Event 1: Town of Markry destroyed!
It has been reported that a small village off the coast of the fire nation has been devastated.
No one knows how or why it was destroyed let alone who's responsible for the atrocity. News has spread to your village and upon hearing it many know that the agitation caused could mean another war if not dealt with promptly. Your village council agrees, this must be investigated as soon as possible and sends you and your team (as well as possibly others) to gather information.
Notes:
Any rank member may join in. If your weak (genin level), you are stressed that this is an information gathering journey only, that you are to avoid confrontation if at all possible
(though whether you follow this advice or not is up to you).
Signed up:
Pm me to sign up for the event, I'll add your name here.
XxDevilStrigerxX
Darklord_Avalon
Yumemaboroshi
A Lazy Samurai
Don Shazo
Zavits W
come play
ssAntonio
The Blue Blue
Ele360
It has been reported that a small village off the coast of the fire nation has been devastated.
No one knows how or why it was destroyed let alone who's responsible for the atrocity. News has spread to your village and upon hearing it many know that the agitation caused could mean another war if not dealt with promptly. Your village council agrees, this must be investigated as soon as possible and sends you and your team (as well as possibly others) to gather information.
Notes:
Any rank member may join in. If your weak (genin level), you are stressed that this is an information gathering journey only, that you are to avoid confrontation if at all possible
(though whether you follow this advice or not is up to you).
Signed up:
Pm me to sign up for the event, I'll add your name here.
XxDevilStrigerxX
Darklord_Avalon
Yumemaboroshi
A Lazy Samurai
Don Shazo
Zavits W
come play
ssAntonio
The Blue Blue
Ele360
Quote:
Stage1:
Traveling to the village will take 200lines, remember your crossing the sea in some fashion as well when you do this. Note also that other players you see there "might" have been responsible as far as you know, so be careful around others as there is no limits on who can fight others in this event (though you may be eliminating possible allies as well should something pop up).
(First 100 lines should be in the country you left from, the second 100 should be here.)
Traveling to the village will take 200lines, remember your crossing the sea in some fashion as well when you do this. Note also that other players you see there "might" have been responsible as far as you know, so be careful around others as there is no limits on who can fight others in this event (though you may be eliminating possible allies as well should something pop up).
(First 100 lines should be in the country you left from, the second 100 should be here.)
Quote:
Stage 2:
-As You Arrive-
You arrive on the small island town to find the docks deserted and a disturbing quite crossing the wind, no sound of town folk going about there business, no birds tweeting in the tree tops, and most unsettling of all no sign of a struggle. It appears as if everyone simply up and left in the middle of the night, and yet the only way out, a series of large boats, remain at dock tied down to prevent being carried away by the ocean's tide.
The town within is just as quite with no presence of any sort of life or chakra signatures. The town itself is built around a large forest, the farms moved inland to be protected from the harsh winds on the shores and abundance of rock not found inland.
(You are, however, only to search the town itself, not the inland in this step.)
---What to do---
Explore the town seeking any sign of life (you will find none). You may make a search check (Int(x2) + Jutsu/Item + Buffs) vs 300 once you've rp'd out 50 lines.
You may make a second search check at 100 lines, another failure means you may make another search check at 200 lines, you may make no further checks. Note you don't have to make all the checks, one will suffice if you wish but the more you make the more you may learn.
(Note, Jutsu/Item usable as "search checks" are logically anything that would enhance your senses, possibly a small summon that could help you search for clue's (nothing large as that would just make a mess and likely make it harder to find clues), etc.)
Succeeding a search check allows you to find some broken plates, fallen buckets of water noting that while there may not have been a struggle it appears that anyone that did leave suddenly dropped whatever they where currently doing and left.
Succeeding a search check by 20% or more allows you to notice a disturbance on the towns church towers rooftop (higher than anyone not trained with ninja skills could reach without substantial effort). A few tiles are cracked as if at least a few hundred pounds where placed on them.
Succeeding a search check by 40% or more allows you to notice that all footsteps come to a sudden stop, begging the question how did people leave if by all tracks known they should have been still standing where their footprints ended.
......Note......
It is likely that you may run into other groups while here. The town is able to sustain a population of nearly 800 so it's small, but big enough that you "could" theoretically avoid each other. However with no one else present it would be difficult to not draw attention should you make any noise.
In fact no animals are even present, bugs, people, rats, birds, all seem to have vanished equally.
-As You Arrive-
You arrive on the small island town to find the docks deserted and a disturbing quite crossing the wind, no sound of town folk going about there business, no birds tweeting in the tree tops, and most unsettling of all no sign of a struggle. It appears as if everyone simply up and left in the middle of the night, and yet the only way out, a series of large boats, remain at dock tied down to prevent being carried away by the ocean's tide.
The town within is just as quite with no presence of any sort of life or chakra signatures. The town itself is built around a large forest, the farms moved inland to be protected from the harsh winds on the shores and abundance of rock not found inland.
(You are, however, only to search the town itself, not the inland in this step.)
---What to do---
Explore the town seeking any sign of life (you will find none). You may make a search check (Int(x2) + Jutsu/Item + Buffs) vs 300 once you've rp'd out 50 lines.
You may make a second search check at 100 lines, another failure means you may make another search check at 200 lines, you may make no further checks. Note you don't have to make all the checks, one will suffice if you wish but the more you make the more you may learn.
(Note, Jutsu/Item usable as "search checks" are logically anything that would enhance your senses, possibly a small summon that could help you search for clue's (nothing large as that would just make a mess and likely make it harder to find clues), etc.)
Succeeding a search check allows you to find some broken plates, fallen buckets of water noting that while there may not have been a struggle it appears that anyone that did leave suddenly dropped whatever they where currently doing and left.
Succeeding a search check by 20% or more allows you to notice a disturbance on the towns church towers rooftop (higher than anyone not trained with ninja skills could reach without substantial effort). A few tiles are cracked as if at least a few hundred pounds where placed on them.
Succeeding a search check by 40% or more allows you to notice that all footsteps come to a sudden stop, begging the question how did people leave if by all tracks known they should have been still standing where their footprints ended.
......Note......
It is likely that you may run into other groups while here. The town is able to sustain a population of nearly 800 so it's small, but big enough that you "could" theoretically avoid each other. However with no one else present it would be difficult to not draw attention should you make any noise.
In fact no animals are even present, bugs, people, rats, birds, all seem to have vanished equally.
Quote:
Stage 3:
-That Sinking Feeling-
As you search the town a sudden burst of heavy Chakra is near by. Anyone capable of spotting Chakra (Hyuuga) can see it very clearly coming from the inside of a mountain in the distance.
(Note people you can't "sense" chakra unless you have an ability that lets you do so, this isn't dragon ball z)
Otherwise you can see a large light in the distance and feel the ground rumble for a moment as if some sort of large explosion went off inland. A plume of smoke rises from one of the larger mountains where the explosion came from, as ash and debree begin to pellet the town.
(Post 100 lines to get to the mountain. This can be dodging debree, speeding through the forest, etc)
---Arriving at the mountain---
As you arrive at the mountains edge you see a large mine shaft entry way that appears to have collapsed during the explosion.
(If anyone tries to scale the mountain, the top has a crater. It's fairly apparent that there was some sort of implosion, but that the rubble caved back in making it nigh impossible to enter from where the hole was created).
The air feels heavier the closer you get to the mountain, as if some powerful Jutsu has been unleashed and the air hangs heavy with the Chakra used to unleash it, making it thick and on the verge of painful to move through.
---Interact---
It will be fairly unavoidable to not run into others here as there is only one entrance to the mine shaft.
You might have to work together to find a way to get it open.
Either way, it will take a check of:
(Statx2 + Jutsu/Item Accuracy + Buffs) vs 500!
You may attempt this more than once, however you must post 50 lines per attempt. Raw power of damage won't help (thus the check) because the attack needs to be accurate and powerful, powerful enough to blow a hole, but accurate enough to not cause another cave in once it does.
-That Sinking Feeling-
As you search the town a sudden burst of heavy Chakra is near by. Anyone capable of spotting Chakra (Hyuuga) can see it very clearly coming from the inside of a mountain in the distance.
(Note people you can't "sense" chakra unless you have an ability that lets you do so, this isn't dragon ball z)
Otherwise you can see a large light in the distance and feel the ground rumble for a moment as if some sort of large explosion went off inland. A plume of smoke rises from one of the larger mountains where the explosion came from, as ash and debree begin to pellet the town.
(Post 100 lines to get to the mountain. This can be dodging debree, speeding through the forest, etc)
---Arriving at the mountain---
As you arrive at the mountains edge you see a large mine shaft entry way that appears to have collapsed during the explosion.
(If anyone tries to scale the mountain, the top has a crater. It's fairly apparent that there was some sort of implosion, but that the rubble caved back in making it nigh impossible to enter from where the hole was created).
The air feels heavier the closer you get to the mountain, as if some powerful Jutsu has been unleashed and the air hangs heavy with the Chakra used to unleash it, making it thick and on the verge of painful to move through.
---Interact---
It will be fairly unavoidable to not run into others here as there is only one entrance to the mine shaft.
You might have to work together to find a way to get it open.
Either way, it will take a check of:
(Statx2 + Jutsu/Item Accuracy + Buffs) vs 500!
You may attempt this more than once, however you must post 50 lines per attempt. Raw power of damage won't help (thus the check) because the attack needs to be accurate and powerful, powerful enough to blow a hole, but accurate enough to not cause another cave in once it does.
Quote:
Stage 4:
The mine shaft bursts open as a breath of air carrying the heavy scent of blood and corpses fills your nostrils.
Inside you can hear the sound of chanting, and along the tunnel path are the clear signs of at least three or four peoples foot prints. Within you can see that the mineshaft was artificially collapsed with explosive kunai, the remnants of which are scattered several meters into the mine.
---Arriving at the center of it all---
Once you arrive at the center of the mine you see a large tunnel, and even more frightening is a large worm like creature constructed of the corpses of what you can only assume is the missing townfolk. Along the walls are etched many kanji representing something similar to the thunder god technique, though with some sort of alteration that targets something other than the Jutsu's user, the writing is arcane enough that you can't quite figure it out however.
Three men stand along side constructed platforms on the caves walls surrounding the beast at 3 points. Each is apparently lost in holding a seal with their hands, chanting something and deaf to the outside world as they seem to have not reacted to your presence nor the sound of the tunnels blockage collapsing.
---The Fight---
As soon as you arrive in the mine shaft the giant corpse like demon worm starts lashing out, it's tail slamming around and cracking stone in the cave walls.
You may make special combat posts here. These posts do not flow like normal combat, instead they will be a series of checks.
The first of which is a dodge.
Make a dodge check of: Agilityx2 + Dodge buff's vs 100
...If you fail roll a Staminax2 + Resilience buff's vs 100 and make a dodge check again after.
Failing the Resilience check by 1-20% means you suffer -50 to all future rolls this stage of the event. Failing by 21-50% means you suffer bleed out and thus must immediately make a second check with the difficulty increased by 50 (standard as shown below).
Failing by 51-80% means you're knocked out. A successful medicate check vs the difficulty of the resilience checks you had to make will make you conscious again but will not reset the difficulty of these checks. To make a medicate check a player may forgo their own attack (see attacking below).
Failure by 81% or more means you die!
(Every one of these resilience checks made after the first has their difficulty increased by 50)
...If you succeed the dodge you may immediately make an attack check vs 200.
Success grants +1 hit per 20% succeeded by. (so if you had a 50% chance, rolling 30 = 2 hits.)
To break it down:
+Make a dodge check:
If successful make an attack (or a medicate check)
If failed make a resilience.
Repeat the dodge check+after check until you are unconscious, dead, or stage 5 begins.
You needn't take turns with other players on this, so have fun =D
---Begin Stage 5---
Once the worm creature reaches 15 hits stage 5 will begin. Keep track of these hits as they're scored.
The mine shaft bursts open as a breath of air carrying the heavy scent of blood and corpses fills your nostrils.
Inside you can hear the sound of chanting, and along the tunnel path are the clear signs of at least three or four peoples foot prints. Within you can see that the mineshaft was artificially collapsed with explosive kunai, the remnants of which are scattered several meters into the mine.
---Arriving at the center of it all---
Once you arrive at the center of the mine you see a large tunnel, and even more frightening is a large worm like creature constructed of the corpses of what you can only assume is the missing townfolk. Along the walls are etched many kanji representing something similar to the thunder god technique, though with some sort of alteration that targets something other than the Jutsu's user, the writing is arcane enough that you can't quite figure it out however.
Three men stand along side constructed platforms on the caves walls surrounding the beast at 3 points. Each is apparently lost in holding a seal with their hands, chanting something and deaf to the outside world as they seem to have not reacted to your presence nor the sound of the tunnels blockage collapsing.
---The Fight---
As soon as you arrive in the mine shaft the giant corpse like demon worm starts lashing out, it's tail slamming around and cracking stone in the cave walls.
You may make special combat posts here. These posts do not flow like normal combat, instead they will be a series of checks.
The first of which is a dodge.
Make a dodge check of: Agilityx2 + Dodge buff's vs 100
...If you fail roll a Staminax2 + Resilience buff's vs 100 and make a dodge check again after.
Failing the Resilience check by 1-20% means you suffer -50 to all future rolls this stage of the event. Failing by 21-50% means you suffer bleed out and thus must immediately make a second check with the difficulty increased by 50 (standard as shown below).
Failing by 51-80% means you're knocked out. A successful medicate check vs the difficulty of the resilience checks you had to make will make you conscious again but will not reset the difficulty of these checks. To make a medicate check a player may forgo their own attack (see attacking below).
Failure by 81% or more means you die!
(Every one of these resilience checks made after the first has their difficulty increased by 50)
...If you succeed the dodge you may immediately make an attack check vs 200.
Success grants +1 hit per 20% succeeded by. (so if you had a 50% chance, rolling 30 = 2 hits.)
To break it down:
+Make a dodge check:
If successful make an attack (or a medicate check)
If failed make a resilience.
Repeat the dodge check+after check until you are unconscious, dead, or stage 5 begins.
You needn't take turns with other players on this, so have fun =D
---Begin Stage 5---
Once the worm creature reaches 15 hits stage 5 will begin. Keep track of these hits as they're scored.
Quote:
Stage 5:
---Why won't it die?!---
As you and the other nin around you continue to hammer away at the creature it becomes quickly apparent you're having little to no effect on the creature as corpses once destroyed mend themselves, picking up fallen body parts as the monstrosity moves across them with it's writhing motions and assimilates the pieces back into it's bulbous form.
(Upon use of any sort of ability such as Byakugen you can see that there is a direct link between the three chanting strangers along the caverns walls and the beast itself. They seem to be aiding it, in fact they seem to be making it stronger and quickly so as if the jutsu that brought the beast into existence has yet to end. If you don't have an ability such as this, you can logically assume that they must have something to do with the beasts summoning and thus as such are likely what's keeping it going)
---Continuing the Fight!---
You have two options now, continue to widdle down the worm so that it's strength doesn't continue to rise quite as rapidly.
OR
Fight the 3 nin that seem to be fueling the beast hoping that by stopping them you'll be able to stop that which they control.
Either way you now take turns as you would in normal combat, however this is still test based combat (that's what the event is hammering into peoples heads after all, how to do tests like this)
Players will go in order of how they arrived in the last stage so:
ssAntonio
Don Shazo
Demonic_Rifleman
darklord_avalon
ele360
comeplay
---Worm Best (always goes last)
If anyone shows up that didn't in the last event, they will be added to the last of the list (but before the worm) as normal in combat.
.......Choosing the Beast......
The beast is getting stronger.
Every round it will attack whomever has scored the most hits on it since it's last turn. If no one has, it will attack whoever is first in the initiative (sorry Antonio lol).
This is any defensive check you want to make, dodge, or a counter vs 200.
Hitting the beast is your attack vs 200
The best must be hit at least 5 times each round or the vs for it's hit and it's defense will increase by +50 each!
Hitting it more than 5 times will do nothing extra.
As normal, any time you succeed a hit for every 20 you succeed by you score +1 hit.
If you are hit by the beast, you make a resilience check vs 100 + 10 for every 1% you failed your defense by.
Failure by 1-20 = -10% to all remaining checks this stage.
Failure by 21-50 = -10% to all remaining checks this stage and you loose your next turn.
Failure by 51-80 = unconsciousness
Failure by 81-100 = death
.......Choosing the Strangers......
When attempting to strike the strangers you quickly collide with a powerful invisible barrier that each seems to have covering their body.
You may make an attack roll vs 200.
Success scores 1 hit, every 30% more you succeed by scores an extra hit. 10 hits kills the target.
Once all 3 of them are down, the worm will no longer strengthen.
It's hits will be set to 0, and once 20 more hits are accumulated on it, it will die.
---Why won't it die?!---
As you and the other nin around you continue to hammer away at the creature it becomes quickly apparent you're having little to no effect on the creature as corpses once destroyed mend themselves, picking up fallen body parts as the monstrosity moves across them with it's writhing motions and assimilates the pieces back into it's bulbous form.
(Upon use of any sort of ability such as Byakugen you can see that there is a direct link between the three chanting strangers along the caverns walls and the beast itself. They seem to be aiding it, in fact they seem to be making it stronger and quickly so as if the jutsu that brought the beast into existence has yet to end. If you don't have an ability such as this, you can logically assume that they must have something to do with the beasts summoning and thus as such are likely what's keeping it going)
---Continuing the Fight!---
You have two options now, continue to widdle down the worm so that it's strength doesn't continue to rise quite as rapidly.
OR
Fight the 3 nin that seem to be fueling the beast hoping that by stopping them you'll be able to stop that which they control.
Either way you now take turns as you would in normal combat, however this is still test based combat (that's what the event is hammering into peoples heads after all, how to do tests like this)
Players will go in order of how they arrived in the last stage so:
ssAntonio
Don Shazo
Demonic_Rifleman
darklord_avalon
ele360
comeplay
---Worm Best (always goes last)
If anyone shows up that didn't in the last event, they will be added to the last of the list (but before the worm) as normal in combat.
.......Choosing the Beast......
The beast is getting stronger.
Every round it will attack whomever has scored the most hits on it since it's last turn. If no one has, it will attack whoever is first in the initiative (sorry Antonio lol).
This is any defensive check you want to make, dodge, or a counter vs 200.
Hitting the beast is your attack vs 200
The best must be hit at least 5 times each round or the vs for it's hit and it's defense will increase by +50 each!
Hitting it more than 5 times will do nothing extra.
As normal, any time you succeed a hit for every 20 you succeed by you score +1 hit.
If you are hit by the beast, you make a resilience check vs 100 + 10 for every 1% you failed your defense by.
Failure by 1-20 = -10% to all remaining checks this stage.
Failure by 21-50 = -10% to all remaining checks this stage and you loose your next turn.
Failure by 51-80 = unconsciousness
Failure by 81-100 = death
.......Choosing the Strangers......
When attempting to strike the strangers you quickly collide with a powerful invisible barrier that each seems to have covering their body.
You may make an attack roll vs 200.
Success scores 1 hit, every 30% more you succeed by scores an extra hit. 10 hits kills the target.
Once all 3 of them are down, the worm will no longer strengthen.
It's hits will be set to 0, and once 20 more hits are accumulated on it, it will die.
Quote:
Prizes:
Below each stage will rewards a prize for completing it. If you didn't' complete a stage then you don't get the prize linked to that stage, that simple.
---Stage 1 Prize---
If you achieved a total of 400 lines in this stage (200 getting to the island and 200 following).
You will gain +500 stamina (ie +5 stat points to stamina)
---Stage 2 Prize---
If you made at least one check you gain +2 to a Intelligence. For every clue you figured out "if" you succeeded any of the checks, you gain +2 more to Intelligence per clue (up to 6 obviously since there where only 3 clues).
---Stage 3 Prize---
If you posted the 100 lines to get to the mountain you gain +5 Agility.
If you broke the barrier covering the cave you will get +3 to strength or seal strength depending on what you used to break it. (Ie if you used a jutsu / Item that used seal strength for damage you'd get a bonus to seal strength, if you used normal strength for damage such as from taijutsu, then you'd gain the bonus to normal strength).
---Stage 4 Prize---
If you made at least once successful attack or dodge during this phase you gain +4 Toughness and +4 Agility.
---Stage 5 Prize---
If you scored at least 1 hit on the worm during this phase you will gain +3 stat points to apply as you please, if you scored at least 1 hit on the summoners during this phase, you will gain +3 stat points to apply as you please.
---Stage 6 Prize---
If you scored at least 1 hit during this phase you will gain +2000 chakra (ie +20 stat points). If you dealt the killing blow you will receive +5 stat points to apply as you please.
Below each stage will rewards a prize for completing it. If you didn't' complete a stage then you don't get the prize linked to that stage, that simple.
---Stage 1 Prize---
If you achieved a total of 400 lines in this stage (200 getting to the island and 200 following).
You will gain +500 stamina (ie +5 stat points to stamina)
---Stage 2 Prize---
If you made at least one check you gain +2 to a Intelligence. For every clue you figured out "if" you succeeded any of the checks, you gain +2 more to Intelligence per clue (up to 6 obviously since there where only 3 clues).
---Stage 3 Prize---
If you posted the 100 lines to get to the mountain you gain +5 Agility.
If you broke the barrier covering the cave you will get +3 to strength or seal strength depending on what you used to break it. (Ie if you used a jutsu / Item that used seal strength for damage you'd get a bonus to seal strength, if you used normal strength for damage such as from taijutsu, then you'd gain the bonus to normal strength).
---Stage 4 Prize---
If you made at least once successful attack or dodge during this phase you gain +4 Toughness and +4 Agility.
---Stage 5 Prize---
If you scored at least 1 hit on the worm during this phase you will gain +3 stat points to apply as you please, if you scored at least 1 hit on the summoners during this phase, you will gain +3 stat points to apply as you please.
---Stage 6 Prize---
If you scored at least 1 hit during this phase you will gain +2000 chakra (ie +20 stat points). If you dealt the killing blow you will receive +5 stat points to apply as you please.