A more recent, and somewhat unusual, devotional tradition is for the devout - or just the competitive - to run a circuit around the city under the fullness of her gaze.
Even in the coolness of night this would be a grueling task and, by the height of day, it is far worse.
Run! (EA, The Desert, Event)
Run! (EA, The Desert, Event)
GM • City of Stories
Re: Run! (EA, The Desert, Event)
The run itself is not a true competition, it is not about who comes first, but about managing as far as you can under Shilah's gaze.
Characters may bow out after any leg of the run. Characters with Overconfident must make their Perception roll to bow out. Characters with Consumed by Strength or Perfection must roll a Willpower TN20 to bow out.
The First Leg: Barely even a proper leg at all as it is from the gates to the first corner of the city wall - half of what all but the final leg will be.
Roll Athletics (Running)/Stamina TN5.
Characters with Blood of the Sands or Strength of the Earth reduce the TN by 5. Characters with Bad Health or Low Path Threshold increase the TN by 5.
Blind characters must make both their Athletics/Agility test as well as the Athletics/Stamina test - if they fail the former they are out of the run.
Lame and Missing Limb (Leg) apply to this roll.
Success gains 1 Day Point.
Failure adds a rank of Fatigue. Failure with raises also deals 1k1 damage as you overexert yourself. You may still continue if you wish.
Bowing out at this, incredibly basic stage, is somewhat embarrassing - gain 0.1 Infamous Reputation if so.
The Second Leg: With the noon sun hanging right overhead the path down the west wall does not provide any comforting shade.
Roll Athletics (Running)/Stamina TN15.
Characters with Blood of the Sands or Strength of the Earth reduce the TN by 5. Characters with Bad Health or Low Path Threshold increase the TN by 5.
Blind characters must make both their Athletics/Agility test as well as the Athletics/Stamina test - if they fail the former they are out of the run.
Lame and Missing Limb (Leg) apply to this roll.
Success, and each successful raise, gains 1 Day Point.
Failure adds a rank of Fatigue. Failure with raises also deals 1k1 damage as you overexert yourself. You may still continue if you wish.
The Third Leg: Though the heat grows no worse the runners cannot help but struggle as the run continues along the south wall.
Roll Athletics (Running)/Stamina TN20.
Characters with Blood of the Sands or Strength of the Earth reduce the TN by 5. Characters with Bad Health or Low Path Threshold increase the TN by 5.
Blind characters must make both their Athletics/Agility test as well as the Athletics/Stamina test - if they fail the former they are out of the run.
Lame and Missing Limb (Leg) apply to this roll.
Success, and each successful raise, gains 1 Day Point.
Failure adds a rank of Fatigue. Failure with raises also deals 1k1 damage as you overexert yourself. You may still continue if you wish.
The Fourth Leg: Tired and fatigued the cooler air around the river Nahr'umar helps sustain the runners as they pass over it along the east wall.
Roll Athletics (Running)/Stamina TN20.
Characters with Blood of the Sands or Strength of the Earth reduces the TN by 5. Characters with Bad Health or Low Path Threshold increase the TN by 5.
Blind characters must make both their Athletics/Agility test as well as the Athletics/Stamina test - if they fail the former they are out of the run.
Lame and Missing Limb (Leg) apply to this roll.
Success, and each successful raise, gains 1 Day Point.
Failure adds a rank of Fatigue. Failure with raises also deals 1k1 damage as you overexert yourself. You may still continue if you wish.
The Final Leg: The last half of the north wall would be a simple matter
Roll Athletics (Running)/Stamina TN10.
Characters with Blood of the Sands or Strength of the Earth reduce the TN by 5. Characters with Bad Health or Low Path Threshold increase the TN by 5.
Blind characters must make both their Athletics/Agility test as well as the Athletics/Stamina test - if they fail the former they are out of the run.
Lame and Missing Limb (Leg) apply to this roll.
Success gains 1 Day Point.
Failure adds a rank of Fatigue. Failure with raises also deals 1k1 damage as you overexert yourself.
A character who completes all Legs of the run receives +0.3 Glorious Reputation.
Characters may bow out after any leg of the run. Characters with Overconfident must make their Perception roll to bow out. Characters with Consumed by Strength or Perfection must roll a Willpower TN20 to bow out.
The First Leg: Barely even a proper leg at all as it is from the gates to the first corner of the city wall - half of what all but the final leg will be.
Roll Athletics (Running)/Stamina TN5.
Characters with Blood of the Sands or Strength of the Earth reduce the TN by 5. Characters with Bad Health or Low Path Threshold increase the TN by 5.
Blind characters must make both their Athletics/Agility test as well as the Athletics/Stamina test - if they fail the former they are out of the run.
Lame and Missing Limb (Leg) apply to this roll.
Success gains 1 Day Point.
Failure adds a rank of Fatigue. Failure with raises also deals 1k1 damage as you overexert yourself. You may still continue if you wish.
Bowing out at this, incredibly basic stage, is somewhat embarrassing - gain 0.1 Infamous Reputation if so.
The Second Leg: With the noon sun hanging right overhead the path down the west wall does not provide any comforting shade.
Roll Athletics (Running)/Stamina TN15.
Characters with Blood of the Sands or Strength of the Earth reduce the TN by 5. Characters with Bad Health or Low Path Threshold increase the TN by 5.
Blind characters must make both their Athletics/Agility test as well as the Athletics/Stamina test - if they fail the former they are out of the run.
Lame and Missing Limb (Leg) apply to this roll.
Success, and each successful raise, gains 1 Day Point.
Failure adds a rank of Fatigue. Failure with raises also deals 1k1 damage as you overexert yourself. You may still continue if you wish.
The Third Leg: Though the heat grows no worse the runners cannot help but struggle as the run continues along the south wall.
Roll Athletics (Running)/Stamina TN20.
Characters with Blood of the Sands or Strength of the Earth reduce the TN by 5. Characters with Bad Health or Low Path Threshold increase the TN by 5.
Blind characters must make both their Athletics/Agility test as well as the Athletics/Stamina test - if they fail the former they are out of the run.
Lame and Missing Limb (Leg) apply to this roll.
Success, and each successful raise, gains 1 Day Point.
Failure adds a rank of Fatigue. Failure with raises also deals 1k1 damage as you overexert yourself. You may still continue if you wish.
The Fourth Leg: Tired and fatigued the cooler air around the river Nahr'umar helps sustain the runners as they pass over it along the east wall.
Roll Athletics (Running)/Stamina TN20.
Characters with Blood of the Sands or Strength of the Earth reduces the TN by 5. Characters with Bad Health or Low Path Threshold increase the TN by 5.
Blind characters must make both their Athletics/Agility test as well as the Athletics/Stamina test - if they fail the former they are out of the run.
Lame and Missing Limb (Leg) apply to this roll.
Success, and each successful raise, gains 1 Day Point.
Failure adds a rank of Fatigue. Failure with raises also deals 1k1 damage as you overexert yourself. You may still continue if you wish.
The Final Leg: The last half of the north wall would be a simple matter
Roll Athletics (Running)/Stamina TN10.
Characters with Blood of the Sands or Strength of the Earth reduce the TN by 5. Characters with Bad Health or Low Path Threshold increase the TN by 5.
Blind characters must make both their Athletics/Agility test as well as the Athletics/Stamina test - if they fail the former they are out of the run.
Lame and Missing Limb (Leg) apply to this roll.
Success gains 1 Day Point.
Failure adds a rank of Fatigue. Failure with raises also deals 1k1 damage as you overexert yourself.
A character who completes all Legs of the run receives +0.3 Glorious Reputation.
GM • City of Stories
Re: Run! (EA, The Desert, Event)
D4 Run <morning> Athletics Stamina TN 5 | 5k2 ⇒ 12 (TN: 5)
D4 Run <morning> Athletics Stamina TN 5 | 5k2 ⇒ 19 (TN: 5) (forgot to change tn, it should be 15)
Asher makes it past the first two stages of the race, making a point to be seen at the beginning, and to make it at least far enough to no longer be considered an embarrassment for stopping.
2 Day points
D4 Run <morning> Athletics Stamina TN 5 | 5k2 ⇒ 19 (TN: 5) (forgot to change tn, it should be 15)
Asher makes it past the first two stages of the race, making a point to be seen at the beginning, and to make it at least far enough to no longer be considered an embarrassment for stopping.
2 Day points
Mekham * Dahabi * House Basiri * Diplomat * Archeologist * Merchant * Curious * Linguist * Local
Influence: City 1 / Dahabi 2/ Faction 1 * Reputation: Glory 3.3/Infamy 0 * Integrity: What is Expected
Speaks: Mekhet, Senpet, Ra'Shari, Yodatai, Rokugani, Invidi
Street Equipment: Nice Clothes, Canteen, Locksmith tools, Calligraphy Kit, Flint & Tinder, Knife
Field Equipment: Sturdy Clothes, Pack, Torches, Rope & Grapple, Blanket, Rations
Companion: Jadzia (Gorilla) - Equipment: Canteen & Medical Kit
Influence: City 1 / Dahabi 2/ Faction 1 * Reputation: Glory 3.3/Infamy 0 * Integrity: What is Expected
Speaks: Mekhet, Senpet, Ra'Shari, Yodatai, Rokugani, Invidi
Street Equipment: Nice Clothes, Canteen, Locksmith tools, Calligraphy Kit, Flint & Tinder, Knife
Field Equipment: Sturdy Clothes, Pack, Torches, Rope & Grapple, Blanket, Rations
Companion: Jadzia (Gorilla) - Equipment: Canteen & Medical Kit
Re: Run! (EA, The Desert, Event)
Meresanhk started with a nice pace. The young lady needed keep pace. Her dainty body could not take the second leg as the sun had not be on her side the girl was not built for such run in the sun.
//D4 EA Run! Round 1 Athletics Sta TN 5 | 3k2 ⇒ 15 (TN: 5) 1day point
D4 EA Run! Second leg Athletics Sta TN 15 1VP +1k1 | 4k3 ⇒ 13 (TN: 15) failed (fatigued bowing out)
//D4 EA Run! Round 1 Athletics Sta TN 5 | 3k2 ⇒ 15 (TN: 5) 1day point
D4 EA Run! Second leg Athletics Sta TN 15 1VP +1k1 | 4k3 ⇒ 13 (TN: 15) failed (fatigued bowing out)
•Senpet •Unaligned •Experienced •Diplomat •Wanderer •Dangerous Beauty
Reputation:1/1/1 Integrity: 4.5 Influence: 1
Reputation:1/1/1 Integrity: 4.5 Influence: 1
Re: Run! (EA, The Desert, Event)
Asher gains 2 Day Points
Meresanhk gains 1 Day Point
This event is now closed
Meresanhk gains 1 Day Point
This event is now closed
GM • City of Stories