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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
[TRAINING] [SOLO] Taryn Goto Page: 1 2 [>] [»|]

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bobaTJ

PostPosted: Tue Apr 10, 2012 6:27 pm


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The Room of Mirrors

Perhaps 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


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[ 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
bobaTJ rolled 3 8-sided dice: 7, 8, 7 Total: 22 (3-24)
PostPosted: Tue Apr 10, 2012 6:41 pm


Really, you'd think Taryn would have learned when it came to wandering into random caverns. Instead she found herself at the center of a wide path surrounded by... mirrors? She reached forward and placed her hand against the glass, only to find her own reflection reaching out to her! It slashed her face with its fingernails, and Taryn yelped, lunging back. This... this was terrifying! This was her! ...huh, is that what she looked like?

Mirror - Deimos

bobaTJ

bobaTJ rolled 3 8-sided dice: 6, 3, 5 Total: 14 (3-24)

bobaTJ

PostPosted: Tue Apr 10, 2012 6:44 pm


Taryn reeled back and kicked her clone in the stomach, but it only caught the back-end of a hoof as it dodged. It came back with both feet, holding the frame of the mirror to steady itself as it swung out.

"Augh!"

Taryn: -14 26
Doppelganger: -9 11
bobaTJ rolled 3 8-sided dice: 1, 5, 2 Total: 8 (3-24)
PostPosted: Tue Apr 10, 2012 6:48 pm


A plume of flame met the not-Taryn's as the pair attempted to burn each other... it was mostly ineffective.

Taryn: -9 17
Doppelganger: -3 8

bobaTJ


bobaTJ

PostPosted: Tue Apr 10, 2012 6:52 pm


Taryn lunged forward in an attempt to tackle her reflection, but was met with solid glass after the striking of flesh. The other her dissipated, and she patted herself down just to make sure it wasn't reality.

Could she do that again?

With a huff, she cautiously approached another mirror.

Taryn: -5 12
Doppelganger: -8 0
bobaTJ rolled 3 8-sided dice: 4, 8, 8 Total: 20 (3-24)
PostPosted: Tue Apr 10, 2012 6:56 pm


Mirror - Μania

Where Taryn had expected to see herself again, there was instead an... evil Taryn. It was grey and black with shining red eyes that glowed upward in wild streaks.

It lunged out at Taryn, but she was smart enough to dodge it this time. Instead, she blew a plume of fire at it as it hit the ground... and got back up to continue, still flaming and grinning.

Taryn: 04
Doppelganger: 06

bobaTJ

bobaTJ rolled 3 8-sided dice: 5, 5, 2 Total: 12 (3-24)

bobaTJ

PostPosted: Tue Apr 10, 2012 7:00 pm


The doppelganger attempted to blow a plume of fire at Taryn, but it was met with another and, for some reason, blew back in its face. The insane refection had... killed itself? Taryn was panting hard, eyeing the mirror just beside that. Could she even handle another?

Taryn: 02
Doppelganger: 0
bobaTJ rolled 6 8-sided dice: 4, 5, 2, 6, 1, 5 Total: 23 (6-48)
PostPosted: Tue Apr 10, 2012 7:09 pm


Mirror - Elpis

This... wasn't good. Upon touching the mirror just beside the first, Taryn was met with herself, but a larger, stronger her. For a moment she just stood in awe, admiring what she could be in the future, and it was her undoing. She recieved a hard kick to the chest, and her reflection suddenly collapsed and rushed out of the mirror in the form of smoke. It swirled around the girl for a few moments of chest-pain... and then she was back at the entrance?

...well. She could beat herself in a fight, and an insane her in a fight... that was reassuring! Training day 1 was a success. Taryn headed out of the blackened spires to head toward class, picking up to a sprint when she noticed the time.

bobaTJ


bobaTJ

PostPosted: Wed Apr 11, 2012 5:22 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.

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.

bobaTJ rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Wed Apr 11, 2012 5:29 pm


Taryn entered the room with her eyes turned upward, amazed at the size first and, as her vision dimmed, the utter nothingness of the place. She could barely see a foot in front of her, and so wandered forward carefully. Five little niches stood before her, and she considered them for a moment... there was a draw toward one in particular and, even knowing what happened when you wandered semi-aimlessly into a cavern, the chimera followed its path into a final room.

There were no oddly glowing runes. This was a good thing. There was, however, a cushioned pedestal on which sat what seemed to be a large emerald. Draw to the green-ness, Taryn approached and lifted it from its place, finding a chain attached with without a second thought lacing it around her neck.

A small group of scarelings appeared, smiling and waving before rushing off to play. Taryn only grinned at them and watched them go, finding herself unable to will herself to move. The thing that appeared and loomed over the children seemed to be... ready to harm them. This seemed much more like clan training. The chimera felt the need to protect them, and knowing her own abilities and her FEAR, she knew that the necklace had to have something to do with it.

bobaTJ

bobaTJ rolled 10 10-sided dice: 5, 8, 6, 8, 1, 3, 1, 10, 2, 8 Total: 52 (10-100)

bobaTJ

PostPosted: Wed Apr 11, 2012 5:36 pm


As the shadowy figure grasped at each child, Taryn tried her damndest to concentrate the power of the gem she wasn't sure had actual powers. Two of the scarelings were lost, wailing as they disappeared, and the ghoul felt a deep sadness in her heart. She'd needed to take this class in Death either way, and thank Jack they had not been real scarelings. The emerald disappeared, returning to its pedestal, and Taryn took its hint to leave.
PostPosted: Thu Apr 12, 2012 5:13 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

bobaTJ

bobaTJ rolled 1 10-sided dice: 2 Total: 2 (1-10)

bobaTJ

PostPosted: Thu Apr 12, 2012 5:16 pm


Well this was interesting. Taryn was reverently quiet, approaching an empty cubicle and settling in, inhaling the soft scent of incense and burning candles. She sighed, trying to calm her mind, and closed her eyes.

Concentrate.

The woman outside the cubicle made some sort of noise, perhaps turning someone else to darkness. Taryn startled and cursed herself.
bobaTJ rolled 1 10-sided dice: 6 Total: 6 (1-10)
PostPosted: Thu Apr 12, 2012 5:19 pm


Alright, try again. Taryn closed her eyes once more and paid attention to her breathing specifically. Come on... they were expecting total concentration.

+1 concentration

bobaTJ

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

bobaTJ

PostPosted: Thu Apr 12, 2012 5:21 pm


Taryn didn't dare even congratulate herself for her concentration. She didn't dare think about not congratulating herself for her concentration. Then she'd be thinking and would lose all she had worked for. She listened to her breathing, to her heart beating, and yet heard nothing at all. The ghoul began to drift, images flickering to life unidden...

+2 concentration
+ 1 horseman point
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{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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