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Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
PostPosted: Mon Apr 02, 2012 8:37 pm


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Trials of the Priestess

The 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


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[ 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).


PostPosted: Mon Apr 02, 2012 8:41 pm


It was a long walk, seeming to take on forever but finally she had reached the top. She started making her way toward the alter, careful to watch her step. It was a dangerous place to be and she refused to let Mimic down. Knowing him, he'd bounce himself right off. It was a risk she couldn't take.

Everything about this place unnerved her but she was sure she made the right decision in coming here. It seemed only proper to pay her respect to the priestesses as they were very important to the clan.

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
Meeki rolled 2 100-sided dice: 69, 58 Total: 127 (2-200)

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
PostPosted: Mon Apr 02, 2012 8:43 pm


Quote:
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..


Quote:
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?
PostPosted: Mon Apr 02, 2012 9:08 pm


Priestess Vari // Failed

When it was her turn to pay homage to a priestess, Morrigan closed her eyes to muster up the courage. She was more terrified of this than she had been of the monsters in the maul. Of course, she really had no idea what to expect but she had worked pretty hard on her incense stick. It smelled of cinnamon and vanilla, two scents that she felt reflected her, though the end result hadn't smelled as nice as she had imagined they would.

She was brought before the third priestess and the first thing she noticed was how amazing she looked. She had long beautiful hair and her outfit was both sexy yet.. dangerous. It mad Morrigan yearn for some armor of her vary own. Of course, the way she stood and seemed to carry herself reminded the demon very much of her parents. She knew that expression. The expression that said that Morrigan wasn't even a blip on the radar. She might as well have been invisible.

Well.. maybe she could present her incense? Hopefully that would be enough to get the priestess's attention? She slowly lowered herself onto her knees and set Mimic down on the floor before her. Carefully she opened him up and went to look for the incense stick. She was sure she had put it in here. She looked under his tongue and all around the box but it was nowhere to be found.

"Mimic, where is it?," she whispered, the panic beginning to rise up in her throat. His response was a quick "Thbbbppth". It was then that she realized what had happened. He must not have liked the taste of it and spit it out. Maybe she could retrace her steps but there was a good chance it went over the edge and was now lost forever. What.. what was she to do?

"I.. I am so, Priestess Vari. My tribute is gone. My familiar did not care for it and spit it out while I was unaware but the fault is my own. I take full responsibility for this failure." It was a hard thing for her to swallow her pride and while deceiving came more naturally to her, she felt the priestess deserved her honesty. She was a guest here after all.

Perhaps she would be given another chance.. and could come up with something more unique, something that fit her better?

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
Meeki rolled 2 100-sided dice: 64, 16 Total: 80 (2-200)

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
PostPosted: Tue Apr 03, 2012 4:38 am


Quote:
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..


Quote:
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.
PostPosted: Tue Apr 03, 2012 4:41 am


Priestess Vari // Failed Again

The priestess had been silent the entire time, not that it surprised Morrigan. She felt like such a failure. She had good intentions coming here but luck was not on her side. If her parents could see her now, they'd be pointing and laughing about how much of a disgrace she is. Why did everything have to go so wrong for her?

At least she was able to sneak away to the back of the line. Maybe that would buy her time to think up another tribute. Something that might be worth more? But.. what could it be? Well, there was one thing.. but it was a bit materialistic.. but it.. it had physical value as well as sentimental value.. and it had been in her family for generations.

But the question is.. would it be accepted as an offering?

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
Meeki rolled 2 100-sided dice: 79, 90 Total: 169 (2-200)

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
PostPosted: Wed Apr 04, 2012 5:47 am


Quote:
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.


Quote:
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!


(( A wise person would probably switch to another course but Morrigan isn't the type to want to give up. ))
PostPosted: Wed Apr 04, 2012 6:13 am


Heir Aisa // Success!

She knew her parents would get really mad at her, possibly punish her but the best item she had was on her finger. It was a beautiful ring that her father had given her for her 16th birthday. He said it had been in the family for centuries. It was gold and silver with rune like symbols all around the side. Two little demon wings stuck out of the sides and each had a little yellow gem in it. However, the best feature was the bigger stone centered on the ring. The inner part of it swirled around like fire, and seemed to brighten or dull based on the mood of the wearer. She wasn't sure if this ring would be of any value to the priestess but she knew that it was demonic in nature, part of her family's history and hoped that the significance of that, plus the fact it was one of her prized possessions would be accepted.

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As luck (or unluck) would have it, Vari was occupied with another student and the only available priestess was Aisa. She was a magnificent woman, both mesmerizing and terrifying at the same time. Morrigan dropped down to kneel before the heir and offered up the ring in her hand.

"I am Morrigan, from Amityville. Please, accept this tribute on my behalf. I have nothing but respect and admiration for your clan." She stood extremely still and for a few moments, she was worried that her offering would be ignored. Just when she was about to give up hope, she felt a swipe of fingers against her own as the ring was picked up. It was then that Morrigan finally remembered to breathe.

How nerve wracking this was!


Acquired 2 horsemen points! (Success + Art)

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
Meeki rolled 2 100-sided dice: 58, 80 Total: 138 (2-200)

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
PostPosted: Wed Apr 04, 2012 6:14 am


Quote:
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..


Quote:
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..
PostPosted: Wed Apr 04, 2012 6:21 am


Priestess Vari // Failed

Since her beloved ring was accepted as tribute, perhaps another piece of jewelry would work? The only thing she had left though was a silver chain around her neck. It was a simple item, but she kept it clean and shiny, so maybe something like that would be acceptable?

She had Vari again, someone she had already failed to impress twice now. How did this keep happening? She nervously bit on her bottom lip as she unclasped the chain from around her small neck, paying no mind to Mimic as he was bouncing around her legs. Of course, this lead to her tripping over him, falling flat on her face and worst of all -- dropping the chain down the spiral! That was it. She was done. Done done done done done done done done done done done! Obviously, fate, destiny, the world was conspiring against her and she just wasn't meant to impress Vari!

"I'm sorry," she blushed up at the priestess. She pushed herself up, grabbed Mimic and rushed towards the stairs. She wasn't going to stick around long enough to make a further a** of herself.

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
PostPosted: Thu Apr 05, 2012 8:55 am


Nothing Yet
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All That Glitters Has a Purpose

You 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.


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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.


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POINTS DISTRIBUTION

[ Horsemen Points Distribution: ]

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+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.

Meeki rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Thu Apr 05, 2012 8:56 am


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!

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
PostPosted: Thu Apr 05, 2012 10:39 am


She had no idea what to make of this cavernous room, nor did she like being afraid. Why had she left Mimic in her dorm room for this? This.. scared her. It was dark and empty and.. something feel wrong. Maybe her mind was playing tricks on her. Could it be tricks? Because she felt as if something was calling for her, yearning for her touch and while that feeling unnerved her.. she found herself drawn to it. She continued walking until she entered another room, the room that had been beckoning her, she was sure of it. Carefully she stepped towards a pedestal in the center and peered over it to see what was on it. It was the most lovely shade of green, emerald was it? What a stunning necklace.. she couldn't help but put it around her neck.
Meeki rolled 10 10-sided dice: 7, 5, 6, 5, 6, 7, 5, 5, 10, 1 Total: 57 (10-100)
PostPosted: Thu Apr 05, 2012 10:39 am


When she put the necklace on, the first thing she noticed were little scarelings running and playing about. They were waving at her and smiling at her and it filled her with so much peace. She could sit and watch them for hours.

A flash of movement, something bigger from the corner of her eye moved. It was fast and it was going after the scarelings, attacking them, hurting them. It was going to kill them and she couldn't move, she couldn't help them. Why was this happening, why couldn't she help?

She felt a warmth coming from the necklace that rested around her neck and it was glowly, Instinctively, Morrigan wrapped her delicate hands around the gem and prayed for the priestesses to help. For anyone to help these harmless scarelings. It seemed to have worked because the scarelings were getting better, some barely looked hurt at all now. Had.. had she helped? Did she just.. do something.. great?


Scareling One: 10 - 7 = 3 + 7 = 10/10
Scareling Two: 10 - 5 = 5 + 5 = 10/10
Scareling Three: 10 - 6 = 4 + 5 = 9/10
Scareling Four: 10 - 5 = 5 + 10 = 15/10
Scareling Five: 10 - 6 = 4 + 1 = 5/10


Points: +1 for succeed, +1 for no failure rolls = 2 points?

Meeki

Apocalyptic Girl

21,875 Points
  • Fantastic Fifteen 100
  • Hellraiser 500
  • Married 100
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{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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