Post by Alina Rybalka on May 16, 2021 17:49:39 GMT -5
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[break][attr="class","nikki101"]WE CAN ALL AGREE THAT VIOLENCE BREEDS VIOLENCE
[break][attr="class","nikki102"]BUT IN THE END, IT HAS TO BE THIS WAY
[attr="class","nikki109"]The city of Bilohorodka was unusual for a Revolutionary League convert for a number of different reasons. [break][break]
To start, it was the city who contacted the League instead of the other way around. It was outside of the general territory that they were pulling into their sphere of influence, being more eastern and southern than was convenient. Without the contact, it might have taken months to a year for the League to reach out on their own. [break][break]
They might have ignored the communication anyway if not for the fact that the city had an iron mine and equipment to work it, something the League desperately needed to enhance their weaponry and defenses. Apparently, they had dug a bit too far and disturbed a Grimm infestation they didn’t know about and had to shut down the mine, their major source of income. [break][break]
Alina had sent scouts to the city to verify the situation and get some more intel, and it seemed to be as they said. They barricaded the mine about a year and a half ago and sent messengers to the capital twice to no response and no commitment to help. They were willing to work with and willingly join the League but had some conditions. [break][break]
They wanted protection from Grimm attacks, which was fair. Granted. They wanted the ability to trade half of their iron output with clients other than the Revolutionary League, which Alina negotiated down to a third. They wanted autonomy to run their own government and have their own laws and judicial system – partially granted, with the exception of extradition being required for criminals escaping the League and that they couldn’t sell iron to the Capital or other enemies of the League – which was accepted largely due to the fact that the city hated the Council more than Alina did at this point. [break][break]
She didn’t trust them at this point, so she brought about a hundred Iron Wolves with her to the city. The mine needed to be cleared out, and because it was an underground mine the only way up or down was a mine shaft with an elevator that went down. Most of them would stay in the city while a small group went down into the mine, only helping with the initial clearing of the rubble blocking the entrance. They were there almost solely as a deterrent, to ensure that the village leadership didn’t get any ideas of cutting down the elevator lest their entire city be killed in response. [break][break]
The hetman had gotten the plans for the mine, which was a standard room and pillar type mining operation where it was mostly horizontal with sections of iron ore being left to act as pillars to reinforce the roof and prevent collapse. The damage was unknown inside, but they were positive there was not going to be a collapse due to the immense amount of iron still left inside to support the walls. [break][break]
The entire city was built around the mine in the large space in the middle, so it became immediately obvious why the town was so pissed at not having any of the requested help for such a long time. Their entire economy depended on the mine and its operation, and enough time had passed that they were on their last legs without it. With no mine, there was nothing for them to offer their neighbors and trade died up. Without trade, they were stuck subsistence farming and nobody wanted to do that long term that didn’t have to. [break][break]
Alina stood with the mayor in front of the assembly standing in front of the rubble covered entrance to the mine. She didn’t bother to armor up for this mission, largely because the reports of Grimm were just a ton of garden variety types. She simply wore her usual reinforced boots with some carpenter jeans with her duty belt slapped on top and a black sleeveless tee shirt alongside a backpack filled with some supplies and food in case they got stuck for a while and called it a day. There was no reason to go further with it, partially because anything she brought down with her would need such a thorough cleaning afterwards it legitimately wasn’t worth it in her mind to bring any armor. Fuck cleaning that, honestly. [break][break]
”Detonate the charges and avert your eyes. Not my fault if anyone goes blind from this.” the wolf faunus would call out, slipping on the white gloves that have become a bit of a signature over the years. She had recommended everyone wear earplugs for this, but not everyone listened. Oh well. The bang scared the fuck out of those that didn’t listen and blew open the rubble and debris currently blocking the entrance… allowing a rush of Grimm to erupt. Alina had said it was safe for the townspeople to watch so long as it was from a safe distance behind her, but the mayor wanted to get close to make sure that the League possessed the power to protect them. [break][break]
Introducing DM Problem #1: Destroy the Grimm released from the mine being unlocked (Combatants 12) [break][break]
Alina attempting problem using A semblance, specialized. 9 from A rank and 2 from specialization equal 11 total bonus. [break][break]
Roll: 5 + 11 = 16, SUCCESS. [break][break]
Sulfur Fish, Creeps, Ravagers, and Centinels all disintegrated into nothing in a bright flash of white light that appeared and disappeared in an instant as soon as the leader of the Kozaks snapped her fingers. The look of befuddled confusion was fun to see on the face of the mayor and most of the locals, who no doubt expected some huge display of firepower from the many militants present in the town. ”Alright. Get the elevator shaft working and we’ll go down.” [break][break]
She put on a full, clear respirator mask with a combination cartridge and filter to take care of any aerosols, gases, or vapors like she recommended everyone going down her bring, largely because the shit in the air down in mines was disgusting and not worth the risk of choking during a fight. Plus, the whole blindness part from getting a bunch of fine particles slamming into your eyeballs. That would suck. [break][break]
Sinopia was going down because she was the best scout they had and had a semblance that would allow her to get out of any unexpected cave-ins or other obstacles. Russet was going down to hold up the rear and because she was able to scale back up the entirety of the elevator shaft if needed and could carry people back up one by one if shit hit the fan. Marion was there just to suffer. Well, for experience. But mostly just to suffer. Adversity breeds character and all that. [break][break]
Introducing DM problem #2: Get the elevator working (Social 8) [break][break]
__
[break][break]
This event will have a 150% XP modifier for DM and 200% XP modifier for PCs. This event will run until ~June 27th with an estimated 5 day posting cycle. If people post faster, the event can end sooner but giving me that buffer just in case to ensure I can make the DM deadlines. [break][break]
Heroism limited to once per thread outside of crisis. Heroism uses are unlimited when rolled against a crisis problem. Problems that are impossible for anyone to achieve will be discarded and the person pitching that impossible problem lose 20RP and their problem. [break][break]
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. [break][break]
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. [break][break]
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. [break][break]
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. [break][break]
[break]To start, it was the city who contacted the League instead of the other way around. It was outside of the general territory that they were pulling into their sphere of influence, being more eastern and southern than was convenient. Without the contact, it might have taken months to a year for the League to reach out on their own. [break][break]
They might have ignored the communication anyway if not for the fact that the city had an iron mine and equipment to work it, something the League desperately needed to enhance their weaponry and defenses. Apparently, they had dug a bit too far and disturbed a Grimm infestation they didn’t know about and had to shut down the mine, their major source of income. [break][break]
Alina had sent scouts to the city to verify the situation and get some more intel, and it seemed to be as they said. They barricaded the mine about a year and a half ago and sent messengers to the capital twice to no response and no commitment to help. They were willing to work with and willingly join the League but had some conditions. [break][break]
They wanted protection from Grimm attacks, which was fair. Granted. They wanted the ability to trade half of their iron output with clients other than the Revolutionary League, which Alina negotiated down to a third. They wanted autonomy to run their own government and have their own laws and judicial system – partially granted, with the exception of extradition being required for criminals escaping the League and that they couldn’t sell iron to the Capital or other enemies of the League – which was accepted largely due to the fact that the city hated the Council more than Alina did at this point. [break][break]
She didn’t trust them at this point, so she brought about a hundred Iron Wolves with her to the city. The mine needed to be cleared out, and because it was an underground mine the only way up or down was a mine shaft with an elevator that went down. Most of them would stay in the city while a small group went down into the mine, only helping with the initial clearing of the rubble blocking the entrance. They were there almost solely as a deterrent, to ensure that the village leadership didn’t get any ideas of cutting down the elevator lest their entire city be killed in response. [break][break]
The hetman had gotten the plans for the mine, which was a standard room and pillar type mining operation where it was mostly horizontal with sections of iron ore being left to act as pillars to reinforce the roof and prevent collapse. The damage was unknown inside, but they were positive there was not going to be a collapse due to the immense amount of iron still left inside to support the walls. [break][break]
The entire city was built around the mine in the large space in the middle, so it became immediately obvious why the town was so pissed at not having any of the requested help for such a long time. Their entire economy depended on the mine and its operation, and enough time had passed that they were on their last legs without it. With no mine, there was nothing for them to offer their neighbors and trade died up. Without trade, they were stuck subsistence farming and nobody wanted to do that long term that didn’t have to. [break][break]
Alina stood with the mayor in front of the assembly standing in front of the rubble covered entrance to the mine. She didn’t bother to armor up for this mission, largely because the reports of Grimm were just a ton of garden variety types. She simply wore her usual reinforced boots with some carpenter jeans with her duty belt slapped on top and a black sleeveless tee shirt alongside a backpack filled with some supplies and food in case they got stuck for a while and called it a day. There was no reason to go further with it, partially because anything she brought down with her would need such a thorough cleaning afterwards it legitimately wasn’t worth it in her mind to bring any armor. Fuck cleaning that, honestly. [break][break]
”Detonate the charges and avert your eyes. Not my fault if anyone goes blind from this.” the wolf faunus would call out, slipping on the white gloves that have become a bit of a signature over the years. She had recommended everyone wear earplugs for this, but not everyone listened. Oh well. The bang scared the fuck out of those that didn’t listen and blew open the rubble and debris currently blocking the entrance… allowing a rush of Grimm to erupt. Alina had said it was safe for the townspeople to watch so long as it was from a safe distance behind her, but the mayor wanted to get close to make sure that the League possessed the power to protect them. [break][break]
Introducing DM Problem #1: Destroy the Grimm released from the mine being unlocked (Combatants 12) [break][break]
Alina attempting problem using A semblance, specialized. 9 from A rank and 2 from specialization equal 11 total bonus. [break][break]
Roll: 5 + 11 = 16, SUCCESS. [break][break]
Sulfur Fish, Creeps, Ravagers, and Centinels all disintegrated into nothing in a bright flash of white light that appeared and disappeared in an instant as soon as the leader of the Kozaks snapped her fingers. The look of befuddled confusion was fun to see on the face of the mayor and most of the locals, who no doubt expected some huge display of firepower from the many militants present in the town. ”Alright. Get the elevator shaft working and we’ll go down.” [break][break]
She put on a full, clear respirator mask with a combination cartridge and filter to take care of any aerosols, gases, or vapors like she recommended everyone going down her bring, largely because the shit in the air down in mines was disgusting and not worth the risk of choking during a fight. Plus, the whole blindness part from getting a bunch of fine particles slamming into your eyeballs. That would suck. [break][break]
Sinopia was going down because she was the best scout they had and had a semblance that would allow her to get out of any unexpected cave-ins or other obstacles. Russet was going down to hold up the rear and because she was able to scale back up the entirety of the elevator shaft if needed and could carry people back up one by one if shit hit the fan. Marion was there just to suffer. Well, for experience. But mostly just to suffer. Adversity breeds character and all that. [break][break]
Introducing DM problem #2: Get the elevator working (Social 8) [break][break]
__
[break][break]
This event will have a 150% XP modifier for DM and 200% XP modifier for PCs. This event will run until ~June 27th with an estimated 5 day posting cycle. If people post faster, the event can end sooner but giving me that buffer just in case to ensure I can make the DM deadlines. [break][break]
Heroism limited to once per thread outside of crisis. Heroism uses are unlimited when rolled against a crisis problem. Problems that are impossible for anyone to achieve will be discarded and the person pitching that impossible problem lose 20RP and their problem. [break][break]
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. [break][break]
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. [break][break]
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. [break][break]
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. [break][break]
[attr=class,basictable]
Outcome Rank | OP Required | Outcome |
---|---|---|
S | 500 | Mine fully operational and able to produce iron and create steel from it immediately, bolstering the League’s ability to manufacture weapons and industrial equipment immensely.. |
A | 450 | Enough damage has occurred to delay production of iron and refinement into steel by one month, but the supply can and will come. |
B | 400 | Enough damage has occurred to delay production of iron and refinement into steel by two months, which is not ideal but workable. |
C | 350 | There has been severe damages to the iron mine and production will be delayed for approximately three months, and relations with the city will suffer as a result due to some of the blame resting with the League and their response. |
D | 300 | Partial collapses due to fighting and Grimm disturbances permanently reduce the viability of the mine, though after four months it can at least be partially mined. |
E | 250 | Complete collapses of entire sections in the interior of the mine cause the vast majority of it to be rendered impossible to extract value from, even after five months of digging through and opening up the portions that can be mined. Relations are heavily impacted by this and the city will look to defect at first opportunity. |
F | 200 | The mine collapsed completely and all equipment was lost. Neither the city nor the League have the tools to replace it and the supply of iron is lost forever. The city is livid and will look to defect at first opportunity. |
[attr="class","nikki103"]1120 words | [attr="class","nikki103"]KERCH KOZAKS | [attr="class","nikki103"]1120 TOTAL WORDS |
NOTES
A Semblance, D Weapons, B Dust Enhancement, C Durability, B Agility, C Martial Arts, D Stamina, D ExhaustionPHARAOH LEAP CREATES
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