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Posted: Thu Apr 12, 2012 12:19 am
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.
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revenant aria rolled 3 4-sided dice:
3, 4, 4
Total: 11 (3-12)
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Posted: Thu Apr 12, 2012 12:20 am
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)
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revenant aria rolled 2 4-sided dice:
1, 3
Total: 4 (2-8)
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Posted: Thu Apr 12, 2012 12:22 am
knife HP: 11HP - 3 HP = 8HP round one: 1 damage to dummy!
It was no understatement to say that Vaith was really proud of his knife. It was decorated perfectly, with yellow and black beads that hung down like noise markings. He had even carved noise markings into the blade.
But Vaith wasn't the most adept at using a knife either. The slippery quality of the bone nearly slid out in his hand.
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revenant aria rolled 2 4-sided dice:
2, 1
Total: 3 (2-8)
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Posted: Thu Apr 12, 2012 12:24 am
knife HP: 8HP - 1 HP = 7HP round two: 2 damage to dummy!
His knife slid cleanly into a section of the dummy.
Impressive!
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revenant aria rolled 2 4-sided dice:
2, 2
Total: 4 (2-8)
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Posted: Thu Apr 12, 2012 12:24 am
knife HP: 7HP - 2 HP = 5HP round three: 2 damage to dummy!
Unfortunately, his knife bent when sliding into the dummy once more.
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revenant aria rolled 2 4-sided dice:
2, 1
Total: 3 (2-8)
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Posted: Thu Apr 12, 2012 12:25 am
knife HP: 5HP - 1 HP = 4HP round four: 2 damage to dummy!
The bending didn't get any worse.
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revenant aria rolled 2 4-sided dice:
3, 4
Total: 7 (2-8)
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Posted: Thu Apr 12, 2012 12:26 am
knife HP: 4HP - 4 HP = 0HP round five: 3 damage to dummy!
The knife shattered, nicking Vaith's hands.
Damn. He had to retry this again later.
POINTS DISTRIBUTION TO OBTAIN 3 HORSEMEN POINTS: 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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Posted: Fri Apr 13, 2012 10:27 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.
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revenant aria rolled 2 8-sided dice:
6, 4
Total: 10 (2-16)
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Posted: Fri Apr 13, 2012 10:28 pm
ROUND ONE: WIN
Vaith was steadily getting better. It was a furiou attack where the war clanwomen kept going for the hits but nobody could say Vaith's defense was bad. But he couldn't keep up his defense for long ..
.. so Vaith decided to pull off the move he had pulled with Mai once before. Hands on the ground, in a handstand, he did a spinning kick with his feet against the clanswoman who had come up against him.
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revenant aria rolled 2 8-sided dice:
6, 3
Total: 9 (2-16)
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Posted: Fri Apr 13, 2012 10:45 pm
round two: WIN
Vaith had started learning what the human world termed 'soccer.' In Amityville, pehaps it was just kicking the pumpkin around .. but pulling a slidng tackle, the next war participant swiftly avoided it.
But Vaith wasn't done there, his fingers digging harshly in the grund to stop himself and launch into a break-dancing swimming kick at the participant.
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revenant aria rolled 2 8-sided dice:
8, 8
Total: 16 (2-16)
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Posted: Fri Apr 13, 2012 10:46 pm
round three: tie
Vaith and the participant found themselves knocked to the sides, due to attacks that had countered perfectly.
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revenant aria rolled 2 8-sided dice:
7, 6
Total: 13 (2-16)
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Posted: Fri Apr 13, 2012 10:47 pm
round three again: WIN
A head drop kick ended this round.
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revenant aria rolled 2 8-sided dice:
3, 4
Total: 7 (2-16)
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Posted: Fri Apr 13, 2012 10:49 pm
round four: LOSE
Vaith was exhausted at this point, pulling off too many advanced moves. Even though he was now at the level where he could actually pull them off with confidence, his stamina was limited.
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revenant aria rolled 2 8-sided dice:
1, 6
Total: 7 (2-16)
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Posted: Fri Apr 13, 2012 10:50 pm
round five: LOSE
Knocked to the side, someone would unceremoniously leave the student there until the forest got dark at night.
Horsemen Points Distribution [ Horsemen Points Distribution: ] (Select only one option based on your results) You win two points if you win round 3 or 4!
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Posted: Sat Apr 14, 2012 12:20 pm
Random Artist 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!
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