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]/10Success: 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]/10Each 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.
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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]/10Success: 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]/10Note: 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.
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)]/10Thresh 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)]/10Notes:
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...