Jump to content

Blood Moon Rising Fate-14


S'imba

Recommended Posts

In the wake of the liberation of Ala Mihgo there is cause for much celebration and much more to be done to rebuild. However the Garleans were not the only evil in the lands. Now in the far reaches of Gyr Abania something sinister is rearing its ugly head.

 

This is a plot that uses the fate-14 rule set, an approved sheet is required.

Fate-14 master post

IC-Thread

This will make use of the turn system described below.

 

Spoiler

Forewarned is forearmed, and preparation is an important part of any adventurer's long-term survival. However, there's only so much time in a day to find out important information before going into an event. Even the most powerful magician, richest Monetarist, and strongest warrior has to contend with the rise and fall of the sun.



To represent the issue of limited time in a storyline between events, a modified version of the Turn system from the Guild-Fate (or Seasons) FC management system, by Halren Rhalsgard, will be used to limit the amount of actions players can take between events. Actions will be broken down into one of three categories, with a different turn value for each:



Prepare

Cost: 1 Turn

Prepare actions involve single characters gaining advantages to improve their own chances of success. These actions are performed on their own time, and often require little personal investment on the characters' part.



Common Prepare actions include looking for/making new equipment, getting consequences healed, hiring help for a future event, or in the case of ship-based events repairing damages and replacing crew.



Research/Investigate

Cost: 2 Turns

Some actions take a lengthier time commitment because they require the character to spend a lot of time reading books, talking to old contacts, or piecing together clues. Attempts to take actions involving the Lore, Investigate, and Contacts skills in particular are considered research actions. However, these actions can often yield information and results critical to resolving a plot.



In general, actions that take suggest a long period of time to work like the skills above indicate a Research/Investigate. Actions that require multiple different skills to work are also candidates. It's possible for a simple Prepare action to become a Research/Investigate as the situation becomes more complicated.



Discussion

Cost: 2 Turns

Getting together to pool information with other players requires some organization and time spent gathering everyone in one place, in addition to the actual RP scene itself. No rolls are needed for a Discussion.



Discussions indicate fairly large gatherings of characters, at least four or more. If you need to coordinate everyone's schedules OOC, it's a Discussion. No rolls are necessary.



Act

Cost: 3/4 Turns

Why wait for the DM to come up with events all the time? This is supposed to be a proactive system, and you're adventurers! You don't always have time to wait for other people to cause problems for you to solve. Get out there and cause problems of your own!



Acting indicates that you want to organize an event outside of the usual list that come with sign ups. The cost varies based on the size of the event. Small events with no more than three players cost 3 Turns. Larger ones that would be the size of a normal event, up to four to six players, cost 4 turns. Make sure everybody's schedules are clear for this - especially the DM!



Restrictions

There are only a few restrictions on being able to use Turns to prepare outside of events, as follows:



Characters who have signed up for events marked as TRAVEL events cannot perform actions - they are too busy getting to the event itself.

There are only a limited number of Turns to be used in each round, collectively shared between all members of the plot. Turn usage will be tracked in the sign-up thread, but once they're gone, you're out of time.

Turns do not guarantee success - they give you a chance at success.


 

Event A

Taking the badger home

Date and time: Feb 22nd, 8 pm est. (I am flexible on this)

 

Recently members of the resistance were attacked by a young Miqo’te male. Though he is on the cusp of manhood he had still managed to maim two of our soldiers. We managed to subdue the male and is in our custody. Since we are in the process of rebuilding we would like to have the male returned to his tribe as an act of good faith and to make contact to establish peace to avoid any further unnecessary conflicts. The male S’krat Tia is being held by members of the M tribe.

Available slots

1. Nyanstarra

2. Reis

3. Holy Meteor

4.

 

Reserve

1.

2.

 

Event B

A missing unit

Date and time: Feb 25, 8pm est (I am flexible on this)

 

The Ala Mihgo Resistance is requesting the aid of adventurers to investigate the disappearance of a unit of soldiers that were on patrol. We sent a second unit out already which also never returned. We are seeking skilled individuals to help with finding answers to the cause of the units disappearances and the hope to recover the missing units.

 

Available slots

1. Atoria

2. Jana

3.

4.

 

Event C

03/03 9pm est

Bring back our dead

The graveyard in camp drybone has been having a string of regular grave robberies. We have been unsuccessful at finding any suspects. Witnesses state they have seen strange figures at night, however they vanish before anyone can reach them, the only sign of them a dug up grave with the body missing

We are requesting the aid of adventurers to see if they can have better luck in catching the culprit.

 

Available slots 

1.

2.

3.

4.

 

PC turns 20/20

 

NPC turns 18/20

 

Common rumors

It had come to light that S'krat's tribe is located near the location of where the units vanished. The seeker was interrogated but he didn't seem to provide any sort of satisfactory answer. Muttering about superstitions and bad juju. He's definitely hiding something, shame the higher ups want the runt taken back to his tribe.

Edited by S'imba
Link to comment
  • 2 weeks later...

Event A

Friday March 23, 8:00 est

Location: Coerthas Western Highlands

 

Something something doomsday, something something end of the world.

 

Reports of a strange keeper of the moon in coerthas running a cult that teaches end of the world doctrine has been on the rise. Especially with the changes Ishgard has gone through during the final chorus of the dragonsong war. Followers are extremely secretive and hard to find. While there have been no signs of violence from his followers, the fact that he is entrancing young Ishgardians to apostisize from Halone. More concerning is reports from Ul'dah of Keepers practicing witchcraft makes this all the more concerning. A leve has been put out to adventurers to find this cult and discover more intelligence about this group.

 

1. An-kai

2.Jana

3.

4.

 

Event B

April 1st 8:00 pm EST 

Gyr Abania 

 

Return to the Nightmare

 

The horrors that were discovered in a secluded swamp were concerning. Worse is that with rumors of disappearances of occurring outside the swamp have risen. The decision has been made to find out more about this group of Keepers despite the dangers of what had occurred. Adventurers have been called on to investigate the location. Particularly the aether in the area in order to discover more about these witches. Any assistance would be appreciated.

 

1. Artoria

2. Holy

3. Lan

4.

 

 

Edited by S'imba
Link to comment
  • 3 weeks later...

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...