After a first role-playing event linked to his fan-fiction: the Forsaken, Vyikosta offers us a second, also linked to his characters, resulting from the first.
Perfect Vyikosta
In exposing the obscure doings of his Lady: Jedi Shereshoy, Palakwi didn't think it would lead her to Voss. Land of mystics, brilliant manifestation of the neutrality of the Force, this sumptuous planet nevertheless shelters in its heart a center of corruption so intense that a black lord has decided to make it his lair, and to carry out experiments there. main subject is none other than Palakwi's daughter, the young Itsu'vurai.
Using her Fallanassis gifts, the latter managed to communicate with the outside world. Her lack of control nearly cost the lives of her 'relays', two children who don't know who their friend really is but who served as a link between the prisoner, the Sith and the Jedi. Akhoi, a Sith apprentice under Lady Rukyl's protection, and Yeo'nah, initiate at the Temple of Tython, did what they could to relay Itsu'vurai's call for help, narrowly missing. let life there. Republican allies prepare to storm the Dark Lord's lair.
But, for his part, he managed to convince the Imperialists and the Sith that the Republic was only seeking to recover the fruit of its research. His troops are growing hour by hour, and the more time passes, the more Itsu weakens. Soon, she will no longer be able to oppose the will of this monster that she called not so long ago: "Father".
Which camp will you be in? Will you try to free the young prisoner from the clutches of her jailer, or do everything to oppose it?
HRP Information and Rules
Date and hour : Saturday June 20, 14 p.m.
City, Country: Voss, Nightmare Lands. An escort will be provided at the lower levels to reach the place of the RP (role play).
Two camps: a Republican and an Imperial. On each game turn, the defenders of the Dark Lord's Lair will take a global defensive action in the form of a / rand on the part of the imperial game manager, the republic will also decide in the same form of a global offensive action. The overall success of either side for this game round will be based on the higher of the two random results (rand).
At the same time, everyone will be able to perform a personal defense / attack action, so the result will be determined by a personal / rand and compared to that of the opposing global action.
In the event of a tie, the defense always wins.
Practical example: the attackers decide on a frontal attack and the leader obtains 42. For their part, the defenders decide to wait for the arrival of the enemies against the doors to attack them from the side and the leader obtains 69. It will therefore be the defense which l 'will win overall for this game turn because 69> 42, and this, whatever the personal successes.
Player 1 being part of the attackers decides to pound the defense with a mortar for his personal part, he rolls a dice and rolls 60. 60 <69 he therefore misses.
Player 2 being one of the attackers decides to make a cover shot for his allies and gets 80 on the throw. 80> 69, he therefore succeeded in his action personally even if the attack will fail overall on this phase.
Player 3 of the defenders decides to shake the ground under the feet of the attackers and gets 43. 43> 42, so he succeeds… some might even say in RP that the overall success will be thanks to him?
Small reminder therefore concerning the emotes for your actions.
This is an inter-faction event, only the chat / dire channel is visibly on both sides, so all emotes must be done in a dire channel between "*" and not in "/ e" mode. In addition, you must first make your emote in "conditional" mode, example: "Player tries to do this", perform the random roll (rand) then make a second emote to explain the details of the result (the enemy does not not seeing the result of your rand)
Contact Empire side: Odojinya / Vyikosta Guild.
Contact on the Republic side: Storm of Blades / Palakwi Guild.
So maybe Saturday afternoon!