Difference between revisions of "Dusk Till Dawn Ordeal"

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To reach the Ordeal type: '''+dir/jump dtd''' --> 'OC'
 
To reach the Ordeal type: '''+dir/jump dtd''' --> 'OC'
  
<big>'''THE ORDEAL'''</big>
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<big>'''ELIGIBILITY'''</big>
  
 
''Who is eligible to run the course?''
 
''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.  
 
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.  
 +
 +
<big>'''DISCIPLINE USE'''</big>
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 +
This course will be run with limited power usage, specifically celerity and potence. They work as follows:
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&nbsp;&nbsp;&nbsp;&nbsp;Potence: Bonus successes per level on strength based obstacles.
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&nbsp;&nbsp;&nbsp;&nbsp;Celerity: Re-roll 1's on dexterity based obstacles.
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''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.''
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<big>'''THE ORDEAL'''</big>
  
 
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:
 
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:
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* Hell-evator
 
* Hell-evator
  
THE RULES
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Revision as of 18:02, 3 May 2021

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 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



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.

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. Also, he 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.