Post by Wolfe on Jan 8, 2021 19:26:50 GMT -5
After a hiatus lasting over a month, the Dust Ward Killer seemed to be active again soon after the New Year. A dust shop was robbed at the boundary of the Wind and Ground districts on the second Friday of the year, with the shopkeeper in critical condition after suffering multiple wounds. Tall, dark, and angry, the culprit fit the description of the Dust Ward killer to a tee and news had spread throughout the Ground District in a rush. Several pounds of dust were stolen from the shop, and the man who had done it vanished without a trace, moving so fast that the owner couldn’t even tell first responders which direction he had gone.
The stone storefront had a slightly larger than person sized hole in it, showing that the assailant didn’t even bother to open the door and just blasted their way through via whatever they used to destroy the stone so completely. The owner is already passed out by the time anyone except the paramedics arrived, but they are able to relay basic information which then spread across the neighborhoods by word of mouth more than anything.
Someone like that can’t stay hidden for long with that much dust, given that stealing that much paints such a giant target on the back of anyone who does it precisely because it is so dangerous. First things were first, and someone needed to find out where the hell this so-called Dust Ward Killer went off to. The problem, however, was that everyone seemed to have an idea of where he would go after such a heist and everyone you met on the street claimed to have seen him at some point due to the sensationalist nature of the event. The killer has been the talk of the district for a while, now, and now that he’s returned everyone wants to be the one with the answers and to soak up all that attention and glory.
Physical traces were next to non-existent due to a surprising care at covering his tracks. That left nothing left but to go around physically looking or using trusted contacts to get an idea of where the hell he had gone. Someone just didn’t steal that much dust for no reason, so the clock was ticking to stop whatever he had planned before he had time to actually use those pounds of dust for anything. There was really very few nonviolent uses of that much fire and lightning dust that anyone could have, and it certainly would be surprising for a known killer to do anything but what they were known for with that much firepower.
It was a tall ask, but one that was necessary. The guy could be anywhere in the city at this point, holed up in any number of locations. If finding him took too long, he would have time to enact whatever plan he had in mind when he robbed that dust store in the first place.
Introducing new problem: Locate the Dust Ward Killer (Social 14, extra info given once solved)
The stone storefront had a slightly larger than person sized hole in it, showing that the assailant didn’t even bother to open the door and just blasted their way through via whatever they used to destroy the stone so completely. The owner is already passed out by the time anyone except the paramedics arrived, but they are able to relay basic information which then spread across the neighborhoods by word of mouth more than anything.
Someone like that can’t stay hidden for long with that much dust, given that stealing that much paints such a giant target on the back of anyone who does it precisely because it is so dangerous. First things were first, and someone needed to find out where the hell this so-called Dust Ward Killer went off to. The problem, however, was that everyone seemed to have an idea of where he would go after such a heist and everyone you met on the street claimed to have seen him at some point due to the sensationalist nature of the event. The killer has been the talk of the district for a while, now, and now that he’s returned everyone wants to be the one with the answers and to soak up all that attention and glory.
Physical traces were next to non-existent due to a surprising care at covering his tracks. That left nothing left but to go around physically looking or using trusted contacts to get an idea of where the hell he had gone. Someone just didn’t steal that much dust for no reason, so the clock was ticking to stop whatever he had planned before he had time to actually use those pounds of dust for anything. There was really very few nonviolent uses of that much fire and lightning dust that anyone could have, and it certainly would be surprising for a known killer to do anything but what they were known for with that much firepower.
It was a tall ask, but one that was necessary. The guy could be anywhere in the city at this point, holed up in any number of locations. If finding him took too long, he would have time to enact whatever plan he had in mind when he robbed that dust store in the first place.
Introducing new problem: Locate the Dust Ward Killer (Social 14, extra info given once solved)
508 total words to Wolfe.
This event will have a 150% XP modifier for DM and 200% XP modifier for PCs. This event will run until ~February 9th.
Heroism system is enabled and likely required for an S rank outcome. DM will post every 3 days and will not wait for anyone. Difficulty minimum for the event is 6, so any problems below that difficulty are automatically invalid and so are any interactions with them. Difficulty minimum related to problems with main antagonist is 10, and any problems below that difficulty relating to that primary antagonist below 10 are invalid and so are any interactions with them. I promise you the main antagonist will be obvious. Dice rolls are done with a ten-sided dice like every other roll and system we have. This event is Death Enabled. Most events technically are, but this one is legitimately dangerous much moreso than others so is marked with it explicitly.
This event is much more dangerous than ones before, and DM problems will sometimes be made to specifically target your character. Staying in your lane and relying on what your character is good at will enable you to get out of these situations, maybe with a little help from friends, but the event is focused on a deranged serial killer and running up to punch them as a civilian may very well have lethal consequences.
You can create 2 problems for this event per character involved in the event and have a difficulty ceiling of 14 or 10 more than your skill modifier, whichever is more. Even if your character only has a 10% chance of success, you need to pitch problems that they can theoretically do. In your first post, you must either attempt or introduce a problem or you forfeit all XP/RP for the event. Two or more posts in a row interacting with no problem and introducing no problem, not counting the last round, will similarly cause you to forfeit all XP/RP.
If you introduce a problem, do not have to try and solve that problem in the same post (but you can!). If you try and fail to succeed at a problem, the number that you rolled is added to the final total when determining the outcome of the event. This can be represented IC by making progress and chipping away at something, making it perhaps easier for someone else to finish the job. If you try and succeed at solving a problem, what you roll up to the difficulty of the check is added to the outcome total. If you rolled a 15 and the difficulty level was 10, you'd add 10 to the total plus ten from solving the problem. This 10 would be added to the Outcome Points (OP) tally at the end of the event to determine the final result of the event.
Solving a problem gives OP to the difficulty of the problem towards the Scenario Outcome, as well as a bonus of 10 points for solving the problem, in other words.
This event I will be more active than I was in previous events as DM, and introducing problems and adding more IC information as major problems are being solved. Some problems, like the first one, will be marked with a tag that you get more information for solving it. If your character solves one of these, I’ll DM you some stuff you can use in your post – or if you solve it while I’m unavailable IC I’ll put it in next DM post as soon as I can.
I as the DM am not resolving issues, you're doing it using the roll of the dice and success/failure to inform how you want to succeed fail. All I'm doing is tracking RP gain and providing a list of problems and which ones are solved at the end of every round and potentially adding more problems if there's a lull. If you don't write out how your action gets resolved, nobody is unless another player makes something up for you.
This event will have a 150% XP modifier for DM and 200% XP modifier for PCs. This event will run until ~February 9th.
Heroism system is enabled and likely required for an S rank outcome. DM will post every 3 days and will not wait for anyone. Difficulty minimum for the event is 6, so any problems below that difficulty are automatically invalid and so are any interactions with them. Difficulty minimum related to problems with main antagonist is 10, and any problems below that difficulty relating to that primary antagonist below 10 are invalid and so are any interactions with them. I promise you the main antagonist will be obvious. Dice rolls are done with a ten-sided dice like every other roll and system we have. This event is Death Enabled. Most events technically are, but this one is legitimately dangerous much moreso than others so is marked with it explicitly.
This event is much more dangerous than ones before, and DM problems will sometimes be made to specifically target your character. Staying in your lane and relying on what your character is good at will enable you to get out of these situations, maybe with a little help from friends, but the event is focused on a deranged serial killer and running up to punch them as a civilian may very well have lethal consequences.
You can create 2 problems for this event per character involved in the event and have a difficulty ceiling of 14 or 10 more than your skill modifier, whichever is more. Even if your character only has a 10% chance of success, you need to pitch problems that they can theoretically do. In your first post, you must either attempt or introduce a problem or you forfeit all XP/RP for the event. Two or more posts in a row interacting with no problem and introducing no problem, not counting the last round, will similarly cause you to forfeit all XP/RP.
If you introduce a problem, do not have to try and solve that problem in the same post (but you can!). If you try and fail to succeed at a problem, the number that you rolled is added to the final total when determining the outcome of the event. This can be represented IC by making progress and chipping away at something, making it perhaps easier for someone else to finish the job. If you try and succeed at solving a problem, what you roll up to the difficulty of the check is added to the outcome total. If you rolled a 15 and the difficulty level was 10, you'd add 10 to the total plus ten from solving the problem. This 10 would be added to the Outcome Points (OP) tally at the end of the event to determine the final result of the event.
Solving a problem gives OP to the difficulty of the problem towards the Scenario Outcome, as well as a bonus of 10 points for solving the problem, in other words.
This event I will be more active than I was in previous events as DM, and introducing problems and adding more IC information as major problems are being solved. Some problems, like the first one, will be marked with a tag that you get more information for solving it. If your character solves one of these, I’ll DM you some stuff you can use in your post – or if you solve it while I’m unavailable IC I’ll put it in next DM post as soon as I can.
I as the DM am not resolving issues, you're doing it using the roll of the dice and success/failure to inform how you want to succeed fail. All I'm doing is tracking RP gain and providing a list of problems and which ones are solved at the end of every round and potentially adding more problems if there's a lull. If you don't write out how your action gets resolved, nobody is unless another player makes something up for you.
[attr=class,basictable]
Outcome Rank | OP Required | Outcome |
---|---|---|
S | 1050 | Consequences currently unknown. |
A | 900 | Consequences currently unknown. |
B | 800 | Consequences currently unknown. |
C | 700 | Consequences currently unknown. |
D | 600 | Consequences currently unknown. |
E | 500 | Consequences currently unknown. |
F | 400 | Consequences currently unknown. |