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 } --------------------------- Training Fields

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Mar 21, 2012 6:36 pm
User Image - Blocked by "Display Image" Settings. Click to show.


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: ]

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


- 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: Sat Mar 24, 2012 7:18 pm
User Image - Blocked by "Display Image" Settings. Click to show.


The Stadium:

There is a small stadium for young War Horsemen set up away from the larger training fields, several circles set out for pairs to spar against each other in. A rather rugged looking female stands, dark skinned, light haired, covered in scars and warpaint, her hair unevenly cut in the back to a short length and ridiculously long and braided in the front, wrapped around itself, several feathers tucked into both it and the dark stained fabric, bones from several different types of creatures weaved into jewelry she wears, her wings colored like a golden eagle. On one arm, she has several slashes of paint – what looks like hundreds, trailing down it. After staring too long she finally speaks up:

“There is one for each battle I have won.” She said simply, shifting the pole she held to her other hand before turning to show her other arm, which is spotted with paint of a different color – and much more numerous. “I have one for each battle I have lost as well. To become a true warrior, you must climb your way to the top from the very bottom, and the best place to start is practicing against those who may just be better than you.” She explained, before motioning to one of the circles and an individual that was practicing on their own.

“Go join them.” She says, “If you think you’re ready. If you win, you will be paired up with the winner of another spar. So on, and so forth. After five victories, a break will be allowed for the day.” She says, the only explanation she gives as she hands off a small staff.


Mechanics

There are 5 rounds

Roll 2d8 each post
First dice is how hard you hit
Second dice is how hard the opponent hit
You want to roll higher than your NPC opponent.
If you roll a tie roll a tiebreaker between them (same as the above)

If you lose a match any matches you roll -for fun- afterwards cannot be counted towards points, but you can keep rolling spars!

Please fill in each of your posts with a small summary of how your spar went! It could be more than one hit, despite having only rolled one! Have fun with it!


Horsemen Points Distribution


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


[ Horsemen Points Distribution: ] (Select only one option based on your results)

You win one point if you win rounds 1 or 2!

You win two points if you win round 3 or 4!

You win all three points if you win round 5 (or higher if you keep rolling for fun!)
 

demon_pachabel

Beloved Werewolf


iStoleYurVamps

Trash Husband

PostPosted: Sat Mar 24, 2012 10:11 pm
User Image - Blocked by "Display Image" Settings. Click to show.


The Toxic Cave

Sometimes you just end up in places not really… good for scaring. Or just not good for one’s health. Which oddly enough, can be a toxic cave filled with noxious gas. Sent down an elevator, students wait at the bottom as they are sealed in. Even those who can fly find they must go down…to get back up. Several outposts exist in the cavern to make sure that no one ends up dead, horsemen having taken a certain mixture that allows them temporary immunity. A clank and a light purple gas starts to fill the room. The test has begun, so students better start to run!

Quote:
Rules:
-Running out of HP means game over, regardless of any saves you might have
-If your student falls into two or more of the automatic HP reductions, please only apply one! You may ignore the others.
-If you use a save start at the place you left off


Stage 1
RNG 1-3 in your FIRST post. Subtract one to see how many lives you have. (IE get a 2, subtract 1 you have 1 save)


Stage 2

Running, the hall ends in a pit. You need to descend into the thick of the poison haze to go further. But- it’s hard to see where it might be safe. Thick ropes hang from the ceiling and rocks just from the sides. Roll 1 d4 to advance!
1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP
2- You try to go down the walls… and make it! Better move though the gas is thick down here!
3- You jump down… not the best idea. -10 HP
4- You try the walls but miss a step, falling you end up knocked out (Fail)
If your a student that can fly/has wings in any form, you take an automatic -5 HP


Stage 3

Running down yet another hall, you have to dive into a pool of dark water and swim through a tunnel.
Roll 1 d6 to see what happens.

1- You manage to swim quickly and reach the other side just in time!
2- Fish bones dig into you, slowing you down and making you swallow some water! -10 HP
3- Weird. It feels like- Uh oh. You somehow managed to end up at a dead end. No time- you fall back and the gas overtakes you(Fail)
4- Something brushes past your body but lucky enough, you make it to the other side.
5- You try swimming up too soon and bump your head! -5 HP
6- Something bit you, but you can’t tell what, -5 HP
If your student is aquatic, or fire based -5 HP automatically


Stage 4

The path seems to be getting smaller, looks like you’ll have to crawl you way out but- which path do you take? Roll 1 d8.
1 and 3- You run into a spider who bites you for a nasty sting! -10 HP
2 and 4- You end up taking a wrong turn and hit your head! -10 HP
5 and 7- You managed it somehow to crawl you way to the next room, which has yet to be filled with that gas
6 and 8- You get lost and get…sleepy… (fail!)
If your natural form is bigger than that of an average dog, take -5 HP


Stage 5
The last part of the tunnel! You can see light at the end but-
It seems that in order to get there, you’ll have to beat the doors that are closing, trying to trap you in the poison caverns! Just as you make it to the end- the door slams down, leaving you stuck. You’ll have to break your way through!
Roll to attack! For each miss -10 HP, you may keep going until you break free or pass out. You only need to hit the door once.
For year 3, you must subtract 8 versus the normal 6! It seems the horsemen expect a bit more from you.


POINTS DISTRIBUTION


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


[ Horsemen Points Distribution: ] (Select only one option based on your results)

TO OBTAIN 1 HORSEMEN POINT: You get to stage 1 or 2 of the cave

TO OBTAIN 2 HORSEMEN POINTS: You get to stage 3 or 4 of the cave

TO OBTAIN 3 HORSEMEN POINTS: You get to stage 5 or PASS the cave



 
PostPosted: Thu Mar 29, 2012 8:41 pm
User Image - Blocked by "Display Image" Settings. Click to show.


Weapon Crafting

While the Horsemen of War can summon their Clan weapon to them at any point, many take pride in mastering a variety of mundane weaponry as well, both combat and manufacture - no sense in limiting oneself to only one mode of battle, after all! Even 'decorative' weapons bear a brutal edge.

The Crafters' Den is a sheltered platform halfway up a massive pine, with all the materials one might want, other than metal. The head Crafter, a sharp-eyed older Horsewoman, carefully watches all students under her care to ensure a.) nothing goes missing and b.) nobody gets stupid. "You can have enough to make one knife," she grumbles. "And don't waste it, either!"

Can you impress her with your craftsmanship? ... Probably not. But it's worth a try.


Phase One: Weapon Creation

Create a weapon of War and test its mettle. If your craftsmanship is good, you may be victorious and gain the head Crafter's favor. For a minute or two, anyway.

In your first post, roll 3d4 to determine what your knife is made of, how well it is made, and how it is decorated.

First Dice: Material
- 1: Wood (+1 point)
- 2: Seashell (+2 points)
- 3: Bone (+3 points)
- 4: Stone (think flint or obsidian; +4 points)

Second Dice: Craftsmanship
- 1: You're in a bit of a hurry, so... (Shoddy: +1 point)
- 2: You throw something together. It looks kinda close? (Mediocre: +2 points)
- 3: You spend a bit of time on it, and come up with something okay. (Acceptable: +3 points)
- 4: You throw yourself into your work with passion, paying close attention to detail! (Awesome: +4 points)

Third Dice: Artistry
- 1: It's a knife. Does it really matter if it's pretty or not? (Ugly: +1 point)
- 2: You wrap the hilt in leather. Good enough. (Decent: +2 points)
- 3: You wrap the hilt in leather and add a feather. Pretty! (Shiny: +3 points)
- 4: You wrap the hilt in leather and add stylish strands of beads and feathering. That is one cool knife. (Stylish: +4 points)


Roleplay out your knife's creation! At the end of your post, put the specifics of your knife's creation (i.e. Shoddy Stylish Wood Knife) along with the total score (the total of your dice roll).


Phase Two: Weapon Testing

In the Clan of War, there is no such thing as a decorative blade! Even weapons destined to hang on the walls of huts are finished to battle-ready quality. You must test your knife and prove its worth, attacking the simple leathery mannequin kept in the Den for that purpose.

Take your knife's point score from the creation post. This is your knife's HP. You must now do battle until your knife breaks! The number of posts your knife survives determines the number of points you get.


To Do Battle:
Roll 2d4 in each post. The first dice indicates the number of damage your knife does to the test target (for RP flavor!). The second dice indicates the amount of damage your knife takes from the attack.

Battle ends when your knife shatters. Aw. (And yes, this means you can't take it with you. Sorry!)



Point Distribution


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


[ Horsemen Points Distribution: ] (Select only one option based on your results)

You win one point if: You finish your knife (with filled-out RP) and your knife breaks on rounds one or two of testing.

You win two points if: You finish your knife (with filled-out RP) and your knife breaks on rounds three or four of testing.

You win three points if: You finish your knife (with filled-out RP) and your knife breaks on rounds five or more of testing.
 

Sosiqui

Enduring Muse

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