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[Zenith ORP] - Qualifying Run for Nicholas "Ace" Mayer

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AMItotic rolled 6 6-sided dice: 6, 4, 2, 5, 3, 5 Total: 25 (6-36)

AMItotic

Nebulous Trash

PostPosted: Wed Jun 27, 2018 11:11 am


Floating Steps

A little leap-frog, a little pinball bumpers! It's up to you to make it from platform to platform as quickly as you can to cross between Point A and Point B. There's a set of six bumpers angled at 45 degrees. It's going to take a lot of agility to complete this run, although strength might come into play if you find yourself falling.


If you roll 1-3 and have chosen strength as your modifier: The number that you roll is the platform that you nearly fall off of. Your strength helps you catch yourself before you fall completely into the water.
If you have chosen agility as your modifier: Add +1 to your roll and follow that prompt instead.

  • 1 - Your shoe(s) are wet, but you didn't fall in! Hope you enjoy the sound of squish, squish, squish on the road to Victory!
  • 2 - We saw you slip there! Take an extra second to catch your breath, you might need it.
  • 3 - Bumpy start, but after the third bumper you've finally gotten the hang of it! It might just be smooth sailing through the last three. Maybe.
  • 4 - You'd make this look easy... If you were a frog. Or something that leapt better. But you're not, so it doesn't look easy, but at least it's not painful to watch?
  • 5 - Alright! That's the way you do it!
  • 6 - Flawless.


Big Dipper

Jump up and grab on, you're in for a ride! Use your strength to keep your grip as you slide down the track. Holding on is only the first part of this trip, though. The important part is that you stick your landing as you launch off the end towards your next step...


If you roll 1-2 and have chosen strength as your modifier: Your strength is on your side and you hold on tight for the ride! Congrats! For this segment your roll is now 3.
If you roll 5 or 6 and have chosen strength as your modifier: Add +1 to roll #3 for the Pipe Fitter. Who knew you'd be able to launch yourself that far after hanging on so tight?
If you roll 5 or 6 and have chosen agility as your modifier: Add +1 to roll #3 for the Pipe Fitter. Nice air time, bro.

  • 1 - You've managed to grab on with one hand before the bar starts to slide. Uh oh. Hold on tight! Keep your grip! DON'T FALL.
  • 2 - Two hands. TWO HANDS. You get a second hand onto the bar but can you keep your grip?
  • 3 - You've got the grip, but do you have the air? It doesn't look like it, bro. Are your hands starting to slip? -1 to roll #3 for the Pipe Fitter [1 is the lowest you can roll].
  • 4 - Alright! Arms might be a little sore, but at least you're holding on!
  • 5 - This is how we do it. Were you a roller-coaster in a past life?
  • 6 - Flawless.



Pipe Fitter

Launch from the end of the dipper and grab on! The higher up you latch on to the foam pipe the less of a climb you'll have before it's time to swing. Again, you're going to need your strength to support you as you sway across two trapeze-style pipe bars. Time your leaps just right and you'll be able to shimmy down the trunk at the end where you'll have a moment to catch your breath and prepare your balance.

If you roll 1-3 and have chosen agility as your modifier: Launching through the air is the easy part, it's holding on that's kind of awful.

If you roll 1-3 and have chosen strength as your modifier: You've got no problem holding on, but are you really going to make that jump between swings?

  • 1 - You almost missed the first trapeze! You're going to land in the water if you don't get your act together!
  • 2 - You can't just climb up onto the first trapeze and sit there all day... Other people want to run the course too.
  • 3 - Dipper a little rough on you? Making it a little harder to hold on? You can do it! Keep telling yourself that.
  • 4 - Don't look down. Oh no... You looked down.
  • 5 - Look at you shimmy and shake! Now get on to the next round!
  • 6 - Flawless,



Block Run

This is all about agility! Five two by two cubes are lined up six inches apart on a rod. Keep your footfalls light or the cubes will spin, just waiting to throw you off. Take a running start and go! You're going to need that momentum for what comes next.

If you roll 1-2 and have chosen agility as your modifier: You're in luck! The lowest you can roll with agility for this task is 3.

If you roll 1 and have chosen strength as your modifier: Your feet fumble on the first block and you teeter backwards, just narrowly catching yourself on the platform to pull yourself up and try again. Re-roll 1d6 for this task only. Or hit the water and call it quits. Up to you!


  • 1 - What? You weren't expecting the blocks to turn? Or did you just want to go for a swim? Is your foot wet?
  • 2 - That looked painful. I hope you didn't turn your ankle... You're not going to fall in, are you?
  • 3 - Grats! Halfway has never looked so awkward. You fumbled to start but it's smooth sailing from here on out.
  • 4 - Arms out on either side of you is the best way to balance, yeah?
  • 5 - You took an extra second to plot your course and find your zen, but good show dude.
  • 6 - Flawless.



Spin Cycle


Don't let this be what hangs you out to dry! Once more you're going to be relying on your strength to get a good momentum as you swing from one upside-down metal laundry basket to the next. Just be careful, they're likely to turn like a steering wheel as your weight pulls them around.

If you roll 1-2 and have chosen strength as your modifier: You're in luck! The lowest you can roll with strength for this task is 3.

If you roll 1 and have chosen agility as your modifier: You managed to keep your feet out of the water. Your shoes aren't wet. Unless they were wet already, in which case.... Hope it didn't get to your socks?


  • 1 - Your arms are tired. You're tired. You could give up, you know. I bet the water would feel nice and cool right about now...
  • 2 - Determination! No one leaves baby in the spin cycle! Just don't slip up!
  • 3 - One. Thing. At. A. Time. Slow and steady, bro.
  • 4 - The struggle is real, but you've got this... And you're making good time, right? Right???
  • 5 - You spent your recess on the jungle gym, didn't you?
  • 6 - Flawless.



Warped Wall

Take a deep breath, center yourself and give it your best run. Agility should help with keeping your feet light while strength may be needed to help you pull yourself up and over the ledge. Once you've made it, hit the button and you're done!

For this round....


  • 1 - Seems like this would be a good place to lay down forever, doesn't it? Nope. Give it your best! Give it your all! You're not going to be defeated by a wall. Roll 1d6 to try again. Or quit. It's up to you!
  • 2 - Just kidding. Was that really all you had in you? Not even halfway up the ramp? C'mon! YOU CAN DO THIS. Roll 1d6 to try again. Or quit. It's up to you!
  • 3 - So... Close... Almost... There.... If you chose strength as your modifier your 3 is now a 4. If you chose agility as your modifier roll 1d6 + 2 to try again!
  • 4 - Y'know, I almost didn't think you were going to make it but you here you are!
  • 5 - I see you, Spider-man, running straight up, climbing that wall.
  • 6 - Flawless.

PostPosted: Thu Jun 28, 2018 11:23 pm


Ace squinted up at the course, looking a bit like someone had dressed a pair of chopsticks in a fresh set of Air Jordans. "Is that all?" he asked, wiping his brow and shielding his eyes from the flashing lights of the arena. "Oh, yeah, no problem. This'll be cake."

He winked at a girl on the sidelines who definitely wasn't one of his roommates, because she was both taller than an oompa-loompa and also didn't have a huge...personality.

The first task, as it turned out, was cake. No bullshit-looking step thing was going to beat out Ace Mayer and his absolute nerves of steel--he hopped from platform to platform with the smooth confidence of someone who lacked the forethought to consider failure. He threw his noodle arms up with a whoop when he reached the other side, and for good measure he winked at crowd girl again. With any luck, he'd be chatting to her afterwards with a medal around his neck.

He rubbed his hands together when he sized up the Big Dipper, cracking his neck. It wasn't graceful to watch him jump up for the bar, and his arms burned as it slid down the track and towards liftoff, but he managed to stick the landing, which was all that really mattered. Still, his arms burned the longer he held on to the first trapeze bar, and rapidly he was losing momentum. If he stalled out now, he wasn't going to hear the end of it from Stardust, and it was hard enough to get her to shut up.

Motivated by the idea of her stupid expression when she found out he'd qualified, Ace wiggled his hips until he started to swing again, and with his gangly arms he had no problem reaching out for the next trapeze, finishing out the trial. He took a moment to wave to his adoring fans and catch his breath, exertion showing in the red blotches on his face and the disheveled mess of his greasy hair. The thin-split grin was just as bright as ever, though, and he flashed it to the audience one more time before he checked out the fourth challenge.

Block run? Piece of cake. Ace just had to imagine it like it was a regular-a** hallway and he was three sheets to the wind, and then with a short jog he was on the other side, no worse for wear. His mood was riding pretty high until he looked at the spin cycle challenge--all arms again, and he was feeling pretty armed out after the whole trapeze thing. Licking his lips, Ace cracked his knuckles and sought out the path of least resistance, as he did with all things. It was neither flashy nor particularly quick, but he made it work.

At least for the warped wall he had the advantage of being an absolute beanpole. Ace summed up the height, stretched a little for dramatic effect, and then sprinted for the finish line, hauling himself up with little resistance. He whipped some shades from (hopefully) a pocket when he slammed that buzzer for his time, expression stone-cold.

Oh yeah. Somebody owed him money.

AMItotic

Nebulous Trash

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