Post by Wolfe on Nov 23, 2021 0:10:42 GMT -5
The Grimm did not rest or stop their advance due to the wars of man, but instead grew stronger for it. The amount of hatred, misery, and decay in the kingdom was at its highest point since the Faunus Rights Revolution, which has caused the ever present problem of Grimm to intensify. Both major factions had their ways to deal with this and mitigate the damage as much as possible, and it was because of this that the conflict was not quite as bloody as could be expected in the day to day. Each had to secure each new outpost with enough defenses to withstand at least a low level Grimm attack, which took time and treasure to do even when there was no blood expended.
Medium level infestations were growing more and more common, and extremely hard to root out infestations were slowly forming on areas that each faction either could not or would not root out the corrupted objects from before they solidified and multiplied. Most of these were low or medium level infestations that weren’t dealt with and just got worse and worse over time as they destroyed everything in the area completely and utterly. These had to be cleared out by a vanishingly small number of elite warriors whose numbers had dwindled over the course of the war, both from being sent with less resources and manpower into the harshest Grimm infestations and from being killed by the people on the other side of the war.
A huge threat awakening out of the blue was something that was seen as a once in a century occurrence, if that. The last event was allowed to leave living memory by the time the next showed itself, but for the first time in Mistralian history there was a repeat. Back during the Great War, there was a Leviathan that surfaced near Argus and cut a warpath through the surrounding region before finally being defeated by an entire battalion of several hundred soldiers after a long and bloody battle. Without the training, technology, and level of aura mastery the average fighter in that battle was substantially weaker than even a first year huntsman trainee but the battle against the monster was seared into Mistralian history nevertheless for how close it came to reducing Argus to rubble.
This new level of threat was not another leviathan, which was unfortunate because the huntsmen that the Council did have at their disposal were much more suited to destroying such a slow moving but insanely durable target than the Mistral of old. This one was much more mobile, and durable enough to resist all attempts to destroy it thus far. It didn’t have an official name, but people just took to calling it the Dragon because it… well, looked like a giant dragon covered in thick bone armor. It had shown a huge range of abilities throughout encounters, but the most worrisome ones were its ability to regenerate damage and its ability to create blight and secrete some sort of dark goop that spawned Grimm all by itself as it flied by.
The Golden Wings had encountered the beast and while they were able to contain the Grimm that it spawned ably, they were unable to do more than annoy it otherwise due to lack of firepower able to keep up with the speed of the monster. Alina had encountered it once as well, but was only able to make it leave the area and had absolutely zero capability to give chase. Neither encounter did any lasting damage to the beast, who regenerated any damage dealt to it between battles.
The Grimm did not care about the borders of war, and ravaged Council and Revolutionary League cities at its leisure. It became clear after a few weeks of this that it wasn’t a difference of approach, but of capacity. Neither side had enough firepower and sticking power combined to take out the threat, and the Dragon had the capacity to destroy one or both of them if left unchecked to roam across the kingdom. An uneasy alliance was formed, out of necessity more than anything else. The dragon was headed toward the city of Dolina. This was close enough to the unofficial border as it existed that while neither side was happy to convene there it was eventually deemed acceptable enough accommodations.
The Council had the equipment and speed but not the firepower and durability, and the Revolutionary League had the firepower and durability but lacked the equipment and speed. The Council forces had access to vehicles and huntsmen who were fast enough to be near enough to hit the monster, but overall lacked the firepower except in assets that would die to the Dragon looking at them the wrong way. Both sides had ground forces inside the city, while the Council had some vehicles and the Revolutionary League had some artillery batteries outside of the city walls ready for use once the fighting started.
The general gameplan was simple, once the monster came some runners would draw the monster in to be hit by the firepower of both the Council and the League while taking as little damage as possible. If the firepower focused on the wings to prevent flight, they should be able to prevent escape for long enough to cause serious damage that could open the armor up enough for the runners to chase down and kill the monster at the end. Even putting aside the constant threat of a backstab, the creature itself was fought enough for both sides to have a general idea of what was required to defeat it.
Firstly, it constantly dripped goop that spawned Grimm. There needed to be people whose sole purpose was to destroy these offshoot Grimm before they multiplied into a legitimate threat all on their own. This would happen periodically and the Dragon was large enough to spread this goop over a wide area. Its version of a breath weapon seemed to just be puking out large amounts of this goop, spawning dozens of Grimm at once over a wide area carpeted with the substance. This would require a dedicated team meant specifically to contain. Secondly, the strong exterior armor needed to be penetrated. This required some sort of destructive force strong enough to actually punch through it. It was good to note at this point that punching through the exterior didn’t actually seem to hurt it – Alina had punched through the armor just fine before. The issue with this part was that the armor regrew very quickly, so it would likely have to be punched through multiple times. Thirdly the layer of scales needed to be punctured after the armor was removed. This was where you could finally go in to flesh and bone damage, and it was theorized that this damage would take longer to heal than the exterior armor.
That didn’t even mention the problem of its ability to fly high enough in the sky that nobody except those with extremely powerful semblances or extremely well trained marksman can even fight back. The wings would need to be clipped, and that was going to be pretty difficult given that any damage to those could regenerate as well – not to mention hitting a very fast moving target. The runners were drawing in the beast with some faster vehicles, and it was only a matter of time before the monster came close enough to be dangerous to the city. It hadn’t used its breath weapon yet, but when it did the place was going to be absolutely swarming with Grimm.
Introducing DM Problem #1: Smash the armor of the Dragon (Combatants 16, Recharges every 2 rounds)
Introducing DM Problem #2: Clip the Dragon’s wings (Combatants 14 or Obstacle 14, Recharges every 4 rounds)
Introducing DM Problem #3: (Unlocked only when DM Problem #1 not active): Puncture the scales (Combatants 12, Recharges every 4 rounds)
Introducing DM Problem #4: Chase down the Grimm before it gets away (Obstacle 11, activates if DM problem #2 is active for more than 1 round.)
Introducing DM Problem #5: Cut through to dragon bone (Combatants 14, activates if DM problems #1, #2, #3, #4 are all not active.)
1269 words.
This event will have a 300% posting modifier. This event will have a 7 day posting cycle and expected to run 8-10 cycles. If people post faster, rounds can go faster but XP and round length are boosted in order to accommodate people with characters on both factions that have reason to be there.
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.
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.
Medium level infestations were growing more and more common, and extremely hard to root out infestations were slowly forming on areas that each faction either could not or would not root out the corrupted objects from before they solidified and multiplied. Most of these were low or medium level infestations that weren’t dealt with and just got worse and worse over time as they destroyed everything in the area completely and utterly. These had to be cleared out by a vanishingly small number of elite warriors whose numbers had dwindled over the course of the war, both from being sent with less resources and manpower into the harshest Grimm infestations and from being killed by the people on the other side of the war.
A huge threat awakening out of the blue was something that was seen as a once in a century occurrence, if that. The last event was allowed to leave living memory by the time the next showed itself, but for the first time in Mistralian history there was a repeat. Back during the Great War, there was a Leviathan that surfaced near Argus and cut a warpath through the surrounding region before finally being defeated by an entire battalion of several hundred soldiers after a long and bloody battle. Without the training, technology, and level of aura mastery the average fighter in that battle was substantially weaker than even a first year huntsman trainee but the battle against the monster was seared into Mistralian history nevertheless for how close it came to reducing Argus to rubble.
This new level of threat was not another leviathan, which was unfortunate because the huntsmen that the Council did have at their disposal were much more suited to destroying such a slow moving but insanely durable target than the Mistral of old. This one was much more mobile, and durable enough to resist all attempts to destroy it thus far. It didn’t have an official name, but people just took to calling it the Dragon because it… well, looked like a giant dragon covered in thick bone armor. It had shown a huge range of abilities throughout encounters, but the most worrisome ones were its ability to regenerate damage and its ability to create blight and secrete some sort of dark goop that spawned Grimm all by itself as it flied by.
The Golden Wings had encountered the beast and while they were able to contain the Grimm that it spawned ably, they were unable to do more than annoy it otherwise due to lack of firepower able to keep up with the speed of the monster. Alina had encountered it once as well, but was only able to make it leave the area and had absolutely zero capability to give chase. Neither encounter did any lasting damage to the beast, who regenerated any damage dealt to it between battles.
The Grimm did not care about the borders of war, and ravaged Council and Revolutionary League cities at its leisure. It became clear after a few weeks of this that it wasn’t a difference of approach, but of capacity. Neither side had enough firepower and sticking power combined to take out the threat, and the Dragon had the capacity to destroy one or both of them if left unchecked to roam across the kingdom. An uneasy alliance was formed, out of necessity more than anything else. The dragon was headed toward the city of Dolina. This was close enough to the unofficial border as it existed that while neither side was happy to convene there it was eventually deemed acceptable enough accommodations.
The Council had the equipment and speed but not the firepower and durability, and the Revolutionary League had the firepower and durability but lacked the equipment and speed. The Council forces had access to vehicles and huntsmen who were fast enough to be near enough to hit the monster, but overall lacked the firepower except in assets that would die to the Dragon looking at them the wrong way. Both sides had ground forces inside the city, while the Council had some vehicles and the Revolutionary League had some artillery batteries outside of the city walls ready for use once the fighting started.
The general gameplan was simple, once the monster came some runners would draw the monster in to be hit by the firepower of both the Council and the League while taking as little damage as possible. If the firepower focused on the wings to prevent flight, they should be able to prevent escape for long enough to cause serious damage that could open the armor up enough for the runners to chase down and kill the monster at the end. Even putting aside the constant threat of a backstab, the creature itself was fought enough for both sides to have a general idea of what was required to defeat it.
Firstly, it constantly dripped goop that spawned Grimm. There needed to be people whose sole purpose was to destroy these offshoot Grimm before they multiplied into a legitimate threat all on their own. This would happen periodically and the Dragon was large enough to spread this goop over a wide area. Its version of a breath weapon seemed to just be puking out large amounts of this goop, spawning dozens of Grimm at once over a wide area carpeted with the substance. This would require a dedicated team meant specifically to contain. Secondly, the strong exterior armor needed to be penetrated. This required some sort of destructive force strong enough to actually punch through it. It was good to note at this point that punching through the exterior didn’t actually seem to hurt it – Alina had punched through the armor just fine before. The issue with this part was that the armor regrew very quickly, so it would likely have to be punched through multiple times. Thirdly the layer of scales needed to be punctured after the armor was removed. This was where you could finally go in to flesh and bone damage, and it was theorized that this damage would take longer to heal than the exterior armor.
That didn’t even mention the problem of its ability to fly high enough in the sky that nobody except those with extremely powerful semblances or extremely well trained marksman can even fight back. The wings would need to be clipped, and that was going to be pretty difficult given that any damage to those could regenerate as well – not to mention hitting a very fast moving target. The runners were drawing in the beast with some faster vehicles, and it was only a matter of time before the monster came close enough to be dangerous to the city. It hadn’t used its breath weapon yet, but when it did the place was going to be absolutely swarming with Grimm.
Introducing DM Problem #1: Smash the armor of the Dragon (Combatants 16, Recharges every 2 rounds)
Introducing DM Problem #2: Clip the Dragon’s wings (Combatants 14 or Obstacle 14, Recharges every 4 rounds)
Introducing DM Problem #3: (Unlocked only when DM Problem #1 not active): Puncture the scales (Combatants 12, Recharges every 4 rounds)
Introducing DM Problem #4: Chase down the Grimm before it gets away (Obstacle 11, activates if DM problem #2 is active for more than 1 round.)
Introducing DM Problem #5: Cut through to dragon bone (Combatants 14, activates if DM problems #1, #2, #3, #4 are all not active.)
1269 words.
This event will have a 300% posting modifier. This event will have a 7 day posting cycle and expected to run 8-10 cycles. If people post faster, rounds can go faster but XP and round length are boosted in order to accommodate people with characters on both factions that have reason to be there.
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.
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.
[attr=class,basictable]
Outcome Rank | OP Required | Outcome |
---|---|---|
S | 1000 | To be determined. |
A | 800 | To be determined. |
B | 700 | To be determined. |
C | 600 | To be determined. |
D | 500 | To be determined. |
E | 300 | To be determined. |
F | 200 | To be determined. |