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This is Halloween Crossroads 

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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
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Blade Kuroda rolled 1 10-sided dice: 1 Total: 1 (1-10)

Blade Kuroda

Militant Raider

PostPosted: Wed Apr 11, 2012 10:05 pm


However, he twitched slightly as his concern for Mitsu began to rise once more. He was going through quite a bit here, witnessing many things. What was she going through? He was going to need to text her later.

Concentration: 2
Blade Kuroda rolled 1 10-sided dice: 6 Total: 6 (1-10)
PostPosted: Wed Apr 11, 2012 10:08 pm


Shaking his head to himself, he let out a breath and kept working on honing in his focus. Shun kept his eye closed, breathing in and out slowly, controlled. It was then that he managed to go into a completely tranquil state.

Concentration: 3

Blade Kuroda

Militant Raider

Blade Kuroda rolled 1 100-sided dice: 15 Total: 15 (1-100)

Blade Kuroda

Militant Raider

PostPosted: Wed Apr 11, 2012 10:20 pm


The tranquility didn't stay for long. As he was sitting there with his eyes closed and his mind cleared, the dark thoughts started to flow on in. Once more, the image of being taken out by Mitsu as a sword and shield, he jerked his eyes opened. Letting out a sigh, he rubbed his head. This was going to be bothering him for awhile. He just knew that much.

Tokens: 1
PostPosted: Thu Apr 12, 2012 10:57 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.


Kaiyumi


Kaiyumi

PostPosted: Thu Apr 12, 2012 11:09 pm


First, the forge, and now this giant room. It was a wonder how Xiu managed to find these places in the first place. Either she actually had a decent idea of the general layout of this island, or she...went whichever random way that was convenient.

Oh, Shun. Why were you still letting Xiu take the lead from time to time?

Whatever the case, the baku did manage to lead them to something interesting that day. Her tail was swishing behind her as she surveyed the room, noting that this room appeared to branch off into smaller ones. How strange...what was this about? "Could this be one of the training courses that we're allowed to try, aniki?" She voiced aloud, peering up at the reaper with round eyes.

It almost seemed as if...one of those paths was calling out to her. How strange...?
Blade Kuroda rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Thu Apr 12, 2012 11:13 pm


Shun was letting Xiu lead him around because he didn't really care where he ended up. Pausing as they ended up in a rather odd room, he looked around, trying to see what the place was all about. It was a rather cavernous place, but that was all he could really tell right now.

"It may just be..." he said while looking towards the various rooms around. He noticed there was a pedestal with some sort of jewelry upon it.

"I think we need to pick one of these..." he murmured while making his way towards one of the rooms. This one had a ruby bangle sitting upon the cushion. Looking it over for the moment, he slowly picked it up before hearing a distant rumble. He then went ahead and put it on.

Blade Kuroda

Militant Raider

Kaiyumi rolled 1 6-sided dice: 1 Total: 1 (1-6)

Kaiyumi

PostPosted: Thu Apr 12, 2012 11:20 pm


"I'll meet up with you after then," She chirped, before immediately heading towards the path directly by the one Shun had chosen. There was something about this particular path that was calling her. What could it be?

When she made it into the room, she noted with confusion that, save a pedestal, it seemed completely empty--there was no clear indication of what her task would be. Frowning, she moved closer to the pedestal, her expression changing to one of awe at the diamond circlet that sat on it. How pretty! Though besides that fact, could it be that she was supposed to...?

Hesitantly, Xiu lifted the circlet off from its resting place and set it on her head. Almost immediately after, she heard a whizzing sound as something headed her way.
Blade Kuroda rolled 4 4-sided dice: 3, 1, 4, 3 Total: 11 (4-16)
PostPosted: Thu Apr 12, 2012 11:38 pm


Suddenly the floor dropped beneath him, and Shun let out a startled cry. Shaking his head, he quickly looked around once he had landed, trying to see where he was now. It looked like he was above some sort of small maze. Inside was a small shade of sorts.

It looked up to him, as if seeking direction.

Blinking, the reaper pointed it to go forward, only to see it get crushed by a moving wall. So much for that.

Blade Kuroda

Militant Raider

Kaiyumi rolled 1 20-sided dice: 12 Total: 12 (1-20)

Kaiyumi

PostPosted: Thu Apr 12, 2012 11:50 pm


Oh jack, this room was trapped! The baku panicked, instinctively lifting her arm in an attempt to protect her face from the oncoming arrow. She waited for the sharp tip to graze against her skin, but it never did. Instead, to her surprise and confusion, the arrow suddenly bounced back away from her the moment it reached her, as if it had hit an invisible wall.

She was hit quickly by the realization that it was the circlet protecting her, and when she turned to see arrows whizzing across the length of the room and the exit at the opposite side...well, it became pretty clear to her what her task would be.

Xiu had confidence that she could do this. Er, well, hopefully, anyways. She was small and had decent speed, enough so that she should be able to get through in one piece. She took a deep breath, taking a few steps back. On a count of three...

The ghoul bolted forward, squeaking as the flurry of arrows zipped past her, some of which came dangerously close to her tail. Even with the protection of the circlet, she was still paranoid about being struck by any of the arrows. The moment she got three quarters of the way through the room, she broke into a sprint and zipped through the exit...

...Only to find herself back in the large room that she had started in. The circlet was gone--she figured it had returned back to its pedestal--but the burning sensation in her legs remained. She had not been prepared for such a run!
PostPosted: Sat Apr 14, 2012 11:20 am


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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


Blade Kuroda

Militant Raider

Blade Kuroda rolled 3 8-sided dice: 8, 3, 4 Total: 15 (3-24)

Blade Kuroda

Militant Raider

PostPosted: Sat Apr 14, 2012 11:25 am


Shun somehow managed to find himself in a room full of mirrors. This must have been the place Mitsu had mentioned. Furrowing his brow, he looked over the mirrors, noticing each one was labeled differently. He didn't really pay much attention to what their names were. In any case, it was curious for what they were doing here, so far underground.

Looking at one of the mirrors, he paused as he noticed there was a flicker within his reflection. Trying to get a better look, he suddenly felt a tap on his shoulder. Behind him, he saw.. himself.

The doppleganger bowed to him, then took on a fighting stance. The Reaper narrowed his eye before doing the same. So it wanted to fight. That was fine with him. There was a moment of silence and stillness as the two stared each other down. Shun shifted to the side briefly, only to watch his mirror image do the same. If this was himself, he could guess this meant it had all his moves.

It had his weaknesses too then.

Quickly, he moved forth feigning a strike to the doppleganger's right, drawing his attention. Just as the other countered, he lashed out towards his left, kneeing him hard in the ribcage. Deimos staggered back from the blow but was quick to retain his balance.

HP: 35
Deimos: 11
Damage: 9
Damage taken: 5
Blade Kuroda rolled 3 8-sided dice: 3, 7, 5 Total: 15 (3-24)
PostPosted: Sat Apr 14, 2012 11:32 am


The doppleganger began to move towards the side, slowly. And in turn, Shun moved as well. Since this was himself, he knew he couldn't really pull that last stunt off again. He'd have to come up with something else. Narrowing his eye, he watched as his double made the first move this time. He managed to dodge the first strike, as well as block the kick coming up to him.

The reaper attempted to retaliate, landing a punch to the Deimos' torso. As he was about to follow up, his attack was blocked. He felt two hard thuds to his chest, followed up by a strong kick to his side. Grunting, he shifted back, gritting his teeth. That had been quite the attack, and he was going to have to be careful.

HP: 25
Deimos: 7
Damage: 4
Damage taken: 10

Blade Kuroda

Militant Raider

Blade Kuroda rolled 3 8-sided dice: 7, 6, 5 Total: 18 (3-24)

Blade Kuroda

Militant Raider

PostPosted: Sat Apr 14, 2012 11:37 am


Shun took a moment, letting out a breath as he focused on his mirror image here. It wasn't easy fighting himself, that was for certain. Shifting forth, he went to engage once more, throwing a kick first. The attack was blocked and the doppleganger moved forth to strike back, swiftly kicking the reaper in the leg.

Grunting, he went down onto one knee before looking up. The other was about to strike him down. Quickly, he struck him in the midsection twice. Standing up quickly, he grabbed onto the false!Shun and threw him down.

The doppleganger vanished after that, leaving him feeling a little weary here.

HP: 15
Deimos: 0
Damage: 7
Damage taken: 10

Shun wins! + 1 point
Blade Kuroda rolled 6 8-sided dice: 3, 5, 3, 8, 6, 5 Total: 30 (6-48)
PostPosted: Sat Apr 14, 2012 11:47 am


That battle had been a little more difficult than he had expected, seeing how it took out a chunk of him. Taking a moment, Shun looked towards the other mirrors. Did they all do things like this? His gaze lingered on one of them a little too long and he saw it flicker once again. Furrowing his brow, he quickly turned around, expecting to find himself again. Well, he did.

Only, it was an older version. He almost looked like his father in a way. There was a particularly cold look in his good eye, even moreso than how Shun normally was. Warily, he took a step back from the Elpis doppleganger.Without much of a warning, the future him summoned his daggers and lashed out at him. They didn't look too different from what they were now.

Eye widening, he was surprised at how quickly the doppleganger moved. He was barely able to get out of the way as he felt one of the daggers bite into his side. Quickly, he struck himself back, punching the older reaper a few times in turn. If it did much good, the Elpis certainly didn't show it. No, instead, he kept going forth, shifting the grip of one of the daggers before plunging it into his belly.

Shun gasped as he felt the cold steel buried in his gut, freezing from the sudden pain. He stared right into his double's eye before letting out a cry as he felt the blade twist abruptly. The doppleganger soon dispersed into smoke, encasing his entire body.

And the next thing he knew, was that he was back where he started.

HP:-1
Elpis: 5
Damage: 10
Damage taken: 16

Shun has been defeated!

Blade Kuroda

Militant Raider

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{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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