Post by Father on Dec 30, 2018 22:21:47 GMT 1
The Mander flows lazily, glittering in the sunshine, some nobles relax in the sun and enjoy the fine white beach that Lord Tyrell have arranged. Shouts and screams break up the idyllic atmosphere as a lady in a gown of green velvet falls from the bridge spanning the river at Gardenton, much flailing and splashing indicates that the lady knows not how to swim and surely will be swallowed by the waters if nobody can help!
Timing:
1 Week will be granted to resolve the luck tests, get help and go for a swim. Then healing attempts may begin.
-Characters still in the melee may make their luck test and declare their intention to partake within the 1 week deadline, which will extend the deadline before healing until their participation in the melee have been resolved so that they may make their tests
Restriction:
Luck (special) TN 11 required to be in a position to act (everyone has 2D in luck, and injuries/wounds does not affect it).
-Spending a DP, or the daily use of Blood of Andals or Lucky may automatically turn the result into a 11.
Get help!
Endurance (Stamina) TN 9
Athletics (Run) TN 9
-The highest total DoS scored reduces the TN needed for others to come and help by the same number. Those thus allowed to join may then make one Endurance (Stamina) TN 9 and Athletics (Run) TN 9 per round, you will need a number of DoS equal to 2*(11 minus your luck result). This is also required for those wanting to get back in order to help any further (treating their luck test result as 11 minus their DoS).
-For each point of fatigue taken you may treat your luck test result as 1 higher for the purpose of being alerted and reaching the river.
-Fatigue taken to ignore penalties from injuries/wounds applies to both tests (once per round)
Go for a swim.
To reach the woman requires an accumulated 3 DoS on Athletics (Swim) TN 6, you may make one test per round.
To get her ashore requires an accumulated 3 DoS on Athletics (Swim) TN 12, you may make one test per round. Other characters having reached her may assist by succeeding on the same TN.
You may chose to swim back without the woman at TN 6.
-On a critical failure, you take a point of fatigue, if you cannot take any more fatigue, you take an injury, if you cannot take more injuries, you take a wound (injuries and wounds will go away immediately after the event, if you survive, that is.)
-You cannot swim without a rank in the specialty, a DP spent allows you to ignore this requirement.
-The first to reach the woman will be considered to be the one bringing her back, others will assist, swim back on their own, or possibly not even be in the water, this will be retconned as needed.
Mouth to Mouth.
Once the woman has been brought ashore, a single character may make a Healing (swim) TN 9 or twice the number of rounds that have passed in this event, whichever is higher. One test per round, assists allowed by characters with at least one specialty rank in swim.
-For each critical failure, increase the TN by 3.
-If the TN increases beyond what is theoretically possible of those present, she dies. (DP and benefits, if a character contemplates those, changes what is theoretically possible).
-Generally, the one bringing her up has first pick to do the mouth to mouth, and typically, characters with higher healing rank will not know that they are better before having witnessed others trying once. Characters with Healing 2 and no swim should generally assume that other characters knows what they're doing. Generally, a maester or member of The Faith claiming to be good at healing are generally believable.
Rewards
If she lives, the swimmer bringing her ashore gains +1 glory.
If she lives, the swimmer bringing her ashore and the healer bringing her back to life gains +1 influence, +5 disposition with the lady and +2 disposition with the members of a house to be revealed once her identity is known.
If she lives, and the swimmer and the healer is the same character: +1 glory. (Does not get double the above prize)
If she dies: Consequences to be revealed with her identity.
Timing:
1 Week will be granted to resolve the luck tests, get help and go for a swim. Then healing attempts may begin.
-Characters still in the melee may make their luck test and declare their intention to partake within the 1 week deadline, which will extend the deadline before healing until their participation in the melee have been resolved so that they may make their tests
Restriction:
Luck (special) TN 11 required to be in a position to act (everyone has 2D in luck, and injuries/wounds does not affect it).
-Spending a DP, or the daily use of Blood of Andals or Lucky may automatically turn the result into a 11.
Get help!
Endurance (Stamina) TN 9
Athletics (Run) TN 9
-The highest total DoS scored reduces the TN needed for others to come and help by the same number. Those thus allowed to join may then make one Endurance (Stamina) TN 9 and Athletics (Run) TN 9 per round, you will need a number of DoS equal to 2*(11 minus your luck result). This is also required for those wanting to get back in order to help any further (treating their luck test result as 11 minus their DoS).
-For each point of fatigue taken you may treat your luck test result as 1 higher for the purpose of being alerted and reaching the river.
-Fatigue taken to ignore penalties from injuries/wounds applies to both tests (once per round)
Go for a swim.
To reach the woman requires an accumulated 3 DoS on Athletics (Swim) TN 6, you may make one test per round.
To get her ashore requires an accumulated 3 DoS on Athletics (Swim) TN 12, you may make one test per round. Other characters having reached her may assist by succeeding on the same TN.
You may chose to swim back without the woman at TN 6.
-On a critical failure, you take a point of fatigue, if you cannot take any more fatigue, you take an injury, if you cannot take more injuries, you take a wound (injuries and wounds will go away immediately after the event, if you survive, that is.)
-You cannot swim without a rank in the specialty, a DP spent allows you to ignore this requirement.
-The first to reach the woman will be considered to be the one bringing her back, others will assist, swim back on their own, or possibly not even be in the water, this will be retconned as needed.
Mouth to Mouth.
Once the woman has been brought ashore, a single character may make a Healing (swim) TN 9 or twice the number of rounds that have passed in this event, whichever is higher. One test per round, assists allowed by characters with at least one specialty rank in swim.
-For each critical failure, increase the TN by 3.
-If the TN increases beyond what is theoretically possible of those present, she dies. (DP and benefits, if a character contemplates those, changes what is theoretically possible).
-Generally, the one bringing her up has first pick to do the mouth to mouth, and typically, characters with higher healing rank will not know that they are better before having witnessed others trying once. Characters with Healing 2 and no swim should generally assume that other characters knows what they're doing. Generally, a maester or member of The Faith claiming to be good at healing are generally believable.
Rewards
If she lives, the swimmer bringing her ashore gains +1 glory.
If she lives, the swimmer bringing her ashore and the healer bringing her back to life gains +1 influence, +5 disposition with the lady and +2 disposition with the members of a house to be revealed once her identity is known.
If she lives, and the swimmer and the healer is the same character: +1 glory. (Does not get double the above prize)
If she dies: Consequences to be revealed with her identity.