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The Sphere of Ruhr

Tier
2
Type
Traversal
Difficulty
15
Impulses
Vast Indifference The Vortex

Environment overview

The eye of a hurricane the size of a continent. The Iron Road visible as a corridor of endless wind.

Potential adversaries

Features

Passives

passive
  • The Pull

    The hurricane is in constant motion and the players are not native to it. At the start of each round, any player who did not spend their action moving toward the group or anchoring themselves must make a Strength or Instinct roll (15) or be drawn one range further away from Céfirina. A player who reaches Far range from her is lost to the storm — they can be retrieved by spending a hope and making a sucsessfull action roll.

  • Attentive Air

    The plane is aware of the players in the way that weather is aware of geography. When a player speaks something true — genuinely true, about themselves, about what has been done to the elementals, about what they came here for — the hurricane eases around them. Their next roll in the plane has advantage.

  • The Spirits of our Ancestors

    Dim figures stand in the storm at varying distances. They do not move toward the players. A player who moves toward one and succeeds on a Presence roll (15) receives one of the following, GM's choice based on what the session needs:
    — A clear image of what the ritual looked like before it was corrupted
    — The specific name of the elemental the Howling Hatred originally was, before the anger
    — A brief sensation of what it feels like to be inside a Cell

Actions

action
  • The Collapse Begins

    As the Players enter the Sphere of Ruhr start a countdown of Four. After each action you may spend a fear to reduce this counter by 1. When it reaches 0, the vortex expels anyone still inside into the courtyard, each marking two Stress on landing.

Reactions

reaction

About this environment

The Sphere of Ruhr

Tier 2 Traversal

The eye of a hurricane the size of a continent. The Iron Road visible as a corridor of endless wind.

Impulses: Vast Indifference, The Vortex

Difficulty: 15

Potential Adversaries:

Features

The Pull - Passive: The hurricane is in constant motion and the players are not native to it. At the start of each round, any player who did not spend their action moving toward the group or anchoring themselves must make a Strength or Instinct roll (15) or be drawn one range further away from Céfirina. A player who reaches Far range from her is lost to the storm — they can be retrieved by spending a hope and making a sucsessfull action roll.
Attentive Air - Passive: The plane is aware of the players in the way that weather is aware of geography. When a player speaks something true — genuinely true, about themselves, about what has been done to the elementals, about what they came here for — the hurricane eases around them. Their next roll in the plane has advantage.
The Spirits of our Ancestors - Passive: Dim figures stand in the storm at varying distances. They do not move toward the players. A player who moves toward one and succeeds on a Presence roll (15) receives one of the following, GM's choice based on what the session needs: — A clear image of what the ritual looked like before it was corrupted — The specific name of the elemental the Howling Hatred originally was, before the anger — A brief sensation of what it feels like to be inside a Cell
The Collapse Begins - Action: As the Players enter the Sphere of Ruhr start a countdown of Four. After each action you may spend a fear to reduce this counter by 1. When it reaches 0, the vortex expels anyone still inside into the courtyard, each marking two Stress on landing.

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