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[TRAINING][PRP] Tyalessa Goto Page: 1 2 [>] [»|]

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xXxBowDownToChocolatexXx

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PostPosted: Tue Apr 03, 2012 11:29 am


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Quote:

TRAINING FIELDS:

As your student walks along the various charted districts, they notice several large areas with signs marked on them: training fields. Each one seems to have a certain set of instructions of how to pass them, but promises a rather impressive boost to the ego for anyone who dares to surpass the challenge.

OOC

[ HOW TO PLAY: ]

- Your students can now participate in the TRAINING FIELD EXERCISES.
- EACH DAY (once every 24 hours), your student can choose one of the training field exercises (as seen from the post below) and try it out! You will need to create a NEW THREAD for it in this subforum titled [TRAINING] [PRP] NAME HERE
- You can participate in this SOLO or IN A GROUP WITH OTHERS. IN A GROUP still follows the SAME MECHANICS as SOLO, but you can competitively rp and gloat with ICly with other characters as you wish.
- When 24 hours have passed you can REUSE YOUR SOLO/GROUP THREAD to post AGAIN for the next day. Try not to make new threads if possible. If your GROUP people are MIA in a GROUP THREAD, it is okay, you can just roll on your own, that is fine too.

[ REDEEMING IN POINTS: ]

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- After you have completed the exercise ie: rolled the number of times you have asked, tally up the number of HORSEMEN POINTS you have obtained
- You can now redeem them for FREE RAFFLE TICKETS OR MINIPETS PRIZES
PostPosted: Tue Apr 03, 2012 12:09 pm


Training done:

Day one: All that glitters- 2 points [x]
Day two: Mediation- 1 point [x]
day three: Mediation- 1 point [x]
day four: all that glitters- 3 points [x]

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PostPosted: Tue Apr 03, 2012 12:17 pm


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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.

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.


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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.

xXxBowDownToChocolatexXx rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Tue Apr 03, 2012 12:35 pm


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.


Tyalessa walked in, scared and lonely. It wasnt the first time she felt like this, being a wanderer, the moment she woke up in Amityville with no memories except her name she has felt like this consistently, everywhere she went was nothing she ever known and she never had any reason to know her surroundings until she came here. Determined to be brave she looked round, knowing something was strange about this place. She slowely felt her anxiety ease away.

xXxBowDownToChocolatexXx

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xXxBowDownToChocolatexXx rolled 1 20-sided dice: 5 Total: 5 (1-20)

xXxBowDownToChocolatexXx

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PostPosted: Tue Apr 03, 2012 12:45 pm


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.


Tyalessa walked around the room, spotting various pieces of jewellary, almost like she had a choice of which to choose. She looked at each one as individual characters wanting to be her friend, but setting her eyes on the diamond circlet, she could make out her own face slightly in its clearness. Wishing for her heart and mind to be as clear as the beautiful diamond she put it on. A huge screech filled the air, things came firing towards Essa, not knowing what was going on, her mind jumbled. this isnt what i wanted, i wanted my mind to be clear...what are these things, are they coming towards me?
Even though already part of the dead, Essa could resist putting her hands in front of her
PostPosted: Tue Apr 03, 2012 12:56 pm


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.



Somehow, in someway, Essa knew the the circlet had protected her. She was catching her breath now she was safe, looking back to understand what happened. When she insticintively threw her hands to her face to protect herself, something warm had appeared, a shield had enveloped her, cutting her off from the unknown projectiles. Essa still wasnt sure what those were, she didnt want to look at them, and in doing just that she noticed a sort of doorway she could run through, now that the mysterious projectiles couldnt even touch her she remembered running towards the exit at full speed.
The diamond circlet that had protected her had vanished from her head. Essa hoped it wasnt hurt or afraid somewhere, she didnt even get a chance to speak with it. Oddly enough she after that ordeal, she felt, a little, calmer in side

(2 points (i think))

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PostPosted: Wed Apr 04, 2012 1:37 pm


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Inner Peace

The room was divided into cubicles, each cubicle with a small, rectangular carpet in it. The whole place was so quiet that it was almost odd, and smelt strongly of incense; however, the smell seemed to calm your mind, and some students might find themselves feeling a little too relaxed or sleepy; there wasn't really anyone in the room to man it, just a sign lit by candles.

"Calm your mind, seek inner peace"


Perhaps you should try meditation... As you take a seat in one of the cubicles, a horsewoman of Death appeared behind you, and lowered a curtain that closed ypur cubicle off from the rest of the room; maybe there was someone manning the room after all...


Quote:
-> This is a solo activity!

Roll 1d10
1-2 : You got distracted...
3-4 : You fell asleep!
5-6 : You feel almost... Tranquil. (+1 concentration)
7-8 : You feel like you're floating on a cloud... (+2 concentration)
9-10 : You feel light as a feather, and surprisingly at peace with yourself. (+3 concentration)

Once you have at least 3 concentration points...
-> You've gained 1 Horseman point!
-> From the peace, turmoil rises!
-> You suddenly remember a fear you have. It could be anything; an old memory, a phobia...

Roll 1d100:
1-20 : Your concentration broke immediately, and you leave feeling shaken.
21-40 : You lasted a minute, battling with this fear, but ended up breaking into a cold sweat as your concentration shatters. You couldn't help shaking as you leave.
41-60 : You feel so conflicted, so unsure- A hand rests on your shoulder. It is the horsewoman of Death; she smiles, and escorts you out.
61-80 : Despite your uncertainty, your concentration stayed and when you finally open your eyes, you feel... Relatively at peace. It was as if you got one step closer to overcoming your fear, in that moment. (+1 Horsemen Point)
81-100 : You battled with your fear, beads of sweat cling to your skin. It was tough, and you wasn't sure how many hours you spent in that cubicle, and you might had been crying, but... As you opened your eyes and walked out of the room, your heart is light as a feather. (+2 Horsemen Points)


Horsemen Points


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- See above and match your roll to the results of potential horsemen points gained. You cannot claim over 3 per ooc 24 hours
xXxBowDownToChocolatexXx rolled 1 10-sided dice: 1 Total: 1 (1-10)
PostPosted: Wed Apr 04, 2012 1:43 pm


Roll 1d10
1-2 : You got distracted...
3-4 : You fell asleep!
5-6 : You feel almost... Tranquil. (+1 concentration)
7-8 : You feel like you're floating on a cloud... (+2 concentration)
9-10 : You feel light as a feather, and surprisingly at peace with yourself. (+3 concentration)


Tyalessa walked in on a singular room , lots of cubicles filled the room. Hearing a weird voice teller her to seek peace
Liking the idea, she knelt on the cold carpets which you can still feel the stones that the floor was made of

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xXxBowDownToChocolatexXx rolled 1 10-sided dice: 8 Total: 8 (1-10)

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PostPosted: Wed Apr 04, 2012 1:45 pm


the stone floor was starting to bother Tyalessa, it was too cold and you can feel the bumpiness too, she knew she couldnt concentrate, should she give up
NO!
she came her to be braver, not to cower at, Essa tried again...
xXxBowDownToChocolatexXx rolled 1 10-sided dice: 10 Total: 10 (1-10)
PostPosted: Wed Apr 04, 2012 1:52 pm


This attempt was better, actually it was ALOT better. The floor no longer bothered her, Tyalessa didnt even believe she was on a floor anymore....
more like she was floating, the cold was no longer lingering. But still she still didnt think she was quite there yet

+2 concentrations

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xXxBowDownToChocolatexXx rolled 1 100-sided dice: 49 Total: 49 (1-100)

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PostPosted: Wed Apr 04, 2012 1:53 pm


Once you have at least 3 concentration points...
-> You've gained 1 Horseman point!
-> From the peace, turmoil rises!
-> You suddenly remember a fear you have. It could be anything; an old memory, a phobia...

Roll 1d100:
1-20 : Your concentration broke immediately, and you leave feeling shaken.
21-40 : You lasted a minute, battling with this fear, but ended up breaking into a cold sweat as your concentration shatters. You couldn't help shaking as you leave.
41-60 : You feel so conflicted, so unsure- A hand rests on your shoulder. It is the horsewoman of Death; she smiles, and escorts you out.
61-80 : Despite your uncertainty, your concentration stayed and when you finally open your eyes, you feel... Relatively at peace. It was as if you got one step closer to overcoming your fear, in that moment. (+1 Horsemen Point)
81-100 : You battled with your fear, beads of sweat cling to your skin. It was tough, and you wasn't sure how many hours you spent in that cubicle, and you might had been crying, but... As you opened your eyes and walked out of the room, your heart is light as a feather. (+2 Horsemen Points)
PostPosted: Wed Apr 04, 2012 1:59 pm


Essa wasnt sure what was going on, suddenly the fear of being alone for eternity came back again, even though she was already dead she still couldn't escape from emotions, her feelings of being alone.
Why bother being here if you only cower out?
That had surprised Essa, who said that, it didnt even sound like voice, more like thoughts, her thoughts. Her mind would rest, too conflicting emotions ran at once, wanting to run, wanting to be safe. Then there was also the wish to be brave, show herself that she doesnt have to be alone anymore. She wanted to scream...

...suddenly a hand grabbed her attention, looking up with tears in her eyes, she saw the horsewomen of death smiling at her. It made Essa reassured, like she didnt get it right this time but was so very close. Being helped out, Essa swore thst she will try this again, and no matter what, she will find inner peace

(1 horsemen point)

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xXxBowDownToChocolatexXx rolled 1 10-sided dice: 9 Total: 9 (1-10)

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PostPosted: Thu Apr 05, 2012 3:15 pm


Tyalessa came back to the singular room with cold hard floors to mediaite. She had to. Essa was so close yesturday, how could she not, she had noticed the smae horsewomen from yesturday that helped her out of the room pass by, smiling, like she was glad Essa was going to try again atleast that was what Essa thought it was like anyway
xXxBowDownToChocolatexXx rolled 1 100-sided dice: 8 Total: 8 (1-100)
PostPosted: Thu Apr 05, 2012 3:22 pm


Surprisingly Essa found it Easier to relax and get to the same peaceful place she was at yesterday, despite the slight ordeal she went though in the temple of guidance. She had came to the mediation room to get her mind off what happened, but had focused on the mans voice that she remembered from that time, it made her happy, so reassured that she will one day find voice that was so concerned for her like that

(+3 concentration and +1 horsemen point)

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PostPosted: Thu Apr 05, 2012 3:25 pm


Essa started to feel clouded, it was happening again, the same thing that happened yesturday. After how close she was last time she expected to do better but after what happened in the temple of guidance the cracks and screaming came back. She didnt want that, not even the voice from her memory could calm her. She stood up immediately, keeping her hands close to her chest. Did she dare come again?
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