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A Engaging Roleplay Guild based on the Expansive Naruto Universe 

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ssAntonio
Captain

PostPosted: Fri Jan 25, 2013 11:34 am


Info Center


Welcome to the Center for Campaign Events. Here you will be able to view the events of your campaign as they are created and updated, as well as revisit ones of the past.

During free time Players are allowed to recycle old events for training purposes if given permission by their Sensais. GMs are also allowed to reuse events for their own campaigns or recreate them for their own purposes.

When creating or recreating an event please add it to the list. Should you add more levels/parts to an existing event please edit the event to show the change properly.
 
PostPosted: Fri Jan 25, 2013 11:36 am


Quote:
Rope Tying:
--Today you shall be learning how to tie a rope into several different types of knots. This is for the purpose of better learning how to get out of situations where you are tied up yourself. Once the materials are passed out you are expected to attempt this. This will be graded.

Step 1: Read the material. [NOT MANDATORY]
... 200 Words. Once you are done reading the material you may roll a 1D100 to see if you understand. If you roll below a 50 you understand the material and you increase the base 50% on Step 2 by 25, if you fail you decrease it by 1 for every increment of 5 you failed by.

PC Formula: 50 + [Int(10) - 0]/10

How to determine a PC: Every player always starts out with a 50% chance to succeed/fail a check. This is adjusted by your Power Check versus the opposing Power Check divided by 10. The formula for your Power Check will be determined by what you are attempting to do, usually this will be stated by the skill/perk/mod/event step you are dealing with, in the event that there is not one purposely stated by the guild you may make one based upon common sense, please run these by a mod when doing so.

In this scenario you are trying to read a book and understand it's content, as such you will be contesting the opposing PC with your Intelligence Stat(10). Since the opponent is a simple book their PC is 0. Once you have determined your PC you should subtract the Opposing PC from yours, divide it by 10 and add that number to your Initial 50%. Remember, you always want to roll below the Overall PC. A Roll of 100 is an automatic fail, regardless of your chances and a roll of 1 is an automatic pass.


Step 2: Tying knots.
... 200 Words per attempt. You may only attempt this 5 times and are required to succeed at least 3 times for a passing grade.

PC Formula: 50 -/+ Step 1 + [(Strength + Agility) - 10]/10

In this Formula you are using your Strength and Agility stats to show the proficiency(agility) you use your fingers in maneuvering the rope and how easy it is for you to do so(strength). The opposing PC is 10 to show that the thickness and weight of the rope is barely challenging, however for 12 to 15 year old shinobi, this may still prove very challenging with your undeveloped... muscles.


Quote:
Grading Policy
Rope Tying
When Successful These Will Be Your Rewards


Step 1: +1 Intelligence
Step 2: 3/5 Success = +1 to 1 of the following stats: Agility, Strength or Intelligence
........... 4/5 Success = +1 to 2 of the following stats: Agility, Strength or Intelligence
........... 5/5 Success = +1 Agility/Strength/Intelligence

Note: The Step 2 Bonus is based upon the RP, as such do RP out accordingly to the stat you are trying to get. Noting which stat you are going for can be helpful to yourself and the reading mod.


Quote:
Penalty For Failure
Rope Tying
When taking a the Rope Tying Course this is the penalty of failure. This is not to be taken in account for regular training outside of the academy.


Should you fail this course you must redo the entire training after class is left out. You will not be allowed to go home until you succeed 10 attempts, regardless of how many total attempts you make OR the RP day runs out, in which you will have to continue from scratch at the end of the next RP day. All rewards will be voided during this penalty training. YOU CAN NOT GRADUATE WITHOUT PASSING.

Note: ALL LATE arrivals shall have to take the penalty course regardless of success in the regular class.

 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Fri Jan 25, 2013 11:37 am


Setting
Music Theme: Click
Description: A dark, eerie hallway with a slightly opened doorway at the end. The lights at the end flicker on and off and the feeling of dread fills the air around it. One may notice a single icy breath when they near but that will be all.
[Visual of the Hallway]



Quote:
The Warden's Hallway:
--Finally released from the sweat shop that is class, you are directed to leave the academy through the front entrance. However before you can make it to the exit and taste the fresh air from the world outside a flicker in the shadows grasps your attention and the sound of childlike laughter taunts your ears. Turning to where the assault originated from, you will notice a long hallway that you hadn't noticed before... at the end of the hallway a single door stands slightly ajar as the light above it flickers on and off.

Step 1: Resisting Temptation.
... 200 Words. You will feel yourself being overcome by a dark touch, an evil whisper that beckons you to find it beyond the door. Will you be able to resist it's call... do you even want to?

PC Formula: 50 + [Will Power(5) - 50]/10

Success: You may Choose to leave the academy and enter the Hidden Village Thread or you can continue down the hallway and see what awaits beyond the door.

Failure: You have No Choice as the pull of whatever is hidden beyond overcomes you and without your consent your body moves to find out whats behind the door.

Failure by 30+: You are sent screaming in fear out of the academy. 400 Words to recover yourself and must succeed the following check:

PC Formula: 50 + [Will Power(10) - 50]/10

Each time you fail, your base chance is increased by 5. Someone can choose to soothe you. This takes 200 words and has a 50% chance.

----------------------------------------


Step 2: The Run.
... 600 Words. As you begin to walk down the hallway, whether by choice or unwilling submission, the explicit feeling of the walls moving and the ground stretching will begin to haunt you. Should you look back you will notice that the exit is no longer in sight as the hallway extends behind for an eternity while the door never comes nearer as you attempt to make it there.

PC Formula: 50 + [Agility(2) vs 1000]/10

Success: You are able to make it to the door.
Fail: The expanse of space between you and the door doesn't seem to get closer and now the exit to the academy is just as astronomically far...

Note: Figure a different way out... Once you have failed the first check you may now attempt any form of way that is possible and logical to you. Requires 200 words to attempt and only after you may you consult a mod to find out what would be the PC Formula.


----------------------------------------



Step 3: Cross Roads.

The Hero: Loric
The Hunter: Jynn
The Prey: Takuya // Shiro // Kuro

Welcome back to the Warden's Hallway. The Hero shall find himself at the cross roads of the hallway at the end of each hallway is a door that leads to another part of the Warden's jail. Selecting one of the paths the hero will begin his journey.

PC Formula: 1D4
1 = -100 To Tracking
2 = -50 To Tracking
3 = No Modifiers
4 = +50 To Tracking

Who shall the Hero find? Will he find those that seek him for protection or possibly spiteful hatred? Or will he find the villain that he must save himself and the others from?

----------------------------------------


Step 4: The Game.
In this game the Hero must find and save the Prey from the Hunter. Should he succeed everyone will be saved from the grasps of the Warden's Chains. However should the Hunter find the Prey first or get the Hero, all shall fall deeper into the Warden's Jail.


The entire academy is void of life and is open for you to roam, search and hide in. The walls and floors of the building shall seem alive, will move and warp at will as unnerving sounds shall fill the halls and lights shall find themselves without power at the oddest of times. Visions of deranged looking creatures shall flood your sight from time to time and the smell of rotting bodies shall assail your senses.

Rules:
The post order shall be Loric > Jynn > Takuya > Kuro > Shiro > Warden


Know one knows what role they are or anyone else, they will just be compelled to play the character given to them.

The Prey's job is to hide from everyone else. Prey can not interact with other prey, they will simply never meet RPically unless brought together by the Hunter or Hero. Should they interact with the Hunter or Hero they are to struggle, fight back and/or run away from them. Remember, your character is Hostile and Anti-social now and has a deep hatred towards the Hero(Escaped this hell while you didn't) and Hunter(Was embraced by this hell while you wasn't).

The Hero/Hunter's job is to find and subdue each Prey. Once they do, the next step will begin. Should the Hero or Hunter meet each other they may work with each other until they figure out who they really are - Contact GM if you meet and keep GM to date so to react properly-.
--- To select who you are tracking roll a 1D4. The defending party gets to respond during their own post. The warden will edit your post to reflect how the hallway changes your actions.
PC Formula: 1D4
1 = Hero/Hunter
2 = Shiro
3 = Takuya
4 = Kuro

The Warden's job is to present new challenges throughout the process to make the RP more interesting.

PC Formula: 50 + [Hunter/Hero's Tracking - Prey Stealth]/10

Note: Based upon how the RP is done the Prey/Hunter/Hero will gain or loose points to their PC, as such make your RP post BEFORE rolling.

Should this last more than 5 Rounds, The Warden will present a way for the Prey to beat the Hunter/Hero themselves.



Step 5: Thresh, The Chain Warden.
Standing before you lies the creature that has wrecked your existence for the last month, the cause of all the misery and pain that has befallen you and your classmates. In front of you he taunts and jeers, his lantern of souls held close in hand as his empty eyes stare you down. Shall you bow down? Will you accept your fate? Or will you fight back... Because none shall be shown mercy before his wicked embrace.


User Image - Blocked by "Display Image" Settings. Click to show.
Thresh is a twisted reaper whose hungry chains ensnare the souls of the living. A moment's hesitation at the sight of his ghostly visage and there is no escape. He leaves in his wake hollow corpses, their souls ripped loose and trapped in the sickly green light of his lantern. The Chain Warden takes sadistic joy in tormenting his victims, both before and after their deaths. His grim task is never complete, and he stalks the land for ever more resolute spirits to unravel.



Each player must roll initiative to begin this event. From highest to lowest and Thresh acting last, the battle shall commence.

... 200 Words per post. Each player has Souls equal to their level. Thresh's lantern has a total of 30 souls. During each of your turns you are to attempt to remove a soul from Thresh's Lantern, these souls are tangible and the lid of the lantern is open, flinging about loosely without care. Should to steal all of Thresh's souls from the lantern, the lantern will forcibly suck him in and seal him away, however should Thresh be able to deplete your souls first you will find yourself rendered unconscious and in a state of dying. If you stay without a soul for longer then four rounds you are considered dead.

An ally may choose to share their souls with you to revive you but doing so forfeits their turn to attack that turn, draws Thresh's aggro and causes them to give you half their souls.

When attacking use the PC below, you take an extra soul from Thresh for every 10 you are successful by.

PC Formula: 50 + [Attack PC - 5(Lantern Souls)]/10

Thresh will attack whoever took the most souls from him that round. Should their be a tie, he will attack whoever is highest in the initiative. To defend against that follow the formula below:

PC Formula: 50 + [Defense PC - 8(Lantern Souls)]/10

Notes:
EVERY 3rd round, Thresh will swing his lantern in a complete 360 and strike every conscious player, stealing a soul from them without need of a check. This replaces his normal attack.

EVERY 10th round, the highest, conscious initiative player should generate a number between 1 and the amount of conscious players. Whoever it lands on, Thresh will immediately attack them with the following PC. Should that player fail they loose half their souls but if they succeed by 20 or more they will instead steal half of Thresh's souls.

Should Thresh be depleted to below half his souls, his Defense Modifier becomes 10(Lantern Souls) and his Offensive Modifier becomes 16(Lantern Souls).

Should a Player's souls become depleted below half, their Stat Modifier is increased to x5 from x2.


Should Thresh's souls be between 1 to 3 at the end of the round he will become enraged and engulf himself in fire. He will not attack this round but will regenerate 10 Souls.

All souls taken will be added to the taker's own pool.



Step 6: The Final Destination.
CONTACT THE GM...


----Optional Quests----


Quote:
Haunted Desk:
--Rearing it's head back and letting out an obnoxious gurgle, a haunted desk shall bear its fangs to you and lunge out to devour you whole.

Step 1: Fight! Fight! FIGHT!
... 200 Words per round. You begin the round with the ability to make an attack against one of the desks. You may attack, stealth, grapple or flee. Should you strike a desk 5 times you have defeated and it shall disappear, for every 20 you are successful you deal an extra attack should you be attacking. There are a total of 3 desks.

Attack: Your PC vs 50(x Desks).
Stealth: Your PC vs 100(x Desks).
-On your next attack phase you gain +10 to Base Chance and the desks loose their attack phase(null second roll).
Grapple: Your PC vs 70(x Desks).
-You may choose to finish or subdue the target. Roll 3 Times instead of 2 when doing this check, your second roll will be considered the Finish/Subdue check (more info lower). And the third will be your defense.
Flee: Your PC vs 60(x Desks).

After you attack, the desks shall immediately retaliate with a barrage of their own attacks. Should you take 10 hits from them you are rendered unconscious. For every 20 you fail by you take an extra hit from them.
Defend: Your PC vs 75(x Desks).

GM Notes:
You are to roll twice per post to determine the out come of both your and the NPC's attack phases. Should successfully grapple a desk while you may make the following check to use your chakra and manipulate the NPC and permanently put it under your control:

50 + [Intelligence(2) + Seal Speed(2) + Seal Strength (2) + Focusing(5) - 250(x Desks)]/10


You may also choose to instantly finish the desk instantly by breaking/slicing it in half.

50 + [Attack PC - 200]/10

Should you fail these checks you take -5 to your base chance next turn.



Quote:
Spooky Lantern:
--Taunting, eery and ominous... a lantern emitting a chillingly green glow shall appear before you. Shaking and jumping, balls of green light shall swirl about its form before returning into the lantern's depths. Curious you may attempt to touch it, grabbed it or assault it but it shall always avoid you. Rushing away it shall check the distance before returning and departing once again as though to beckon you to follow in its wake. You're already this deep in... why not?

Step 1: CATCH IT.
... 200 Words per check. Too keep pace with the lantern you must practically sprint down the hallways and predict its movements as it slips through one wall to the next, leaving no true hint or care for you who follows its call.

PC Formula to follow: 50 + [Agility(5) - 150]/10
Must succeed 3 times.

Should you fail the earlier check to keep up with the lantern you must conduct a search, educated guess or form some answer through your own logic on where it has went.

PC Formula to find: 50 + [Intelligence(5) - 100]/10
Continue attempting until success.

For those who choose brawn over brain and wish to force their way through the walls and follow... Good luck.

PC Formula to break walls: 50 + [Strength(5) + Toughness(2) - 250]/10
Must succeed 3 times.

-----------


Step 1: Reunion.
... 400 Words. The devious b*****d this lantern is has led you to a scene of your Hunter and Hero locked in dreadful (or rather childish) battle with each other. Perhaps one is already victor or both still stand stubborn to the core. Regardless, now united as a group again you all are faced with a new wicked challenge...

Contact GM for Part 5 of The Warden's Hallway
 
PostPosted: Sat Jan 26, 2013 3:49 pm


Quote:
Rope Escaping Technique:
--A basic technique taught at the Academy. It allows a ninja to free themselves if they have been tied up. All you need to do is free yourself This will be graded.

Step 1: Recognizing the knot.
... 200 Words. Feeling out the way the bond is placed on you and the looping of the rope, you can use your memory to figure out what type of knot has been used on you.
[Loric has to do this 3 times]
[Miyuki can skip this step]
Should have succeeded on learning the book in the Rope Tying training you may gain a +25 to your base chance.

PC Formula: 50 + [Int(2) - 150]/10

You must continuously do this step until you succeed. Each time will require 200 words to attempt.

Step 2: Freeing Yourself.
... 200 Words. Once you recognize the knot and remember the method in which to create and thus undo it, you may begin to attempt to break it. However there is a trick to this... the more you struggle to break out the tighter the bonds become as such doing it properly is essential otherwise you will find yourself in quite... the bind.
[Loric has to do this 3 times]
[Miyuki has an opposing pc of 150 instead of 250]
Radagon and Takuya has an opposing pc of 200 instead of 250]
Each time you fail, increase the difficulty by 15. (That would be the VS // - Number // Opposing PC)

PC Formula: 50 + [Str(3) + Agi(3) - 250]/10

Note that should you fail this PC 5 times you will have another PC imposed on you to see if you can the strain of the tightening bonds against your skin.

PC Formula: 50 + [Toughness(15) - 400]/10

Should you fail this check more than 3 times you can no longer proceed and now are bleeding.


Quote:
Grading Policy
Rope Escaping
When Successful These Will Be Your Rewards


Step 1: If you succeed on the first try +2 Intelligence
...........If you succeed within the first 3 tries +1 Intelligence

Step 2: Should you succeed without fail +2 Intelligence +2 Agility
...........Should you fail below 3 times you will gain +1 Intelligence +1 Agility +3 Toughness
...........Should you incur the penalty role an succeed you gain +5 Toughness each time.


Once Successful You Gain:
The buff is dependent on how successful you were. Without failure =100. Failure of 3 or less = 50. Failure of 4 or more = 20.
Miyuki will only get +20 regardless.


Quote:
Rope Escaping Technique

---Description: A basic technique taught at the Academy. It allows a ninja to free themselves if they have been tied up. How this is done is unknown.
...Effect: Gain +(100/50/20) when trying to break grapple checks that have an RPical setting of being tied up in any fashion.
 

ssAntonio
Captain

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