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iStoleYurVamps
iStoleYurVamps
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Posted: Mon Apr 02, 2012 7:34 pm
Training FeildsIsrafel is not sure about all his feels. He's got a lot of them when it comes to ponies.
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Posted: Mon Apr 02, 2012 10:11 pm
Trials of the PriestessThe rituals of Death are everything to the priestesses. Upon walking to the land belonging to the clan of Death, there is a heavy somber weighted silence that descends upon you. Residents around you are busy going on to their business but the faintest glimmer of their shadowed eyes under their cloaks glance at you warily. As you walk in, you are directed to a long line of students about to embark on a walk up some very long spiral stairs. Upon reaching the top, after walking through the skies, you have arrived to one of the tallest spirals. You can see the black cliffs surrounding you, the altar opens into a roofless space. Inside, you step in a circle with four pillars at the edge. There are no gates/walls to prevent you from your unlucky footing or falling to your temporary demise. Why are you headed up to this altar? You are students who are expected to pay their respects in forms of incenses and prayers. However, this isn't a simple task of kneeling and praying. In a sort of test directed towards the students, they must create their own incense sticks to offer towards the priestesses.
OOC OOC Task: Whether you have a friend or you make it yourself, you are expected to create your own artwork of what you will offer as a prayer towards one of the few altars of Death. (These can be made by paint/grabbing a google image, whatever you deem best!) There are four priestesses gathered around the altar, as you move up the line, you move towards the next available priestess. These artworks will be prayer items only (do not offer your undergarments, death does not want them ok) so it will not be limited to incense sticks. It can be anything from any religion/culture attached to your tih student! Although how you offer your item by rping it out, will be determined by the priestess you roll. (Please keep the images CANON to the SETTING, otherwise you will be disqualified from points as the priestess will be : | at you. All four of them.) [ Mechanics: ] -You will need to roll for summoning a priestess and the success of your item -When your roll is successful in presenting a gift, you can insert your image. If your roll is a fail, you do not need to come up with different items, you simply can gloss over it until you make a successful post and then post your prayer item image. -You can only roll two times a day that's every OOC 24 hours. (for both the priestess and your success of the image.)- Please roleplay out all results whether they are pass or fail Roll 2d100. The first dice will determine your priestess while your second dice determines your success.1-25 - You are brought to the first altar, with a very stern and solemn priestess. This is Ameton. She has a very no-nonsense personality. She wears a black robe, trimmed with feathers at the bottom. She stands there, with a perpetual frown on her lower half of her face. You can't see the top half, shadowed by the conventional black robe of death. However, there is a sharp glimmer of yellow eyes and a hollow face from what you can see. Her manner is curt and brief. What should you offer to this stern-faced priestess?
26-50 - This priestess has a small smile when you come to the altar, as she offers her hand to accept your offering. She is Kalia. Kalia has two twin tails that are not hidden by her hood, her robe shorter than the rest. She seems to be nicer than the others, although she says nothing. Her figure is shown through the form-fitting robe, lacy design and she seems to have a fondness for cute offerings. It's the way she fingers your offering, with an interested gaze before setting it down or how she might put one to the side, before moving onto the next student..
51-75 - The third priestess is dressed in a skimpy armor, top and shorts. Her name is Vari. She has long blood red hair, her adornments on her outfit crimson-streaked as if she has recently come from battle. While she doesn't speak, the way she stands in an arrogant, haughty manner with her feet apart and side glances towards you. You are apparently of little consequence to her, although her attention is captured easily if you come up with something interesting..
76-100 - The fourth priestess is one you know very well. Or at least, some students do. It is the heir of Death, Aisa. She is sitting at the edge of the altar, her legs crossed, looking quite bored. The question is, what do you offer to this whimsical insanity-ridden heir of Death? Considering she's the heir, you may want to choose wisely. Unlike others, she is prone to talk much more and possibly .. attack. Although the chances of that is very unlikely.SUCCESS.. or not?1-20 - You chicken out before you get to the priestess. Perhaps you decide your prayer simply isnt good enough or that there was a priestess you didn't want to approach.. For whatever reason* you did not come up, you go back to the end of the line to start over. 21-40 - Success! You did not forget your item or lost it, you have mustered up the courage to walk and give it to a priestess! However, you seem pretty breathless or tired. Depending on the priestess you drew, you get a variety of reactions. Ameton disregards you with a disapproving stare, Kalia offers you a drink of water, Vari scoffs at you and Aisa .. Well, she's laughing. She looks like she's hoping you fall off the edge. Either way, you have a point to spend now! 41-60 - You forgot your item or you dropped it somewhere on your way here. Damn, time to run back and find it, get it or make/bring an entirely new one. Shoot, how do you tell the priestess you forgot/lost it? 61-80 - You managed to walk up .. but right before you reach the priestess, an unlucky event* like the wind or your unsure footing in these uneven rocks leads your item to fall to it's inanimate death off the spiral. Shoot, looks like you need a new item.. 81-100 - Success! The priestess has either reluctantly or happily accepted your offerings and you earn one point to spend in the raffle or shop!
*means you can make up any reason corresponding to the loss of your item, relevant to the prompt!
POINTS DISTRIBUTION [ Horsemen Points Distribution: ] - You obtain one horsemen point every SUCCESS you obtain (max two this way) - For every picture you hand draw you get another +1 point! You can only obtain a maximum of 3 points daily with the SUCCESS and hand drawn image points totaled).
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iStoleYurVamps
iStoleYurVamps
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iStoleYurVamps rolled 2 100-sided dice:
49, 20
Total: 69 (2-200)
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iStoleYurVamps
iStoleYurVamps
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Posted: Mon Apr 02, 2012 10:35 pm
The priestesses..... They were just so... Pretty! Bobbing up and down as he watched them, he was very careful. No peeps, no chirps...he was very good about this. He was keeping quiet like a good little siren, like he had been told too.
His feather was..... plain. The priestess was smiling and- OH JACK SHE WAS SO PRETTY. He couldn't help it as her gaze drifted over to him. A chirp and he fled to the back of the line, blushing. He needed something better than one of his feathers.
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iStoleYurVamps rolled 2 100-sided dice:
8, 92
Total: 100 (2-200)
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Posted: Mon Apr 02, 2012 11:27 pm
This one.. was very serious. Ear wings were back to his skull as he held his feather. He didn't have much really but- This priestess while pretty- She did not smile. She did not have the amazing outfit. Trembling he offered her his feather. Would it be good enough? Pretty enough? Have enough meaning? His feathers -his wings- were precious to him. They were what he'd wanted for so long so he thought they had meaning. He thought- they were good. She took it without a word. The siren blinked once, twice then his face was beaming. SHE ACCEPTED ITTTTTTTT!!!!!!!!!!!!
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iStoleYurVamps
iStoleYurVamps
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iStoleYurVamps rolled 3 10-sided dice:
1, 6, 7
Total: 14 (3-30)
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iStoleYurVamps
iStoleYurVamps
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Posted: Wed Apr 04, 2012 12:59 am
[Room of Mirrors-Mania] Insanity Irsafel fight
MIRRRRRRRRRRRRRRRRRRRRROOOOOOOOOOOOOOORRRRRRRRRRRRRRRRRRRRRRSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
After wandering, and getting lost for what seemed like forever, the siren had stumbled into a bunch of mirrors. Grinning he rushed to the first he saw, preening in it. He didn't notice the scond at first, to busy with his own image but the tap on his shoulder made him look. "Huh?" He tapped on the glass. "That is not me. I am not ugly and grey." Another tap and- A screech as he looked behind him and jumped.
They lashed out and he gave a small cry, returning the favor with a claw of his own. "WHAT IS GOING ON OH JACK WHAT DID I DOOOOO"
Israfel HP: 43 Damage done: 1 Damage taken: 7 Doppleganger HP: 17
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iStoleYurVamps rolled 3 10-sided dice:
9, 2, 9
Total: 20 (3-30)
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Posted: Wed Apr 04, 2012 1:04 am
[Room of Mirrors-Mania]
It hit him again, though it's body was quickly deteriorating. It was like a monster from last giftmas but only it was him and oh jack- oh jack what did he do he hoped he wasn't in trouble oh jack-
Israfel HP: 34 Damage done: 5 Damage taken: 9 Doppleganger HP: 3
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iStoleYurVamps
iStoleYurVamps
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iStoleYurVamps rolled 3 10-sided dice:
5, 9, 2
Total: 16 (3-30)
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iStoleYurVamps
iStoleYurVamps
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Posted: Wed Apr 04, 2012 1:06 am
[Room of Mirrors-Mania]
Another Slash and it died but not before hitting him as well. Cooing softly, he gave a shaky laugh. He suddenly did not like these mirrors very much.
Israfel HP: 32 Damage done: 8 Damage taken: 2 Doppleganger HP: 0
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iStoleYurVamps rolled 2 10-sided dice:
9, 8
Total: 17 (2-20)
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Posted: Wed Apr 04, 2012 1:09 am
[Room of Mirrors-Keres]
It was a mistake to look into another mirror. As soon as he saw them he turned and slashed out. A hunter? "Whu- How-" He didn't see the weapon so much as he simply felt the pain.
Israfel HP: 27 Damage done: 11 Damage taken: 5 Doppleganger HP: 14
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iStoleYurVamps
iStoleYurVamps
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iStoleYurVamps rolled 2 10-sided dice:
7, 2
Total: 9 (2-20)
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iStoleYurVamps
iStoleYurVamps
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Posted: Wed Apr 04, 2012 1:10 am
[Room of Mirrors-Keres] Though he hit them again, he had begun what he often did. He begged them to stop, asking them with please. Asking how they had gotten there. If they might become friends. But the phantom hunter did not react, only attacked.
Israfel HP: 22 Damage done: 3 Damage taken: 5 Doppleganger HP: 11
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iStoleYurVamps rolled 2 10-sided dice:
4, 1
Total: 5 (2-20)
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Posted: Wed Apr 04, 2012 1:11 am
[Room of Mirrors-Keres]
And it kept going on.
Israfel HP: 17 Damage done: Damage taken: 5 Doppleganger HP: 11
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iStoleYurVamps
iStoleYurVamps
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iStoleYurVamps rolled 2 10-sided dice:
7, 8
Total: 15 (2-20)
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iStoleYurVamps
iStoleYurVamps
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Posted: Wed Apr 04, 2012 1:12 am
[Room of Mirrors-Keres]
And on.
Israfel HP: 12 Damage done: 9 Damage taken: 5 Doppleganger HP: 2
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iStoleYurVamps rolled 1 10-sided dice:
4
Total: 4 (1-10)
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Posted: Wed Apr 04, 2012 1:13 am
helps to roll the right dice
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iStoleYurVamps
iStoleYurVamps
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iStoleYurVamps rolled 2 10-sided dice:
3, 4
Total: 7 (2-20)
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iStoleYurVamps
iStoleYurVamps
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Posted: Wed Apr 04, 2012 1:14 am
[Room of Mirrors-Keres]
The wepapon was still unnoticed as he cried out, weakly trying to fend them off. He didn't want to fight hunters, humans so why? How? This should not be happening. Confused, he stumbled back from the mirrors, whimpering.
Israfel HP: 7 Damage done: 1 Damage taken: 5 Doppleganger HP: 1
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iStoleYurVamps rolled 2 10-sided dice:
7, 2
Total: 9 (2-20)
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Posted: Wed Apr 04, 2012 1:15 am
[Room of Mirrors-Keres]
As he slashed out again the hunter vanished. Trembling he was filled with a sudden worry. Had he killed them? They were gone and- Later his mind would register what he saw but until then, he was going to go back and sleep.
Israfel HP: 2 Damage done: 3 Damage taken: 5 Doppleganger HP: 0 (ENDING HERE, +2 ******** I am so lacking in inspiration atm otl)
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iStoleYurVamps
iStoleYurVamps
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iStoleYurVamps
iStoleYurVamps
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Posted: Thu Apr 05, 2012 10:16 pm
All That Glitters Has a PurposeYou begin in the darkness of a large, cavernous room. The light, coming from a source that is impossible to place, is extremely dim, the only scent in the air that of chilled, ancient rock. The room itself seems almost designed to mute your senses, to draw you back towards a moment of thoughtful consideration. If you allow yourself to reach this point of inner clarity, you will find yourself pulled towards one of several little niches, each of which are similar in size and shape, each largely unremarkable...aside from the knowledge that one of them feels like it was meant for you.
When you entertain this inspired idea (and if would be wise of you to do so), you will slip through the slim rock passage to enter a new room, each tailored to provide its own challenge. The rooms all share one thing: a cushioned pedestal, on which rests an ornate, reverently polished piece of jewelry, a perfectly cut gem set directly in its center. A light hum and the most subtle of rumblings begins from somewhere in the room that you face, a hint of something to come, and your best option appears to be to put the jewelry on.
The item only stays with you long enough to offer insight on what it can provide. As soon as your task is complete, it returns to the cushioned pedestal, and your only exit guides you back to the cavernous room from your initial approach.  OOC Information: At the very beginning of this course (when your character is in the cavernous room) roll a 1d6 to determine which gem setting you receive, and match with the corresponding section. If you roll a 6, you can select any of the options. Some of the mechanics differ, so be sure to pay close attention to the mechanics for the option that you rolled. To complete the task, you will need to follow the prompt within the correct section. Don't worry about standard HP values, FEAR attacks, or natural abilities - if your student properly appreciates and understands the strength and application of their gem/the jewelry, then they should have no need for any of that. 1 - The Diamond-Set Circlet You are not given much time to play around with the intuitive mechanic bestowed upon you by the diamond, the gem of protection. The whistle of projectiles hurling in your direction fills the air, and you might find yourself reflexively throwing your arm up to block some of the incoming attack...only to find that some sort of invisible shield is called forth by this motion. Using this motion to save yourself from injury, you must make your way to the exit on the other side of the room. Roll 1d20. If your roll is anything other than 11, 13, 15, 17, 19, you successfully complete the course. If your roll falls on one of these numbers, you fail to shield yourself from one of more of the projectiles. The whistling sound immediately stops, allowing you to freely walk towards the exit with the burden of your failure. 2 - The Ruby-Set Bangle Only moments after you put the bracelet on, the floor drops out beneath you! Luckily, it was only an illusion. You stand several feet above the level that the ground now sits on some invisible layer that you can't see, but can certainly feel. Closer inspection of the new 'floor' seems to show that it now houses a sort of labirynth/obstacle course. Even if it were not impossible to reach, it's much too small for you to pass through. With the help of the ruby, however, a small, flickering shade of vaguely humanoid proportions pops into existence at the beginning of the course. As ruby if the gem of devotion, you now have the unique opportunity of holding the control over a thing that is entirely devoted towards fulfilling your desires. Your task is to not squander this devotion, instead guiding your follower on a safe passage. This can be done with any sort of indication of direction: head nodding, pointing, hand motions, etc. Roll 4d4 and match each number with the corresponding result.1: Your shade continues through the course without difficulty, occasionally 'looking' back to you for direction. 2: Your shade gets caught in a trap, but manages to free itself and continue along. 3: Your shade gets caught in a trap and can't continue. 4: Your shade has some trouble passing through the course, but ultimately seems to be doing fine. (You successfully lead your shade minion through the course as long as you avoid rolling a 3.) 3 - The Emerald-Set Necklace You look down towards your chest as you put the necklace on, intrigued by the shine of the gem. When you glance back up, you see five smiling scarelings staring happily up at you, each offering a little wave as they run off to play in the center of the room. You find yourself unable to move or speak, and can only watch on in horror as some sort of grotesque, shadowy creatures descend upon the group. Though you can't protect them, the emerald, as the gem of health, will allow you to mend their injuries. Roll 10d10. The first five dice correspond with each of the five scarelings, and indicate how much damage they take. The second set (dice 6-10) indicate how much you're able to heal them for via the properties of the necklace. They have to stay above 5hp each for you to succeed, causing the attacks to cease and the exit to display itself to you; if you fail, they all disappear with a longing wail, and you find yourself in an empty room with the same single exit. The scarelings start at 10 hp each! 4 - The Sapphire-Set Brooch The brooch clips easily to your clothing (or hair or wing or whatever else is clippable), tugging gently beneath the weight of the gem. It's heavier than it looks, you realize...just in time for the rumbling to grow louder, sending a cascade of stones from the ceiling, blocking your only exit from the room. As you approach them, you realize that they are all settled very solidly among one another. It's going to be difficult to dislodge them and advance through the exit. When you reach to press against one, you find that it is a little easier than you anticipated. You owe this to the sapphire, the gem of strength. Removing the stones is not an effortless procedure, but you do find both an inner encouragement and a slight physical boost to nudge you towards victory. Roll 3d100 and add up the total, then match it with its corresponding result. 0-100: You find that moving the stones is still so hard, and give in to your physical exhaustion. The instant you admit defeat, the stones disappear and the brooch returns to its padded pedestal. You exit with few injuries and the weight of your failure. 101-200: You only make it through about half of the stones before you succumb to exhaustion. You are able to slip through a small opening to exit, but not without a hefty assortment of scrapes and scratches. 201-300: You easily slip into a rhythm of rock-moving motion, and have the exit cleared in just a few short moments. You exit without incident. 5 - The Amethyst-Set Ring The ring slips onto your finger, adjusting easily to fit the necessary size requirements. As it settles against your form, the hum grows louder, approaching an almost unbearable level. And that's when you notice that it's the heavy stampede of an oncoming cluster of faceless attackers. Thanks to the gem of temperance, you're able to flip the effect onto the oncoming attackers instead of applying restraint to yourself. The ground itself warps into rocky strips, clasping around their feet and shackling them in place. Though they reach forward and struggle, the shackled attackers aren't able to reach you. Roll 2d12 and add up the total result. The resulting number is the amount of attackers that you restrain. If you're able to prevent the majority of the attackers (a dice roll total of 13 or higher) from reaching your location, you are able to push past them and reach the exit. If you fail, you are overcome by the attackers, and slip through some sort of trap door...finding yourself in the initial cavernous room once more.  POINTS DISTRIBUTION [ Horsemen Points Distribution: ] +1 point if you succeed +1 point if you roll a "perfect score" (no failure rolls; cannot go over 3 points/day with the inclusion of this bonus) +1 point for the following (cannot go over 3 points/day with the inclusion of this bonus): -Roll a perfect 20 for Diamond. -Two or more rolls of '1' and no 'failure' rolls for Ruby. - Leave all five scarelings with 9 or more HP for Emerald. -Roll 250 or higher for Sapphire. -Restrain at least 21 attackers for Amethyst.
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