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- Event Name: A Good O'l Train Robbery
- Character: Whitney J. Driscoll
- Extra Attendees: Reyndzer Kovac, Sylas, Tanika
- Risk: HCoD
- Tone: Wild West, Criminal Cowboy Stuff
- Rewards: A gun, magitech things for the others
- Event Thread: https://chronicles-of-esshar.com/forum/showthread.php?tid=9910
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- REWARDS:
- Maria Sangria [WEAPON] (MAIN REQUESTED ITEM FOR EVENT)
- They sing the song of a maiden,
- Her speed no one can contest.
- Her gun that put folks fifty feet under,
- Was called the fastest gun in the west.
- The glint of a bejeweled shine glimmers amidst the shell of this six-chambered revolver. Forged from an alien and unidentifiable metal, the barrel poses as the very face of the weapon. Its five-inch length acts as the catalyst for the forging mana bullets that propel outward from its thin muzzle.
- Its handle bears a finely carved grip made of fine-stained oak, shaped perfectly for a delicate hand. By the bottom of the piece, the initials M.S. is etched expertly in a beauteous cursive.
- By its cylindrical bullet chambers lies intricate set of runes and glyphs that denote the fastest expulsion of mana bullets. Each pull of the trigger sends forth a speedy splurge of runic signals that requires a nigh impossible to beat reaction time to contest. Though what is most intriguing is the presence of names upon the barrel of the gun. Each barrel holds a different one, determined only by the wielder and Maria Sangria itself.
- However, the gun itself bears a sentient presence that festers within its locks. A vengeful spirit—the original wielder of the weapon whose name derives from—haunts the gun, thriving within. Whispers of her voice bring promises of power. Maria Sangria offering her once lightning-fast reflexes to the one that wields it now. All it takes is to accept her offer.
- "I'm callin' the shots."
- OOC: The user can 'swear' the death of a person, which will engrave the name of said person on the gun barrel. This will inflict an unhealable permanent injury (-5) on the gun holder until the death of the name on the gun is achieved. If the name dies by any means other than Maria Sangria's bullets, the injury will remain. However, if they are killed by the gun, the gun becomes stronger (maybe +5 agi/crit per confirmed kill). The gun can only accommodate six names at once. (they ahelp for this entire part)
- Boost: -10 mana, +40 pow, +10 agi, +10 crit
- [UNIQUE]
- [MARIA SANGRIA]
- (To be soulbound to the person who accepts the gun. The only way to unbind it is to kill its current holder.)
- Frozen Timepiece [PENDANT]
- An odd pocketwatch that bears Barsburgian designs upon its copper machination. It ticks carefully before the frosted glass that protects the hands of the clock, swiftly imposing its clear and obvious usage of telling the time. However, a button upon its zenith primes its secondary usage. When pressed, the ticking of the clock slows as the world around the holder grows equally languid. Everything slows for a fraction of a second, allowing for a lightning-fast motion once time is 'unpaused'.
- Boost: +4 pow, +4 time pow, +3 time def
- [UNIQUE]
- Elemental Bullet Chamber [SHIELD]
- What seems to be originally part of a much grander pistol lies an unimposing gun barrel. Its exterior is gilded in elemental crystals, a different one bejeweled on all four of its bullet chambers. Its make is Barsburgian in nature, harboring advanced sigils and runes that seem to connect to a larger system. An ideal piece for a mana pistol.
- When magic is channeled within, transformative properties unveil each chamber's attunement to one of the four primal elements: Earth, Wind, Fire, Water. With a proper appraisal and tinkering of an experienced artificer, they can most easily adjust the affinities each crystal bears, making them as varied or as homogenous as they wish.
- [DEV ITEM]
- [TRAIN ROBBERY]
- Mechanized Handheld Engine [SHIELD]
- A miniature machine that fits within the palm of one's hand. Its mechanized form bears a multitude of clicking gears and bolts that remain oddly dormant and unmoving. Partial rust had begun to take over the item itself, seeing that it is in disuse. However just because it is neglected does not mean it is useless.
- A careful study from one attuned to magitech knowledge reveals that this tiny contraption is an engine capable of creating a large output of mana before it was damaged. At its current state, many of its parts are battered and broken, requiring an ample amount of fixing before it can return to its empowered glory.
- [DEV ITEM]
- [TRAIN ROBBERY]
- OPTIONAL REWARDS:
- Up to 10,000c total (roll dependent)
- Copper x60 (roll dependent)
- Steel x30 (roll dependent)
- Orichalcum x10 (roll dependent)
- Mythril x10 (roll dependent)
- Nyeshk x10 (roll dependent)
- Blood Copper x1 (roll dependent)
- King of Aces [SHIELD]
- A card imbued by an incredibly lucky person. Its glimmer is imposing, unveiling the odd presence of a lucky essence within the card itself. Made from a sturdy form of cardboard, the item seems to bear an archaic design upon the card's marks and symbols; as if it were from another era. Just keeping it on one's person alone seems to bring the welcoming gaze of lady luck into their side.
- OOC: This item can be used to increase any d6 roll by 1. Can only be used once before the item is consumed. Send a ticket to use the card.
- [EXPENDABLE DEV ITEM]
- [TRAIN ROBBERY]
- Stolen Sheriff's Badge [SHIELD]
- A faded badge from what seemed to have come from a western town. Stolen from a sheriff in disguise. The name upon it only bears the initials D.J. while the mark upon its visage seems to denote a place called Wanderer's Valley. Though seemingly more as a keepsake, an experienced appraiser might note that the badge is made completely out of Arcanium.
- [DEV ITEM]
- [TRAIN ROBBERY]
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- OOC NOTE: Chance sent a neat injury table and I plan to test it out here.
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- Planning and Execution =-=-=-=-=-=-=-=-=-=-=-=
- At the beginning the group is given a low down of what was to occur. Within the craggy outskirts of Barsburg's domain an arid desert reveals itself. The train tracks run through this area before entering Empire domain, and it is up to the group how they are to approach this heist.
- The group begins a night (or day depending on in-game time) before the train is scheduled to run through. They are given the details and it is up to them how they will approach this situation.
- The train begins its entry out from the far east moving westward. Its point of entry lies upon the Arid Lowlands, through small sand dunes. Passing that lies Chimera Canyon, a winding formation with a river running at its bottom. Finally, the train will then head off through the Flatlands, a set of open desert with the first Barsburg check point in view.
- The group decides where they will approach, how they're going to approach, and what their general plan is.
- ARID LOWLANDS
- >The dunes will make travel by foot/horses a struggle.
- >The dunes allow for an ample set of hiding spots.
- CHIMERA CANYON
- >Two paths, up high or down low.
- >Up high makes rushing around in horses impossible. Good hiding spots, high ground.
- >Down low allows for horses and the passage of the river.
- FLATLANDS
- >An open space, no hiding spots available.
- >Near a Barsburg checkpoint. Time is of the essence.
- Furthermore, there are four areas within the train: the Caboose (one cart), Passengers (two carts), Storage (three carts), and the Engine (one cart).
- CABOOSE
- The back of the train. A passenger cart that will only have one person in it at all times, the Sheriff in disguise. She will be a 'damsel' in distress if the group approaches. If she is threatened however, her ploy is removed, revealing herself to be a gunslinging lady as well.
- Damseled Sheriff: Acceleration, Bladestorm, and Stardust Explosion
- Upon her defeat, she will drop the STOLEN SHERIFF'S BADGE and the code (FOR THE EMPIRE but its written as 'People I Owe: Mike, Romeo, Papa, Echo, India') to enter the Engine. There is nothing else in this area.
- PASSENGERS
- The two carts are moreso safe. They hold normal people, however these people will panic and react accordingly to a posse trying to rob a train. Here, the group can rob these people for their money, requiring a /rnd 1 10 roll and multiplying that by 1,000c to see how much money they can obtain. Robbing people, however, will attract the Damseled Sheriff in the Caboose.
- STORAGE
- Arriving to the cart closest to the passenger carts, the coast is primarily clear. There is a multitude of boxes and majority of them contain ore. If the group tries to plunder this, then they may /roll (if multiple people get the same roll, the two characters find the same thing; no doubling on the reward).
- 1 - Copper x60
- 2 - Steel x30
- 3 - Orichalcum x10
- 4 - Myrthil x10
- 5 - Nyeshk x10
- 6 - Blood Copper x1
- If the group searches, Lady Luck from the cart ahead will arrive to stop them.
- Up ahead, in the cart next to the first storage cart, another posse would be revealed to be in the midst of robbing the same train. Lady Luck, one of the main members, is in the midst of tossing goods over to another set of people in horses. It is here where she tries to stop the group.
- Lady Luck: Deflecting Palm, Shadow Walk, Devouring Winds, Winter's Talons, Other Wind and Ice Spells
- If anyone from the group falls to her, their rolls are reversed for this fight (rolling a 6 is bad, rolling a 1 is good). Upon her defeat, she drops the KING OF ACES card.
- The final storage room ahead holds the only way for the group to get in. Here, a key code (FOR THE EMPIRE) is required to be entered with ease. The group will be given one action to do things as they please. However, for each future action, they will have to fight through a horde of guards that swathe to go after the group (one round, one action).
- Train Guards: Bladestorm, Explosion, Plasma
- ENGINE
- Finally, once past the door, the group will witness what had occurred within. The train drivers are mostly dead. One final driver is currently keeping the train running, held at gun point by the head honcho of the current other group robbing the train: Big Boss Katherine. She tells the group to walk off or she kills the driver and sends the train crashing.
- If attacked, she makes attempts to kill the driver before stopping the group.
- Big Boss Katherine: Time, Spatial Rush, Lightning
- Upon her defeat, the group can loot the important things she had stolen: the MECHANIZED HANDHELD ENGINE and the ELEMENTAL BULLET CHAMBER. Furthermore, the group can also loot the items she owned that's on her: the FROZEN TIMEPIECE and MARIA SANGRIA.
- However they soon come into a dilemma if the driver died. They can easily leave the train for dead and let the people in it crash (which might be good IC for the more moral of the group) or they can attempt to stop the train through a series of rolls. They must roll three collective /rnd 1 20 successes: 17s or higher for non-artificers/magitech savants; 13 for artificers/magitech savants; 8 for a magitech savant AND an artificer.
- There is no reward for stopping the train, nor is there a mechanical consequence for letting it crash.
- After which, the event ends.
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