(Day 5, EA) Fire!
Posted: Mon Jul 20, 2020 7:15 am
((Players who are participating in the Games event may NOT participate in this event))
Fire has broken out across the streets of Tsuma as the Poison Water Sake House exploded! Franticly the samurai not at the Academy watching the Topaz Championship Games event, and the commoners of Tsuma all rush to help beat back the flames, but the fire burns hot and hungry!
Fire has broken out across the streets of Tsuma as the Poison Water Sake House exploded! Franticly the samurai not at the Academy watching the Topaz Championship Games event, and the commoners of Tsuma all rush to help beat back the flames, but the fire burns hot and hungry!
Any number of players may join this thread. You have a risk of death. Participation in this thread disallows participation in the Games event.
Rules:
You may choose one of two "scenes", Firefight, or Rescue.
Firefight
A number of different approaches can be done to help fight the fires.
You may only make a number of rolls until you FAIL a number equal to your Stamina.
-Carry Water: Athletics / Reflexes, TN 20. You may call raises on this roll equal to your Strength Score instead of the usual limit on raises. Great Potential may not be used. Each success, and each successful raise (Exceptional Success has NO benefit) grant 10 Water Points
-Call Water Kami: Summon: Water at TN 25. You may call raises on this roll for extra quantity. Each successful cast takes either a Water or Void spell slot, and you are limited to the number of spells you can cast as per the normal spellcasting rules. If you fail a number of rolls equal to your Stamina, but still have slots remaining, you may not keep trying. Each successful cast, plus each Raise grants 10 Water points.
-Physically Beat the flames out: Strait Willpower Trait roll, at TN5. You may call additional raises to beat more of the fire. Additionally, each attempt at this roll REQUIRES you to take 1d10 (exploding) damage as the flames lick at you. Success on this roll, and each successful raise (Or exceptional success) grants 3 Water points.
Players need a total of 500 Water Points to fully put out the fires.
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Rescue
Additionally, a number of people are trapped in the burning rubble! Someone should help them!
You may only make a number of rolls until you FAIL a number equal to your Willpower
-Rescue Trapped Citizens: Athletics / Agility, TN 15. You may call raises on this roll to attempt to save multiple people. Additionally, each attempt at this roll REQUIRES you to take 1d10 (exploding) damage as the flames lick at you. Success on this roll, and each successful raise (or exceptional success) grants 1 Rescue Point.
-Treat the wounded with medicine: Medcine / Intelligence, TN 20. You may call raises on this roll to attempt to heal multiple people. Success on this roll, and each successful raise (or exceptional success) grants 2 Rescue Points.
-Treat the wounded with Invocations. Any spell you can cast that would heal a person grants 1 Rescue point if it heals 1-9, 2 points if it heals 10-19, 3 points if it heals 20-29, and so forth. Each successful cast takes either a Water or Void spell slot, and you are limited to the number of spells you can cast as per the normal spellcasting rules. If you fail a number of rolls equal to your Willpower, but still have slots remaining, you may not keep trying.
Players need a total of 50 Rescue points to fully save all of the citizens.
Rewards:
Event rewards will be revealed after this event comes to its conclusion. Hint: The better you do over the required amount, the more reward to all participants.