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Frezir rolled 1 12-sided dice:
7
Total: 7 (1-12)
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Posted: Fri Apr 13, 2012 5:05 pm
[[hp 18/30, rainforest]]
Nothing seemed to be wrong.
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Frezir rolled 1 12-sided dice:
3
Total: 3 (1-12)
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Posted: Fri Apr 13, 2012 5:06 pm
[[hp 16/30, rainforest]]
Too much water, once again. Genora sniffled as she looked as her little rainforest.
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Frezir rolled 1 12-sided dice:
4
Total: 4 (1-12)
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Posted: Fri Apr 13, 2012 5:15 pm
[[hp 16/30, rainforest
+1 Horseman point]]
Angenora's eyes lit up when she found the tiny flower in her rainforest. She smiled as she was given props.
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Frezir rolled 1 12-sided dice:
9
Total: 9 (1-12)
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Posted: Fri Apr 13, 2012 5:18 pm
[[hp 13/30, rainforest]]
Genora frowned as her environment was getting worse.
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Frezir rolled 1 12-sided dice:
3
Total: 3 (1-12)
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Posted: Fri Apr 13, 2012 5:21 pm
[[hp 11/30, rainforest]]
And too much water was killing it. Genora started to sniffle again.
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Frezir rolled 1 12-sided dice:
7
Total: 7 (1-12)
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Posted: Fri Apr 13, 2012 5:22 pm
[[hp 11/30, rainforest]]
nothing happened.
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Frezir rolled 1 12-sided dice:
2
Total: 2 (1-12)
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Posted: Fri Apr 13, 2012 5:31 pm
[[HP: 11/30, rainforest ]]
Genora sighed as she felt bad that her idea didn't work.
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Frezir rolled 1 12-sided dice:
9
Total: 9 (1-12)
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Posted: Fri Apr 13, 2012 5:32 pm
[[HP: 8/30, rainforest ]]
Genora's environment was dying!
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Frezir rolled 1 12-sided dice:
4
Total: 4 (1-12)
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Posted: Fri Apr 13, 2012 5:34 pm
[[HP: 8/30, rainforest
+1 Horseman point]]
Genora smiled when she found another flower!
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Frezir rolled 1 12-sided dice:
11
Total: 11 (1-12)
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Posted: Fri Apr 13, 2012 5:35 pm
[[HP: 8/30, rainforest ]]
Ktur tried to help, but thankfully nothing happened.
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Frezir rolled 1 12-sided dice:
8
Total: 8 (1-12)
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Posted: Fri Apr 13, 2012 5:36 pm
[[HP: 3/30, rainforest ]]
Genora was getting upset and decided to kick her rainforest.
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Frezir rolled 1 12-sided dice:
6
Total: 6 (1-12)
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Posted: Fri Apr 13, 2012 5:37 pm
[[HP: -12/30, rainforest ]]
A swarm of vicious looking bugs appear out of nowhere and burrow into the ground, ruining any progress. Genora cried as her rainforest had finally died on her.
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Posted: Sat Apr 14, 2012 2:56 pm
Day five:
It was the end of a week that had lasted entirely too long in Sheridan's opinion. While it had not been so physically stressful as his week with the war clan (not to mention the distinct lack of new cuts and bruises) he had not especially enjoyed his time on the famine isle.
That wasn't to say that he had entirely -hated- it. He had certainly found the training and classes interesting, fascinating even. As a creature of science he greatly appreciated the idea of experimenting and scientific knowledge, and he certainly understood the strategic importance of all he had learned. Maybe it was the land itself that he dislike, the heat, the sand, the dry air, the underground dorms, the infernal moths and bugs that insisted on flying around his ears! Or maybe it was the fact that the horsemen of the famine clan all seemed to be completely and utterly insane, bonkers, off the deep end. And why were they so touchy? HE DID NOT WANT TO BE TOUCHED BY HORSEMEN!
Snort, he'd be glad to return to Ammityville.
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Posted: Sat Apr 14, 2012 2:59 pm
iStoleYurVamps POISON/ ANTIDOTE CRAFTING:The ability to make poisons and potions from few materials is considered a vital skill for the clan of famine. When resources are scarce, one must improvise and use the tools at their disposal. Or just mix things and force something to drink it, (or injection, that sometimes yields much better results). Those wishing to make a poison not only need to know what is effective and what is not, but how to cure it as well. Killing a test subject too soon is…inadvisable.
Sadly, students will not be getting to play around with the more dangerous ingredients and runes, but they will get to make a few ‘interesting’ concoctions with the various ingredients they have. Aside from making their minor poison, they must also make an antidote. Untimely, their goal is to create more than what they destroy as then they can harvest more ‘results’ at a later time.Stage One Students are led to a table littered with various possible materials. Rolling 3 d 10, they get 3 ingredients. If one is rolled twice, (two of the dice give the same number) they may roll again until they have 3 different ingredients. 1- Thyme (+2) 2- Mint (no bonus) 3- Mandragora root (+1) 4- Dried dragon blood (+1) 5- Human’s tears (-2) 6- Mysterious mushrooms (+1) 7- Filtered Water (-1) 8- Mysterious yellow substance of questionable origins ( -2) 9- Rune stone (+1) 10- Foxglove (+2) Add up the points for your ‘unrefined’ solution. Stage Two Taking your mixture to the filtration system, a smaller version of a chemist’s set, you must roll 1 d 4 to determine how well you refined your poison. 1- Not much seems to have changed but now it’s an odd thick brown paste. (no change to your poison, UNLESS in the negatives in which it gains +1) 2- It looks… like the color changed? (+2 to your poison!) 3- The result is a glowing blue thick liquid. (+3 to your poison!) 4- You end up with a clear, if slightly tinted liquid (+4 to your poison!) Taking your Original results from the ‘unrefined’ solution and adding the filtration bonus, you now have your POISON TOTAL. Stage Three Now onto making an antidote. The table of ingredients sits rights next to the poison…probably not the best idea, given how some might mix the two. Rolling 3 d 10, students get 3 ingredients. If one is rolled twice, (two of the dice give the same number) they may roll again until they have 3 different ingredients. 1- Thyme (-2) 2- Cactus flower (+2) 3- Human’s Blood (+1) 4- Dried human’s blood (+2) 5- Human’s tears (-2) 6- Crushed skulls (+1) 7- Filtered Water (NO CHANGE) 8- Mint (-1) 9- Rune stone (+1) 10- Foxglove (-1) Add up the points for your ‘unrefined’ solution Stage Four Taking your mixture to the purification station, it’s a battery of small open flames and strange symbols, you must roll 1 d 4 to determine how well you refined your antidote. 1You end up with a thick tar like substance. (+4 to your antidote!) 2- It’s a glowing red paste now (+3 to your antidote!) 3- Not much changes, it just got a little thicker (+2 to your antidote!) 4- You end up with a clear, if slightly tinted liquid (no change to your antidote, UNLESS in the negatives in which it gains +1) Taking your Original results from the ‘unrefined’ solution and adding the purification bonus, you now have your ANTIDOTE TOTAL. Stage Five The student must now administer their poison and antidote to a small mouse, bird or fish minipet raised to gauge how effective a poison is. They're kept in one of the tanks nearby. They can administer their creations by mouth or by injection. NOTE! To be considered a ‘pass’ the antidote MUST be stronger than the poison, even if it is in the negatives. If they are equal it is considered a fail. POISON BREAK DOWN -3 to 0 <- It's pretty vibrant but apparently you want it turning dark 1-2 <- A few black spots here and there, not much really 3-4 <- The black outweighs the color in ratio now, it's pretty good actually! 5+ Your minipet is a deep black, good job! ANTIDOTE BREAK DOWN -3 to 0 <- It doesn’t seem to help at all, it's still back 1-2 <- Helps a bit, but only a few dots of color have come back 3-4 <- The subject is cured! Back to their normal color. Well done! 5+ Your subject is not only cured, but extremely better than before! The colors changing on their coat. POINTS DISTRIBUTION [ Horsemen Points Distribution: ] (Select only one option based on your results) TO OBTAIN 3 HORSEMEN POINTS: YOU MUST HAVE A +3 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE TO OBTAIN 2 HORSEMEN POINTS: YOU MUST HAVE A +2 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE TO OBTAIN 1 HORSEMEN POINT: YOU MUST HAVE A +1 DIFFERENCE IN THE POISON AND THE ANTIDOTE. POINTS MUST BE IN THE POSITIVE RANGE POSITIVE RANGE DOES NOT INCLUDE ZERO. A PASS ALONE DOES NOT AWARD POINTS.
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Amon Larethian rolled 3 10-sided dice:
6, 6, 6
Total: 18 (3-30)
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Posted: Sat Apr 14, 2012 3:20 pm
It was a concept that had caught his interest. Poisons, antidotes, the knowledge of such would be a great strategic advantage. Already he had thought of the idea of combining poison with the bow and arrow he had learned to use the previous week. With such a weapon, even a single hit could mean the end of his enemy. A smirk had crossed his expression at the thought.
However as he looked over the various ingredients and equipment the smirk had faded, disappointed at the lack of more lethal and interesting ingredients. It was a fleeting disappointment, logical thought taking over. It would have been foolish to start with the most lethal of toxins, accidents with such ingredients would be...unfortunate, to say the least. Well then, he would have to satisfy himself with the ingredients that were available. After all, he had to start somewhere, right?
Hmm... His tail flicked thoughtfully back and forth as he looked through the various ingredients. Mushrooms, he'd had quite enough of mushrooms thank you very much! After his experience with the war clan's mushrooms, he wasn't sure he'd ever eat another mushroom ever again, EVER. And yet, if one mushroom could have had such an effect, perhaps these could have an equally dangerous effect.
(( ingredients: mysterious mushrooms (+1) ))
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