Vital Favor transfer from Gaia for Sheltered
Posted: Wed Oct 16, 2019 8:00 pm
You've woken up.
There's a familiar there.
It needs help.
But you're not sure that it even wants it...
FIRST TASK: Bribery
Sure, you want to help. But you can't really do anything unless you know more about the nature of the injury.
As any injured animal would be, this creature is more than a little jittery. You're going to have to bribe it to be allowed any closer. Each time you roll, describe what you're attempting to bribe the animal with.
The Bribe - Mechanics
Roll 1d10 and compare your result to the table below. Keep rolling until you succeed. Once you succeed you must move forward! However, you must succeed (receive a prompt that explicitly tells you to move onward) in order to move forward.
1-3: It's injured, but it's still picky. It dislikes your bribe and stiffens further. Lose 2 trust.
4-5: You find something it likes, but it doesn't stay close long enough for you to get a good look. Still, you gain 2 trust.
6-8: You manage to find something the animal likes, but unfortunately, obtaining the bribe came at a price. Gain 2 trust; lose 2 HP.
9-10: Success! It's allowing you closer. Gain 3 trust and move on.
SECOND TASK: Identification
The animal is still a little testy, but you need to identify the problem and how to treat it. Be careful not to spook the animal, and get out of the way quick if it decides to lash out again!
The Examination - Mechanics
Roll 1d8 and compare your result to the table below. You'll be aiming to collect three clues about the injury - they can be either physical symptoms or evidence in the environment around you, but you'll need to describe them as you identify them. Once you have collected the required amount of clues and identified the injury, you must move forward. Make sure to describe or identify the injury in a RP post!
1. You take a step back, careful not to spook the animal. Stepping away, surprisingly, actually helps you get a better idea of the full situation. +1 clue
2. You're a little hasty in your examination. The animal seems spooked by your actions. -1 trust
3. You're careful to keep your bribe in full view of the animal as you make your approach. It seems pleased with you, but you can't tell what's wrong. +1 trust
4. After sitting calmly in the animal's presence for a while without doing anything, it lets you closer than before. +2 trust
5. Something you did sets the animal off immediately, and it lashes out at you surprisingly violently in reaction. Perhaps that's a sign of what went wrong here, though. +1 clue, -3 HP
6. Unfortunately, there are parts of the animal's anatomy that you just have to look at, to eliminate all possibilities. The animal doesn't seem pleased, though, and the examination unfortunately produces no results for you this time. -2 HP
7. You examine the animal carefully and methodically. It seems to think you're expressing your affection. +3 trust
8. You're not sure what you could've missed, but checking over part of the animal again ends up yielding a new insight. But repeating your examination makes the animal a little testy. +1 clue, -1 trust
THIRD TASK: Defense
You're pretty sure you know how you can help the animal now. Unfortunately, it seems like you're not alone.
Something dangerous - a predator, another kin with ill intent, or a scavenger looking to capitalize on potentially injured prey - shows up, and it definitely wants to harm your new charge.
The Intruder - Mechanics
Use your attack dice to defeat the intruder before you can attempt to find the cure!
In your RP (especially the first post of the fight), make sure to describe the intruder specifically. It should be something that your kin is genuinely intimidated by in their real life - remember, it's a dream, so it can be a little more menacing than it would be in real life, or it can be something that your kin is unlikely to encounter in real life (like someone or something from their past).
The intruder does 2 HP damage every time you kick it, and 3 HP damage every time you bite it.
The intruder has 10 HP. Keep track of the intruder's HP in your OOC footnote until it is defeated!
When it is defeated, it is up to you what condition it's in, depending on the sort of intruder. It can mysteriously dissipate, or perhaps just be so tired out that it decides to run away.
FOURTH TASK: Escape
You're safe - for now. But your experience has impressed upon you that the animal isn't safe, and it'll be less safe if you abandon it.
This stretch of the Swamp isn't entirely unfamiliar to you. There's somewhere nearby that you know will be safe - either somewhere defensible, or somewhere where the animal will be guarded by someone you trust. But you'll need to travel there...
The Sanctuary - Mechanics
Roll 1d20 and compare your results to the table below. Once you succeed, you may continue. You must move forward when you succeed!
You must travel 20 units of distance Keep track of how many units you have traveled in your OOC footnote until you're in your safe space! Once you are done, make sure to describe the safe space, and why your kin finds it safe before you move on to the next section.
1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead.
2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust
6-8: You and your charge move forwards 5 units.
9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust.
15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead.
19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP.
20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed.
FIFTH TASK: Search
With your charge squared away, you need to find your cure.
Write a post where you seek someone out for help. Who is it? Why did you pick them? What sort of advice do you seek, and do they provide it? Remember, this is a dream, so you may pick someone who your kin might not ordinarily be able to talk to. (If you pick another user's kin, you should get their permission.)
Regardless of whether they've answered your actual question, you eventually manage to figure out where you'll be able to find the materials you need.
Unfortunately, as you approach, you realize that the way there is hindered by a thick field of thorns.
Are you sure you want to do this?
The Barrier - Mechanics
You need to get to your goal by fighting you way through the barrier - but the thorns, while not dangerous, certainly hurt.
Each time you attack the barrier, it does 1 HP damage when you kick it, and 2 HP damage when you bite it - your mouth is sensitive. The barrier has 20 HP.
SIXTH TASK: Cure
Barrier eliminated, you make your way back to your sanctuary easily.
The animal seems to have settled in, and no longer regards you warily. All that's left is assembling the cure - whether that's constructing a splint or making a poultice - and administering it to your charge.
The Curing - Mechanics
Roll 2d10 and compare your results to the table below. Once you succeed, you are done, and you must follow the end prompt and the wake up prompt to conclude your adventure. Fill out your posts!
Your character must gain 30 progress points to finish constructing the cure. Once they've administered it, describe what it is and how it helps - then describe your kin waking up to realize it was all a dream.
The first die represents the amount of progress points you gain on that turn.
The second die represents additional effects as follows.
1. The animal observes you, and seems to like what it sees you doing. +3 trust
2. The animal seems spooked by a smell or a sound that you make unintentionally as you work. -2 trust
3. Ouch! You've hurt yourself in your haste. -3 HP
4. You hum as you work. The animal seems pleased. +1 trust
5. Maybe it's the scent of whatever you're working on, or maybe it's the relief of being in your safe space again...you're relaxed enough that your muscles seem significantly less fatigued. +5 HP
6. The animal bites you playfully as you work, but its injury has made it unsure of its own strength, and it bites harder than it intends. -1 HP
7. The animal seems almost familiar with what you're doing. It can't really help, but its esteem of you has grown. +3 trust
8. You need to retrieve something behind the animal, and you move to do so. In response, it swings around, intimidated. -2 trust
9. You work slowly and methodically, leaving the animal to its own devices. +1 trust
10. After working a bit, you step back and allow the animal to approach and examine your work more closely. +2 trust
Kin who wake up having successfully completed the dream will find that wild animals seem to trust them a little more on instinct for the next two days. They won't necessarily be friendly with your kin but they'll be less wary of them. Obviously, however, if your kin proceeds to attack the animal, that trust will be broken and the animal will react as normal.
There's a familiar there.
It needs help.
But you're not sure that it even wants it...
FIRST TASK: Bribery
Sure, you want to help. But you can't really do anything unless you know more about the nature of the injury.
As any injured animal would be, this creature is more than a little jittery. You're going to have to bribe it to be allowed any closer. Each time you roll, describe what you're attempting to bribe the animal with.
The Bribe - Mechanics
Roll 1d10 and compare your result to the table below. Keep rolling until you succeed. Once you succeed you must move forward! However, you must succeed (receive a prompt that explicitly tells you to move onward) in order to move forward.
1-3: It's injured, but it's still picky. It dislikes your bribe and stiffens further. Lose 2 trust.
4-5: You find something it likes, but it doesn't stay close long enough for you to get a good look. Still, you gain 2 trust.
6-8: You manage to find something the animal likes, but unfortunately, obtaining the bribe came at a price. Gain 2 trust; lose 2 HP.
9-10: Success! It's allowing you closer. Gain 3 trust and move on.
SECOND TASK: Identification
The animal is still a little testy, but you need to identify the problem and how to treat it. Be careful not to spook the animal, and get out of the way quick if it decides to lash out again!
The Examination - Mechanics
Roll 1d8 and compare your result to the table below. You'll be aiming to collect three clues about the injury - they can be either physical symptoms or evidence in the environment around you, but you'll need to describe them as you identify them. Once you have collected the required amount of clues and identified the injury, you must move forward. Make sure to describe or identify the injury in a RP post!
1. You take a step back, careful not to spook the animal. Stepping away, surprisingly, actually helps you get a better idea of the full situation. +1 clue
2. You're a little hasty in your examination. The animal seems spooked by your actions. -1 trust
3. You're careful to keep your bribe in full view of the animal as you make your approach. It seems pleased with you, but you can't tell what's wrong. +1 trust
4. After sitting calmly in the animal's presence for a while without doing anything, it lets you closer than before. +2 trust
5. Something you did sets the animal off immediately, and it lashes out at you surprisingly violently in reaction. Perhaps that's a sign of what went wrong here, though. +1 clue, -3 HP
6. Unfortunately, there are parts of the animal's anatomy that you just have to look at, to eliminate all possibilities. The animal doesn't seem pleased, though, and the examination unfortunately produces no results for you this time. -2 HP
7. You examine the animal carefully and methodically. It seems to think you're expressing your affection. +3 trust
8. You're not sure what you could've missed, but checking over part of the animal again ends up yielding a new insight. But repeating your examination makes the animal a little testy. +1 clue, -1 trust
THIRD TASK: Defense
You're pretty sure you know how you can help the animal now. Unfortunately, it seems like you're not alone.
Something dangerous - a predator, another kin with ill intent, or a scavenger looking to capitalize on potentially injured prey - shows up, and it definitely wants to harm your new charge.
The Intruder - Mechanics
Use your attack dice to defeat the intruder before you can attempt to find the cure!
In your RP (especially the first post of the fight), make sure to describe the intruder specifically. It should be something that your kin is genuinely intimidated by in their real life - remember, it's a dream, so it can be a little more menacing than it would be in real life, or it can be something that your kin is unlikely to encounter in real life (like someone or something from their past).
The intruder does 2 HP damage every time you kick it, and 3 HP damage every time you bite it.
The intruder has 10 HP. Keep track of the intruder's HP in your OOC footnote until it is defeated!
When it is defeated, it is up to you what condition it's in, depending on the sort of intruder. It can mysteriously dissipate, or perhaps just be so tired out that it decides to run away.
FOURTH TASK: Escape
You're safe - for now. But your experience has impressed upon you that the animal isn't safe, and it'll be less safe if you abandon it.
This stretch of the Swamp isn't entirely unfamiliar to you. There's somewhere nearby that you know will be safe - either somewhere defensible, or somewhere where the animal will be guarded by someone you trust. But you'll need to travel there...
The Sanctuary - Mechanics
Roll 1d20 and compare your results to the table below. Once you succeed, you may continue. You must move forward when you succeed!
You must travel 20 units of distance Keep track of how many units you have traveled in your OOC footnote until you're in your safe space! Once you are done, make sure to describe the safe space, and why your kin finds it safe before you move on to the next section.
1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead.
2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust
6-8: You and your charge move forwards 5 units.
9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust.
15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead.
19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP.
20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed.
FIFTH TASK: Search
With your charge squared away, you need to find your cure.
Write a post where you seek someone out for help. Who is it? Why did you pick them? What sort of advice do you seek, and do they provide it? Remember, this is a dream, so you may pick someone who your kin might not ordinarily be able to talk to. (If you pick another user's kin, you should get their permission.)
Regardless of whether they've answered your actual question, you eventually manage to figure out where you'll be able to find the materials you need.
Unfortunately, as you approach, you realize that the way there is hindered by a thick field of thorns.
Are you sure you want to do this?
The Barrier - Mechanics
You need to get to your goal by fighting you way through the barrier - but the thorns, while not dangerous, certainly hurt.
Each time you attack the barrier, it does 1 HP damage when you kick it, and 2 HP damage when you bite it - your mouth is sensitive. The barrier has 20 HP.
SIXTH TASK: Cure
Barrier eliminated, you make your way back to your sanctuary easily.
The animal seems to have settled in, and no longer regards you warily. All that's left is assembling the cure - whether that's constructing a splint or making a poultice - and administering it to your charge.
The Curing - Mechanics
Roll 2d10 and compare your results to the table below. Once you succeed, you are done, and you must follow the end prompt and the wake up prompt to conclude your adventure. Fill out your posts!
Your character must gain 30 progress points to finish constructing the cure. Once they've administered it, describe what it is and how it helps - then describe your kin waking up to realize it was all a dream.
The first die represents the amount of progress points you gain on that turn.
The second die represents additional effects as follows.
1. The animal observes you, and seems to like what it sees you doing. +3 trust
2. The animal seems spooked by a smell or a sound that you make unintentionally as you work. -2 trust
3. Ouch! You've hurt yourself in your haste. -3 HP
4. You hum as you work. The animal seems pleased. +1 trust
5. Maybe it's the scent of whatever you're working on, or maybe it's the relief of being in your safe space again...you're relaxed enough that your muscles seem significantly less fatigued. +5 HP
6. The animal bites you playfully as you work, but its injury has made it unsure of its own strength, and it bites harder than it intends. -1 HP
7. The animal seems almost familiar with what you're doing. It can't really help, but its esteem of you has grown. +3 trust
8. You need to retrieve something behind the animal, and you move to do so. In response, it swings around, intimidated. -2 trust
9. You work slowly and methodically, leaving the animal to its own devices. +1 trust
10. After working a bit, you step back and allow the animal to approach and examine your work more closely. +2 trust
Kin who wake up having successfully completed the dream will find that wild animals seem to trust them a little more on instinct for the next two days. They won't necessarily be friendly with your kin but they'll be less wary of them. Obviously, however, if your kin proceeds to attack the animal, that trust will be broken and the animal will react as normal.