Post by Father on Jul 8, 2018 15:35:48 GMT 1
There is a man that moves around the hall with grace and quick witted comments. Clad all in green, and masked so expertly that only his height and girth can be discerned, and there is nothing remarkable about those. Clearly a man of knowledge, supposedly one that all knows, but with a hidden talent of making his voice sound almost unrecognizable. He has left clues and riddles as to his identity during the evening, and as the dance begins, the challenge is presented, whomever is the first to approach this man and accurately guess his identity shall receive his ring.
Only characters having completed The Grand Masquerade Ball event and successfully gained entry may partake.
Special: Skipping the Dance (and remarking in that event thread that you do) grants +1D on all tests in this event.
To discover the identity of the green man, the following tests may be attempted in any order, the starting TN is 9. You may also use the same tactic multiple times, but each test beyond the first with the same choice of ability increases the TN by 3 (cumulative) for that ability.
Awareness (Empathy) to sift between the truths and falsehoods of his tales.
Cunning (Memory) to recall events that the green man alludes to about his background.
Deception (Bluff) to trick the green man into revealing more than he intended.
Knowledge (Education) to recognize the places and people mentioned in his stories.
Language (Decipher, from cunning) to deconstruct his riddles and poetry to reveal hidden truths.
Persuasion (Taunt) to make him grow careless with the clues he gives out.
Will (Dedication) to stubbornly harass him until he gives you something to bother something else.
Spending a destiny point on any one test in this step effects all subsequent tests.
Critical failure: -2 total DoS.
Whoever reaches a total of 18 DoS in the fewest amount of rolls is the first to accurately guess his identity. Tiebreaker being total DoS, the number of different abilities testes, the total number of specialty dices used, the total result over all rolls, and then rerolls. The winner receives a ring that may be cashed in for +2 coffers during downtime, they may also be kept, granting +1b to all influence tests in intrigue against characters sympathetic to the Blackfyre cause if worn, but will also mark you as a supporter (and betray your identity).
All characters reaching 18 DoS in improves the disposition of the green man towards them to amiable (though only for the remainder of the ball for disguised characters that does not reveal their true identity to him). The one who guessed it first will be revealed towards the end of the festivities, alongside with the face of the green man.
Special: The King and Queen of the Ball are assumed to not be finished with their dance before someone accurately guesses the identity of the green man, and thus their tests only enters consideration for receiving rewards if nobody else manages to reach 18 DoS.
Only characters having completed The Grand Masquerade Ball event and successfully gained entry may partake.
Special: Skipping the Dance (and remarking in that event thread that you do) grants +1D on all tests in this event.
To discover the identity of the green man, the following tests may be attempted in any order, the starting TN is 9. You may also use the same tactic multiple times, but each test beyond the first with the same choice of ability increases the TN by 3 (cumulative) for that ability.
Awareness (Empathy) to sift between the truths and falsehoods of his tales.
Cunning (Memory) to recall events that the green man alludes to about his background.
Deception (Bluff) to trick the green man into revealing more than he intended.
Knowledge (Education) to recognize the places and people mentioned in his stories.
Language (Decipher, from cunning) to deconstruct his riddles and poetry to reveal hidden truths.
Persuasion (Taunt) to make him grow careless with the clues he gives out.
Will (Dedication) to stubbornly harass him until he gives you something to bother something else.
Spending a destiny point on any one test in this step effects all subsequent tests.
Critical failure: -2 total DoS.
Whoever reaches a total of 18 DoS in the fewest amount of rolls is the first to accurately guess his identity. Tiebreaker being total DoS, the number of different abilities testes, the total number of specialty dices used, the total result over all rolls, and then rerolls. The winner receives a ring that may be cashed in for +2 coffers during downtime, they may also be kept, granting +1b to all influence tests in intrigue against characters sympathetic to the Blackfyre cause if worn, but will also mark you as a supporter (and betray your identity).
All characters reaching 18 DoS in improves the disposition of the green man towards them to amiable (though only for the remainder of the ball for disguised characters that does not reveal their true identity to him). The one who guessed it first will be revealed towards the end of the festivities, alongside with the face of the green man.
Special: The King and Queen of the Ball are assumed to not be finished with their dance before someone accurately guesses the identity of the green man, and thus their tests only enters consideration for receiving rewards if nobody else manages to reach 18 DoS.