Dusk Till Dawn Ordeal

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This Ordeal is being hosted by the Camarilla for those who wish to prove their physical mettle and earn victory in the eyes of the Praxis.


ORDEALS

One person (the host) bets one of their traits and announces a goal.

  • Host arbitrates if outcome is disputed.

If you don't have a trait to bet, then you can't host an ordeal, but you can particpate in one.

While the ordeal is in progress, the bet trait can't be spent, but still provides its passive effects.

When the ordeal is won:

  • The winner gains Victorious.
  • The host's bet trait is spent without effect.
  • The host can't win their own ordeal, but can compete to raise the bar for others.
  • If the ordeal ends without a winner, no one gains or loses anything.

THE REWARD

More information on status traits can be found here: https://cityofhopemush.net/index.php/Status_Traits

The Winner will receive the Victorious status trait, the Favored status trait, and the Harpies will, no doubt, hear of their victory.

The Victorious trait is as follows:

Passive: For rest of week in which you gained it, others who can spend to give you positive traits can do so without spending. Spent: Regain another trait that you just spent, or remove Warned from yourself or another within same jurisdiction where you gained Victorious.

The Favored trait is as follows:

Passive: Anyone who openly attacks you becomes Warned unless they have Authority, Commander, or Triumphant. Spent: Negate a negative trait before it's applied. That person can't issue you negative traits for rest of week.

THE FACILITY

The Ordeal will be held at Dusk Till Dawn, in Carlsbad. The establishment is owned by Asheton Sterling. This facility features a dojo and an obstacle course. It is a closed and secure circuit for Camarilla-only.

    https://cityofhopemush.net/index.php/Dusk_til_Dawn

To reach the Ordeal type: +dir/jump dtd --> OC


ELIGIBILITY

Who is eligible to run the course?

Any Kindred accepted into the Greater Prospect Praxis and has Status score of at least 1. No ghouls are allowed to participate in the course.


DISCIPLINE USE

This course will be run with limited power usage, specifically celerity and potence. They work as follows:

    Potence: Bonus successes per level on strength based obstacles.

    Celerity: Re-roll 1's on dexterity based obstacles.

All other discpline use is forbidden and will result in a disqualification from the event. Both Celerity and Potence are considered to be 'always active' during the run and do not require additional blood expenditure.


THE ORDEAL

Dusk Till Dawn contains an obstacle course the Ordeal will feature five of those for Kindred competitors to overcome. The five obstacles featured in the Ordeal will be:

  • Conveyor Climb
  • Big Red Balls
  • Salmon Ladder
  • Jumping Spider
  • Warped Wall

An additional challenge lies as a tie-breaker if the contest is too close to call:

  • Hell-evator


RUNNING THE COURSE

The way the contest will work is that each contestant will line up, one at a time and run each of the five obstacles. A failure on one obstacle means that person's run ends on that obstacle.

The contest is timed. The Kindred who makes it the furthest through the contest wins. In the event of a tie, the fastest run wins. The fastest run is determined as whichever Kindred takes the least rolls to complete all of the obstacles. For example, if Tim finishes all 5 obstacles in 13 rolls but Sandra finishes them in 11, then Sandra is the winner because she ran it in the fastest time.

Blood Pumping:

    Blood pumping of physical stats is allowed. However, we are only allowing stats to be pumped to one over generational max (which for most is 5), to 6. Pumping blood must be spent before your run and     once the run starts, you may not pump any additional blood. We are doing this restriction to ease the event for the coordinators and speed up runs!

Failure:

    Botching on any roll means that you slipped or fallen. Most of the obstacles allow as many rolls as you wish to make, but some have specific failure parameters (Conveyor Climb) that may cause a Kindred to     fail faster.

Stamina Checks:

    Some of the obstacles - Salmon Ladder and Warped Wall - require stamina Stamina roll (diff 6) At least 1 success needed. A botch is the end of the obstacle, pose your own demise. A 0 success roll will     require a Stamina roll vs 7. You need to get at least one success or you fall.


THE COURSE

The way this ordeal will be run is the player running it will private roll the event coordinator (Phillip) with all of their rolls at once for the entire course. This will be until they fail or they succeed. Phillip will then tally up their score and they can pose how far they got in a single pose. This will vastly speed up the event for everyone.

Conveyor Climb

The Conveyor Belt climb is the start of the course. It consists of a forty-five degree incline with a conveyor belt running backwards to keep the competitor from reaching the top. You are required to make your way up the conveyor belt, running up the side is not permitted. This is a one roll and fail, you make it up or you don't. Contestants may try up to three times to run up the Conveyor belt before they are considered out of the Ordeal.

Roll: Dexterity + Athletics/Acrobatics vs 7 (3 rolls Max)
Successes Required: 4 (All must be acquired in one roll)
Command: +roll/page Phillip=dexterity + athletics + <Blood Pump #> vs 7
Disciplines: Reroll 1s if you possess Celerity.

Big Red Balls

Once you make it to the top your eyes are greeted by a long pool of water. In the middle are three large, red balls. Each ball is secured to the bottom of the pool, but they do flex enough to make staying on them complicated as they have been rigged to a spring-loaded head that allows them to rock. If you manage to arrive at the next platform dry, then you are off to the next obstacle. If you fall into the pool this trip through the obstacle course is over for you.

Roll: Dexterity + Athletics/Acrobatics vs 6
Successes Required: 7
Command: +roll/page Phillip=Dexterity + Athletics + <Blood Pump #> vs 6
Disciplines: Reroll 1s if you possess Celerity.

Big-Red-Balls1.jpg
















Salmon Ladder

The Salmon Ladder. It is a simple obstacle in design, but devastatingly difficult particularly to the unwary. There is a bar resting on two pegs. There is a sequence of four pairs of pegs. They are spaced evenly in pairs until the last pair. The last peg rest is double the distance from the third set than all the others. The object is to grasp the bar with both hands and “climb” the pegs with the bar by lunging upwards. You are required to hang on to the bar and you cannot use your legs to touch the wall at any point. If you fall, the water awaits as does the end of the run.

Roll: Strength + Athletics/Acrobatics vs 8 OR Strength + Climb vs 7
Successes Required: 8
Command: +roll/page Phillip=Strength + Athletics + <Blood Pump #> vs 8
Disciplines: Each level of Potence counts as one automatic success.

Salmonladder.jpg.jpg




















Jumping Spider

Once you step onto the platform you are greeted by a long “tunnel” that consists of two clear, hard plastic walls, no roof, and no floor. Before you can reach the walls you have to jump from a small trampoline to propel yourself over the distance and use your hands and feet to “prop” yourself between the two walls, hope you are still dry. The object of the obstacle is to body prop yourself through the “tunnel” thirty feet to the next platform. If you lose your grip or traction, cold water awaits. If you make it through the Jumping Spider, you will drop to a platform at the end.

Roll: Dexterity + Athletics/Acrobatics vs 7
Successes Required: 7
Command: +roll/page Phillip=Dexterity + Athletics + <Blood Pump #> vs 7
Disciplines: Reroll 1s if you possess Celerity.

NUP 173973 5554.0.0.jpg














Warped Wall

The next platform has a notorious “ninja killer” waiting, the Warped Wall. As it sounds, it is a wall that has been curved in at the bottom and out at the top of the fourteen and a half feet tall obstacle. To make it to the top of the platform you need to run up the curved surface and jump up and back to try to catch the top of the wall and pull yourself up onto the platform above. It is despicable in its apparent simplicity. You either get to the top or you're done.

Roll: Strength + Athletics/Acrobatics vs 8 OR Strength + Climb vs 7 (1 roll max)
Successes Required: 7 (All must be acquired in one roll)
Command: +roll/page Phillip=Strength + Athletics + <Blood Pump #> vs 7
Disciplines: Each level of Potence counts as one automatic success.

Warped-Wall2.jpg




















Hell-evator

The final obstacle rises before you. There is a tower that stands seventy-five feet tallwaiting for the last gasp of the course. The tower consists two tall pillars with a gear ratcheting handle on each one. An optional vest is provided with bungee cords to protect the one making the climb should they lose their grip. The object of the Hell-evator is to grasp each of the handles and start the ratcheting process on each side, using every part of the body to keep the momentum moving up. If you tire out or lose your grip then gravity takes you down towards the waiting water and the end of your attempt of the course. If you make it to the top and hit the red button then you have won the course and have the choice of climbing a ladder down or stepping off and falling into heavy, thick mats to break your fall. There is the pool of water, but probably not the smartest choice considering the height.

Roll: Strength + Athletics/Acrobatics vs 9 OR Strength + Climb vs 8
Successes Required: 10
Command: +roll/page Phillip=Strength + Athletics + <Blood Pump #> vs 9
Disciplines: Each level of Potence counts as one automatic success.

Hell-evator1.jpg