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Posted: Tue Apr 10, 2012 4:37 pm
The Stadium:There is a small stadium for young War Horsemen set up away from the larger training fields, several circles set out for pairs to spar against each other in. A rather rugged looking female stands, dark skinned, light haired, covered in scars and warpaint, her hair unevenly cut in the back to a short length and ridiculously long and braided in the front, wrapped around itself, several feathers tucked into both it and the dark stained fabric, bones from several different types of creatures weaved into jewelry she wears, her wings colored like a golden eagle. On one arm, she has several slashes of paint – what looks like hundreds, trailing down it. After staring too long she finally speaks up:
“There is one for each battle I have won.” She said simply, shifting the pole she held to her other hand before turning to show her other arm, which is spotted with paint of a different color – and much more numerous. “I have one for each battle I have lost as well. To become a true warrior, you must climb your way to the top from the very bottom, and the best place to start is practicing against those who may just be better than you.” She explained, before motioning to one of the circles and an individual that was practicing on their own.
“Go join them.” She says, “If you think you’re ready. If you win, you will be paired up with the winner of another spar. So on, and so forth. After five victories, a break will be allowed for the day.” She says, the only explanation she gives as she hands off a small staff.Mechanics There are 5 roundsRoll 2d8 each post First dice is how hard you hit Second dice is how hard the opponent hit You want to roll higher than your NPC opponent. If you roll a tie roll a tiebreaker between them (same as the above) If you lose a match any matches you roll -for fun- afterwards cannot be counted towards points, but you can keep rolling spars! Please fill in each of your posts with a small summary of how your spar went! It could be more than one hit, despite having only rolled one! Have fun with it! Horsemen Points Distribution [ Horsemen Points Distribution: ] (Select only one option based on your results) You win one point if you win rounds 1 or 2! You win two points if you win round 3 or 4! You win all three points if you win round 5 (or higher if you keep rolling for fun!)
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medigel rolled 2 8-sided dice:
1, 3
Total: 4 (2-16)
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Posted: Tue Apr 10, 2012 4:39 pm
Fighting. He felt a bit rusty despite having fought for his life only just above a week past, and in the foreign isles of the Horsemen he felt even more adrift and disconnected. The heights also did something to him, he swore. But a spar was simply that, a spar; not a monumental event that he had to overcome to prove himself.
Only it totally was. Seriously, this was War. Losing wasn't an option, regardless of what the woman said.
For his determination, Mort was paired with a rather muscly fellow who gave him a look up and down before clicking his tongue impatiently. "You bring me a whelp," he called after the ghoul before tossing Mort a staff. "Come then, maggot-flesh."
...DDD8 The staff was unwieldy in his hands. Mort was not used to wielding weapons, the only exception begin that one time during QB's class - and that was because the sword had been made from his own FEAR; and even then, the fight had been close. He gripped the staff with a little frown, the oversized stick feeling strange in his grip.
The man made a motion for him to come at him already, and with a small growl he leapt forward. His attack was blocked easily, however, and the zomboil was pushed back with one arm behind the force. Again he tried to leap, arcing the staff in a different direction - but too slow. In an instant the horseman swept his weapon on the ground and tripped Mort up, causing the student to fall to his knees with an unceremonious clatter of his staff following suit.
And just like that, seven seconds tops, the horseman left to find himself a different better opponent.
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medigel rolled 2 8-sided dice:
2, 5
Total: 7 (2-16)
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Posted: Tue Apr 10, 2012 9:36 pm
((Mort might've failed, but for fun he's gonna try to continue!))
An hour later, Mort returned. His easy defeat at the hands of the horseman bothered him; it was a blow to his newly grown ego, something no self-respecting man could take easily. With a determined look once more the zomboil had shuffled in to try and find a sparring partner.
The one who'd called him "Maggot-flesh" was around still, and bored enough to take him on. This "spar" took at most five seconds, sending Mort back with a new welt on his forearm for the effort.
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medigel rolled 2 8-sided dice:
3, 1
Total: 4 (2-16)
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Posted: Tue Apr 10, 2012 10:19 pm
Third time was the charm however, as after nursing his welt Mort returned doggedly to the small arena to challenge the horseman. The horseman had arched a brow at his dogged pursuit, but he was not one to deny someone a fight and simply nodded at the offer. While the exchange was short, Mort had tried his best to change tactics and keep the horseman off balance, whirling his staff this way and that until, either by sheer luck or actual skill, the staff was whacked out of the clansman's hand.
There was only a quiet look between them, as one round meant nothing out of three. But Mort left believing he had at least proven he was not willing to give up until he reached his intended goal. It wasn't a real victory, but it was a step forward.
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Posted: Wed Apr 11, 2012 4:57 pm
Weapon CraftingWhile the Horsemen of War can summon their Clan weapon to them at any point, many take pride in mastering a variety of mundane weaponry as well, both combat and manufacture - no sense in limiting oneself to only one mode of battle, after all! Even 'decorative' weapons bear a brutal edge. The Crafters' Den is a sheltered platform halfway up a massive pine, with all the materials one might want, other than metal. The head Crafter, a sharp-eyed older Horsewoman, carefully watches all students under her care to ensure a.) nothing goes missing and b.) nobody gets stupid. "You can have enough to make one knife," she grumbles. "And don't waste it, either!" Can you impress her with your craftsmanship? ... Probably not. But it's worth a try. Phase One: Weapon Creation Create a weapon of War and test its mettle. If your craftsmanship is good, you may be victorious and gain the head Crafter's favor. For a minute or two, anyway. In your first post, roll 3d4 to determine what your knife is made of, how well it is made, and how it is decorated.First Dice: Material - 1: Wood (+1 point) - 2: Seashell (+2 points) - 3: Bone (+3 points) - 4: Stone (think flint or obsidian; +4 points) Second Dice: Craftsmanship - 1: You're in a bit of a hurry, so... (Shoddy: +1 point) - 2: You throw something together. It looks kinda close? (Mediocre: +2 points) - 3: You spend a bit of time on it, and come up with something okay. (Acceptable: +3 points) - 4: You throw yourself into your work with passion, paying close attention to detail! (Awesome: +4 points) Third Dice: Artistry - 1: It's a knife. Does it really matter if it's pretty or not? (Ugly: +1 point) - 2: You wrap the hilt in leather. Good enough. (Decent: +2 points) - 3: You wrap the hilt in leather and add a feather. Pretty! (Shiny: +3 points) - 4: You wrap the hilt in leather and add stylish strands of beads and feathering. That is one cool knife. (Stylish: +4 points) Roleplay out your knife's creation! At the end of your post, put the specifics of your knife's creation (i.e. Shoddy Stylish Wood Knife) along with the total score (the total of your dice roll).Phase Two: Weapon Testing In the Clan of War, there is no such thing as a decorative blade! Even weapons destined to hang on the walls of huts are finished to battle-ready quality. You must test your knife and prove its worth, attacking the simple leathery mannequin kept in the Den for that purpose. Take your knife's point score from the creation post. This is your knife's HP. You must now do battle until your knife breaks! The number of posts your knife survives determines the number of points you get. To Do Battle:Roll 2d4 in each post. The first dice indicates the number of damage your knife does to the test target (for RP flavor!). The second dice indicates the amount of damage your knife takes from the attack. Battle ends when your knife shatters. Aw. (And yes, this means you can't take it with you. Sorry!) Point Distribution [ Horsemen Points Distribution: ] (Select only one option based on your results) You win one point if: You finish your knife (with filled-out RP) and your knife breaks on rounds one or two of testing. You win two points if: You finish your knife (with filled-out RP) and your knife breaks on rounds three or four of testing. You win three points if: You finish your knife (with filled-out RP) and your knife breaks on rounds five or more of testing.
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medigel rolled 3 4-sided dice:
3, 4, 4
Total: 11 (3-12)
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Posted: Wed Apr 11, 2012 5:09 pm
Mort was not one privy to the making of weapons, but he was used to metal and designing weapons at any rate. That would come in handy, yes? As the etcher left him to his devices, Mort handled the sliver of metal with care, considering his options for the handle. Wood was traditional, but the only thing he could think of were the knives his mama would say weren't dishwasher see - and that was enough to turn him off to the idea, silly as it was. Seashells to him wouldn't have made any better, since to him they were just stuff on the infernal area called a beach that cut into feet and cracked under pressure. Stone sounded good, but . . . it would be too easily influenced by temperatures, and after an extended amount of time would warp.
Bone, Mort decided with a satisfied nod. Bone never led wrong.
Bone, however, was a hard material to work with due to its sheer endurance against whatever he put to it. While somewhat flexible, the material's exterior was hard to carve, and the zomboil had to coax it into an agreeable shape over time, spending the brief moments of break carving and panting about the soon-to-be-handle. It was very different to do it on his own, but not unenjoyable - Mort found that he was at peace when he worked with his hands, negligible weapon or not. In the end, the handle looked like it was carved from cybernetic bone, and the zomboil was pleased.
With a final flourish, he took strips of leather and wrapped them about the hilt where metal and bone connected, adding some of the feathers and beads to accentuate. Like any video gamer thought, the cooler the weapon looked, the better it did in battle, right? But heh new the weapon's fate and took a picture with his phone before getting down to the dirty business of breaking it.
Awesome Stylish Bone Knife get!
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medigel rolled 2 4-sided dice:
3, 1
Total: 4 (2-8)
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Posted: Wed Apr 11, 2012 7:07 pm
The leather mannequin reminded him of the test dummies Nurse Crickett had given for her First Aid class, and the irony struck him; while one had been used to heal, this one would be used for destruction. The pretty Famine horseman's words came to mind: death and life, growth and decay. Mrrr . . . this new brain was certainly able to philosophize!
Thankfully, cognitizing or not the dagger was quick to show the hard work he'd put into it, sliding deep into the dummy's armpit and sliding out just as fluidly.
Round 1 pass! HP: 10/11
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medigel rolled 2 4-sided dice:
1, 1
Total: 2 (2-8)
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Posted: Wed Apr 11, 2012 7:13 pm
Okay, so a thick stab was good, but what about superficial wounds? Weighing the knife for several seconds, Mort stepped forward and took a quick, light swipe to nick the dummy's forearm, leaving behind the thinnest of cuts.
Round 2 pass! HP: 9/11
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medigel rolled 2 4-sided dice:
2, 1
Total: 3 (2-8)
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Posted: Wed Apr 11, 2012 7:15 pm
Not too shabby! The knife felt like the sword from QB's class, as much an extension of him as his hand was. Mort aimed another slightly harder slice across where the second one had gone, creating a lopsided X.
Round 3 pass! HP: 8/11
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medigel rolled 2 4-sided dice:
2, 2
Total: 4 (2-8)
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Posted: Wed Apr 11, 2012 7:18 pm
Okay, maybe lightly hitting wouldn't do so much good. He needed to push the knife's endurance as well as his own! Mort struck a new hole where he imagined the spleen was. Or maybe it was liver. Or kidneys. He honestly was bad with his internal organ structure, having barely any to speak of.
Round 4 pass! HP: 6/11
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medigel rolled 2 4-sided dice:
4, 3
Total: 7 (2-8)
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Posted: Wed Apr 11, 2012 7:20 pm
It felt good, being able to grasp something as your instrument of destruction. Was this what it was like to be a reaper with a weapon? It felt . . . good. He took a few good stabs, feeling the knife begin to loosen but being unable to help himself.
Round 5 pass! HP: 3/11
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medigel rolled 2 4-sided dice:
2, 4
Total: 6 (2-8)
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Posted: Wed Apr 11, 2012 7:26 pm
And several stabs later the knife broke, to his mixed reaction of satisfaction and reluctance. Still, Mort was happy to have seen his product last so long, and the brief look of pride the teacher gave him was recompensation enough: besides, he always would have the photo~
Round Six LE FIN!
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medigel generated a random number between
1 and 3 ...
2!
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Posted: Thu Apr 12, 2012 9:54 pm
The Toxic CaveSometimes you just end up in places not really… good for scaring. Or just not good for one’s health. Which oddly enough, can be a toxic cave filled with noxious gas. Sent down an elevator, students wait at the bottom as they are sealed in. Even those who can fly find they must go down…to get back up. Several outposts exist in the cavern to make sure that no one ends up dead, horsemen having taken a certain mixture that allows them temporary immunity. A clank and a light purple gas starts to fill the room. The test has begun, so students better start to run!Quote: Rules: -Running out of HP means game over, regardless of any saves you might have -If your student falls into two or more of the automatic HP reductions, please only apply one! You may ignore the others. -If you use a save start at the place you left off Stage 1 RNG 1-3 in your FIRST post. Subtract one to see how many lives you have. (IE get a 2, subtract 1 you have 1 save) Stage 2 Running, the hall ends in a pit. You need to descend into the thick of the poison haze to go further. But- it’s hard to see where it might be safe. Thick ropes hang from the ceiling and rocks just from the sides. Roll 1 d4 to advance! 1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP 2- You try to go down the walls… and make it! Better move though the gas is thick down here! 3- You jump down… not the best idea. -10 HP 4- You try the walls but miss a step, falling you end up knocked out (Fail) If your a student that can fly/has wings in any form, you take an automatic -5 HP Stage 3 Running down yet another hall, you have to dive into a pool of dark water and swim through a tunnel. Roll 1 d6 to see what happens. 1- You manage to swim quickly and reach the other side just in time! 2- Fish bones dig into you, slowing you down and making you swallow some water! -10 HP 3- Weird. It feels like- Uh oh. You somehow managed to end up at a dead end. No time- you fall back and the gas overtakes you(Fail) 4- Something brushes past your body but lucky enough, you make it to the other side. 5- You try swimming up too soon and bump your head! -5 HP 6- Something bit you, but you can’t tell what, -5 HP If your student is aquatic, or fire based -5 HP automatically Stage 4 The path seems to be getting smaller, looks like you’ll have to crawl you way out but- which path do you take? Roll 1 d8. 1 and 3- You run into a spider who bites you for a nasty sting! -10 HP 2 and 4- You end up taking a wrong turn and hit your head! -10 HP 5 and 7- You managed it somehow to crawl you way to the next room, which has yet to be filled with that gas 6 and 8- You get lost and get…sleepy… (fail!) If your natural form is bigger than that of an average dog, take -5 HP Stage 5 The last part of the tunnel! You can see light at the end but- It seems that in order to get there, you’ll have to beat the doors that are closing, trying to trap you in the poison caverns! Just as you make it to the end- the door slams down, leaving you stuck. You’ll have to break your way through! Roll to attack! For each miss -10 HP, you may keep going until you break free or pass out. You only need to hit the door once. For year 3, you must subtract 8 versus the normal 6! It seems the horsemen expect a bit more from you. POINTS DISTRIBUTION [ Horsemen Points Distribution: ] (Select only one option based on your results) TO OBTAIN 1 HORSEMEN POINT: You get to stage 1 or 2 of the cave TO OBTAIN 2 HORSEMEN POINTS: You get to stage 3 or 4 of the cave TO OBTAIN 3 HORSEMEN POINTS: You get to stage 5 or PASS the cave 1 save!
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medigel rolled 1 4-sided dice:
1
Total: 1 (1-4)
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Posted: Thu Apr 12, 2012 10:02 pm
Poison normally wouldn't have bothered Mort, being able to not have to breathe and all. But the longer he lingered in the cave, the more he came to realize that this particular poison was able to find other ways of getting into his system; his eyes were beginning to burn, and his vision blurred. Coughing a bit, the zomboil headed down the hall, keeping a hand on the wall to orient himself. The pit yawned below him at the end, and without having to think grabbed a rope and slid to the bottom.
Probably a biiiit too fast for his liking, but his hands had taken worse punishment before.
35/40 HP
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medigel rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Thu Apr 12, 2012 10:08 pm
(Auto fail, using save for next roll!))
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