ramp. A message is repeating for all to hear. Each one of you hears this in your character's native language:

We are lost, crushed by the savage world of the Living Land. Its warlord, Baruk Kaah, is a Possibility Raider, a dreadful High Lord who invades other realities and sucks the Possibility Energy from his victims and their lands. We do not know what end these invasions serve. All we gleaned was a single word: Torg.

This spire is the last remnant of Ukhaan, a world of great scientific advancement, reason, and peace. We were invaded by the Living Land. This outpost is where we made our last stand.

If you are hearing this message, then we have failed, as our projections predicted. We have used what we learned of Possibility Energy to transmit what we could of our knowledge, our art, and the very essence of our people away from the Living Land. So little could be saved. We hope someday, after the storm, explorers will hear our message and find our remains below.

If a Possibility Raider hears these words, beware. All our power now courses through our last guardian. While the storms still rage, this guardian will destroy any intruder. If you oppose the Raiders, remember Ukhaan, for our daughters and sons can do so no longer.

As you descend, you see rooms on the other side of the walls of the staircase. The exit doors leading to them have the same red and blue crystal growth as the outside of the tower, making side trips a tedious process you don't have time for now. As you descend, the feeling of Possibility Energy from below you grows.


Your descent ends at a large chamber with a platform overlooking a central gallery. Debris from cracked Ukhaan crystal and broken concrete and furniture litters the floor. Directly across the chamber is a similar platform connected to yours, with access to the outside blocked by a translucent mineral wall. On the other side of that wall are more edeinos than you wish to count. One of them, with a single yellowish eye, sees your group and attacks the wall angrily, causing a small crack to form. The other edeinos, seeing an opportunity, begin furiously attacking it with their spears in an attempt to widen the crack into an opening for them to pour through.

A set of stairs on your right and on your left lead to a lower chamber with an exit into the Manhattan underground. It is located on just below the platform the edeinos are trying to access and is blocked by a mineral wall. This exit could be to the subway or the sewers, but your map of the subways shows sewer access tunnels, so either way it would get you out without having to brave the crowd. However, 4-meter tall crystal automaton stands in front of that path, animated in response to your arrival. It is mostly clear with a red and blue "heart" pumping lighted pulses throughout its body. This heart is clearly the Eternity Shard you were sent to retrieve, and this guardian is not about to surrender it willingly.

Round 1 Drama Card
Title:You Spot a Weakness!Dramatic Skill ResolutionA, B, D
Standard:V Stymied/H -Dramatic:H Surge/V -
Approved Action:Maneuver/TauntAdditional?: 

The scene is Dramatic, so you get to go first. Prior to your action, you need to make a Disconnection check. This is a d20 roll that only fails on a roll of 1 (unless you have gear that is outside your own reality, then it fails on a 1-4). If you fail, you can't spend Possibilities (including cards that act as Possibilities) and can only use interactions or Living Land approved tools until you reconnect in a future turn.
This message was last edited by the GM at 14:30, Thu 14 Oct 2021.
Jacob Amer (Revenant)
player, 41 posts
AKA-Revenant
Cosm-Nile Empire
Thu 14 Oct 2021
at 14:22
  • msg #2

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

"Ummm...does anybody know how to convince the crystal giant we are resisting the high lords?" Jacob looked about at the others. "Cause that thing looks like a tough nut to crack." Then he looks in the direction of the lizard man army. "Of course, we could just let it wipe them out..."
Gamemaster
GM, 96 posts
Thu 14 Oct 2021
at 14:36
  • msg #3

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

In reply to Jacob Amer (Revenant) (msg # 2):

They say edeinos come a dime a dozen, and someone appears to have an endless supply of dimes. The first several waves would probably fall to the giant, but eventually they would crack it open and claim the prize you desire.

On a positive note for those who attack it: The sheer size of the thing gives all combatants +2 on attack rolls against it, increasing the chance at bonus dice. I am also using the Cassandra Files rule that allows a third bonus die on an attack roll that exceeds defense by 15 or more. On the negative side for all, players need to check for Disconnection before taking any action.
Jacob Amer (Revenant)
player, 42 posts
AKA-Revenant
Cosm-Nile Empire
Thu 14 Oct 2021
at 14:54
  • msg #4

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

In reply to Gamemaster (msg # 3):

OOC-
10:53, Today: Jacob Amer (Revenant) rolled 14 using 1d20.  Check for disconnection.

I think I am ok unless I roll a 1, right?

Gamemaster
GM, 97 posts
Thu 14 Oct 2021
at 15:17
  • msg #5

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

In reply to Jacob Amer (Revenant) (msg # 4):

Yes. The exception would be if you carried tools beyond your own reality.
Johnny Ichii
player, 55 posts
Pan Pacifica
Ion Gusoku
Thu 14 Oct 2021
at 15:54
  • msg #6

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

08:47, Today: Johnny Ichii rolled 4 using 1d20.  Surge
08:50, Today: Johnny Ichii rolled 16 using 1d20.  Attack AOA, CS chest
Johnny has nothing exceeding his Personal Axioms, so 4 does not fail.
MW 12 +3 roll +4 AoA +2 Size -2 CS :Chest=19. Debating Possiblity


Rolled for PbP reasons, people going for cards can go First
This message was last edited by the player at 15:56, Thu 14 Oct 2021.
Case Morrow
player, 47 posts
Core Earth
Psychic
Thu 14 Oct 2021
at 17:21
  • msg #7

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

Case launches a probing pryokinetic attack on the construct.

OOC

13:10, Today: Case Morrow rolled 8 using 2d6 with rolls of 3,5.  bd.
22 damage

13:08, Today: Case Morrow rolled 15 using 1d20.  possibility.

13:02, Today: Case Morrow rolled 5 using 1d20.  pyrokinesis.

13:02, Today: Case Morrow rolled 15 using 1d20.  surge.

Glory into pool.  Possibility subtracted.

Spire Guardian
Eternity Shard, 1 post
Powered by
Eternity Shard
Thu 14 Oct 2021
at 17:43
  • msg #8

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

The pulses coursing through the Spire Guardian cool off the fire enough to keep the giant intact and damage-free.

OOC:
Damage result from Pyrokinesis was 1 Wound and 2 Shock
12:35, Today: Spire Guardian rolled 9 using 1d20, rerolling max.  Soak Damage from Pyrokinesis. – [roll=1634232947.86587.361680]
Reality 15 - 1 bonus number = 14 vs. DN 10 = Standard Success, which prevents 1 Wound and all Shock.

Jacob Amer (Revenant)
player, 45 posts
AKA-Revenant
Cosm-Nile Empire
Thu 14 Oct 2021
at 19:08
  • msg #9

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

Jacob waits until the rest of the team shoots at the creature. Once the firing was done, he charges forth, grabbing one massive arm and twisting it behind the Construct's back. Trying to force it prone while he holds it still.


OOC: Waiting until everybody else with ranged attacks goes. Once they are done, he will move forward and try to grapple before any of my teamates's melee attacks. With possibility spent gets a 26, and gets another +2 due to it's size. Total result=19. Beats the creature's unarmed by 5, so I do extra damage and it is restrained. Total damage=15. Attackers will get an extra +4 due to it being flat-footed.

15:03, Today: Jacob Amer (Revenant) rolled 2 using 1d6.  Good success extra damage.

15:00, Today: Jacob Amer (Revenant) rolled 9 using 1d20.  Possibility spent. Counts as a 10.

14:59, Today: Jacob Amer (Revenant) rolled 16 using 1d20.  Grapple attempt after all ranged attackers go.

Putting Size Initiative into pool.

Possibility subtracted.

This message was last edited by the player at 21:31, Thu 14 Oct 2021.
Gamemaster
GM, 98 posts
Thu 14 Oct 2021
at 21:59
  • msg #10

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

So Far
Case's fire was rendered ineffective by the heart. Despite Jacob's strength, the size of the giant makes it impossible to grab its hand, much less force it behind its back, but he is able to grab hold of its legs and immobilize it that way. This won't cause damage, as its mechanical nature renders it immune to Shock damage, but it is Restrained, making it Very Vulnerable to attacks until freed and forcing it to try to break free before taking other actions. (Note: A Good or better result on a Strength contest vs. Jacob will enable it to act the same round it breaks free.)

As the creature is now Very Vulnerable, and the remaining Storm Knights' ranged weapons were rendered ineffective by the Law of Decay (Ash lost the rifle and Ivan is out of bullets), there is no reason for Johnny to wait any longer. As rolled so far, the attack to crack open its chest is a 23 (MW 12 +3 bonus number +4 All out Attack +2 Size +4 Very Vulnerable -2 Called Shot to chest). This is one short of Outstanding as is, but a Possibility can still be spent to increase the bonus number (roll was 16). The Called Shot allows the attack to ignore its 2 points of crystal armor, making whatever the damage ends up apply to its raw Toughness of 14.

If another character wants to go before Johnny decides if he's adding a Possibility that's fine. If Johnny resolves the attack first, it will happen then.

Johnny Ichii
player, 56 posts
Pan Pacifica
Ion Gusoku
Thu 14 Oct 2021
at 22:12
  • msg #11

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

Spending the Possibility, I believe only Ivan is left besides me.
15:08, Today: Johnny Ichii rolled 8 using 3d6, rerolling max with rolls of 3,3,2.

15:06, Today: Johnny Ichii rolled 9 using 1d20.  Possibility.

2 shock through Unflinching.


Johnny charges, and jumps, and plunges his Electric Katana into the Giants Chest, Riding it down like a pirate in a movie. As he hits the floor he looks unstable, physically, but he draws on some inner reserve and pulls himself together.
Spire Guardian
Eternity Shard, 2 posts
Powered by
Eternity Shard
Thu 14 Oct 2021
at 23:29
  • msg #12

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

The blow was perfectly placed, but the lighted pulses again prevent the giant's crystal hull from cracking. The lights are slightly dimmer now.

OOC:
18:08, Today: Spire Guardian rolled 27 using 1d20, rerolling max (((20+7)27)).
Reality 15 + 9 Bonus Number = 24, enough to soak all damage.

Ivan Borovich (Headshot)
player, 16 posts
Russian Soldier
and Realm Runner
Fri 15 Oct 2021
at 07:12
  • msg #13

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

09:07, Today: Ivan Borovich (Headshot) rolled 8 using 1d20.  Disconnect.

Ivan stepped forward, prying at the giant's chest with his spear.

Aid another action for Johnny.
09:07, Today: Ivan Borovich (Headshot) rolled 12 using 1d20.  Rnd 1.
On target, +3 (I think) to his action.

Gamemaster
GM, 100 posts
Fri 15 Oct 2021
at 19:54
  • msg #14

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

As it turns out, the giant's Soak test was enough to prevent any damage that could have been done to it.
Ash (Alex Wilson)
player, 22 posts
Cyberpapacy
Cyberwarlock
Fri 15 Oct 2021
at 22:31
  • msg #15

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

Ash attempts to punch the guardian, but his cyberarm just seems to bounce off of the creature.


Not even worth a possibility I don't think...

17:29, Today: Ash (Alex Wilson) rolled 3 using 1d20.  Punch Guardian.
17:29, Today: Ash (Alex Wilson) rolled 15 using 1d20.  Disconnection?

Adding Coup De Grace to pool

Gamemaster
GM, 101 posts
Fri 15 Oct 2021
at 23:21
  • msg #16

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

Ivan needs to put a card into his pool. Then the guardian will try to break free from Jacob's grip on it. This is a contest of Strength. The guardian will go first, then Jacob will need to make a higher test to maintain grip. If the guardian gets a Good or better result, it will then get to act normally this round.

After the guardian's turn is resolved, the new round card will be revealed. As there is a Seize Initiative card in play, it could be used to repeat the current card for next round. If not used this way, it can be used to change the card after it is revealed but before it takes effect.

Jacob Amer (Revenant)
player, 47 posts
AKA-Revenant
Cosm-Nile Empire
Sat 16 Oct 2021
at 04:01
  • msg #17

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

In reply to Gamemaster (msg # 16):

OOC-because the guardian is very vulnerable, do I get +4 to my strength test?
Gamemaster
GM, 102 posts
Sat 16 Oct 2021
at 04:07
  • msg #18

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

No, it's STR vs. STR. If the guardian fails, that's the end of its turn. The advantage it has is that it will win ties. The advantage you have is that it has to go first, so you know what you need to beat.
Ivan Borovich (Headshot)
player, 17 posts
Russian Soldier
and Realm Runner
Sat 16 Oct 2021
at 07:47
  • msg #19

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

Ivan eyed the golem. It looked...

"Hey, propeller heads! Access port." Having reminded the others, he looked for one himself.
Spire Guardian
Eternity Shard, 3 posts
Powered by
Eternity Shard
Sun 17 Oct 2021
at 03:51
  • msg #20

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

The Guardian, upset at having its progress impeded, attempts to kick Jacob off. Its balance is a bit off, but it rights itself in the contest of brawn it is engages to break free.

16:11, Today: Spire Guardian rolled 11 using 2d20, rerolling max with rolls of 2,9.  Escape Grapple (2nd roll is Possibility, becoming an automatic 10). Total die roll = 12 (0 bonus) added to 14 STR. Jacob needs a STR test of 15 to keep it tied up. Ivan can still put a Destiny Card into his pool.
Jacob Amer (Revenant)
player, 48 posts
AKA-Revenant
Cosm-Nile Empire
Sun 17 Oct 2021
at 04:45
  • msg #21

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

In reply to Spire Guardian (msg # 20):

Ooc-00:42, Today: Jacob Amer (Revenant) rolled 14 using 1d20.  Strength test. Jacob only gets a 14, but it's not a good success for the guardian. Plus it had to use another possibility just to escape.
Gamemaster
GM, 103 posts
Sun 17 Oct 2021
at 06:05
  • msg #22

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

Summary of villains' turns
The guardian spends time (and a Possibility) to escape from Jacob's grasp. The edeinos hordes extend the crack in their wall a few centimeters but haven't breached it enough to enter or fire spears through it yet.

Name(Possibilities)MeleeDodgeUnarmedIntimidateManeuverTauntTrickWillpowerWillWoundsShockConditions
Spire Guardian (2P)N/A1114151181313120/5N/A 
One-Eye (3P)12121412121171070/30/10 
Edeinos Warriors11101110105686--0/8 

Player Pools and Conditions
Ash
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).

Case
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 (no card declared)

Jacob
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.

Johnny (2 Shock suffered)
Title:Second Wind
DescriptionPlay to recover 5 Shock.

Card for Round 2
Since Jacob has Seize Initiative, he can keep the Round 1 card active for Round 2. If he does not, the new card will be revealed and he could then use Seize Initiative then to reject it and force a new draw. Let me know if the current card is being kept.
This message was last edited by the GM at 06:26, Sun 17 Oct 2021.
Jacob Amer (Revenant)
player, 49 posts
AKA-Revenant
Cosm-Nile Empire
Sun 17 Oct 2021
at 06:36
  • msg #23

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

In reply to Gamemaster (msg # 22):

Ooc-I am not keeping the current card.
Gamemaster
GM, 104 posts
Sun 17 Oct 2021
at 06:45
  • msg #24

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

Drama Card for Round 2 (can be changed by Seize Initiative)
Title:Uh Oh!Dramatic Skill ResolutionCritical Problem
Standard:V -/H SetbackDramatic:V -/H Setback
Approved Action:Defend/TrickAdditional?: 

If changed, a new one will be revealed. If kept, people should announce if they are taking Active Defenses.
Jacob Amer (Revenant)
player, 50 posts
AKA-Revenant
Cosm-Nile Empire
Sun 17 Oct 2021
at 06:53
  • msg #25

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

In reply to Gamemaster (msg # 24):

Ooc-please change that one.
Gamemaster
GM, 105 posts
Sun 17 Oct 2021
at 07:10
  • msg #26

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

Card for Round 2 (final, as no more Seize Initiative options are in play)
Title:You Seek an Advantage!Dramatic Skill ResolutionA, C
Standard:V -/H SurgeDramatic:H Fatigued/V -
Approved Action:Maneuver/TrickAdditional?: 

Heroes may act. A successful Maneuver or Trick will earn a Destiny Card. At the end of each Storm Knight's turn, he suffers Fatigue (2 Shock suffered minimum, people with armor that has a Fatigue penalty suffer 3 Shock instead).
Johnny Ichii
player, 57 posts
Pan Pacifica
Ion Gusoku
Sun 17 Oct 2021
at 07:34
  • msg #27

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

00:24, Today: Johnny Ichii rolled 41 6 using 2d20 1d20, rerolling max with rolls of 6,(20+15)35.  Exploding 10.

00:23, Today: Johnny Ichii rolled 36 using 2d20, rerolling max with rolls of (20+6)26,10.  AoA w CS-2 & Possibility.
Total roll 42
Waiting for people doing Interaction Attacks, ... MW 12 +12 Roll, +4 AoA +2 Size -2 CS 28 vs:
A lot of Ifs in the air.
  •   If Ivan Pooled a Hero or Drama
  •   If he'd trade it to me
  •   If GM would allow my innocent mistake to stand as the roll
  •   If Case plays his glory
  •   Is it VV by the time I swing?

From a 42 it is reasonable to believe I would have gone for it; Still...

This message was last edited by the player at 07:46, Sun 17 Oct 2021.
Jacob Amer (Revenant)
player, 51 posts
AKA-Revenant
Cosm-Nile Empire
Sun 17 Oct 2021
at 13:25
  • msg #28

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

In reply to Gamemaster (msg # 26):

OOC-Jacob wishes to grapple before other melee attacks go off in order to give the other players and extra +4 to hit.

Jacob growls at the giant. "This wrestling match ain't over pal! We are going into overtime..." he proceeds to grip the giants legs even more firmly, dragging it back from his friends.

OOC-Jacob rolls a 36 to grapple, but does not do any damage to the construct.

He plays down master plan and gets Seize initative back.

The Revenant is immune to fatigue.

Case Morrow
player, 48 posts
Core Earth
Psychic
Sun 17 Oct 2021
at 13:51
  • msg #29

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

Case move in with his newly acquired Edeinos spear and attempts to help.

OOC
Oooh, harder to organize timing in this format.  I was planning on using Copycat on a melee character this turn since shooting into it with Pyrokinesis could be dangerous...and that seems to be Johnny (he does seem to be the guy with the sharp sword;-).


09:48, Today: Case Morrow rolled 4 using 1d20.  possibility copycat.

09:46, Today: Case Morrow rolled 4 using 1d20.  copycat (melee).

Unless Johnny has a Will total of 6, likely just an add of melee.

Move drama into pool (trade it for Johnny's Second Wind if allowed).

Gamemaster
GM, 107 posts
Mon 18 Oct 2021
at 20:16
  • msg #30

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

OOC:
Part of the reason I made the Combat and Card Coordination thread was to give people the chance to organize who should act when and keeping the combat threads in order. Now I get to organize what has happened here into a coherent format.

Jacob clearly wants to go first to get the Restrained condition back onto the giant so others can crack it open. With the +11 bonus number, the giant is Restrained and dealt raw STR damage (see upcoming new thread on Popular Combat Options). This makes it Very Vulnerable for as long as it is Grappled.

Case can now Copycat Johnny's melee weapons skill, getting a +1 and playing the Drama with an offer to trade for Second Wind. Johnny's attack is now ready to be resolved. A die roll of 42 is currently on the table, and he can trade for the Drama if he wants. The spire guardian is Very Vulnerable due to the grapple, making the total a +18 for 3 bonus dice. Ivan's card doesn't matter, as Johnny only has one card to trade.

That's where we are now.

This message was last updated by the GM at 20:16, Mon 18 Oct 2021.
Johnny Ichii
player, 59 posts
Pan Pacifica
Ion Gusoku
Mon 18 Oct 2021
at 04:34
  • msg #31

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

cards traded, Drama Wasted...we knew it was possible...Jonny is last...I just don't know when I will be able to post again
21:26, Today: Johnny Ichii rolled 15 using 3d6, rerolling max ((3,5,(6+1)7)). = +14 to 13(2)...27(2) Damage 2 wds __ Shock? Disingaging staying Very vulnerable.

Ivan Borovich (Headshot)
player, 18 posts
Russian Soldier
and Realm Runner
Mon 18 Oct 2021
at 07:08
  • msg #32

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

"We remember Ukhaan" Ivan told the golem hopefully.
Spire Guardian
Eternity Shard, 3 posts
Powered by
Eternity Shard
Mon 18 Oct 2021
at 17:09
  • msg #33

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

"My mission is clear: Fight while the storms rage." The pulses visibly dim, but are still strong enough to prevent a crack in the guardian's shell.

OOC:
11:58, Today: Spire Guardian rolled 18 using 1d20, rerolling max.  Soak Damage (Johnny's Near Glory). – [roll=1634576327.69269.361680]

Reality 15 + 5 bonus = 20, sufficient to soak all damage from Johnny's attack.

This message was last updated by the player at 17:09, Mon 18 Oct 2021.
Gamemaster
GM, 108 posts
Mon 18 Oct 2021
at 21:08
  • msg #34

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

In reply to Ivan Borovich (Headshot) (msg # 32):

OOC:
I will let Ivan attempt a Persuasion test vs. the guardian's Spirit (13) if he wants to have the guardian offer a clue about how to access the heart.
Gamemaster
GM, 109 posts
Tue 19 Oct 2021
at 15:54
  • msg #35

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

Ivan and Ash can take actions this round still. On the positive side, the edeinos are experiencing the same frustration trying to get in to attack that you are trying to get the guardian open to access the heart.
Ash (Alex Wilson)
player, 24 posts
Cyberpapacy
Cyberwarlock
Wed 20 Oct 2021
at 03:55
  • msg #36

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

Ash pulls his cyberdeck out and quickly plugs it into the neural jack at the base of his skull. Quickly he scans for any RF or wi-fi signals, hoping to find a way to hack into the guardian.

With the cyberdeck, my computers skills is favored...

Roll: 14 (initial roll after favored reroll and 10 again) + 10 (possibility) = 24 = +8 bonus
Computers 13 + 8 = 21 total = Outstanding (vs DN 10)

22:46, Today: Ash (Alex Wilson) rolled 7 using 1d20.  Hack the Guardian!
22:46, Today: Ash (Alex Wilson) rolled 10 using 1d20.  Hack the Guardian! (Favored).
22:47, Today: Ash (Alex Wilson) rolled 4 using 1d20.  10 Reroll.
22:47, Today: Ash (Alex Wilson) rolled 3 using 1d20.  Possibility.

Pooling Hero

Spire Guardian
Eternity Shard, 4 posts
Powered by
Eternity Shard
Wed 20 Oct 2021
at 05:16
  • msg #37

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

A single wifi connection appears on the list of available networks called UkhaanControl. Amazingly, it is unprotected. A burst of data nearly fries the cyberdeck on connection, but Ash manages to salvage the hardware and slow the transfer to what the deck can handle.

The blueprints for the guardian reveals an access port in the guardian's back. Once open, it would allow a carefully placed human hand to access the heart and remove it. Cracking the chest open as the group has been attempting would achieve the same purpose. Also, the crystal surrounding both the tower (which is holding back the edeinos) and the exit to the sewers/subway are tied into the guardian, so that once the heart is removed, they will begin to disintegrate.

OOC:
The data reveals the following ways by which the heart can be accessed:

1) Opening the access port would require a Dramatic Skill Resolution.
StepDescriptionSkill and DN
AFind the hatchFind 14
BPry it openMelee Weapons 14
CReach into the access port and grab the heartManeuver 16
DDisconnect the heart from the rest of the guardianStrength 14

2) Scoring a Wound against the guardian would effectively complete A and B as well as dislodge the heart enough to remove it without needing Strength. However, cracking the chest open like that would make the retrieval more difficult and require an Outstanding Maneuver (21 DN) to get it out, but would obtain the heart once complete.

3) An Outstanding Interaction attack could get the hatch to pop open on its own, thus skipping the Dramatic Skill Resolution directly to Step C.

Based on the progress so far, it will take the edeinos 5 rounds to get in. This could be modified by Setback results. Once they get in, One-Eye and a group of 5 edeinos warriors will enter and attack, with 5 more warriors pouring in each round.

Ivan Borovich (Headshot)
player, 20 posts
Russian Soldier
and Realm Runner
Wed 20 Oct 2021
at 09:59
  • msg #38

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

"We not la-la land, look" Ivan said, showing it his rifle. "Open access port".
Spire Guardian
Eternity Shard, 5 posts
Powered by
Eternity Shard
Wed 20 Oct 2021
at 16:51
  • msg #39

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

OOC: A natural 1 on the first roll is an automatic failure unless canceled by Second Chance. All the other cards and Possibilities would have no effect, so I won't make Ivan spend them.

Despite the Spire Guardian's compromising position, it does not respond to Ivan's attempt to intimidate it. Instead, it summons a burst of energy in an attempt to throw Jacob off it.

OOC: The Guardian's Strength total this round is 17. Jacob needs to make a higher total to keep it in place. (Ivan does have an Opponent Fails card up, so if the contest fails, Jacob could trade for it and use it to force a win.)

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: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.

Jacob (1 shock suffered)
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.

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 player at 17:22, Wed 20 Oct 2021.
Jacob Amer (Revenant)
player, 53 posts
AKA-Revenant
Cosm-Nile Empire
Wed 20 Oct 2021
at 17:05
  • msg #40

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

In reply to Spire Guardian (msg # 39):

Ooc-13:02, Today: Jacob Amer (Revenant) rolled 5 using 1d20.  Strength check to keep grapple.

Nope

Gamemaster
GM, 111 posts
Wed 20 Oct 2021
at 17:07
  • msg #41

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

Are you trading for the Opponent Fails or accepting the result as is?
Jacob Amer (Revenant)
player, 54 posts
AKA-Revenant
Cosm-Nile Empire
Wed 20 Oct 2021
at 17:29
  • msg #43

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

In reply to Gamemaster (msg # 41):

Ooc-i will trade seize initative to Ivan for opponent fails if he wishes and play the card on the Guardian.
This message was last edited by the player at 17:30, Wed 20 Oct 2021.
Ivan Borovich (Headshot)
player, 21 posts
Russian Soldier
and Realm Runner
Thu 21 Oct 2021
at 06:20
  • msg #44

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

In reply to Jacob Amer (Revenant) (msg # 43):

Yes, okay.
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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