[Day 5 - MN] The Curse ReReManifest [Event]
Posted: Fri Oct 30, 2020 7:57 pm
Event Type: Main Event
Participants: Unlimited.
Timeslots: Mid Night
Description: Something is compelling some people of the village and castle to leave their homes and walk towards the beach and into the sea. They continue walking until they are beneath the waves and drown. What could be doing this to people!
Along with the entrance people are shades and apparitions of ghostly soldiers!
Rules: Before the player can join this event they must resist the call to the sea. This is a Void check at TN 15, if this roll is failed the player falls asleep where they are. If the roll is failed by more than 5 they are now compelled to walk into the sea and die.
Players that are aware the day is repeating, meaning they made the Void roll at the start of the day, get a Free Raise to one roll in this event.
If they make the roll they can participate in the event. Magic is allowed, one spell can be cast either on themself or another in a hostile manner.
A player can participate up to three times, each time the TN increases by 5 for each subsequent attempt. They can repeat any choice only once.
Choose from below:
Snap out of It: The Player can attempt a Courtier + Awareness or Intimidate + Awareness check at TN 15 to snap someone out of the haze; they can make a raise to snap one additional person out of the haze. Failure means they fail to get anyone, failing with raises means the people attack them dealing +1k1 plus +1k0 per each additional raise beyond the first.
Baywatch!: The player dives into the sea to save people; this is an Athletics + Strength check at TN 15 (Includes the +5 for treacherous waters) to save 2 people. Each raise saves 2 additional people but failure means the player suffers 2k1 wounds due to the cold and losing their breath and each raise increases that damage by 1k1 per raise if it fails.
Stop or I will Stab!: The player attacks the affected people and tries to keep them from going into the sea. This is an attack roll with a weapon, not Jiujutsu, at TN 25 and each raise can allow them to stop one additional person but failure means they fail to stop anyone and if they make raises they kill a person by accident , plus an additional person per raise and this reduces the total.
Judo Chop: The player makes a Jiujutsu + Agility check at TN 15 to grapple and tackle a person and keep them from going into the sea. Each additional raise stops one extra person and if the roll is failed with raises they suffer 1k1 plus +1k0 per each additional raise beyond the first.
Magic or Whatever: If a player wishes to use magic or another supernatural ability please consult the GM, this option can be done only once.
Exorcise the Spirits: The character can make a Spellcraft + Intelligence check at TN 20 or Etiquette + Awareness at TN 25 to repel the spirits and guide the people back to safety, this will save two people on success. Each raise will save an additional person, a failure with raises means the player angers the ancestors reducing their Honor by .2 per raise. If they fail this roll by ten or more they gain the Haunted disadvantage.
Rewards/Outcome: If players rescue a at least 20 people, no samurai or players are lost and if they reach 35 then no one is lost, otherwise many peasants are lost to the sea. If less than 15 people are saved a random named NPC will be lost to the sea.
Participants: Unlimited.
Timeslots: Mid Night
Description: Something is compelling some people of the village and castle to leave their homes and walk towards the beach and into the sea. They continue walking until they are beneath the waves and drown. What could be doing this to people!
Along with the entrance people are shades and apparitions of ghostly soldiers!
Rules: Before the player can join this event they must resist the call to the sea. This is a Void check at TN 15, if this roll is failed the player falls asleep where they are. If the roll is failed by more than 5 they are now compelled to walk into the sea and die.
Players that are aware the day is repeating, meaning they made the Void roll at the start of the day, get a Free Raise to one roll in this event.
If they make the roll they can participate in the event. Magic is allowed, one spell can be cast either on themself or another in a hostile manner.
A player can participate up to three times, each time the TN increases by 5 for each subsequent attempt. They can repeat any choice only once.
Choose from below:
Snap out of It: The Player can attempt a Courtier + Awareness or Intimidate + Awareness check at TN 15 to snap someone out of the haze; they can make a raise to snap one additional person out of the haze. Failure means they fail to get anyone, failing with raises means the people attack them dealing +1k1 plus +1k0 per each additional raise beyond the first.
Baywatch!: The player dives into the sea to save people; this is an Athletics + Strength check at TN 15 (Includes the +5 for treacherous waters) to save 2 people. Each raise saves 2 additional people but failure means the player suffers 2k1 wounds due to the cold and losing their breath and each raise increases that damage by 1k1 per raise if it fails.
Stop or I will Stab!: The player attacks the affected people and tries to keep them from going into the sea. This is an attack roll with a weapon, not Jiujutsu, at TN 25 and each raise can allow them to stop one additional person but failure means they fail to stop anyone and if they make raises they kill a person by accident , plus an additional person per raise and this reduces the total.
Judo Chop: The player makes a Jiujutsu + Agility check at TN 15 to grapple and tackle a person and keep them from going into the sea. Each additional raise stops one extra person and if the roll is failed with raises they suffer 1k1 plus +1k0 per each additional raise beyond the first.
Magic or Whatever: If a player wishes to use magic or another supernatural ability please consult the GM, this option can be done only once.
Exorcise the Spirits: The character can make a Spellcraft + Intelligence check at TN 20 or Etiquette + Awareness at TN 25 to repel the spirits and guide the people back to safety, this will save two people on success. Each raise will save an additional person, a failure with raises means the player angers the ancestors reducing their Honor by .2 per raise. If they fail this roll by ten or more they gain the Haunted disadvantage.
Rewards/Outcome: If players rescue a at least 20 people, no samurai or players are lost and if they reach 35 then no one is lost, otherwise many peasants are lost to the sea. If less than 15 people are saved a random named NPC will be lost to the sea.