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Smerdle rolled 2 10-sided dice:
7, 1
Total: 8 (2-20)
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Posted: Wed Apr 04, 2012 8:01 am
What in the jackin' hell was going on here? "This is bullshit!" West shouted. "Say somethin'!" He swung at the human with his injured arm, only to have the attack countered by... himself... the club. It was an effort to step back when all West wanted to do was beat the crap out of the guy so he could rest. Mirror - Keres West: 9/50 Damage: 7 + 1 - 6 = 2 Hunter: 7/25 Damage: 5
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Smerdle rolled 2 10-sided dice:
10, 1
Total: 11 (2-20)
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Posted: Wed Apr 04, 2012 8:09 am
The demon pushed forward, a small measure of strength returning as his left fist met the hunter's hooded face with a satisfying crunch. He barely felt the blow to his dominant arm as the club struck it again. Mirror - Keres West: 4/50 Damage: 10 + 1 - 6 = 5 Hunter: 2/25 Damage: 5
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Smerdle rolled 2 10-sided dice:
4, 4
Total: 8 (2-20)
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Posted: Wed Apr 04, 2012 8:11 am
Finally. The hunter bent at the waist, resting his hands on his thighs as he dropped his club to the stone floor. West gathered his remaining strength, the low growl that rumbled in his throat increasing in volume as he ran at the human, until he was a flailing, screaming ball of wrath demon. He rushed the man, lifting him off of the ground and slamming him into the mirror he had erupted from. The world went dark. Mirror - Keres West: -1/50 Damage: 4 + 4 - 6 = 2 Hunter: 0/25 Damage: 5 Horseman Points: 2
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Posted: Thu Apr 05, 2012 12:35 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. 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.  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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Smerdle rolled 1 6-sided dice:
2
Total: 2 (1-6)
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Posted: Thu Apr 05, 2012 12:38 pm
On his third day visiting the Isle of Death, West actually sought out a training room—this 'spelunking' area he'd heard others whisper about. It seemed calm enough, certainly more inviting than that damn mirror place. As soon as he stepped into the cavern, he felt something tugging his brain toward a particular crack in the wall.
He wouldn't have normally just slapped a bracelet on like some tittering ghoul, but
1) it was red, and 2) it seemed to be the thing that was calling him.
Sneaking a glance around the room to make sure he was alone, West grabbed the bangle and slipped it around his wrist, taking in a sharp breath as the floor seemed to dissipate out from under him.
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Smerdle rolled 4 4-sided dice:
4, 3, 1, 1
Total: 9 (4-16)
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Posted: Thu Apr 05, 2012 12:46 pm
When he didn't fall, the boil's attention turned to what lay below him. It was a maze, and manning its entrance was a tiny blob of smoke. The blob looked up at West expectantly, and he felt another sharp pull from the bracelet.
Which way do I go?
"Um," the boil replied. He kneeled down closer to the ground, pointing to a clear path, but the blob remained stationary. West tried again, staring at the path he wanted the thing to take and... thinking really hard. The puff of smoke perked up instantly, then began to glide forward, navigating the forks in the maze with ease.
West looked further ahead, frowning when he saw that the path he had chosen ended at a trap. "Turn 'round!" he urged, tapping at the nothingness that shielded the floor. It was no use. The blob plummeted to its death, screeching as it was crushed by a spiky plate.
"How's smoke even die anyway?" West muttered as the bracelet faded from his arm and the world seemed to flicker as he was deposited back in the main room. The boil huffed then turned to go. Surely there was something more interesting to do around here.
Horseman Point: 1
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Posted: Fri Apr 06, 2012 7:08 pm
Inner PeaceThe 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 1d101-2 : 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 - See above and match your roll to the results of potential horsemen points gained. You cannot claim over 3 per ooc 24 hours
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Smerdle rolled 1 10-sided dice:
3
Total: 3 (1-10)
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Posted: Fri Apr 06, 2012 7:47 pm
It wasn't difficult to find the strange meditation chamber a second time. After nearly a week in their company, West thought he was finally coming to understand what the death clan was all about. Hardship, pain, weakness, and protecting yourself from them. He was wary of confronting the visions again, but he thought it was fitting that he do so while he was here.
West quickly took a seat on the small swatch of carpet. The incense wafted past as a priestess closed the curtain behind him.
Several moments later, he was asleep.
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Smerdle rolled 1 10-sided dice:
5
Total: 5 (1-10)
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Posted: Fri Apr 06, 2012 7:48 pm
His awareness drifted in and out as he tried to find the place where he had been before, that empty space filled with mindless versions of his friends. Every so often he could see it, but it faded before locking into place.
Concentration: 1
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Smerdle rolled 1 10-sided dice:
5
Total: 5 (1-10)
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Posted: Fri Apr 06, 2012 7:49 pm
When he wasn't superficially aware of vast expanses of rock peppered with laughing, happy students, West could hear snippets of muttered conversation. ...dissipate if we...
...no...is strong...
...this...one They weren't comforting snippets, but the boil felt that he was moving closer to... something with every one he heard. Concentration: 2
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Smerdle rolled 1 10-sided dice:
2
Total: 2 (1-10)
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Posted: Fri Apr 06, 2012 7:50 pm
There was a whisper. He opened his eyes. A mouse ran across the stone in front of him. But...
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Smerdle rolled 1 10-sided dice:
3
Total: 3 (1-10)
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Posted: Fri Apr 06, 2012 7:51 pm
...was he only dreaming? West doubted that the priestesses would let a mouse...
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Smerdle rolled 1 10-sided dice:
2
Total: 2 (1-10)
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Posted: Fri Apr 06, 2012 7:55 pm
He opened his eyes for the second time, even though he had never closed them again. Mouse...
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Smerdle rolled 1 10-sided dice:
1
Total: 1 (1-10)
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Posted: Fri Apr 06, 2012 7:58 pm
No, there was no mouse. The demon sat down—when had he stood up?—and closed his eyes once more.
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Smerdle rolled 1 10-sided dice:
5
Total: 5 (1-10)
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Posted: Fri Apr 06, 2012 8:00 pm
His mind stilled. The scene in his head solidified into coherence. He was back in that tube, electricity crackling around him, but it didn't hurt. He wasn't afraid. The hunters outside snickered, they pointed, they looked confused or predatory or strangely hungry, but he wasn't there. He was in that hazy cavern where Red had died. The fire was coming.
Concentration: 3
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