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Syusaki rolled 3 6-sided dice:
2, 1, 2
Total: 5 (3-18)
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Posted: Fri Apr 13, 2012 4:27 pm
Dev would have gotten up to smack her mirror image. Really, she would have, but instead the doppelganger made the first move. It pursed its lips, contemplating its next action as it began to flicker in and out, the wispy edges around it growing wispier and wispier the more damage it took on. The ghoul didn’t even need to hit it much to injure the doppelganger. It did it on its own. The reflection lashed out at Dev for a light hit, but that was it. The doppelganger was gone in a flurry of smoke, leaving Dev alone in the Room of Mirrors.
HP: 18/30 Recoil: 2 Damage: 0 Doppelganger: ded
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Syusaki rolled 3 6-sided dice:
4, 2, 6
Total: 12 (3-18)
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Posted: Fri Apr 13, 2012 4:28 pm
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. She was back in the Room of Mirrors. Dev stood up, sighing. That was enough excitement for one trip, so now would be a lovely chance to return to the dorms. She wiped her hands and turned around.
The path to leave was gone.
There was another indignant “Whit?” from Dev as she wildly walked around the room. The path. The path was gone. Where was it? She growled, turning to angrily face another mirror and glare at her own reflection. “Why ye…” There was another tap on her shoulder. This time she did not bother to look back before she lashed out at the doppelganger, now an identical image of her self.
HP: 13/30 Damage: 6 Doppelganger: 9/15
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Syusaki rolled 3 6-sided dice:
6, 3, 5
Total: 14 (3-18)
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Posted: Fri Apr 13, 2012 4:29 pm
The second doppelganger looked exactly like herself. It was a true mirror image of the cu sith. Glowing eyes glared at the replica. She stepped closer to land a punch, but it was infinitely more aggressive. It appeared to know all of Dev’s weak spots. The doppelganger grinned a toothy smile as it stumbled back, but confidently strode forward while its tail swished. It ducked low and managed to land a hit to a variety of sensitive points. Dev yelped.
HP: 3/30 Damage: 3 Doppelganger: 6/15
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Syusaki rolled 3 6-sided dice:
5, 4, 6
Total: 15 (3-18)
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Posted: Fri Apr 13, 2012 4:30 pm
They both weren’t doing well, but Dev more so. She clutched her side, bearing her teeth at the doppelganger with furious eyes. The cu sith let out an angry cry as she tackled the doppelganger to the ground. They both fell down, rolling across the floor as they hit and smacked each other whenever they could. She barely realized both of them were beginning to dissipate in another flurry of smoke. The next thing she knew, she was by herself and right back where she started. To her delight, the exit was here this time. She gladly got up and shuffled out.
HP: ded Damage: 9 Doppelganger: also ded
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Posted: Sat Apr 14, 2012 4:19 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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Syusaki rolled 1 6-sided dice:
4
Total: 4 (1-6)
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Posted: Sat Apr 14, 2012 4:20 pm
Dev had been in this cavernous room before. It felt familiar. She did not spend as much time soaking in the lack of scents and the dim lighting. Instead, she immediately closed her eyes to empty her mind of frivolous thoughts. She found a niche quicker this time, but she didn’t think it was the same one she picked last time. Dev couldn’t tell. They all appeared the same to her. The canine entered the passage, walking quietly until she stumbled upon another room. Unsurprisingly, it held a pedestal that showcased a piece of jewelry. The first thing she noticed was that it was not the green necklace from before, but instead a brooch that held a blue stone.
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Syusaki rolled 3 100-sided dice:
90, 42, 49
Total: 181 (3-300)
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Posted: Sat Apr 14, 2012 4:21 pm
She reached out to take the brooch and run her thumb over the smooth stone. It was deep blue so perhaps it was a sapphire. Dev hummed thoughtfully while she theorized what properties the piece of jewelry would grant her. The necklace had given her the ability to heal, so what about this one? When she clipped it on she noted it was heavier than it appeared. Then there was a rumbling. It was quiet at first, but quickly grew louder and louder until Dev realized that the sound was of stones tumbling.
When she turned around she saw the wall of stones placed in front of the only exit. Dev frowned. Her only way out was blocked, leaving her trapped. She walked over to the rocks and tentatively leaned over to push one. Eyes widened when she noticed it felt lighter than she took it to be. She grunted as she caused one to topple over before glancing down at the brooch pinned to her shirt. Dev was not this strong. This she knew. Was this the power of the brooch? It had to be. There was an instilled sense of hope in her, causing her to once more tend to the task of removing the stones. She managed to remove about half of the boulders before she yelled and flopped on one of the rocks. Dev was too tired to move anymore. She rolled onto her back and eyed the hole she had created. It was small, but she guessed she would be able to squirm through if she tried enough.
Dev stumbled to her feet, clambering over a few more rocks before she wormed her way through the hole and popped out on the other side. She fell to the ground on her bottom and let out a whine. Her body was covered in scratches and scrapes, but at least she had made it out.
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