Welcome to Gaia! ::

THIS IS HALLOWEEN: Crossroads

Back to Guilds

This is Halloween Crossroads 

Tags: This is Halloween 

Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
[Training] All that Glitters... (Calder Solo)

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

MoonKitsune

Romantic Exhibitionist

PostPosted: Wed Apr 11, 2012 10:13 pm


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


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.


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


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.


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


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.

MoonKitsune rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Wed Apr 11, 2012 10:14 pm


Calder walked through a dark corridor, the sounds of his hooves the only sound as he passed. It was too quiet, and even his hoof-falls seemed muffled somehow. Despite it unnerving him at times, there was a calmness in everything being so quiet. It gave you a breather from all the Chaos his life seemed to be in, and he breathed out, almost hearing his heartbeat in his ears as he walked.

The cool smell of stone made him think of underwater caves, and he paused, turning when he noticed a very cramped corridor. There were no signs here, but something told him to go there. Curiosity perhaps?

Moving past the stone walls, he entered another just as scarce of anything as the others. However, there was a pedestal and on that pillar was a cushion, and a simple ring. Metal woven and polished to a fine gleam to embrace a richly violet stone. A sucker for jewelry, he moved over. Nothing he owned was this beautiful, and looking about, he lightly touched it.

No alarms. No guards. No warnings to not touch.

Pushing his luck, he slowly slipped it on, smiling as he held his hand out. Oh yes. He did look good in purple.

MoonKitsune

Romantic Exhibitionist

MoonKitsune rolled 2 12-sided dice: 2, 6 Total: 8 (2-24)

MoonKitsune

Romantic Exhibitionist

PostPosted: Wed Apr 11, 2012 10:16 pm


Instead of a 'Don't Touch' warning, Calder hear shouting at the end of the room. Out of nowhere, a herd of warriors appeared to charge at him. Jumping back, Calder tried to shove off the ring, but it wouldn't budge. "I'm sorry! I didn't know it was yours!" He cried, but the warriors did not respond, racing at him.

It was while Calder pulled on the ring that he noticed the ground shift. Then, as if the ring spoke to him, he knew that it was doing. It was a MAGIC ring, and of monster who didn't get to practice magic, it was amazing.

Calder looked back up at the warriors, and threw his hand out, concentrating.

The ground shot up, gripping boots as they landed, but not all of them. While he stopped a good number, a good number more were upon him, and without a weapon or anywhere to go, he shook his ring hand to try and have it save him. To answer, a trap door opened and he was dropped down just before any weapons made him into a pincushion.

He arrived on his back at the mouth of the cavern, and groaning and sore, he knew that he somehow lost. Looking back at his hand, he also noticed he didn't get away with the pretty ring.

"Awww." This sucked.
PostPosted: Thu Apr 12, 2012 9:56 am


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


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


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


[ 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


MoonKitsune

Romantic Exhibitionist


MoonKitsune

Romantic Exhibitionist

PostPosted: Thu Apr 12, 2012 11:48 pm


Exploring had a dangerous side - and that side was getting lost. Calder had a funny habit of it. Sometimes he could straight shoot out of a place when in a panic, but when he was exploring new areas, he usually ran around in circles. It was impossible to find out where you were sometimes. There were no trees, and one spire often looked like the other. Everything blurred, and soon he was left in a series of caverns that put him on edge. It could be that everything was the same or he had passed that same hallway more than a million times already, and he had to wonder just how big the territory of this clan was - and just how far away he was from anywhere familiar. The last thing he wanted to do was call for help. As silent as it was here, he was sure EVERYONE would hear him, and even though he would be rescued, he'd probably be kicked out too.

Then as he progressed, he noticed strange paintings on the walls, and his heart raced when he noticed they were older horsemen painting, unique but similar to that of the War clan before he entered the cavern with the strange runes. This time, however, he did not have Amrita with him. While he was glad he wouldn't have to worry about someone else getting hurt, he did feel concerned he was alone.

Still, he was here now, and if this clan also had runes, did this mean they were all hiding these same energy? If so, he had to know - and would be wary if he did feel any overpowering Fear.

This did not happen, and as he moved, the painted walls opened up to a large room where several mirrors were set in a circle.

Strange. In fact, he almost wished there were mirrors in their dorms, and he slowly walked over, looking at his reflection and checking his hair. Ouch. He looked like hell, but....his hair was turning darker and longer. Almost full black now. I'm growing up.

A firm hand pressed on his shoulder, and he spun expected a horsemen to tell him what he was going.....but he didn't see a horsemen.

He saw a kelpie.

A lank, somewhat muscular stallion with long black hair wearing a kilt in the same patterns as him, and Calder had to take a moment to process he wasn't looking into a mirror. The kelpie was older, but....but it looked like Him. Well, him but much older. Like a elder brother!

"You're...."

The kelpie narrowed his gaze upon him. "You." He said, his voice smooth. Damn he sounded good.


Mirror - Elpis
MoonKitsune rolled 6 10-sided dice: 5, 2, 8, 3, 7, 4 Total: 29 (6-60)
PostPosted: Thu Apr 12, 2012 11:52 pm


This stallion had his slender face, soft features, yet he was bare chested, built, with long black hair flowing out in all directions. A tartan was about his chest, and his kilt was held up by a leather belt and a heavily decorated sporran. He was gorgeous, and Calder wanted to compliment himself, but his future self was not pleased.

Moving over, he turned and kicked Calder in the side, causing the young boy to be tossed past the mirrors. "What a waste of mah time. This place. Yew should have saved yur years training at tha clan than messing around here." His voice was strong, and Calder, clutching his ribs, looked up from the floor.

His future self was speaking like Murchadh. No. He was speaking like a clansman.

Rising up, he took a stance. If he wanted to fight, he'd fight. Raising up his hands, he lashed out, but barely touched the man before he was gripped by the neck and thrown again. "Yu'll never get aenywhere here. I've just had tu work catchin up to tha others when I returned and forgetting all this useless crap." His voice was thickly accented, no longer mustering to keep his words clear for others as his father had taught him.
*

Calder HP: 34/50
Damage Done: 1
Future Calder HP: 11/20

*Watch me butcher up an imitation of Scottish Dialect!*

MoonKitsune

Romantic Exhibitionist

MoonKitsune rolled 6 10-sided dice: 3, 7, 6, 9, 9, 5 Total: 39 (6-60)

MoonKitsune

Romantic Exhibitionist

PostPosted: Fri Apr 13, 2012 8:33 am


Every part of him was sore, but he was impressed with his Future Self. This is what he would become if he stayed with the clan? It was very impressive, and he looked up with an excited anticipation - but it was soon soured.

Something felt wrong.

This Calder hated him here. This Calder disregarded his entire time at Amityville and here in the clans. All the work. All the friends. All those memories. He forgot them, and worse, sneered at them. How could he turn his back on his friends? And what of Barth?

"How could you have turned your back on all those memories? Weren't they important?"

A flick of his long hair and his future self moved to him. "Why would they be important to me? I don't visit them? I have no need to talk to them after? They have their lives. I have mine. I have other things to think about than people I will never meet or deal with again. It would have saved me time never to have talked to them in the first place."

He went to reach out, and when Calder evaded, he noticed that his future self looked worn. Maybe he was imparting his own feelings, but he felt he looked hurt too.

"I can't think that! I'm happy I met them all!" He threw his fist, and the stallion turned and kicked out. He had much more experience than him, and far more power, and while he felt the kick in his chest, his other self fell back as well.

Coughing hard, Calder looked around and saw that the place where his other had fallen was empty.


Calder HP: 11/50
Damage Done: 4
Future Calder HP: 0/20

Defeated Future Self 1
MoonKitsune rolled 6 10-sided dice: 7, 5, 1, 9, 4, 6 Total: 32 (6-60)
PostPosted: Fri Apr 13, 2012 8:35 am


There was a strong clack of hooves, and Calder turned, readying to see the clan version of himself, but this time it was not the same stallion. It was still him, no doubt about it, but he looked different. He was not dressed in his clan colors, but in modified boots about his legs, a white shirt, jacket, and shorts. His hair was tied up into a high pony tail, with earrings and a set of feathers in his hair.

He looked sad, staring down at the boil, before he rose him up onto his feet. He then stepped back, and took a fighting stance. Once he saw similar to his opponents back in War.

"You hurt her, you know." He said, and with that, he rushed forward. He did not kick, as was the fashion of his clan, but he threw his punches in patterns, and threw his entire weight into punching his chest, before catching him before he fell.

Frowning, his other self brushed his hair. "...how could you?" And then he let him drop.


Calder HP: 0/50
Damage Done: 6
Future Calder HP: 13/20

Defeated

MoonKitsune

Romantic Exhibitionist

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

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum