Ludikun

a need for speed event plan

Sep 21st, 2021 (edited)
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  1. Event Name: A need, for speed
  2. Character: Ozias
  3. Extra Attendees: A few others (likely 4-5 others)
  4. Risk: CoI/High CoI
  5. Tone: Teaching moment, Pillaging?, Pokemon evolution
  6. Rewards: Art of the Steel Wing
  7. Event Thread: https://chronicles-of-esshar.com/forum/showthread.php?tid=8868
  8.  
  9. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  10.  
  11. REWARDS:
  12. Steel Power Stone [MAIN REQUESTED ITEM FROM EVENT]
  13. A crystalline stone manufactured by Barsburgian scientists, remnants of the now defunct City of Metal. It possesses a vibrant gray with a blue inner glimmer; an essence perhaps? Grasping the stone in one's hands feels like holding a heavy iron ball.<br><br>When a magi bearing the talents of metal attune to such a thing, it causes their abilities to triple in strength. Furthermore, the cumbersome nature of the school suddenly grows lighter under this item's influence, allowing for one to move at the speed of a bullet if fully acclimated.<br><br>However, it seems to be a power hungry stone. Without a suitable power source, all it becomes is a simple piece of decoration. Surely a magi on their own cannot keep the stone powered long enough without straining themselves. Or at least that is the hypothesis.
  14. [DEV ITEM]
  15. [METAL]
  16.  
  17.  
  18. Fire Power Stone
  19. A crystalline stone manufactured by Barsburgian scientists, remnants of the now defunct City of Metal. It possesses a vibrant orange with a red inner glimmer; an essence perhaps? Holding the stone seems to leave a warm lingering sensation upon one's palms.<br><br>When a magi bearing the talents of fire attune to such a thing, it causes their flames to burn a vibrant strength. Furthermore, the fires of the magi who attunes to such a piece burn hotter than before. Water that dares to quench it evaporate before it can stand a chance; the winds that attempt to put it out combust and simply feed the flames; and earth that tries to bury it simply turns the soil into magmatic bursts.<br><br>However, it seems to be a power hungry stone. Without a suitable power source, all it becomes is a simple piece of decoration. Surely a magi on their own cannot keep the stone powered long enough without straining themselves. Or at least that is the hypothesis.
  20. [DEV ITEM]
  21. [FIRE]
  22.  
  23.  
  24. Grass Power Stone
  25. A crystalline stone manufactured by Barsburgian scientists, remnants of the now defunct City of Metal. It possesses a vibrant green with a gold inner glimmer; an essence perhaps? Keeping the stone upon one's hands seems to provide an invigorating sensation to the holder.<br><br>When a magi bearing the talents of nature attune to such a thing, it causes the conjured spells to grow at twice the speed and at twice the size. Vines normally the size of arms suddenly grow thick like tree trunks. Spores that one creates is thicker. And perhaps everywhere they tread, nature simply becomes more alive.<br><br>However, it seems to be a power hungry stone. Without a suitable power source, all it becomes is a simple piece of decoration. Surely a magi on their own cannot keep the stone powered long enough without straining themselves. Or at least that is the hypothesis.
  26. [DEV ITEM]
  27. [NATURE]
  28.  
  29. Blood Copper (x2)
  30.  
  31. ---
  32.  
  33. OPTIONAL REWARDS (very high chance of injury if they try this, like, 99% temp and maybe 50% perm):
  34. Arcanium (X1)
  35.  
  36. Electric Power Stone
  37. A crystalline stone manufactured by Barsburgian scientists, remnants of the now defunct City of Metal. It possesses a faded steel blue with a yellow inner glimmer; an essence perhaps? If the stone is held, one could sense the faintest shocks trickle all over their forearm.<br><br>When a magi bearing the talents of lightning attune to such a thing, it causes the sparks they bring forth to gain the power similar to a thunderstorm's. Lightning strikes can zap and burn through metal in a flash, jolts of electricity becomes powerful enough to kill a person's nervous system in one zap, and lightning chains into multiple lifeforms with ease.<br><br>However, it seems to be a power hungry stone. Without a suitable power source, all it becomes is a simple piece of decoration. Surely a magi on their own cannot keep the stone powered long enough without straining themselves. Or at least that is the hypothesis.
  38. [DEV ITEM]
  39. [LIGHTNING]
  40.  
  41. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  42.  
  43. Act 1:
  44. Word spreads that a fanatic group of remnant Achyon scientists had lingered around the base of the Tarian mountains. They seem to be in the midst of experimenting, yet whatever it is they group has no knowledge on it at the beginning.
  45.  
  46. In reality, the Achyon scientists are in the midst of experimentation on local wildlife. Deers, boars, wolves, they are slowly making use of odd collected stone to further mutate and turn them into creatures of war.
  47.  
  48. The group will begin by slowly hiking down into the lower foothills of the mountains. Here, they will be initially bombarded with a sudden pained frequency. A loud super sonic ringing grows, only until they come closer to the camp (unless they someone block out the sound with an appropriate rp) would they need to /roll.
  49.  
  50. Rolling a 1 will result in a -1 to that person's next injury /roll. NOTE: for future rolls of this, the -1s can stack.
  51.  
  52. Only then would they finally arrive into a small encampment in the snowy woods. Here the group can see a group of figures that will be currently calming down a creature. A deer yet its size and stature seems bigger and stronger than a normal one.
  53.  
  54. If they attempt to take out the handlers, they will do so quite easily. These are non-magi scientists and they can be pretty much be taken out in an RP. However, if the handlers are taken out, the deer will go wild and eventually attack the party.
  55.  
  56. THE RESONATING DEER: Nature, Earth
  57. Attacks (use stances):
  58. "...suddenly gallops to the side. Brambles and thorns sprout. Tread carefully." - Go to a corner and spam Flowers. "...retreats into the forest. It begins to regenerate. Stop it!" - Ingrain and Tree to heal during certain phases.
  59. "...roots cause the earth to tremble. Run." - Go to the top of the RPB and start spamming Tremor to chase people.
  60.  
  61. Upon its defeat, it will drop GRASS POWER STONE. If the stone is picked up someone that has Nature, they will be given an option to resonate with the stone (at the cost of an injury when the event is over). If they allow it, they will get Cruel Thesis for the remainder of the event.
  62.  
  63. TEMP: Grass De-resonation
  64. DURATION: 1 day (Unhealable)
  65. DESC: Whence the grass and roots once bent to your whims, the sudden loss in power leaves you in a cold shudder. Nature's call leaves you hollow, and for a moment you struggle to even make a connection to magic that you once owned. Perhaps some rest will make things better, because surely no doctor can help you with this. (Unhealable)
  66.  
  67. After heading forward, the group will go further into the research camp.
  68.  
  69. -----
  70.  
  71. Act 2:
  72. As the group goes deeper, the sonic ringing grows louder and more painful. However, most affected would be the one resonating with the Grass Power Stone.
  73.  
  74. Rolling a 1 or 2 will result in a -1 to that person's next injury /roll. If resonating with a Power Stone, they do not need to roll.
  75.  
  76. Further up ahead, screaming can be heard. One of the scientists will likely call out to shut the tower down, but will eventually be taken out along with his group. A blazing inferno has overtaken this part of the camp. A boar can taken to the likeness of flames and burns a deadly attack at the group.
  77.  
  78. THE RESONATING BOAR: Fire, Magma
  79. Attacks (use stances):
  80. "...goes on all fours and stomps the ground. It's about to charge!" - Starts chasing people with Flame Slide.
  81. "...starts spewing molten lava from its mouth. Take cover!" - Goes to a corner and spams Volcano and Magma AOE.
  82. "...screeches. It's about to go berserk." - Uses a combination of Cinderflare and Flamethrower.
  83.  
  84. Once defeated, it also de-resonates with its stone, dropping the FIRE POWER STONE. If a fire magi in the event resonates with the fire stone, they will get Primordial Flame until the end of the event, as well as an unhealable one day temp when it is removed.
  85.  
  86. TEMP: Fire De-resonation
  87. DURATION: 1 day (Unhealable)
  88. DESC: The flames that flicker from your fingertips die out, the embers go cold, and your burning passion is snuffed. You feel cold and uneasy. Perhaps you made your flames grow far too big, leaving you to burnout oh so quickly. In time, you will find your spark once more. But until then, you should chip away to being those wisps of flames to life. (Unhealable)
  89.  
  90. From here, the group will witness a metal tower in the distance. Just from a gander at it alone, it seems to be the source of the sonic waves. Along with that, they will likely realize that might be the reason why these creatures are going insane.
  91.  
  92. Two paths will show up. One, the group can go to the tower to put an end to it (Act 3). Two, the group will hear more screaming, but they will have to backtrack (Act 2.5).
  93.  
  94. -----
  95.  
  96. Act 2.5:
  97. If the group runs back, they will run into a maddened creature that fluctuates wild charges that practically kill anything that comes too close. A magpawn had resonated with one of the power stones and has gone mad chasing scientists around. It is much less predictable than the others and is likely the most dangerous one here.
  98.  
  99. This is a mini super boss. There will be no stances that will warn the players and this boss will be the hardest monster they will fight in this event. The group will be warned before trying to face it.
  100.  
  101. THE RESONATING MAGPAWN: Lightning, Plasma
  102. Attacks (does not use stances):
  103. - Chases the group around with Plasma Balls and Accelerate.
  104. - Goes to the top of the RPB and chases the group with Lightning Burst.
  105. - Jumps around the RPB with Lightning Trap.
  106. - Goes north, west, south, then east, stopping in each one to send out Lightning Javelin, Plasma Javelin, then Arc of Devastation.
  107.  
  108. Upon its defeat, it will drop the ELECTRIC POWER STONE and ARCANIUM. If a lightning magi resonates with the power stone, they will receive Thunderking until the end of the event and gain an injury when they lose it.
  109.  
  110. TEMP: Electric De-resonation
  111. DURATION: 1 day (Unhealable)
  112. DESC: Even the strongest of charges die out when used too much. As bursts of electricity flicker and zoom from your form, its sudden disappearance suddenly has you appalled. Not a single shock comes out from your fingertips, nay even a spark. For a while, you become lightning-less and sluggish. Surely, in time, you'll recharge. (Unhealable)
  113.  
  114. After this, the group is free to head to the tower.
  115.  
  116. -----
  117.  
  118. Act 3:
  119. As the group slowly comes into the surroundings of the tower, one final sonic charge blasts those within the group.
  120.  
  121. Rolling a 1-3 will result in a -1 to that person's next injury /roll. If resonating with a Power Stone, they do not need to roll.
  122.  
  123. By the base of the tower, the group is hindered by one final creature. The scientists all could not approach to disable the tower as a speed demon of a metallic creature beats all who comes too close to it. A grodolom had resonated with a power stone and had caused it to become a freight train of speed and power.
  124.  
  125. THE RESONATING GRODOLOM: Earth, Metal
  126. Attacks (use stances):
  127. "...vibrates. The ground around it quivers and quakes." - Move to the top of the RPB and spam Earthquake and Great Mudwave while moving from left to right.
  128. "...sends forth javelins of steel, hurled to those in sight." - Sit in a corner and spam Metal Sear.
  129. "...stomps its feet, causing metal to blister from its surroundings." - Head to the top of the of the RPB and chase people with just Earth Spikes.
  130.  
  131. In Round 3 onwards, it will lose its power stone yet it had long mutated further to become a freak of nature. It drops the STEEL POWER STONE. If a metal magi takes it and resonates, they will gain the hidden Afterimage for the remainder of the event (if Afterimage doesn't work/suck, change their speed to be fast but change it back after). After the event, they get an injury.
  132.  
  133. TEMP: Steel De-resonation
  134. DURATION: 1 day (Unhealable)
  135. DESC: Your rush had left your blood pumping and adrenaline seething. And yet, once the speed had slowed, you become exhausted and lethargic. Your body feels heavy like metal, your limbs struggle to move, and your entire body seems to go against your movements. Perhaps you will grow better after a long, long, <i>long</i> rest. (Unhealable)
  136.  
  137. MEGA GRODOLOM: Earth, Metal [SPEED INCREASED TO BE LIKE PANDEMONIUM DRIVE SPEEDS]
  138. Attacks (use stances):
  139. "...vibrates. The ground around it quivers and quakes." - Move to the top of the RPB and spam Earthquake and Great Mudwave while moving from left to right.
  140. "...stomps its feet, causing metal to blister from its surroundings." - Erratically go to corners and spam Earth Spikes in each corner.
  141. "...digs its claws into the ground, sending forth a barrage of white forward." - Head either up/down or left/right while spamming Ivory Graveyard.
  142.  
  143. Upon its defeat, it will go berserk one more time and eventually destroy the tower. The tower falls and everyone who resonated with the power stones lose their boost. However, as the tower crumbles, it will drop TWO BLOOD COPPERS. After collection, most of the scientists had either been killed or gone to flee.
  144.  
  145. By now, the event ends.
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