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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
[!][TRAINING][PRP] Arynek & the Death Isle Goto Page: [] [<] 1 2 3 [>] [»|]

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Meegane rolled 1 10-sided dice: 3 Total: 3 (1-10)

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
PostPosted: Wed Apr 11, 2012 5:51 am


It was the second day on the Isle, Arynek knew Death was good at meditation, she would like to have a try.

Quote:
3-4 : You fell asleep!

In the training field, the shadow ghoul found something really odd. It was so quiet, unlike other places, you can even hear your breathing sound. The strong smell of incense was encircling the whole room, calming Arynek's mind, it was so relaxed and peaceful.

She found a seat in one of the cubicles, a horseman came and lowered the curtain for her, maybe there were someone else in this place.

Maybe it was too comfortable and relaxing, she fell asleep......
Meegane rolled 1 10-sided dice: 5 Total: 5 (1-10)
PostPosted: Wed Apr 11, 2012 6:14 am


Quote:
5-6 : You feel almost... Tranquil. (+1 concentration)

+1 Concentrate point
=======================
After her first failure, Arynek tried again. She emptied her mind but concentrated at the same time. A few minutes later, she feel......so calm...

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
Meegane rolled 1 10-sided dice: 10 Total: 10 (1-10)

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
PostPosted: Wed Apr 11, 2012 6:36 am


Quote:
9-10 : You feel light as a feather, and surprisingly at peace with yourself. (+3 concentration)

+3 Concentration points
Result: 1 + 3 = 4 Concentration points
{{You've gained 1 Horseman point!}}
==========================
When she felt so calm, Arynek knew she was almost there. All of a sudden, the shadow ghoul felt like as if she became a feather, floating around, with peace deep inside herself.
Meegane rolled 1 100-sided dice: 81 Total: 81 (1-100)
PostPosted: Wed Apr 11, 2012 6:48 am


Quote:
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)

Result: +2 Horsemen Points
{1 + 2 = 3 Horseman points}
====================
Arynek felt the peace from inside, however, it didn't last long. Following the peace was turmoil. The shadow ghoul suddenly recalled the horrible experience she had in the hidden place of Famine, she nearly died, the pains and tortures she had and moreover, her helplessness. It was just the most horrible nightmare.

She knew she couldn't be scared by this forever, she battled with it. She told herself it was over and she did escape from that place. She didn't notice sweats keep falling down from her forehead and she looked like very painful...........

The stronger she believed it was over and she shouldn't be frightened, the weaker the nightmare was. She had no idea how long she spent in her meditation, but when she opened her eyes, she felt so good.

Her heart was so calm and peaceful, she could feel the lightness and comfort from inside.

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
PostPosted: Wed Apr 11, 2012 9:05 am


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

Outcome:

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PostPosted: Thu Apr 12, 2012 5:40 am


{Day 3}

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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.


Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
Meegane rolled 1 6-sided dice: 1 Total: 1 (1-6)

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
PostPosted: Thu Apr 12, 2012 6:56 am


She was not sure what to learn today, she thought it while wandering around. She found a large, cavernous room which is extremely dim.....she could feel a scent of ancient rock in the air, blowing gently towards her. Arynek, the curious ghoul, decided to walk in and have a look.

Her senses were mused once the shadow ghoul entered the room. Unconsciously, she was pulled towards one of the niches. Even though they were very similar, Arynek had a strange feeling towards a particular nich, as if it was meant to her. She was kinda happy with this.

The next moment, she found herself slipping through a slim rock passage to a new room. She could see that there was a passage aside of each nich. It was strange that she knew each of the rooms had tailored for a challenge.

In the room, she saw a piece of glittering jewel rested on a cushioned pedestal. The jewel gave her a sense of sacred feeling. When she took a closer look to the jewel, it revealed to be a circlet. Arynek spotted that in the center of it, a perfectly cut diamond was set there. Before she could pick it up and finger it, there was a subtle rumblings began somewhere, Arynek believed it was a singal of something was approaching........From her Uchitels, the shadow ghoul knew that some gems provide magical powers to the wearer. Without alternatives, she immediately put the circlet onto her head.
=========================
Gem received: The Diamond-Set Circlet
Meegane rolled 1 20-sided dice: 3 Total: 3 (1-20)
PostPosted: Thu Apr 12, 2012 7:46 am


Upon wearing, Arynek could feel nothing, just a sense of something was different. All of a sudden, lines of projectiles were thrown to the shadow ghoul. She found she reacted unconsciously by throwing her arm up, Arynek could feel some sort of intangible protection was there, blocking some of the projectile raids. Arynek was not even hurt by any attack, it was not a good idea to stay here any longer, she got that idea.

Since the attacks were coming from the entrance she entered this room, it would not be a nice idea to get out from that. She scanned around to see if there was another way out. The room wasn't big enough to waste her time, with the invisible shield, she made out the exit on the other side. As a result, she dashed across the crazy raid of the projectiles with her arm still positioned up and later she found herself safely reached the exit.

After completing the challenge, she automatically went back to the cavernous room as if someone was guiding her in her mind. Once arrived the room, she found the circlet wasn't on her head anymore, she got a strange belief that it had been returned to the cushioned pedestal.

The whole experience was kinda strange and thrilling. When she was unconscious, it's weird that she would knew what was coming to her, as if she got some prediction or prophetic abilities. Even she never visit this place before, she could know that there were a passage aside each of the niches, to a room tailored for a particular challenge. Moreover, she could ensure that the jewel was returned.

Why?

Is there any special power behind? Where did the power come from? Did it know the advent of Arynek?
====================================
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.

{Complete the course}

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
PostPosted: Thu Apr 12, 2012 8:59 am


POINTS DISTRIBUTION

[ Horsemen Points Distribution: ]

User Image - Blocked by "Display Image" Settings. Click to show.

+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.


Outcome: 1 + 1= 2
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PostPosted: Fri Apr 13, 2012 5:58 am


{Day 4}

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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 3d6 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 6d6 to get: 3, 4, 1, 3, 2, 4; I do 1dmg and take 4dmg, my doppelganger takes 3 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


Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
PostPosted: Fri Apr 13, 2012 10:00 am


Yesterday, Arynek got an interesting and thrilling experience with the jewel room, so she though it won't be a bad idea to wander around the Isle again, maybe something fascinating was waiting for her?

Since she ventured underground yesterday, she had a feeling that she would find something underground today. After walking in million...no billion of circles, the shadow ghoul began to think it might not be a good idea. Fortunately, after a while, she saw something different at last. A long corridor which seemed to be endless. The only lighting came from the torches along the two sides. Arynek could barely make out the carvings of the Death on the walls.

What would be waiting in the far end?

Being curious and didn't want to return with nothing, she walked towards the end. Upon reaching, she found a big, big cavern. There was nothing, except five mirror in full length. Each of their frames was decorated with carvings that gave ancient and elegant lines, with a name engraved on the top of the frame.
Mirrors, only mirrors, but nothing......The shadow ghoul was a bit disappointed.

"Well, since I am here already, not bad to check the mirrors, they are beautifully designed" She thought.
Meegane rolled 4 6-sided dice: 5, 4, 3, 6 Total: 18 (4-24)
PostPosted: Fri Apr 13, 2012 11:24 am


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.

Battle 1: Mirror Aporia
=========================================
Arynek approached the mirrors and took a closer look into one of them, which was the Aporia. The reflection of the shadow ghoul was a bit odd, so Arynek decided to touch it as to examine its surface. As she reached out her arm, she felt a tap on her shoulder. A figure with a pose about to attack was stooding there.

"It is........me?"

She doubted with a shocked expression. What she saw was a horseman, she was sure that was a horseman, but with an appearance similar to her so much? Was that even possible? Was that the challenge from the mirror? She believed there would be one figure waiting for her in each mirror.

She took a closer look at the doppelganger, it seemed that "she" won't attack until she did. Arynek could felt that the Fear from "her" was much stronger than hers and "she" looked more aggressive than the shadow ghoul.

"If this is a challenge, I will take it!"

Arynek determined to attack first. Her cloak, as if alive, reached out quickly and cut the horseman in arm. It was a weak attack. The horseman self fought back, "she" broke part of the cloak with "her" weapon. Arynek felt a bit painful as the cloak was part of her natural self, she was sightly injured, but the horseman self dissipated because of the recoil damage. It seemed to suggest the instability of the mirror doppelganger itself.
==================================
Opponent Original HP: 30/2 - 5 = 10HP
Dice: 4d6 {Y1} 5, 4, 3, 6
Damage taken: 3 + 6 = 9
Extra: Due to instability, your doppelganger takes 100% recoil damage from its own attack!
Damage done: {(5 + 4) - 6} + 9 = 12
----------------------------------------------------------------------------

Damage taken: 9
Arynek: (30 - 9) = 21/30 HP
Damage done: 12
Opponent: (10 - 12) = -2/10 HP {DEFEATED}


---------------------------------------------------------------------------------------

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
Meegane rolled 4 6-sided dice: 6, 1, 6, 1 Total: 14 (4-24)

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
PostPosted: Fri Apr 13, 2012 11:35 pm


Wrong post
Meegane rolled 6 6-sided dice: 5, 2, 2, 3, 4, 5 Total: 21 (6-36)
PostPosted: Sat Apr 14, 2012 2:17 am


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 6d6 to get: 3, 4, 1, 3, 2, 4; I do 1dmg and take 4dmg, my doppelganger takes 3 dmg total.

Battle 2: Mirror Elpis
=========================================
After fighting the horseman self, Arynek felt a bit tired, she sat down and rested on the nearest thing. Unfortunately, she was not careful enough.
The shadow ghoul felt something cool, and she turned around........

Oh no.....it was another mirror! Arynek was not surprised that another doppelganger was standing behind her. This time it was a sexy lady?
"She" looked a grown-up version of the shadow ghoul, Arynek could identify "she" is from her species because of the cloak.

Even Arynek knew "she" was stronger, she decided to take the challenge. Her cloak reached out and made a slash on the "future" Arynek. "She" returned her a flavor by creating a strong aura to make mental attack.
==================================
Opponent Original HP: 30/2 - 5 = 10HP
Dice: 6d6 {Y1} 5, 2, 2, 3, 4, 5
Damage taken: (2 + 3 + 4 + 5) - 6 = 8
Extra: Due to instability, your doppelganger takes 50% recoil damage from its own attack!
Damage done: {(5 + 2) - 6} + 8/2 = 5
----------------------------------------------------------------------------

Damage taken: 8
Arynek: (21 - 8 ) = 13/30 HP
Damage done: 5
Opponent: (10 - 5) = 5/10 HP

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
Meegane rolled 6 6-sided dice: 4, 5, 4, 3, 2, 3 Total: 21 (6-36)

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
PostPosted: Sat Apr 14, 2012 4:45 am


Battle 2: Mirror Elpis
=========================================
Since Arynek knew the weakness of herself well, her attack was an effective one. However, the same applied to the "future" her, she was mentally injured. Her attack was affected by the aura.

Arynek made another attack, the attack was so strong that the "future" her couldn't stand but screamed before dissipated. However, before she dissipated, she used her nails to stretch her, making obvious wound on her left arm, making a long slit on her sleeves.
==================================
Opponent Original HP: 30/2 - 5 = 10HP
Dice: 6d6 {Y1} 4, 5, 4, 3, 2, 3
Damage taken: (4 + 3 + 2 + 3) - 6 = 6
Extra: Due to instability, your doppelganger takes 50% recoil damage from its own attack!
Damage done: {(4 + 5) - 6} + 6/2 = 6
----------------------------------------------------------------------------

Damage taken: 6
Arynek: (13 - 6 ) = 7/30 HP
Damage done: 6
Opponent: (5 - 6) = -1/10 HP {DEFEATED}
Reply
{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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