[DXEN] Children of the Wind (Demo Event)

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The Mist
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Joined: Sat May 20, 2023 4:44 pm

[DXEN] Children of the Wind (Demo Event)

Post by The Mist » Mon May 22, 2023 1:26 pm

The wind blows quite strongly on the city tonight.

For some, it's merely an inconvenience, stealing away their warmth and disturbing their haircut. For some, it's a blessing, chasing away the smog haunting the streets they live in if only for a moment.

But for whose who know how to listen, it's no mere wind. It's a tune. Somewhere in the city the Flutist is playing. And the winds rise to carry their melody through every street, to have it reach every nook and cranny of the old metropolis.

Ordinary people are blissfully unaware anything is going on. On those already knee-deep in the stuff of legends, it has no effect but sounding pleasant, echoes of a different story rebounding harmlessly on the tale already deeply entrenched within their soul.

And then, there are the others. The few on the fine line, aware enough to hear, not enough to resist the lure. Those, the song changes, if only for a moment. Until the last note is played, they become creatures of air, modern sylphs invisible but for their clothes. Gravity turns into a suggestion as they move as freely as the wind from avenues to alleys, from rooftops to sidewalks, daring agents of mischief sowing chaos in their wake.

This won't last long. It never does. But, in the meantime, anyone lucky or unlucky enough to cross their path is in for an interesting time.



Image

Image
Location
Possibly anywhere the city (player's choice, specify in post).
A bit verbose, isn't it?
Definitely. This event had to be self sufficient, so it combines in one single post: setup, choices, consequences, rules, rolls... It's basically two events and a half merged into one.
During the game, all these will be split more evenly through threads and IC days.
The base rules
This event follows strictly the default single-post event rules, namely:
  • Players decide by themselves, without the need for GM approval, which power/weakness tags they feel should apply to each roll.
  • Power is capped at 3 for each given roll.
  • Each tag can only be used once this event.
Otherwise, all rolls are standard City of Mist rolls.
Unusual faces
As this is a tutorial event, some NPC might roll in it.

This is not standard by any mean and should not be expected elsewhere.

In general, in CoM, GM never roll themselves except for the purpose of example.
Rule of one
Make only one single, self-sufficient, post in this event. RP-ing with others will have to wait for the actual game.
All in the past
This demo event will have no mechanical effect on the game proper, whatever your choices and rolls here.

Additionally, it has all outcomes stated in clear from the beginning while some future events might have more mysterious delayed consequences (though never without a fair warning).

A gust of wind. And suddenly, out of nowhere, a sylph by your side, searching your belongings for the item that would be the funniest to take away from you.

The item
Determine an item that your character has on them and that has some true significance for them. That's the one the sylph is after.
Elusive as air
The sylph starts with the following defensive tags: quick, weightless, unpredictable
Each roll will specify if and how they apply.
Optional: Stop the wind
Once this event, at any point before taking any other action, you may attempt to use some tricks of your own to dismiss some of the sylph's advantages. That might be something as mundane as pinning them down or something as impossible as freezing still the air all around you.

Choose the appropriate power/weakness tags for what you've got in mind.
Then :
6-: You must have missed something about the nature of the sylph as, whatever you tried, it simply did not work. No effect.
7-9: Choose a number of the sylph's defensive tags up to your Power. They don't apply anymore until the end of the event.
10+: As per 7-9. Additionally, you may either remove one additional tag or grant yourself the terrifying:+1 status.

This is an aggressive action.
Choose
What are you willing to do to retrieve your item?

Choose one of the two following approaches and apply its instructions.
Soft rebuke
You trick, distract, sweet talk, the sylph away from their current objective.

Determine appropriate power/weakness tags for this action.
Unless it has been taken care of, apply a -1 Power penalty on account of the unpredictable tag (before capping to 3).
Then :
6-: In spite of your best efforts, the sylph does not change their mind and grab what they were looking for. Turn to The chase.
7-9: You do prove distracting. Just not enough. Gain the status fascinating:+1, then resolve the 6- effect.
10+: You manage to persuade the sylph you are more interesting than your stuff. Go directly to Your move.
Strong no
You make it clear, with or without a show of strength, that things could get ugly if the sylph doesn't change their mind quickly.

Choose appropriate power/weakness tags for that bout of intimidation.
Unless the sylph's unpredictable tag has been disabled, -1 to Power (before capping).
Apply the bonus from the terrifying status if you have it (reminder: extra from status do not count toward the Power cap).
Then, :
6-: Whatever you can do, the wind is confident it can get away fast enough for it not to matter. Turn to The chase.
7-9: You do get them to back down. But not without a bit of roughing up. Take a bully:-1 status and jump to Your move.
10+: They get the idea that the game isn't worth the candle. Jump to Your move.

This is an aggressive action.
Dealing with consequences
Only take into account any the following sections the text explicitly directed you to, as a result of your choices and rolls.
The chase
The sylph has managed to get their hands on your item and is now attempting to flee into the night with it!

If, despite the item's importance, you decide to let them get away with it, jump directly to The calm after the storm.

Otherwise, you must find a way to close the distance with a being moving around like a platformer character with an air dash.

Choose appropriate power/weakness tags for a chaotic hunt through the city.
Reduce the calculated Power by 1 (before capping) for each of their following tags still active: quick, weightless
Then, :
6-: In the end, you couldn't catch the wind and the sylph disappears into the night. Note that your item is lost and turn to The calm after the storm epilogue.
7-9: You've managed to get on the sylph's heels. But you won't be able to get back your possession without going for a tackle or similar violent action. You may choose to have this action be treated as aggressive to apply the 10+ effect. Otherwise, apply the 6- effect.
10+: You outrun – or outwit – the sylph and cleanly snatch back your possession. Turn to Your move.
Your move
Now, you've truly caught the attention of the sylph, beyond the status of simple ephemeral game partner.

You weren't what the sylph expected you to be. And now they're hesitating about what they should do with you next. Whatever you say or do next is very likely to tip the scales, one way or the other.

If you don't wish to engage any further with the wind elemental, they'll soon get bored and vanish into the night, in search of a less puzzling plaything. Turn to the Calm after the storm epilogue.

If you want to exchange with them, choose appropriate tags to discuss, amuse, impress, or any other positive interaction.
For each aggressive action you've taken this event, apply a cumulative -1 penalty.
If you have any of them, apply the modifiers from the fascinating and/or bully status.
Then, :
6-: You've convinced the sylph. But not in a right way. Several of their fellows have joined them. You are now surrounded by a bunch of deadly silent ghostly silhouettes. Go to the A long night epilogue.
7-9: The sylph is distracted, and shows interest once again if your precious item. If you're okay with handing it to them for the time being, note that your item is lost and go to the A talk with the wind epilogue. Otherwise, they increasingly get more and more inattentive, until they suddenly leave without a word. Turn to The calm after the storm epilogue.
10+: You've succeeded at making the wind listen to you. Go to the A talk with the wind epilogue.
A single outcome
Only the epilogue you've been sent to will make sense in context. Disregard the others.
Epilogue 1: The calm after the storm
The sylph has disappeared. Eventually the music dies down without you having encountered another one. Now, you only have to deal with some of the consequences of a bunch of superpowered wind beings having run loose in the city for a couple of hours.

For a start, according to the last news, some of the streets on your way home have been littered with fishes literally raining from the sky…
Epilogue 2: A long night
You could have done without that. The sylphs have harassed you until the very last note of the song, and it wasn't pretty for at least one side of the conflict. You hope you aren't due for an encore the next time they show up.

But first you might have to deal with the more immediate aftermath of that unexpected storm.
Epilogue 3: A talk with the wind
Talking with a sylph is not something humans are wired to do. Even humans like you. There are blanks in the conversation, misunderstandings, long moments after which you realized you were discussing two very different things all along.

It's not uninteresting however. Maybe even pleasant. You've learned a bit about a lot by the time the melody ceases and you find yourself facing a quite confused mundane human being. They only remain shocked for a short moment however, as their brain and the Mist soon cooking a rational explanation for how they ended up there.
A clean state
At the end of the event, discard any status you might have gotten and erase all Attention you might have marked.
One last thing
In addition to the above, if your item was lost:
⇨ If you took any aggressive action this event, it has yet to resurface to this day.
⇨ If you took no aggressive action at all, it will eventually find its way back to you in the weirdest possible circumstances: inside a flower pot dropped on your head as you get home, within the piece of cake you had saved in your freezer, etc. Any scenario as long as it's silly enough.

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Tulip Toan
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Joined: Mon May 22, 2023 1:32 pm

Re: [DXEN] Children of the Wind (Demo Event)

Post by Tulip Toan » Mon May 22, 2023 1:39 pm

An encore?

This was the third time in her life Tulip was hearing that particular tune. During the previous two recitals, she had had an eventful, if ultimately inconsequential, encounter with sylphs. She hoped she was in for a repeat of this quiet pattern, not a "third time, shit hits the fan".

She was actually on her way home, her apartment just a few blocks away, a ten minutes walk, fifteen at most. However, bringing that kind of annoyance straight to her family was the last thing she wanted. So she changed her course to go through the park. Found a deserted bench. Set herself up to wait as comfortably as possible, a copy of Railsea on her knees.



Improvised location: The bad park
District: The Jobsite

Image
Image source: https://www.istockphoto.com/fr/photo/pa ... 7-14999878

A small park that has no virtue but being close to places a lot of people work. A bit of grass, some trees, a few benches, overcrowded by lunch time on a sunny week day, mostly empty the rest of the time.



A brusque blast of wind shut down the book, pinching her fingers lightly. She hadn't had time enough to read more than a few pages.

It felt like the music was even stronger than before. She put the book back in her back. Raised her head. Stared into the night. And looked.

Here they were. To any innocent passerby, it would simply appear like a strong wind having knocked down a garbage bin. Most awakened would only distinguish a ghostly figure of wind, a vague humanoid shape with a colorful shirt and baggy trousers. To her it was...

An awkward teen uncomfortable in their own skin, suddenly blessed with the ability to be someone else, and completely inebriated with that newfound power.

She didn't know how she could see that. But she could. That was her gift and curse. She could see through the layers, beyond the wind, see who really was under that temporary form of wind.

And the sylph could feel that impossible stare, feel how it was figuratively stripping them naked. Their ordinary fearful nature resurfaced. Their power flickered. For an instant Tulip hoped this could just end like that. That that little show of her own abilities would be enough to persuade the channeler of wind she was too difficult a prey to bother.


Sadly, the teen's, or maybe the sylph's, arrogance proved too strong. A gust of wind struck Tulip, with such force she had to cling onto the bench not to be sent rolling on the ground.

So far she was hanging tight. However, she could feel her wedding band twitching on her fingers. A twitching, supremely unnatural, coil of air slipping in the minuscule space between the gold and her skin, attempting to dislodge it.

Hadn't she been at the end of a long day, she might have refrained from uttering aloud curse words. Because it's never a good idea to angry a sentient force of nature. But she was tired, she wanted to go home as soon as possible, and there were personal matters even the divine powers always conspiring to throw her into the weirdest of situations better not meddle with.

So the windy teen was in for a learning experience about insults gleaned from a hundred different harsh, uncouth jobs.

At first, the downpour of improbable expressions amused them. After a moment, it became weird. Soon, it just made them deeply uncomfortable, like facing the wrath of their own mother, if their mother had been raised by particularly nasty sailors.

Eventually, they decided it was just too much and simply went away, far from this madness, back to persons who couldn't see them or at least weren't that hostile to a bit of fun.


Tulip didn't run after them. She was late enough as is on her schedule. And not home yet. With possibly many other sylphs flying around. In a city already full on problems on a good day.

It was going to be long night, wasn't it?



DXEN– Children of the wind (demo event) – Stop the wind
Power tags: true sight, uncanny danger sense
Weakness tags: the abyss looks back | 2d6+1 ⇒ 10


2-1=1 Power => Remove unpredictable
Additionally, gain terrifying:+1

DXEN– Children of the wind (demo event) – Strong no
Power tags: /
Weakness tags: helpless spectator
+1 from terrifying | 2d6 ⇒ 9


Gain bully:-1.

Choosing to go directly from Your move to The calm after the storm without rolling.

Epilogue 1: The calm after the storm

Technically, +1 Attention to both the Watcher of the strange and To bear witness Themes. But ignored since demo event.



GM notes:
This is but one interpretation of what the sylphs could be. There are many sylphs roaming the city right now, each with a story of their own, that players may expand upon if and as they wish.
Also, I could likely have applied more tags to the rolls as, as you can see, I found ways to write them into the story in the end. Not an issue, but a good demonstration it's often possible to stretch tags quite a bit without it actually being too much.

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Luca Insigne
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Joined: Mon May 22, 2023 1:47 pm

Re: [DXEN] Children of the Wind (Demo Event)

Post by Luca Insigne » Mon May 22, 2023 1:50 pm

It was late. Luca was still at his office nonetheless. Far too much work to leave any earlier. Sleep would have to wait. Again.

Why was it so cold suddenly though? And where was that music coming from?

It took a bit of time for his exhausted brain to understand. He had a visitor.

It was his first time encountering one of the Flutist's children. But certainly not the first time someone unusual has showed up unannounced at his office.

He went on to prepare a new cup of coffee for himself and for his guest. A wind person apparently. Currently busy switching around content and container of some of his many folders.

Not the worst a prospective customer had done in his office by far really.

"Hello. I'm Luca. Certified accountant. What can I do for you?"

Not his best ice breaker. Charm couldn't run on caffeine alone it would seem.

The being just glimpsed in his direction — at least he thought they did from how their clothes moved — and then grabbed a cross necklace out of one of his drawers. A small thing, a piece of string and a bit of wood carved by an amateur hand.

"You're interested in that? It's of no value except sentimental. The last gift of an old friend. Her last physical gift at least. What she truly gave me was..."

But the spirit wasn't listening. A blast of wind and there were gone, and the necklace with them.

He got closer from the window. Looked at the being of wind jumped to the roof of the closest building, about five stories below, and kept on moving as if it was nothing. Shrugged. Left the window open in spite of the cold in case they decided to come back.

He was truly serene. Nothing he could do about that. So no reason to get angry. If anyone with a special sensibility would have been in the room at the same time as him, they might have noticed he was actually, literally, radiating calm and peace.


He would be offered the cross as an alternative payment for his services a few days later. A new customer, that likely knew perfectlywell what they were doing. Taking with one hand, giving with the other, a clear power move.

One more name on the long list of dangerous people he had to carefully dance with.



Location: The Accountant's Office (Jobwork District)

DXEN – Children of the wind (demo event) – Soft rebuke
Power tags: understand people's needs, no pity only friendliness, angelic patience, good in all of us
Weakness tags: not enough sleep
-1 from unpredictable | 2d6+2 ⇒ 7


Gain fascinating:+1 status.

DXEN – Children of the wind (demo event) – The chase
Power tags: /
Weakness tags: /
-1 from quick, -1 from weightless | 2d6-2 ⇒ 3


Item stolen.

Epilogue 1: The calm after the storm

No aggressive action: Item retrieved
+1 Attention to Charity volunteer Theme (through not enough sleep), ignored as this is a demo event

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