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Posted: Tue Apr 03, 2012 5:35 am
Day 1 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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JetAlmeara rolled 3 10-sided dice:
1, 6, 1
Total: 8 (3-30)
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Posted: Tue Apr 03, 2012 5:35 am
Double numbers - reroll & RP below
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JetAlmeara rolled 3 10-sided dice:
6, 5, 10
Total: 21 (3-30)
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Posted: Tue Apr 03, 2012 5:37 am
6- Mysterious mushrooms (+1) 5- Human’s tears (-2) 10- Foxglove (+2)
Total - +5
Zurine wasn't sure what to expect in her first class but she was certainly surprised when she found out she would be trying to make a poison and antidote. It was interesting from a scientific stand point - to create something that could destroy as well a something that could fix it..but a little bit disturbing from an ethical standpoint.
Then again Zurine didn't think the Horsemen really cared overly much about the ethics of creating poisons and really they might be going to war against those Hunters..learning how to poison them could be a vital skill. Determined to do the best job she could Zurine surveyed the tables contents and picked out some mushrooms - everyone knew mushrooms could be dangerous - some liquid that was labeled human tears because well she didn't know really they just looked like a good option and a plant called foxglove.
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JetAlmeara rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Tue Apr 03, 2012 6:36 am
3- The result is a glowing blue thick liquid. (+3 to your poison!)
Poison Total - 5 + 3 = 8
After combining all of her ingredients together Zurine moved over to the station where she was supposed to refine the mixture. Eyeing the equipment for a few moments she finally thought she had some of it puzzled out and set to work - when she was finished she was pleasantly surprised to find her poison had turned into this thick glowy blue liquid. That had to be a good thing right? Zurine had no idea but it was pretty!
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JetAlmeara rolled 3 10-sided dice:
9, 5, 8
Total: 22 (3-30)
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Posted: Tue Apr 03, 2012 6:42 am
9- Rune stone (+1) 5- Human’s tears (-2) 8- Mint (-1)
Total - 4
Once she had created her pretty glowing poison Zurine was directed to work on her antidote and moved over to the second ingredient table - some of the ingredients looked to be the same but others were a good bit different. After a few moments of thought she grabbed three - a runestone with a pretty symbol on it though Zurine wasn't sure what the symbol actually meant , the human tears again and a plant called mint that had a nice smell to it, combining them cheerfully. For science this was almost fun.
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JetAlmeara rolled 1 4-sided dice:
1
Total: 1 (1-4)
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Posted: Tue Apr 03, 2012 6:50 am
1 - You end up with a thick tar like substance. (+4 to your antidote!)
Antidote Total - 4 + 4 = 8
As the combintation was filtered through the equipment Zurine was slightly surprised when it turned into a thick tar like paste, it wasn't nearly as pretty as the glowing poison she had created earlier but she rather hoped it would work considering that she would have to make a small mouse submit to both substances next. It was the part of the class that Zurine was dreading the most - she rather liked animals and the thought of killing one because she didn't know what she was doing was dreadful - suddenly the class didn't seem quite as much fun anymore.
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Posted: Tue Apr 03, 2012 7:01 am
Poison Total - 8 Antidote Total - 8 --------------------------- Differnce 0 = Fail, no tokens.
Having walked over and chosen a subject to use her poison and antidote on Zurine was pleasantly surprised to find that her poison and antidote seemed to cancel each other out - the instructor seemed to consider this a fail but since the poor minipet survived and didn't seem to be suffering any ill effects from her administrations Zurine decided that it was a success in her own mind and thanking the instructor she left.
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Posted: Wed Apr 04, 2012 5:54 am
Day 2iStoleYurVamps NestingBeing able to build a safe camp for the night is a useful skill to have when moving around, and when little is around to be used, you make do. In an effort to try and teach students about how to make their own basic ‘camp’, they are going to have them make a mock camp in the form of a nest. A few of the clan youngsters will also be doing this as they must learn as well, though you probably shouldn’t get too close to their set up…Stage One Your student is given 4 places in which they might begin to build their nest. But there isn’t much space in the limited area so they’ll have to go to the first open spot they see! Roll 1 d4 to figure out where your student manages to find a spot! 1- Back to Back: You find a spot next to a younger member of the clan by the dried reeds. They don’t look to happy, but hey, it’s not a bad spot. 2- Stolen spot: You manage to get a spot on some loose dirt but it seems you have stolen it from a clan youth. Better keep an eye out! 3- Sandy patch: The center of the area, it’s just a basic sand flat. Not much else. A few bugs scurry around you now and again… 4- Rocky outcropping: The jagged rocks provide a small protection from the elements yet it doesn’t really help in terms of being comfortable. Each section provides certain bonuses on certain stages. These bonuses are one time use/consumable. If you fail and have a bonus, you start at the stage you failed at. Stage Two Okay, you have staked you claim now… to get some materials! Roll 3 d12 to see what you get 1- Thick dried branches (+1 if Sandy patch) 2- Dried reeds (+1 if Stolen Spot) 3- Fresh long grass (+1 if Rocky outcropping) 4- Twine (+1 if Back to back) 5- Large leaves (+1 if Back to back) 6- Fist sized rocks (+1 if stolen spot) 7- A torn mat (+1 if Rocky outcropping) 8- Bones of some large animal (+1 if sandy patch) 9- A jar of water (+1 if Stolen spot ) 10- Plank of wood (+1 if Rocky outcropping) 11- Worn out sheet (+1 if Sandy patch) 12- A bucket of water (+1 if Back to back) If you get doubles you may pick a different material from the same section, (IE: one back to back bonus item can only be traded for a different back to back bonus item) Stage 3 You need to work on bedding first of all…simple enough. Roll 1d20 to determine how comfy you bed is. 1-5: Wow, pretty painful. You’re not sure you’d be able to sleep at all! (fail) 6-10: Not the best, you’d probably wake up in pain the next morning. (pass) 11-15: Not bad, you’re pretty sure you’d be fine sleeping here (pass) 16-20: The clan member overseeing the work gives your bedding a nod of approval (pass) Stage 4 Bedding done now to- Hey wait! It seems a clan youth wants your spot and is saying you stole it, (well did you?). They seem to be pretty weak though… you can try to fight them or… steal their materials, (Just make sure not to get caught!). OPTION A) Fight them off! Roll to attack BUT, rather than -6, subtract the same type of dice you rolled. (IE: y1: -6, y2:-8, y3: -10) If you managed a hit, you have driven them off, (jerkface). OPTION B) Steal their stuff! Roll 2d100 to determine what you’re stealing and… if you get caught! The first dice determines what you get. 1-25: Any material that helps Stolen spot 26-50: Any material that helps Sandy patch 51-75: Any material that helps Back to Back 76-100: Any material that helps Rocky outcropping The second dice MUST be over 50 to not get caught, otherwise it’s a fail! (NOTE: You DO NOT gain a bonus from getting a new item) Stage Five Okay wow, close call. Now to work on your defenses. After all something might come up upon you at night… Roll 1d100 to determine if you manage to make a good defense for your nest. 1-25 Not enough materials! (fail) 26-75 You managed it…somehow. (pass) 76-100 Wow it looks a little…okay it just is not intimidating at all. (fail) Stage 6 Looks like it’s inspection time! Better see if your nest is up snuff. Simply roll a 1 d100. Rolling less than a 50 will result in the one overseeing the ‘class’ to come and wreck all you hard work. Probably give you a lecture as well… POINTS DISTRIBUTION [ Horsemen Points Distribution: ] (Select only one option based on your results) TO OBTAIN 3 HORSEMEN POINTS YOU MUST HAVE PASSED ALL ROUNDS TO OBTAIN 2 HORSEMEN POINTS YOU MUST HAVE EITHER PASSED ROUND 4 OR 5 TO OBTAIN 1 HORSEMEN POINT YOU MUST HAVE EITHER PASSED ROUND 2 OR 3
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JetAlmeara rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Wed Apr 04, 2012 5:57 am
Quote: 4- Rocky outcropping: The jagged rocks provide a small protection from the elements yet it doesn’t really help in terms of being comfortable. Zurine was kind of excited about her training course today - building a camp or 'nest' as the clansmen called it seemed like a fairly fun activity and it even had a good practical use behind it survival wise. Best of all she didn't think she would have to subject any small creatures to anything in the process!
Making her way to the area she was supposed to work in she noted an abundance of horseman youngsters already taking many of the spots, furrowing her brow slightly she eyed the area for a few moments before noticing a small space right on the rocks, that would do! Quickly she ran to lay claim to it before someone else did.
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JetAlmeara rolled 3 12-sided dice:
3, 8, 8
Total: 19 (3-36)
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Posted: Wed Apr 04, 2012 6:02 am
Quote: 3- Fresh long grass (+1 if Rocky outcropping) 8- Bones of some large animal (+1 if sandy patch) 11- Worn out sheet (+1 if Sandy patch) - substitute for double 8 roll Now that she had her spot Zurine looked over the available materials and tried to envision how she would make her camp. The long grass seemed like it might help make a night on the rocks a bit more comfortable, she could layer them on the ground as sort of a bed, there were some large old bones which might be kind of icky when you thought about it but whose shape would be good for making some braces and a framework for her camp so she took those as well..and last but not least an old sheet seemed like a good choice to round out her nest, she could make a sort of tent like structure. Picking up her materials she headed back to her spot.
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JetAlmeara rolled 1 20-sided dice:
16
Total: 16 (1-20)
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Posted: Wed Apr 04, 2012 6:09 am
Quote: 16-20: The clan member overseeing the work gives your bedding a nod of approval (pass) Bedding was first and Zurine was glad she had taken the long grass, by layering and weaving it she was able to create what she though looked like a fairly nice mattress type thing, a quick test of laying on it proved that it was and the training instructor gave a slight nod of approval when he caught sight of her work. All in all Zurine was starting to feel pretty good about her work so far today.
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JetAlmeara rolled 2 6-sided dice:
1, 5
Total: 6 (2-12)
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Posted: Wed Apr 04, 2012 6:14 am
Just as she was about to move on to the next step in her building process one of the clan's youth came barreling up and demanded that she hand over her spot. Zurine knew darned good and well that she hadn't stolen the spot and when the youth tried to drive her off by taking a swing Zurine responded in kind. Unfortunately her first swing didn't seem to have any affect.
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JetAlmeara rolled 2 6-sided dice:
2, 2
Total: 4 (2-12)
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Posted: Wed Apr 04, 2012 6:18 am
((Useing bonus for 2nd try))
unfortuntely her second strike didn't have much of an effect either and the youth actually managed to get in a pretty good hit which sent Zurine scurrying for the sidelines and rubbing her shoulder with a wounded look on her face. Nasty little clansmen.
Stage Fail Point DIstribution - 1 point for passing round three
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Posted: Thu Apr 05, 2012 5:08 am
Day 3Environmental StudiesYou're sure you've followed the directions you were given, but upon reaching the spot where the training field you're looking for is supposed to be, you see and feel nothing but blinding sunlight and intense heat.
Just as you're about to turn around and head back to the sickly-looking creature who directed you to this barren spot in the first place, a section of the desert seems to shift as a pale young clan member pushes a sandy tarp out of his way. He stands up straight in front of you, his skeletal hands brushing at the front of his robes.
"Welcome!" he says, managing to squeeze more reckless enthusiasm from that one word than most members of the clan of Famine probably have in all their years of speaking. He leads you down into the hole the tarp was covering. The space inside is clean and cool. "You may call me Ktur, fledgling. Today we'll be working with some of... well... these things!" He gestures at six boxes, identical in size, but with wildly different contents. Each resembles a human child's diorama, only slightly larger and with considerably more movement inside. Oh, and they're also entirely made of glass. And almost all closed up. Maybe they don't look much like dioramas at all.
Ktur pushes one toward you. "Here, this one seems to suit."Quote: Determine which miniature environment Ktur has chosen for you.Roll 1d6.1: The box Ktur directed you toward looks a lot like the surroundings outside: bleak, bright, and sandy. You will be working with a desert environment. 2: You can barely make out a tiny mountain and a stand of snow-topped pine trees through the mess of whirling snow. You will be working with an arctic environment. 3: A heavy mist hangs low in this box, but the treetops that blanket its highest points are a bright cheerful green under the sun. You will be working with a rainforest environment. 4: Your box seems almost boring compared to some of the others left on the table. Inside stretches a large field covered with tall grasses that wave in the breeze. You will be working with a prairie environment. 5: You've seen fish tanks? Well, Ktur hopes you like this one. You will be working with an underwater environment. 6: Woo! You're on fiah! Or at least your box is. You will be working with a volcanic environment. "Now," the horseman continues, "I've been doing a lot of research on these, and boy, do I mean a lot. What we're trying to have happen here is a whole... growing... situation, but some of these places just don't seem to like plants and animals very much, or at least the kinds anyone can live on." He looks at you with a measure of ominous sincerity, the bangles in his hair tinkling merrily in opposition to his demeanor. "Go forth! Experiment! Shine lights on it, throw some FEAR in there, shake it, whatever you think will get things to grow." One of his wings juts out at random, almost knocking a nearby potion off of the table. Quote: Each environment has 30 HP, except for the prairie which has 40. Roll 1d12 and follow the prompt corresponding to your roll. Continue rolling until you have either obtained three Horseman Points or your environment runs out of HP.1: FIRE! Something catches fire inside your diorama. Try channeling a little bit of FEAR in there. It might help. Or maybe not. You lose 5 HP in desert and rainforest environments, 10 HP on the prairie, and none underwater, in the arctic, or on the volcano.2: Whatever you tried this time, nothing happens. Ktur looks at you as if you're close to one of the most worthless things he's ever seen. Then he goes back to picking at his toenails with a grungy stick. 3: There's too much water! You lose 5 HP in the volcano and arctic, 2 HP in the rainforest and prairie, and none in the underwater and desert environments.4: What's that? Whatever you just did caused a tiny, colorful flower to sprout in your environment. The landscape is so small you can barely see it, but Ktur seems impressed. You earn one Horsemen Point.5: Did you fall asleep? It sure seems that way for all the good you're doing. Luckily, nothing happens. 6: A swarm of vicious looking bugs appear out of nowhere and burrow into the ground, ruining any progress you have made and leaving a bunch of giant holes in their wake. You lose 15 HP.7: If you are working with the underwater environment, suddenly your whole diorama goes black. When the water clears, all the tiny plants and animals are gone. You lose 5 HP. If you are not working with an underwater diorama, nothing happens. 8: In a moment of frustration, you shake, kick, yell at, or even look at your environment wrong. You lose 5 HP.9: You have no idea what you did wrong, but your environment is suddenly looking worse for wear. You lose 3 HP.10: A tiny animal scrambles into view, then disappears back into hiding. Ktur deems the appearance of the beast a wild success! You earn one Horsemen Point.11: Ktur approaches you and tries to assist. His attempts do absolutely nothing. Maybe that's why he asked you to help in the first place. 12: A pack of what look like little gnomes appear in your diorama. They light a tiny bonfire (yes, even underwater) and generally mess up the joint. The desert, volcano, arctic and underwater environments lose 2 HP, the prairie loses 10, and the rainforest is unaffected. Horsemen Points - Match your dice roll to the results above while playing. You obtain points according to if it declares a win on that roll [
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JetAlmeara rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Thu Apr 05, 2012 5:11 am
Quote: 3: A heavy mist hangs low in this box, but the treetops that blanket its highest points are a bright cheerful green under the sun. You will be working with a rainforest environment. Oh great..she was lost. Zurine was sure of it and she'd been pretty damn positive that she'd followed the directions to her next training exercise to a T. Then again being told to turn left at the big rock and right at the long tunnel left much to be desired in way of direction given the environment of the island. She was just about to turn back when someone popped out of a tarp right in front of her. Somewhat startled Zurine jumped a little bit..but instantly settled and decided she actually liked this famine clansmen when he welcomed her in something that was more then monotone disdain or dreary boredom.
"Hello!" She told him cheerfully in response but her new instructor seemed far more interested in leading her down into his hole in the ground and explaining the day's exercises. Following Ktur's gesture Zurine took note of the well..she wasn't sure what they were but she drifted closer to inspect them with curiosity anyways - they looked almost like little worlds in glass. Neat.
Before she could really spend a lot of time looking through them all Ktur was pushing one into her hands, it was misty and full of trees that were a pretty cheerful green. "Thanks!" She told Ktur happily enough as she eyed her little glass box world. Though her instructor was suddenly talking again and Zurine nodded slightly. Right make things grow..okay.
Retreating from her somewhat twitchy teachers range she sat the box down and considered her possibilities.
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