Run! (EE, The Maze, Event)
Run! (EE, The Maze, Event)
Unlike it's daytime counterpart the night run is less about devotion and more about competition. It is a chance for athletes to pit themselves against each other and the city itself. Starting at one end of the Maze the victor is the runner to make it to a chosen exit at the other side in the least amount of time. This requires not only speed but navigating the most advantageous route as well.
GM • City of Stories
Re: Run! (EE, The Maze, Event)
Charge through a straightaway, climb over obstacles, or dodge bystanders in your way - in any case make sure you're heading in the right direction.
Round 1:
Roll Athletics with either Strength, Reflexes, or Agility TN10. If using Strength the Running emphasis applies. If using Agility the Climbing emphasis applies. You may not use the same trait in future rounds.
Characters with Quick reduce the TN by 5 when using Reflexes. Blind, Lame, and Missing Limb (Leg) apply to these rolls. Characters with Cursed by the Realm of Mischief increase the TN by 5 as extra obstacles seem to arise out of nowhere.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1 to the number of rounds you are considered to take to finish the race.
Roll Hunting (Trailblazing)/Perception TN10.
Characters with Way of the Land: The Maze reduce the TN by 10. Characters with Way of the Land: Medinaat al-Salaam or Absolute Direction reduce the TN by 5 (these reductions do not stack with the one from Way of the Land: The Maze). Wanderer applies to this roll.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1, and an additional +1 per failed raise, to the number of rounds you are considered to take to finish the race.
Round 2:
Roll Athletics with either Strength, Reflexes, or Agility TN15. If using Strength the Running emphasis applies. If using Agility the Climbing emphasis applies. You may not use the same trait in future rounds.
Characters with Quick reduce the TN by 5 when using Reflexes. Blind, Lame, and Missing Limb (Leg) apply to these rolls. Characters with Cursed by the Realm of Mischief increase the TN by 5 as extra obstacles seem to arise out of nowhere.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1 to the number of rounds you are considered to take to finish the race.
Roll Hunting (Trailblazing)/Perception TN15.
Characters with Way of the Land: The Maze reduce the TN by 10. Characters with Way of the Land: Medinaat al-Salaam or Absolute Direction reduce the TN by 5 (these reductions do not stack with the one from Way of the Land: The Maze). Wanderer applies to this roll.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1, and an additional +1 per failed raise, to the number of rounds you are considered to take to finish the race.
Round 3:
Roll Athletics with either Strength, Reflexes, or Agility TN20. If using Strength the Running emphasis applies. If using Agility the Climbing emphasis applies. You may not use the same trait in future rounds.
Characters with Quick reduce the TN by 5 when using Reflexes. Blind, Lame, and Missing Limb (Leg) apply to these rolls. Characters with Cursed by the Realm of Mischief increase the TN by 5 as extra obstacles seem to arise out of nowhere.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1 to the number of rounds you are considered to take to finish the race.
Roll Hunting (Trailblazing)/Perception TN20.
Characters with Way of the Land: The Maze reduce the TN by 10. Characters with Way of the Land: Medinaat al-Salaam or Absolute Direction reduce the TN by 5 (these reductions do not stack with the one from Way of the Land: The Maze). Wanderer applies to this roll.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1, and an additional +1 per failed raise, to the number of rounds you are considered to take to finish the race.
Victory
The character who completes the race in the fewest rounds receives a purse worth 15 Copper and +0.3 Glorious Reputation. If more than one character is tied for fewest rounds the Copper is divided between them but each receives the Reputation.
Round 1:
Roll Athletics with either Strength, Reflexes, or Agility TN10. If using Strength the Running emphasis applies. If using Agility the Climbing emphasis applies. You may not use the same trait in future rounds.
Characters with Quick reduce the TN by 5 when using Reflexes. Blind, Lame, and Missing Limb (Leg) apply to these rolls. Characters with Cursed by the Realm of Mischief increase the TN by 5 as extra obstacles seem to arise out of nowhere.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1 to the number of rounds you are considered to take to finish the race.
Roll Hunting (Trailblazing)/Perception TN10.
Characters with Way of the Land: The Maze reduce the TN by 10. Characters with Way of the Land: Medinaat al-Salaam or Absolute Direction reduce the TN by 5 (these reductions do not stack with the one from Way of the Land: The Maze). Wanderer applies to this roll.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1, and an additional +1 per failed raise, to the number of rounds you are considered to take to finish the race.
Round 2:
Roll Athletics with either Strength, Reflexes, or Agility TN15. If using Strength the Running emphasis applies. If using Agility the Climbing emphasis applies. You may not use the same trait in future rounds.
Characters with Quick reduce the TN by 5 when using Reflexes. Blind, Lame, and Missing Limb (Leg) apply to these rolls. Characters with Cursed by the Realm of Mischief increase the TN by 5 as extra obstacles seem to arise out of nowhere.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1 to the number of rounds you are considered to take to finish the race.
Roll Hunting (Trailblazing)/Perception TN15.
Characters with Way of the Land: The Maze reduce the TN by 10. Characters with Way of the Land: Medinaat al-Salaam or Absolute Direction reduce the TN by 5 (these reductions do not stack with the one from Way of the Land: The Maze). Wanderer applies to this roll.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1, and an additional +1 per failed raise, to the number of rounds you are considered to take to finish the race.
Round 3:
Roll Athletics with either Strength, Reflexes, or Agility TN20. If using Strength the Running emphasis applies. If using Agility the Climbing emphasis applies. You may not use the same trait in future rounds.
Characters with Quick reduce the TN by 5 when using Reflexes. Blind, Lame, and Missing Limb (Leg) apply to these rolls. Characters with Cursed by the Realm of Mischief increase the TN by 5 as extra obstacles seem to arise out of nowhere.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1 to the number of rounds you are considered to take to finish the race.
Roll Hunting (Trailblazing)/Perception TN20.
Characters with Way of the Land: The Maze reduce the TN by 10. Characters with Way of the Land: Medinaat al-Salaam or Absolute Direction reduce the TN by 5 (these reductions do not stack with the one from Way of the Land: The Maze). Wanderer applies to this roll.
Success, and each successful raise, gives 1 Night Point.
Failure adds +1, and an additional +1 per failed raise, to the number of rounds you are considered to take to finish the race.
Victory
The character who completes the race in the fewest rounds receives a purse worth 15 Copper and +0.3 Glorious Reputation. If more than one character is tied for fewest rounds the Copper is divided between them but each receives the Reputation.
GM • City of Stories
Re: Run! (EE, The Maze, Event)
D4 EE Run/Strength TN 10 | 5k2 ⇒ 18 (TN: 10)Jewel wrote: ↑Sun May 29, 2022 7:08 amCharge through a straightaway, climb over obstacles, or dodge bystanders in your way - in any case make sure you're heading in the right direction.
Round 1:
Roll Athletics with either Strength, Reflexes, or Agility TN10. If using Strength the Running emphasis applies. If using Agility the Climbing emphasis applies. You may not use the same trait in future rounds.
+1 NP
D4 EE Hunting/Perception TN 10 (unskilled) | 2k2 ⇒ 8 (TN: 10)
Success, and each successful raise, gives 1 Night Point.
Roll Hunting (Trailblazing)/Perception TN10.
D4 EE Athletics/Reflex TN 15 | 5k2 ⇒ 27 (TN: 15)
Failure adds +1, and an additional +1 per failed raise, to the number of rounds you are considered to take to finish the race.
Round 2:
Roll Athletics with either Strength, Reflexes, or Agility TN15. If using Strength the Running emphasis applies. If using Agility the Climbing emphasis applies. You may not use the same trait in future rounds.
+1 NP
D4 EE Hunting/Perception TN 15 (unskilled) | 2k2 ⇒ 9 (TN: 10)
Success, and each successful raise, gives 1 Night Point.
Roll Hunting (Trailblazing)/Perception TN15.
D4 EE Athletics/Agility TN 20 | 6k3 ⇒ 20 (TN: 20)
Failure adds +1, and an additional +1 per failed raise, to the number of rounds you are considered to take to finish the race.
Round 3:
Roll Athletics with either Strength, Reflexes, or Agility TN20. If using Strength the Running emphasis applies. If using Agility the Climbing emphasis applies. You may not use the same trait in future rounds.
+1 NP
D4 EE Hunting/Perception TN 20 (unskilled) | 2k2 ⇒ 16 (TN: 20)
Success, and each successful raise, gives 1 Night Point.
Roll Hunting (Trailblazing)/Perception TN20.
+3 Night Points
Failure adds +1, and an additional +1 per failed raise, to the number of rounds you are considered to take to finish the race.
Victory
The character who completes the race in the fewest rounds receives a purse worth 15 Copper and +0.3 Glorious Reputation. If more than one character is tied for fewest rounds the Copper is divided between them but each receives the Reputation.
+3 Rounds from Failure
Asher makes his run through the maze, although he is in decent shape from his extra curricular activities, the merchant obviously is no skilled in navigating the district.
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! (EE, The Maze, Event)
Cassim wasn't the quickest of people anymore, but he was still spry and had been running around this area since he was a tyke. The beginning of the section was a killer, and it was filled with small low obstacles that could be easily tripped over...or could be jumped over if you had practiced the path a thousand times as Cassim had.
The next stretch was a winding slog of road...unless you could lift the weighted doors of abandoned warehouses that awaited entry. Cassim has, well, squatted in these for several times in his life and had a clear road through.
From there it's a straight sprint...which of course is then when he gets lost a spell and needs to backtrack. He still impresses, though his time is far from perfect.
___________
Round 1
D4EE-The Race-Round 1-Reflexes/Athletics-+1k0 from school technique-1 called raise-TN 15 | 6k2 ⇒ 28 (TN: 15)Pass, +2 Night points
D4EE-The Race-Round 1-Hunting/Perception-TN reduced by 5 due to Absolute Direction-1 called raise-TN 10 | 4k3 ⇒ 17 (TN: 10) Pass, +2 Night Points
Round 2
D4EE-The Race-Round 2-Strength/Athletics-+1k0 from school technique-1 called raise-TN 20 | 7k3 ⇒ 29 (TN: 20) Pass, +2 Night Points
D4EE-The Race-Round 2-Hunting/Perception-TN reduced by 5 due to Absolute Direction-1 called raise-TN 15-VP spent | 5k4 ⇒ 31 (TN: 15) Pass, +2 Night points
Round 3
D4EE-The Race-Round 3-Agility/Athletics-+1k0 from school technique-1 called raise-TN 25 | 8k4 ⇒ 32 (TN: 25) Pass, +2 Night points
D4EE-The Race-Round 3-Hunting/Perception-TN reduced by 5 due to Absolute Direction-1 called raise-TN 20-VP spent | 5k4 ⇒ 18 (TN: 20) Fail, +2 rounds added
Final result: +10 Night points
+2 rounds late
The next stretch was a winding slog of road...unless you could lift the weighted doors of abandoned warehouses that awaited entry. Cassim has, well, squatted in these for several times in his life and had a clear road through.
From there it's a straight sprint...which of course is then when he gets lost a spell and needs to backtrack. He still impresses, though his time is far from perfect.
___________
Round 1
D4EE-The Race-Round 1-Reflexes/Athletics-+1k0 from school technique-1 called raise-TN 15 | 6k2 ⇒ 28 (TN: 15)Pass, +2 Night points
D4EE-The Race-Round 1-Hunting/Perception-TN reduced by 5 due to Absolute Direction-1 called raise-TN 10 | 4k3 ⇒ 17 (TN: 10) Pass, +2 Night Points
Round 2
D4EE-The Race-Round 2-Strength/Athletics-+1k0 from school technique-1 called raise-TN 20 | 7k3 ⇒ 29 (TN: 20) Pass, +2 Night Points
D4EE-The Race-Round 2-Hunting/Perception-TN reduced by 5 due to Absolute Direction-1 called raise-TN 15-VP spent | 5k4 ⇒ 31 (TN: 15) Pass, +2 Night points
Round 3
D4EE-The Race-Round 3-Agility/Athletics-+1k0 from school technique-1 called raise-TN 25 | 8k4 ⇒ 32 (TN: 25) Pass, +2 Night points
D4EE-The Race-Round 3-Hunting/Perception-TN reduced by 5 due to Absolute Direction-1 called raise-TN 20-VP spent | 5k4 ⇒ 18 (TN: 20) Fail, +2 rounds added
Final result: +10 Night points
+2 rounds late
Mekhem | Diplomat of a sort | Wealthy (how?) | The (in)Famous Desert Fox (winks at the lady) | Soft Touch
Influence: City 1 / Origin 1 / Faction 1 Reputation: Glorious 0 / Infamous 1.0 Integrity: *laughs*
Languages: Mekhem, Rokugani
Carries: Sling (disguised), knife, odd belt (rope and grappling hook), currently dressed in tattered clothes
Influence: City 1 / Origin 1 / Faction 1 Reputation: Glorious 0 / Infamous 1.0 Integrity: *laughs*
Languages: Mekhem, Rokugani
Carries: Sling (disguised), knife, odd belt (rope and grappling hook), currently dressed in tattered clothes
Re: Run! (EE, The Maze, Event)
Al-Haddar was a Maze inhabitant born and raised. To parkour through the labyrinth of derelict buildings was something he was very much used to in his daily life, usually with people with knives behind him to motivate him to run even faster.
Not to say this couldn't have gone wrong. The Maze was a living place of its own, with new alleys and passages constantly being dug and filled as houses crumbled and got fixed, as tents and stands moved away. One could still got lost after more than twenty years living here, especially around the most dangerous places that he usually avoided.
But tonight was apparently a lucky night, with none of his shortcuts obstructed by a brand new grating or any similar bad surprise of that kind.
---
D4EE | Run! | Round 1
Athletics/Strength | TN10 | 1 Called Raise | Final TN: 15
Street Rat: The Maze for +2k0 | 7k2 ⇒ 17 (TN: 15)
Pass, +2 Night points
D4EE | Run! | Round 1
Hunting (Trailblazing)/Perception TN10 | Way of the Land: The Maze | Final TN: 0 | Unskilled | 2k2 ⇒ 16 (TN: 0)
Pass (obviously), + 1 Night point
D4EE | Run! | Round 2
Athletics/Reflexes | TN15 | 1 Called Raise | Final TN: 20
Street Rat: The Maze for +2k0 | 8k3 ⇒ 30 (TN: 20)
Pass, +2 Night points
D4EE | Run! | Round 2
Hunting (Trailblazing)/Perception TN15 | Way of the Land: The Maze | Final TN: 5 | Unskilled | 2k2 ⇒ 7 (TN: 5)
Pass, +1 Night point
D4EE | Run! | Round 3
Athletics/Agility | TN20
Street Rat: The Maze for +2k0 | 8k3 ⇒ 28 (TN: 20)
Pass, +1 Night point
D4EE | Run! | Round 3
Hunting (Trailblazing)/Perception TN20 | Way of the Land: The Maze | Final TN: 10 | Unskilled | 2k2 ⇒ 14 (TN: 10)
Pass, +1 Night point
Race completed in 3 rounds (no extra round)
+8 Night points
Not to say this couldn't have gone wrong. The Maze was a living place of its own, with new alleys and passages constantly being dug and filled as houses crumbled and got fixed, as tents and stands moved away. One could still got lost after more than twenty years living here, especially around the most dangerous places that he usually avoided.
But tonight was apparently a lucky night, with none of his shortcuts obstructed by a brand new grating or any similar bad surprise of that kind.
---
D4EE | Run! | Round 1
Athletics/Strength | TN10 | 1 Called Raise | Final TN: 15
Street Rat: The Maze for +2k0 | 7k2 ⇒ 17 (TN: 15)
Pass, +2 Night points
D4EE | Run! | Round 1
Hunting (Trailblazing)/Perception TN10 | Way of the Land: The Maze | Final TN: 0 | Unskilled | 2k2 ⇒ 16 (TN: 0)
Pass (obviously), + 1 Night point
D4EE | Run! | Round 2
Athletics/Reflexes | TN15 | 1 Called Raise | Final TN: 20
Street Rat: The Maze for +2k0 | 8k3 ⇒ 30 (TN: 20)
Pass, +2 Night points
D4EE | Run! | Round 2
Hunting (Trailblazing)/Perception TN15 | Way of the Land: The Maze | Final TN: 5 | Unskilled | 2k2 ⇒ 7 (TN: 5)
Pass, +1 Night point
D4EE | Run! | Round 3
Athletics/Agility | TN20
Street Rat: The Maze for +2k0 | 8k3 ⇒ 28 (TN: 20)
Pass, +1 Night point
D4EE | Run! | Round 3
Hunting (Trailblazing)/Perception TN20 | Way of the Land: The Maze | Final TN: 10 | Unskilled | 2k2 ⇒ 14 (TN: 10)
Pass, +1 Night point
Race completed in 3 rounds (no extra round)
+8 Night points
Mekham • "Diplomat" • Peddler • Chatterbox • Bland
Influence: Simple citizen (1) | Reputation: None to speak of (1) | Integrity: What? (1.5)
Languages: Mekham, Senpet / Carries: Anything you might want to buy / Profile
Influence: Simple citizen (1) | Reputation: None to speak of (1) | Integrity: What? (1.5)
Languages: Mekham, Senpet / Carries: Anything you might want to buy / Profile
Re: Run! (EE, The Maze, Event)
Asher gains 3 Night Points
Cassim gains 10 Night Points
Al-Haddar gains 8 Night Points
Al-Haddar gains 15 Copper and +0.3 Glorious Reputation
This event is now closed
Cassim gains 10 Night Points
Al-Haddar gains 8 Night Points
Al-Haddar gains 15 Copper and +0.3 Glorious Reputation
This event is now closed
GM • City of Stories