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Tier
2
Type
Event
Difficulty
14
Impulses
Win compete strategize earn bragging rights represent your tower

Environment overview

Retrieve the spark and ignite the opposing team's Rift!

Potential adversaries

Your classmates

Features

Passives

passive
  • Dunk!

    When the two teams of six are in place at their rifts, the first spark manifests in the center of the field. Begin a Progress (12) and Consequence (9) Countdown. The first team to dunk their spark in the opposing team's rift three times is the winner. If the Progress Countdown triggers first, your tower wins. If the Consequence Countdown triggers first, the opposing tower wins.

    Questions
    • What has your tower done to prepare for this game of Rift?
    • Who is your best spark runner?
  • Victory is a Matter of Will

    When playing Rift, Finesse, Presence, and Knowledge rolls are temporarily suspended. Use GM discretion if a player wishes to make a spellcast roll using one of those traits.

  • We're All Friends Here

    Anything goes in Rift...except death and dismemberment. Castle High's liability insurance is good, but not that good. All attack and spellcast rolls that deal damage instead send the opposing target to the cooldown zone. Any creature currently in the cooldown zone can make an Agility or Strength roll to get back into the game.

    Questions
    • Has your team thought about any spell or attack combinations that may give you an advantage?

Actions

action
  • Stop For Nothing

    Spend a Fear. The opposing team has breached your maze, their spark runner advancing. Make a group Instinct reaction roll. On a failure with Hope, the Consequence Countdown tickets down 1 point; 2 points on a Failure with Fear. On a success, each player must mark a Stress.

    Questions
    • How do you push the opposing team back?
    • If they succeed against you, what does it look like as they ignite your Rift?

Reactions

reaction
  • Rogue Spark
    Fear 1

    In the event of a 1-1 score, spend a Fear to have the next spark materialize in a random location in the stadium. Each team makes their next attempt to reach the spark with disadvantage.

    Questions
    • Coach Hallister has warned you about this. Does your team study the stadium layout before each Rift match?
  • You're Down But Not Out!

    If a player has the spark and fails with Fear, spend a Fear to have the spark ignite, teleporting the player to the cooldown zone. The spark then resets in the center of the stadium.

    Questions
    • What does the spark igniting feel like?

About this environment

I have been wanting to translate the Crucible event from Destiny into Daggerheart for a VERY long time. This is my first attempt. Feel free to use this in any campaign with a sporting event. I built this specifically to be used with the Castle High Campaign Frame.

Rift

Tier 2 Event

Retrieve the spark and ignite the opposing team's Rift!

Impulses: Win, compete, strategize, earn bragging rights, represent your tower

Difficulty: 14

Potential Adversaries: Your classmates

Features

Dunk! - Passive: When the two teams of six are in place at their rifts, the first spark manifests in the center of the field. Begin a Progress (12) and Consequence (9) Countdown. The first team to dunk their spark in the opposing team's rift three times is the winner. If the Progress Countdown triggers first, your tower wins. If the Consequence Countdown triggers first, the opposing tower wins.
  • What has your tower done to prepare for this game of Rift?
  • Who is your best spark runner?
Victory is a Matter of Will - Passive: When playing Rift, Finesse, Presence, and Knowledge rolls are temporarily suspended. Use GM discretion if a player wishes to make a spellcast roll using one of those traits.
We're All Friends Here - Passive: Anything goes in Rift...except death and dismemberment. Castle High's liability insurance is good, but not that good. All attack and spellcast rolls that deal damage instead send the opposing target to the cooldown zone. Any creature currently in the cooldown zone can make an Agility or Strength roll to get back into the game.
  • Has your team thought about any spell or attack combinations that may give you an advantage?
Stop For Nothing - Action: Spend a Fear. The opposing team has breached your maze, their spark runner advancing. Make a group Instinct reaction roll. On a failure with Hope, the Consequence Countdown tickets down 1 point; 2 points on a Failure with Fear. On a success, each player must mark a Stress.
  • How do you push the opposing team back?
  • If they succeed against you, what does it look like as they ignite your Rift?
Rogue Spark - Reaction: In the event of a 1-1 score, spend a Fear to have the next spark materialize in a random location in the stadium. Each team makes their next attempt to reach the spark with disadvantage.
  • Coach Hallister has warned you about this. Does your team study the stadium layout before each Rift match?
You're Down But Not Out! - Reaction: If a player has the spark and fails with Fear, spend a Fear to have the spark ignite, teleporting the player to the cooldown zone. The spark then resets in the center of the stadium.
  • What does the spark igniting feel like?

Discussion

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