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Fighting Ring

Tier
2
Type
Event
Difficulty
15
Impulses
Display brutal and ferocious fighting between parties Encourage betting on fighters Sway the crowd in a fighter's favor

Environment overview

A lively and bloody fighting arena, surrounded by a very energetic crowd.

Potential adversaries

Fighters Guards Angry Mob Spectators

Features

Passives

passive
  • Downtime

    After a fight is over, involved PCs may choose one downtime move as a way to prepare and rest before the next fight, and you gain two Fear.

  • Charged Perimeter

    The perimeter wall is magically charged, creating a barrier. The magic extends vertically into the sky. No creature can pass through the barrier during the fight, and a creature that touches the barrier takes 2d6 magic damage.

Actions

action
  • And the crowd goes wild!

    A PC can make a relevant roll to sway the crowd in their favor.

    • Critical Success: The crowd goes wild! The PC clears a Stress and you lose a Fear.

    • Success with Hope: The crowd cheers for the PC to win, and the PC gets to clear a Stress.

    • Success with Fear: The crowd is divided, but the PC can still hear some spectators cheering in their favor. The PC gains a Hope.

    • Failure with Hope: The crowd does not favor the PC, and the PC hears some foul language directed at them. The PC loses a Hope.

    • Failure with Fear: The crowd is hostile against the PC. The PC loses a Hope and marks a Stress.

    Questions
    • What do the PCs do to impress the spectators?
    • If the opposing adversary is a crowd favorite, what do the PCs do to undermine them?

Reactions

reaction
  • Hostile Audience

    When a PC inflicts Major or Severe damage on an adversary beloved by the spectators, the audience jeers and shouts obscenities. The PC must mark a Stress.

About this environment

A lively and bloody fighting arena, surrounded by a very energetic crowd.

Fighting Ring

Tier 2 Event

A lively and bloody fighting arena, surrounded by a very energetic crowd.

Impulses: Display brutal and ferocious fighting between parties, Encourage betting on fighters, Sway the crowd in a fighter's favor

Difficulty: 15

Potential Adversaries: Fighters, Guards, Angry Mob, Spectators

Features

Downtime - Passive: After a fight is over, involved PCs may choose one downtime move as a way to prepare and rest before the next fight, and you gain two Fear.
Charged Perimeter - Passive: The perimeter wall is magically charged, creating a barrier. The magic extends vertically into the sky. No creature can pass through the barrier during the fight, and a creature that touches the barrier takes 2d6 magic damage.
And the crowd goes wild! - Action: A PC can make a relevant roll to sway the crowd in their favor.
  • Critical Success: The crowd goes wild! The PC clears a Stress and you lose a Fear.

  • Success with Hope: The crowd cheers for the PC to win, and the PC gets to clear a Stress.

  • Success with Fear: The crowd is divided, but the PC can still hear some spectators cheering in their favor. The PC gains a Hope.

  • Failure with Hope: The crowd does not favor the PC, and the PC hears some foul language directed at them. The PC loses a Hope.

  • Failure with Fear: The crowd is hostile against the PC. The PC loses a Hope and marks a Stress.

  • What do the PCs do to impress the spectators?
  • If the opposing adversary is a crowd favorite, what do the PCs do to undermine them?
Hostile Audience - Reaction: When a PC inflicts Major or Severe damage on an adversary beloved by the spectators, the audience jeers and shouts obscenities. The PC must mark a Stress.

Discussion

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