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This is Halloween Crossroads 

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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
♛ { TRAINING } --------------------------- Training Fields

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Zoobey
Artist

Magical Incubator

PostPosted: Thu Mar 15, 2012 2:02 am


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TRAINING FIELDS:

As your student walks along the various charted districts, they notice several large areas with signs marked on them: training fields. Each one seems to have a certain set of instructions of how to pass them, but promises a rather impressive boost to the ego for anyone who dares to surpass the challenge.

OOC

[ HOW TO PLAY: ]

- Your students can now participate in the TRAINING FIELD EXERCISES.
- EACH DAY (once every 24 hours), your student can choose one of the training field exercises (as seen from the post below) and try it out! You will need to create a NEW THREAD for it in this subforum titled [TRAINING] [PRP] NAME HERE
- You can participate in this SOLO or IN A GROUP WITH OTHERS. IN A GROUP still follows the SAME MECHANICS as SOLO, but you can competitively rp and gloat with ICly with other characters as you wish.
- When 24 hours have passed you can REUSE YOUR SOLO/GROUP THREAD to post AGAIN for the next day. Try not to make new threads if possible. If your GROUP people are MIA in a GROUP THREAD, it is okay, you can just roll on your own, that is fine too.

[ REDEEMING IN POINTS: ]

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- After you have completed the exercise ie: rolled the number of times you have asked, tally up the number of HORSEMEN POINTS you have obtained
- You can now redeem them for FREE RAFFLE TICKETS OR MINIPETS PRIZES
PostPosted: Thu Mar 22, 2012 4:51 pm


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KUMIKO:

While the ceremony of Kodo is a complex one and may take years to master – upwards to 30 being the quoted amount – it seems that the Clan of Conquest has taken it upon themselves to at least bestow a small challenge of observation upon the students in the form of a game that, in theory, is rather simple. One of the younger members of Conquest’s Clan, for the sake of difficulty adjustment, has set up 5 different samples of incense on scentless bamboo squares.

A small demonstration is made as how to smell them – also known as ‘hearing’ the scents, with the square held up to one’s nose and the hand cupped over the square in order to scent it.

With this done, the rest of the explanation is given: Your task is to determine which scents are the same, and which are different! Several scents might match each other, some might not match any of the others. For this task, you are given several different sizes of block.

Using these blocks, you stack them so that a top bar may be put across matching incenses, which will form certain Genji-mon (also called Genji-ko) to denote chapters of the Tale of Genji (a strange tale from the Human World O_O!! )

For example, if the first and the last scents match each other, you would stack your blocks to form the chapter ‘Maboroshi’ (Chapter 41, ‘The Wizard’) with three shorter blocks in the center, and two taller ones on each end with the longer block set across the top of them.

The trickiness comes in that some scents may be very similar to each other, but not the same, and some might be exactly the same just to trick you!

Once you have ‘heard’ each scent and set up your blocks, the individual who set up the challenge will let you know how you did.


Mechanics!


[ Mechanics: ]

You will roll twice for this! In both posts, roll 5d6.

In the first post, the dice represent your students ‘guess’ at the scents. Any matching numbers are matching scents!

The second post is the Horseman who set up your challenge telling you how you did.

However.

As there are only 5 blocks, the number 6 is a wildcard! You may alter the number 6 in your roll to be any number of your choosing! How nice! What the numbers are exactly doesn’t matter, it simply matters that numbers repeat in the same places in each roll.

Example

First Post

Invictus rolls 5d6

He gets 33113

That means he guesses that the first two scents and the last one match, as do the third and the fourth one. That means his blocks resemble the chapter ‘Wakana no jo’ (Chapter 34, New Herbs, Part 1).


Second Post


The Horseman who set up the event rolls 5d6

He gets 44226

This means that because the last number is a 6, it is a wildcard!

I can now change this ‘real’ answer’s 6 to a 4, and have the same matching pattern as Invictus had in his guess! Gasp! He got it right!

WHY:

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Horsemen Points:
You get points based on your accuracy! (SELECT ONLY ONE)

If you 100% match the Horseman’s set up, take 3 points!

If you were one block off of 100%, take 2 points!

If there are multiple matches and you only get one of the two correct, take 2 points!

If you were one off of the second match, take 1 point!

If you matched the wrong pattern, but there was an existing pattern, take 1 point!


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demon_pachabel

Beloved Werewolf


lizbot
Vice Captain

No Faun

PostPosted: Sat Mar 24, 2012 4:13 am


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DIPLOMACY:

As you walk marbled hallways you come upon a small, out of the way corner filled with a quiet crowd. Young clan members crouch in a semi circle, many attempting to remain expressionless as they toss a pair of dice and exchange small tokens. Few manage to hide their looks of intense concentration, and several can be seen silently mouthing things to themselves. Here and there an older clan member sits and observes, their expressions serene and placid, though the elderly gentleman that approaches bears the distinct air of gentle amusement. His long white hair was, at some point in the day, in a tidy top knot, but is now looking a bit worse for the wear. His robes have a fairly worn appearance to them, not exactly tattered, but compared with the ornate formal wear of many clan members, he is fairly underwhelming.

He gestures for you to come closer, "Do you wish to play? It is a simple game to learn, and in learning you may gain something of great value, hm?" He smiles and laughs before guiding you to sit at the game, "Of course you may lose a great deal as well, which is also a lesson one must one learn. For our young, we call this game Diplomacy."

He picks up a cup and shows you the to two dice within and then give it a vigorous shake before letting the dice drop, cup swiftly covering over them before they hit the floor. His nods at you, "Here you are to say crowns or scepters. A crown meaning the dice are even, a scepter meaning they are odd. If you are correct you win, hey! I say scepters, hey!" He reveals the dice, a one and a four. "I win! Hey!" The man lets out a small cheer but then gives his hands a theatrical look of dismay, "But I am empty handed! What's this? A game with nothing to gain?" He clucks his tongue at you, "Didn't I say there was much to win or lose?"

Shaking his head sadly he reaches out and a young clan member hands him a basket full of tiles, each with a stylized dragon carved upon it. "You shouldn't doubt your elders, little visitor." He plucks one out and hold it up to you, "These are bone dragons, they are little favours, simple things. You may also see dragons of jade and gold,those are the favours of kings and emperors." He looks you up and down quite thoroughly and then lifts an eyebrow, "Bone suits you for now, but who knows what the future may hold, hey!"

He places the bone piece on the floor, and several other players do the same, "This is a game best played by many, though if your heart is easily cowed, you may play with only one other." Another clan member shakes the cup, and once again the cup is slapped down over them as they fall. Each player calls out their choice, including the elderly man. "I am feeling quite odd today," he says to you under his voice, "...so I am calling the scepters! Hey!"

The dice are revealed, a three and a four, and the old man claps happily at his win, "Excellent, excellent! My new young friend must be a lucky charm!" The pot is split between the winners, the old man gaining his own dragon back, as well as two others. He holds the two gained pieces up and waggles them at you, "Now the those who first played these pieces own me a small favour each," he leans in closely, "...and this is where the real game begins. I won because I was lucky, but I will only understand what I have won if I am observant." He jabs on long, thing finger in the direction on young man, who suddenly sat straighter, "Since I am quite observant, I know that both of these were first set in play by Decimus, whose luck must be quite bad today." He tsked again, "Now if I were an young man with young man ambitions, I would continue to play and perhaps all those gathered would owe me a great many favours." He leered at the group, and some of them fidgeted at his regard, "But I am an old man, with an old man's ambitions, and so I shall walk away with these two bone dragons. And Decimus shall clean my fish pond and play me beautiful music as I take my bath this night."

Carefully standing up he gestures you away from the game, "I have walked away from this game, having gained more than I lost, and for that one needs wisdom." He holds up three fingers, "Luck, observation, and wisdom. With these three you learn the art of Diplomacy, and through them the ebb and flow of power."

A clan member quietly approaches the old man, bowing low, "Venerable Crius...please allow me to escort you to your rooms. Your presence has been required for this evening."

With a sigh he nods at her, giving you a sly smile and a small, encouraging wave before leaving the area, attendant following behind, fussing slightly over the state of his appearance.




The OOC


    [ How to: ]
  • Diplomacy requires a minimum of three players, and there is no player cap.
  • Place the favours you're betting down in your post, as well as your guess of crowns (even) or scepters (odd). Feel free to place additional favours such as prize minipets, silver, and the like.
  • One person rolls 2d6, if even, those who guessed even win and visa versa.
  • The pot is distributed among the winners
  • Bone Dragons are unlimited, if you find yourself empty handed and wish to continue, you can simply grab another

    Distributing Dragons:

  • When you win, you automatically get the dragon you put in back
  • The remained is split among the winners, this often isn't a clear simple split
  • As the relationships and abilities of people vary, some favours that the dragons represent are obviously worth more than others. Dragons cannot be split in two, but instead are bartered and bargained for until all parties are satisfied. For a particularly good favour, a player may give up several of their own for the winnings of another. This process can take a matter of moments to long hours of debate.

    Example:

    A is a skilled baker, B is a bakery enthusiast, C just needs someone to do some cleaning for them.
    A loses their dragon, while B & C win. A's dragon is very appealing to B, to they offer one of their own dragons to entice C to let them have A's dragon.

    A decides not to continue playing and leaves empty handed.
    B leaves the game with A's dragon.
    C leaves the game with B's dragon.

    [ The Favour of Dragons ] :

  • Dragons represent favours, bone one's being the smallest ones. Things that can be done in a single day without too much reluctance or hardship.
  • While similar to the way demons often do business, dragons have to magic or compulsion attached. Fulfilling ones owed favours is simply a matter of honor.

    [ Luck, Observation, Wisdom ]:

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  • Satisfying one of these grants you 1 horsemen point. You need to play this game with at least two people
  • To prove your Luck, you must win 4 times (these do not need to be consecutive)
  • To prove your Observation skills, you must be able to keep track of whose dragons you have, and who has your own dragons. A dragon, and it's corresponding favour, belongs to the person who first introduces it to the game (this ownership does not change with each round, rather only when the game ends)
  • To prove you are Wise, you must walk away having gained more favours than you owe. (You're own favours do not count as gained favours)

    tl;dr:
    favours are simply an IC deal for your characters
    but you can get event points for fulfilling certain conditions:
    - win four times in a game
    - keep track of whose favours you have and who has your own
    - win more favours than you owe

  • Here is an example of the game being played.



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PostPosted: Thu Mar 29, 2012 9:44 pm


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ETIQUETTE:

You find yourself standing in a precisely manicured field, pristine green grass stretching out in front of you for what seems like miles.  A gaggle of large flightless birds stand in the shape of a horseshoe, a few of them already engaged by other students.  A horseman of Conquest approaches you, her deep olive hair serving to help camouflage her against the surrounding grasses.

"Greetings.  You may call me Rucha.  Today you will be working with the adara."  She sweeps an arm toward the birds, her long sleeves trailing through the grass at her feet.  "On the whole, members of this species have a lot in common with humans as far as temperament and intelligence are concerned, so you should have no trouble getting them to tolerate you."  She frowns and looks you up and down.  "In theory."  Rucha moves to one side, allowing you to step past her.

"Take this,"  She hands you a list of instructions.  "Choose a bird, and make an effort to earn its trust."


Instruction One
Begin by bowing to the adara to show it you mean no harm.  Try to at least act sincere.

Roll 1d4.
1: Your bow is suitably impressive.  The adara inclines its head and drops a feather.  Perhaps it will be of some use later.  Go on to the next instruction.

2: The bird screams in terror and pushes you to the ground before running away.  You fail and may not continue further today.

3: You don't make proper eye contact at first, but soon your adara is nuzzling up to you anyway.  It seems you have a natural affinity for dealing with the beasts, at least at the moment.  A future as a DETH representative might be in the cards.  You obtain one feather and may go on to the next instruction.

4: You bow, but it's kind of a weak attempt.  Still, your bird responds.  It doesn't seem terribly enthusiastic about the whole situation though.  You may go on to the next instruction, but you have not earned a feather.


Instruction Two
Next you should offer the adara a refreshing drink of water or a salted cracker.

Roll 1d6.
1: The adara nibbles at your cracker, then turns away and starts to graze on the leaves near its feet.  You pass, but not by much.  You may move on to the next instruction.

2: After you've fed your bird its snack, the adara puffs up and begins to gag.  You've failed the challenge, but you do obtain a feather as a result of its misery!  You may not continue further today.

3: Your adara drinks its water daintily, then allows you to pet it.  You pass and you get a feather!  You may move on to the next instruction.

4: Sadly, after your bird eats your cracker, it quickly moves on to the next student, letting them pet it and collect one of its feathers.  The two timer!  Eventually your adara wanders back.  You pass and may move on to the next instruction.

5: The adara in front of you ignores your cracker, but another animal wanders over to eat it instead, giving you one of its feathers in thanks!  You pass and may move on to the next instruction.

6: You drop your water and crackers, watching in dismay as a passing bird tramples them.  You fail and may not continue further today.


Instruction Three
Ask the adara something about itself, listening attentively when it answers, even though you can't understand a word of its reply.

Roll 1d6.
1: You ask the bird to tell you where it was born and it responds with a happy trill and a long, drawn out bird story.  After a while, you begin to get bored.  The adara stops mid-chirp, gets up, and waddles away.  You fail and may not continue further today.

2: The adara looks on in confusion and dismay as you try to stutter out an interesting question.  You fail and may not continue further today.

3: Your bird is pleased by your question.  It sits down and shares a tweety tale of intrigue that you manage to remain bright-eyed and alert for.  You pass and may move on to the next instruction.

4: Your question frightens the adara and it leaves your vicinity with a shiver.  Its shaking causes one of its feathers to fall nearby.  You fail and may not continue further today.

5: In an effort to seem like you care, you ask your adara a very personal question that it refuses to answer.  You fail and may not continue further today.

6: You've coincidentally hit on your adara's favorite topic of all time, and even if you can't understand what it's saying, it's still pretty entertaining.  You listen as attentively as you can, and are awarded with a feather for your trouble.  You pass and may move on to the next instruction.


Instruction Four
Lastly, tell the adara a secret.  These animals love to think they're up on the latest gossip.

Roll 1d4.
1, 2: Your secret is a sad, boring one that nobody cares about.  You fail.

3: The adara listens, rapt, as you tell it a little-known tale of intrigue and madness.  When you're done, it drops a feather at your feet.  You pass.

4: Everybody knows that secret!  The adara shakes its head, accidentally dislodging a feather for you to keep.  You fail.


Horsemen Points

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For each feather you have (up to three) at the end of this test you may claim a Horsemen Point.


Quote:

Q:  What happens if I fail?
You stop.  You can try again tomorrow or the next, but once you fail you're done.

Smerdle

Scamp


Dragain

Wealthy Lover

PostPosted: Fri Mar 30, 2012 2:13 pm


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Dance: Performing Arts

Those who had taken Week 1 of the Clan of Conquest's class might recognize the female seated on the chair in the room; in front of her was a Guzheng. Standing on her left was a horsewoman who was dressed like a servant ghoul holding a Pipa, and on her right stood a horsewoman who looked like she was of the same age as the servant ghoul, but was dressed in clothing that looked more colorful and decorative.

"Welcome. I am Zhang Liulian, but you may address me as Professor Zhang. Traditionally, dancing is an art form reserved for females, but in recent years, even males had taken up this art," She explained, giving you a small smile, "It requires flexibility, a quick reflex... It is not as easy as you think it might be. In fact, it requires years of practice to get dancing down. Here, let my disciple show you." She turned to the ghoul on her right and gave her a nod; immediately, the young ghoul brightened up, moving to the space in front. When Professor Zhang started to play the Guzheng, accompanied by her servant's Pipa, the young ghoul performed a dance so entrancing, it probably kept you captivated.

"Same say that dancing may even lift your spirits and heal your soul... Why don't you find that out for yourself, child?"


Quote:
Time to dance!
-> Roll these in separate posts and RP it out!
-> It's more fun with friends. >_>

Step 1: Costume : Just describe/post/draw it!
-> Keep it CHINESE.
-> Not Asian... CHINESE. >| Google it!
-> It can be from the Huns as well. As long as CHINA.

Step 2: Picking a prop from a "blind box" : 1d4
1 : Paper fan
2 : Streamers
3 : Nothing
4 : A long strip of thin fabric...?
-> Remember to use what you got with the prompt below!

Step 3: Now you dance : 1d20
1 - 6 : You tripped over your costume/foot/flat ground/etc and failed.
7 - 11 : You were a little out of pace with the music, but at least you tried! (1 Horsemen Point!)
12 - 15 : You were one with the music, but... Your dance wasn't exactly that graceful or captivating. In fact, are the Horsewomen giggling at you?! (2 Horsemen Points!)
16 - 20 : You did well for a beginner! It seemed like you had earned a genuine smile from the Horsewomen! (You obtain 3 Horsemen Points!)


Horsemen Points

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- You win 3 horsemen points for completing step 3/ rolling 16 - 20 (after finishing all other steps fully)!


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

 
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