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Posted: Fri Jun 23, 2017 1:45 pm
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Posted: Fri Jun 23, 2017 1:47 pm
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how to play.This segment functions slightly differently to earlier sections. GM posts will not come on a schedule; the GM will respond at least once per day, but most likely will respond much more often than that to keep the thread moving. If there are no player posts in 24 hours, the GM will end the round that you are in and move your characters on to the next. Please do not quote the GM in your posts. Please do bold and highlight the names of GM characters involved in your posts. There will be no current prompts or NPC lists post for this thread.
Your stated goal is to find and detain Ezra. He is a powerful and canny opponent, so there is a good chance your character or another character in this thread will become injured or die. As Ezra’s element is fire, these injuries will most likely be gruesome. If you are uncomfortable with gore or physical harm, this is not the thread for you. In the first portion of the thread, you must locate Ezra. This will be done by rolling a d10. You may roll one d10 per round; rounds are defined by GM posts. A round is 24hrs or once every player has posted and filled in their post. Empty posts are not added into the total. You will have located Ezra when the sum total of your rolls reaches 100 or above. Some rolls have special effects. They’re covered below.
Quote: Ezra Location MechanicRoll 1d10 per turn. These numbers are totaled with other players’ at the end of each round. 1: A critical failure. Negates your roll and the one immediately before it. 10: A critical success. Doubles the roll immediately after yours. Ezra is located once your totaled rolls meet or exceed 100. Once you have located Ezra, you must persuade him to return with you. This can be done by actual persuasion, which runs off the same system as locating him, or by fighting him. Persuasion is the best route, as it leads to minimal physical harm. However, instead of a 1 negating two rolls, a 1 will now trigger combat. The GM may add to the total towards 100 for particularly good or insightful posts, but may not subtract.
Quote: TLDR: Ezra Persuasion MechanicRoll 1d10 per turn. These numbers are totaled with other players’ at the end of each round. 1: A critical failure. Your progress towards persuading Ezra is deleted and combat begins. 10: A critical success. Doubles the roll immediately after yours. Ezra is located once your totaled rolls meet or exceed 100. Fighting Ezra is a matter of rolling against the GM. The GM will roll, and your roll must beat that roll in order to do a flat 10 damage to Ezra. Ezra is defeated and detained once his damage reaches 100. Rounds last 24hrs or until everyone in the thread has posted and filled in their post. Attacking Ezra stacks damage on your character. Ezra himself does no damage.
Quote: Ezra Combat MechanicYour HP: 40 (differentiated) 50 (undifferentiated) -10 for having an Ezra’s X power Ezra will be defeated once he has taken 100 damage. At this point, you may kill him, or take him back to the ritual room. Roll 1d10 once per round. If your roll is higher than the GM’s roll, then Ezra takes 10 damage. If your roll is lower, or your character physically attacked Ezra, take one stack of burning. Magical attacks do not stack burning. Burning inflicts 5 damage per round. You may have infinite stacks of burning. Characters may forgo their roll against the GM to remove one stack of burning from another character, stabilize an unconscious character, or heal 5 damage on their own character. Should your character hit 0 HP, they have become unconscious. Unconscious characters are out of the fight. Unconscious characters lose 1HP a round as well as any burning damage they accumulated. They cannot accumulate any more burning damage. Unconscious characters are stable and no longer lose 1HP per round once their health is up over 1, but they do not wake up. If a character’s HP goes down to -15HP or lower, they are dead. The scrying thread’s successes will have an effect on your rolls. Once per day, the GM will total the scrying thread’s successes and post here a multiplier for all rolls for that day. This multiplier can be reductive (lowering your total effectiveness) or multiplicative (increasing your total effectiveness). This multiplier lasts until the next multiplier is posted. You may attempt to geas Ezra at any point once you have found him. To geas Ezra, roll a d100. A roll over 85 is a successful geas and, depending upon the geas, can end the thread immediately. A roll under 85 will trigger combat if you’re in persuasion; if you’re in combat, an unsuccessful geas results in all players taking a stack of burning. You may exit this thread and join another by posting an exit post. Once you have located Ezra, you may no longer exit this thread, and new players may no longer enter. At the bottom of your exit post, please post that your character is leaving and to which thread they’re going.
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Posted: Fri Jun 23, 2017 1:47 pm
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Blade Kuroda rolled 1 10-sided dice:
1
Total: 1 (1-10)
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Posted: Fri Jun 23, 2017 2:13 pm
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azuredreams rolled 1 10-sided dice:
7
Total: 7 (1-10)
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Posted: Fri Jun 23, 2017 2:26 pm
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iloveyouDIE rolled 1 10-sided dice:
6
Total: 6 (1-10)
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Posted: Fri Jun 23, 2017 3:13 pm
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Posted: Fri Jun 23, 2017 3:34 pm
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She pulled open the cut in her hand that she'd made earlier. If she wasn't careful, her butterfly knife was gonna get ********' rusty from these uses. With a hiss, Preacher squeezed her hand closed, watching blood drip onto the ballpoint pen sigil. With her other hand, she pressed her fingertips to it, closing her eyes and smearing it across the paper. She knew what she wanted this to do, knew they'd need some kind of protection because Ezra would never go down without a fight.
Then Preacher drew in a sharp breath and yanked her hand back. The lines of the sigil had darkened, solidified. Good. "Hey, guero, c'mere." She thrust the paper at him. "It's a thing. 'Pposed to make fire less... fire. Y'know. Take it." She coughed awkwardly. "Put it next to ya skin." Here, Chester, take this paper with my blood on it, this isn't weird at all. Her other paper was stuck in her bra - handy things, those.
HP: 30/30 Roll: N/A casting
Inventory: mini sigil - nullifies one burning stack
smerdle Chester has gained one mini sigil
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AMItotic rolled 1 10-sided dice:
3
Total: 3 (1-10)
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Smerdle rolled 1 10-sided dice:
2
Total: 2 (1-10)
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Posted: Fri Jun 23, 2017 4:51 pm
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Okay, well, keeping Preacher from harm was already going poorly, what with her blooding herself before they'd even found their quarry.
"What are you—" Chester looked at her cut, then at the paper she was holding out toward him, swallowing as he finally listened instead of reacting. "All right." He took the sigil. "Thank you. You should make one for yourself."
He labored over where to put it for ten seconds or so before tucking it under his watch band against the inside of his wrist, looking at Preacher again once he had. Maybe what he'd said was selfish. Maybe he'd even just accidentally implied she couldn't take care of herself. "Or just... try not to die."
Chester glanced around at the others who had chosen this dangerous mission, surprised to find that he knew a handful of them. Even the coppelganger was here, though Shun seemed to have been at least temporarily cleared in the face of everything else that had gone wrong. After a nod for Preacher that seemed to imply he'd be back, he approached Shun almost apologetically.
"You mentioned the geas. Do you know it?" Chester did not, nor was he aware that all the differentiated who had attended the last conference knew it as well.
HP: 50/50 Roll: 2 Total: 18
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Melancholies rolled 1 10-sided dice:
1
Total: 1 (1-10)
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Posted: Fri Jun 23, 2017 4:54 pm
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Oliver was silent, even as they passed Felt, even as they ventured onward. His mind was wide open, though his were-parts had since retracted since his initial outburst. No, he was waiting and waiting and looking. Preacher was a little distracting behind him—he could tell she was casting when the qualia hit his senses—she was like separation, a wall, a barrier. It was a cold feeling magic, one that smelled a little lonely, one that felt immense and heavy for a one-man-army.
He didn't harp on it.
Ollie was more or less trying to find Ezra's magic, whatever that was going to feel like. He went out on a limb and figured it'd be like fire, or warm, or something like that, but it was hard to tell. "I'd like to stay away from the death." Even though he was mad at Ezra, "It's a little nauseating. I can feel when things die, and I'd rather not deal with a human."
He sighed.
"I can bring people back though, if things go really south. Try not to let it get that far." He continued to walk with his back to the group.
HP: 30/30 Roll: 1 Total: 16
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Daekie rolled 1 10-sided dice:
1
Total: 1 (1-10)
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Posted: Fri Jun 23, 2017 7:23 pm
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Posted: Fri Jun 23, 2017 9:47 pm
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"Did make one," she pointed out, then poked herself in the chest. "I don' particularly wanna die ri' now, so... You know you ain't allowed to, neither, 'kay?" She reached out to tap his watch. The watch ticks for thee, Chester Poole. There were watery puns hiding in the depth of that name, she thought idly. As Chester walked away, Preacher assessed their motley group. Perhaps she'd have enough time to make one for them all.
"Yeah if anyone wants ta know tha geas, I know it, too. 'Magine quite a few of us do." She hoped.
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Posted: Sat Jun 24, 2017 6:30 am
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