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Posted: Mon Apr 02, 2012 9:43 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. But with the brooch 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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Trira rolled 1 6-sided dice:
1
Total: 1 (1-6)
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Posted: Mon Apr 02, 2012 9:52 pm
Moure's exploration of the island had brought him to a huge, chilled room, one that appeared to be made from the rock itself. There was only the scent of rock in his nose, an excape from the gentle wafting smells that usually existed around the island. It seemed this room was a kind of escape in itself, really. Moure found his thoughts doubling back, away from the situation at hand and simply into his ideas about the canvern itself.
The patchwork quietly walked a bit further in, footsteps ringing out on the stone at a volume that made Moure want to cringe. He didn't want to disturb the silence of the room, the tranquility that seemed to exist here.
There were some dips in the wall, small passages to what seemed to be little rooms. After a moment, Moure found himself walking toward on of them, silently continuing with his exploration.
Inside the one he entered, there was a cushion, and draped atop that, was one of the most beautiful pieces of jewelry Moure had ever seen. It was a circlet, not unlike what Edel wore, only it was inlaid with huge, polished diamonds. As there seemed to be nothing else to do in the room, Moure felt the impulse to put the circlet on. As it slipped over his shaggy brown hair, the diamond circlet settled against his head as if it belonged there.
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Trira rolled 1 20-sided dice:
5
Total: 5 (1-20)
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Posted: Mon Apr 02, 2012 10:03 pm
And then there were suddenly projectiles being fired at him. Moure's first thought was something along the lines of "I really shouldn't have put this on" followed by the impulse to throw up his arms in self-protection. As he did so, a force seemed to repel the missiles, stopping them before they could reach him. As they clattered to the ground, Moure's face was one of extreme suprise. Was it because of the circlet?
Moure looked to the exit, and found additional projectiles being fired toward him. Quickly he threw up his arms again, hoping to trigger the same effect as before. The repulsion effect reoccured, stopping the missiles again and dropping them to the floor. His eyes widened, and an expression of awe crossed over his face. So, this was the power of Jewelcraft...The respect Moure held for the Horsemen increased even more, simply from witnessing the strength of one product of the Death Clan. Another wave of missiles came forward, and Moure deflected those as well, sweeping his arm up. He moved across the room, stopping missiles as they came toward him with an arm motion.
Eventually, Moure made it out of the room, and the missiles stopped. After a moment, he felt a weight lift from his head, and reached a stitched up hand to find that there was no longer the circlet there. He looked back to the room, seeing the circlet again on it's cushion and, for some reason, found himself giving it a nod before moving back to the main cavern. His thoughts were laced with curiosity about the circlet and it's abilities, and if he would ever learn to make something like that...perhaps he'd find out tomorrow. After all, he'd be taking a class hosted by the Death Clan soon.
Two(?) Horseman Points Earned: -One Point for Succeeding -One Point for a Perfect Score(?)
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Trira rolled 1 6-sided dice:
2
Total: 2 (1-6)
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Posted: Tue Apr 03, 2012 10:04 pm
((Doing 'All that Glitters' Again.))
Moure found himself drifting back to the cavern that had lead to that beautiful, amazing circlet. After a calm moment of viewing the room, Moure looked to the niches, curiosity of what might be contained in the other four passages rising. The circlet had shown him a glimpse of the amazing power they had been allowed to partake in learning, but what else was in here? And what could it teach him?
After a few moments, Moure felt himself drawn toward a niche, and quietly walked toward it, mentally preparing himself for whatever might be inside.
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Trira rolled 4 4-sided dice:
2, 1, 4, 2
Total: 9 (4-16)
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Posted: Tue Apr 03, 2012 10:09 pm
Inside this chamber was a beautiful, deep-red gem set into what looked to be some sort of bracelet. Remembering his time with the diamond circlet, Moure cautiously picked up the bangle and slipped it over hand and onto his wrist. Soon after placing it on his arm, the floor seemed to drop, and Moure found himself staring down to a new floor. There was what looked to be a maze, and Moure noticed a blobby humanoid shape at one end. After a moment, he gave a wave of his arm experimentally, and the shape began to move. Moure's eyes widened, and he looked down the pathways of the labyrinth.
He'd need to guide the thing, then. he put a hand out toward it, palm foward, and the creature stopped, waiting for his orders. He scanned the maze, and then carefully gestured for his shade to continue. This could get interesting...
The shape caught on a trap at the first turn, and Moure urged it forward with a brushing action of his hands. Come on, move little one, move! The shade seemed to understand, and somehow managed to pull itself free. It continued, having no problems for a fourth of the maze, simply following Moure's gestures and waves. Then it hit a patch of trouble, but overcame it rather quickly. After a moment, it hit another trap, and Moure ushered it along again. It broke free, and cleared the end of the maze. Moure gave an excited fistpump for his little creature.
Then the illusion faded, and Moure gently pulled the bangle from his arm. Quietly, he placed it on the cushion again, respectfully nodding to it before heading back out toward the main cavern.
((Two Points again, I think.))
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Trira rolled 1 6-sided dice:
6
Total: 6 (1-6)
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Posted: Wed Apr 04, 2012 9:41 pm
((All that Glitters is fun okay))
Moure found himself once again entering that spacious cavern. After today's lessons, Moure was even more curious about the effects would be from what what he assumed would be more jewelry in the other niches of the room. After the devotion of the ruby, and the protection of the diamond, the patchwork felt himself excited to see what else there would be in the cavernous's room's hidden pathways.
Finally, he felt himself drawn toward one end, and let himself walk toward it, curious to see what it would contain this time.
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Trira rolled 2 12-sided dice:
4, 10
Total: 14 (2-24)
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Posted: Wed Apr 04, 2012 9:44 pm
((Moure will try the Amethyst Ring!))
Moure entered the cavern and looked to the ring curiously. He slipped it on and waited to see what this would cause. The patchwork had grown to expect dangers or senarios falling upon him when placed those pieces of jewelry on him.
When he put this particular ring on, there were suddenly enemies coming toward him. He raised his hand, an action he hoped would cause the ring to activate. It did so, breaking up the ground around his attackers' feet. Moure watched in awe as the ground curled and snapped around the creatures, effectively shackling them down to the ground with the ground itself. He managed to break from his awe-filled stare and quickly scrambled around for some kind of exit. He found it in the form of a small trap door, and slipped through.
Emerging from the trap door, Moure found himself back in the main cavern again, and held his hand out in front of him. As he could've predicted, the ring had disappeared, returning to it's plush pedestal once more. Moure, a slight grin upon his face, quietly left the room to explore again.
((Two Points again, I think.))
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Trira rolled 1 6-sided dice:
1
Total: 1 (1-6)
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Posted: Thu Apr 05, 2012 11:56 pm
((Tri just loves All that Glitters l'D;; ))
Moure found himself in the cavern again, his curiosity of the other niches getting the better of him again. So far he'd seen three of them. What rested in the other two?
Their instructor had explained the effects of some of the gems, but Moure was still interested in seeing them in person. The impact of protection from Diamond wouldn't be nearly as effective if he'd simply been told it deflected arrows instead of shown, after all.
After thinking of the diamond, it made him want to see the circlet again, so into the first niche he went.
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Trira rolled 1 20-sided dice:
10
Total: 10 (1-20)
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Posted: Thu Apr 05, 2012 11:59 pm
Moure entered, once again in awe of the beauty of the circlet. he placed it on his head again, waiting for the projectiles to come.
And as he expected, the projectiles came flying at him from the walls once again. He flung his arms up with a bit more ease this time. The arrows fell to the ground, clattering loudly against the granite-like floor. A small grin may have formed on Moure's face then. He was still filled with awe and respect for the amazing jewelry, and found himself reveling in the strength and power of the jewels as he flung an arm up, blocking another round of arrows. Adrenaline might've started then, pumping through the patchwork as he watched the projectiles hit an invisible force before him and fall. He made his way toward the exit, slowly, relishing the strength the circlet allowed him.
Finally, he exited, feeling the weight of the circlet lifting from his head. He gave the circlet's niche one final look and returned to the main cavern. He was done here, at least for today.
((Two points again, I think.))
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Posted: Fri Apr 06, 2012 11:58 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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Trira rolled 2 100-sided dice:
68, 90
Total: 158 (2-200)
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Posted: Fri Apr 06, 2012 11:59 pm
((Moure's attempting The Trial of The Priestess now. ))
Moure hadn't seen the Priestesses in their natural enviroment yet. It wasn't like he could just show up though. From what he'd seen of the Priestesses, they were highly sacred beings in the eyes of their people, to be respected and revered. As such, the patchwork had to pause and think, pondering what he could possibly present to the important figures as a way of showing his respect and reverence for them and their significance, and as a way of showing how thankful he was to them for letting him and the other students intrude into their lives?
In the end, the patchwork ended up scrabbling together something that probably could've looked like some kind of incense. Maybe. Er, he tried, and that was what mattered. He should've just tried to find more wire and make a bracelet or something...
Gift and/or sacrifice, whatever one would want to call it, in hand, Moure headed up the way toward the tower in which the priestesses were said to hide away in. The patchwork wasn't sure how badly, exactly, it would be reflected upon in their culture for an outsider, a guest clan-member, to approach those famed figures. He didn't want to offend anyone, but he felt the need to give them something.
When he got to the area in which the priestesses had full rule over, the patchwork slowed. Carefully, he picked his way forward, and was eventually directed over toward a Horsewoman who looked as if she was fresh from a battlefield. A little bit unnerved, he stepped forward. When she turned to look at him, watching him with an eye that suggested she'd just as soon throw him from the tower than talk to him, Moure offered out his gift.
She seemed to debate it for a moment, and then reached out to take it. Once it was in her hands, she turned and tipped it, as if trying to comprehend what exactly it was supposed to be. She continued to fiddle with it, reminding Moure of a panther that had just been introduced to a ball of yarn. She waved him away before turning her attention back to his gift.
Well, at least he hadn't gotten himself thrown off the roof. Feeling slightly accomplished, the undead headed back down.
Priestess Roll: 68 (Vari) Success Roll: 90 (Sucess! One point.)
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Posted: Sun Apr 08, 2012 5:41 pm
The Room of MirrorsPerhaps it was not too good an idea to venture underground, after all, the signage in this place is, for lack of a better term, almost non-existent. After what seems like forever, after walking in a billion circles, you find yourself in a long corridor, seemingly infinite. It is illuminated only by torches along the sides of the walls, though rather more ornate than the ones you have seen before, and you notice, very faintly, carvings in the walls depicting the horsemen of death. Something compels you to walk towards the end; after all, you have already come this far, and you're curious about what you might find. On reaching, the corridor opens up into a large underground cavern, completely empty, except for five full-length mirrors arranged in a half-circle shape, each of them with names inscribed on their frames.
Huh. That seems almost disappointing. You were hoping, maybe, for something like treasure, hidden so far underground. Or even a nice lounge of sorts, to take a rest in. You walk towards one of the mirrors, figuring it wouldn't hurt to take a look in them-
-There is something odd about your reflection. You appear to be seeing double, but you can't figure out why. As you reach out to touch the mirror, you feel a tap on your shoulder..Instructions Each day you are allowed to pick up to three mirrors to investigate, please follow the prompt for the mirror you picked! Battling follows normal rules, however you cannot used your FEAR attack or any learned abilities. HP from one fight carries over to the next fight, you do not regain any HP between battles. HP is only reset when the next day rolls over. Once you reach 0hp, your opponent dissolves into smoke that swirls around you, and the next thing you know, you're back where you first started out... except the path you took to get to the chamber is simply gone. Update: If both you and your doppelganger reach 0hp on the same roll, you do not get the point for that particular mirror battle sorry! ICly, as you deal the finishing blow, the doppelganger doesn't just dissipate, it dissolves into smoke that seems to swallow you up- and you find yourself back where you first started! You obtain one point for every mirror-battle won, for a total of three points. These points can be used in the raffle for characters, or to claim minipet prizes. Mirror - Deimos Prompt: You are fighting your current self, it's actually pretty surreal. They say that knowing thy enemy helps, but what happens when your enemy knows you just as well.... welp.
Battle mechanics: Opponent HP: Your doppelganger starts out with half of your total HP. Dice: Roll 3 of your normal dice amount for each attack (ie. 3d6 instead of 2d6, 3d8 instead of 2d8, etc) Damage taken: 5hp per attack, whether you hit or miss! Extra: if third dice is even: your damage done is the sum of the three dice, subtract 6 l if third dice is odd, add it to your damage taken.
eg. I am a Y1 student, rolling 3d6 to get: 3, 4, 2; I do 3dmg and take 5dmg, my doppelganger takes 3 dmg total. eg. I am a Y1 student, rolling 3d6 to get: 3, 4, 1; I do 1dmg and take 6dmg, my doppelganger takes 1 dmg total. Mirror - Μania Prompt: You are fighting a version of yourself, completely corrupted by insanity. Feel free to decide your doppelganger's appearance/ etc, but remember that they should look greyed out and somewhat wispy.
Battle mechanics: Opponent HP: Your doppelganger starts out with half of your total HP. Dice: Roll 3 of your normal dice amount for each attack (ie. 3d6 instead of 2d6, 3d8 instead of 2d8, etc) Damage taken: Whatever the third number you roll is. The -6 still applies to your attack! Extra: Due to instability, your doppelganger takes 100% recoil damage from its own attack!
eg. I am a Y1 student, rolling 4d6 to get: 3, 4, 1; I do 1dmg and take 1dmg, this means my doppelganger takes 2 dmg total. Mirror - Keres Prompt: You are fighting a hunter wielding a weaponised version of yourself. The hunter is completely cloaked, you cannot see their face, however, feel free to make up the appearance of the weapon, taking into consideration how hunter weapons work.
Battle mechanics: Opponent HP: Your doppelganger starts out with half of your total HP. Dice: Roll your normal dice. Damage taken: 5hp per attack, whether you hit or miss. Extra: Each hit you take weakens you; however this is purely for rp purposes and does not affect dice mechanics.
eg. I am a Y1 student, rolling 2d6 to get: 4,6; I do 4dmg and take 5dmg. Mirror - Elpis Prompt: You are fighting a future version of yourself. Your doppelganger appears as you will when you are fully grown, its attacks are far stronger than yours. On the bright side... this is what you could be! Go forth and learn, little grasshopper.
Battle mechanics: Opponent HP: Your doppelganger starts out with half your total HP minus 5. Dice: Roll 3x of your normal dice amount for each attack (ie. 6d6 instead of 2d6, 6d8 instead of 2d8, etc) Damage taken: Add up the last four dice in your roll and subtract 6. Extra: Due to instability, your doppelganger takes 50% recoil damage from its own attack!
eg. I am a Y1 student, rolling 4d6 to get: 3, 4, 1, 3, 2, 4; I do 1dmg and take 2dmg, my doppelganger takes 2 dmg total. Mirror - Aporia Prompt: You are fighting a horseman version of yourself. They are stronger than you are, and somehow also much more aggressive. Pick a suitable clan, appearance is up to you to decide.
Battle mechanics: Opponent HP: Your doppelganger starts out with half of your total HP minus 5. Dice: Roll 2x of your normal dice amount for each attack (ie. 4d6 instead of 2d6, 4d8 instead of 2d8, etc) Damage taken: Add up your last two dice, but do not subtract 6. Extra: Due to instability, your doppelganger takes 100% recoil damage from its own attack!
eg. I am a Y1 student, rolling 4d6 to get: 3, 4, 1, 3; I do 1dmg and take 4dmg, my doppelganger takes 5 dmg total. POINTS DISTRIBUTION [ Horsemen Points Distribution: ] (Select only one option based on your results) You obtain one point for every mirror-battle won, for a total of three points. These points can be used in the raffle for characters, or to claim minipet prizes
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Trira rolled 2 8-sided dice:
8, 1
Total: 9 (2-16)
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Posted: Sun Apr 08, 2012 6:16 pm
Moure hadn't really attempted to explore the underground areas much during his stay at the Death Isle. Now he knew why.
The patchwork had no sense of time down here anymore, and he could've even guess where in the island he even was now. Everything down here looked vaguely similar, and the whole "everything is a rock tunnel" didn't really help. Eventually though, he thought he noticed something different. A corridor, perhaps. Something that wasn't this particular tunnel. Plus, it had more torches, and thus more light to guide him by.
He was seeing where this thing led.
The walls were covered with vague designs, images he could make out to be horsemen of death from the past, perhaps. Then the walls peeled away, leaving Moure to look into a much wider cavern than before. This contained only five things though. Five long, reflective surfaces. Mirrors. He'd come all this way, and there was only...mirrors down here? There had to be something unique about these mirrors if they were so far underground and out of the way.
There looked to be some sort of runic lettering on the top, but in a language Moure could partially make out. Keres...?
And then he could feel something on his shoulder. It was cool, colder than any hand should be. Moure turned, looking to the hand, only to find that it wasn't a hand at all.
It was a claw. A claw that Moure had never wanted to see again.
He whirled around, eyes widening in panic. Before him stood a figure in a dark cloak, unrecognizable in any way. There was only one thing he was familiar with, much too familiar with, about the figure.
Up the figure's arm was a gauntlet-like device Moure could only describe as a clawshot. A clawshot made up of a quilt of metals, with different runic designs and colors down it's length. The claw hung a few inches down from the gauntlet, dangling by a strong cable that Moure could've matched materialistically to the threads holding together the patchwork.
"You." Moure said, unable to take his eyes off of himself, off the weaponized version he'd become during the Death Trial. In response, the figure simply retracted the claw, and then leveled it at Moure. Silently, it shot off the claw, blindingly fast, as fast as Moure could run, which snapped at Moure's own arm, tearing at the stitches.
He managed to dodge before it could rip off his arm, instead clipping a few of the stitches at most. Moure, still fearful and shocked, scrambled backward. "You." It seemed the only thing Moure could say.
Finally, something clicked inside the patchwork. All the bottled fear and anger and rage Moure had had from the Death Trial and the Hunters started to come out. "How could you?" He snarled out, snatching up a rock and hurling it straight into the figure.
Moure's HP: 35/40 Hunter's HP: 17/20 Damage: 3
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Trira rolled 2 8-sided dice:
1, 1
Total: 2 (2-16)
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Posted: Sun Apr 08, 2012 6:25 pm
The gauntlet was again shot, the claw racing toward Moure. This time, he caught tight around his arm, digging into the stitched flesh like some kind of parasite. A few more stitches snapped, and Moure quickly looked down the cable to the calm, cloaked Hunter standing on the other side of the room. Then, without a word, the Hunter began to reel in the cable, the string automatically feeding back into the strange weapon. Moure dug his feet into the ground, feeling himself being dragged along, slowly, painfully, anyway. A few more stitches broke, and Moure looked down to his arm in a panic. He couldn't dare lose it in this fight.
As such, Moure lunged forward, using the moment of slack to lean down and grab a rock. He brought it down on the claw, trying to force it to let go of him. He could feel it feeding on him, sucking away at his Fear. He had to get it off. Finally the claw released, though not hurt by his attacks.
Moure's HP: 30/40 Hunter's HP: 17/20 Damage: 0
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Trira rolled 2 8-sided dice:
1, 4
Total: 5 (2-16)
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Posted: Sun Apr 08, 2012 6:30 pm
The claw was retracted giving Moure the opportunity to snatch up another rock. As the claw was shot at him again, Moure flung the rock, hoping to take the Hunter by surprise.
"Can you feel it?" He yelled out to the Hunter, before giving a yelp as the claw tore across his other arm. Still, he yelled out again. "Can you feel his hunger?" The claw jerked back as the Hunter was forced to dodge his rock-throw. Moure wanted answers.
He had the feeling he wasn't going to get any.
Moure's HP: 25/40 Hunter's HP: 17/20 Damage: 0
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