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Posted: Tue Apr 03, 2012 5:55 am
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: ]- 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
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Posted: Tue Apr 03, 2012 5:56 am
Aurian's Training Tally
Day 1: Meditation Result: 3 Horsemen Points
Day 2: Spelunking Result: 2 Horsemen Points
Day 3: Room of Mirrors Result: 2 Horsemen Points
Day 4: Trials of the Priestess Result: 0 Horsemen Points
Day 5: Meditation Result: 1 Horseman Point
Day 6: Room of Mirrors Result: 0 Horsemen Points
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Posted: Tue Apr 03, 2012 5:57 am
Inner PeaceThe room was divided into cubicles, each cubicle with a small, rectangular carpet in it. The whole place was so quiet that it was almost odd, and smelt strongly of incense; however, the smell seemed to calm your mind, and some students might find themselves feeling a little too relaxed or sleepy; there wasn't really anyone in the room to man it, just a sign lit by candles.
"Calm your mind, seek inner peace"
Perhaps you should try meditation... As you take a seat in one of the cubicles, a horsewoman of Death appeared behind you, and lowered a curtain that closed ypur cubicle off from the rest of the room; maybe there was someone manning the room after all...Quote: -> This is a solo activity! Roll 1d101-2 : You got distracted... 3-4 : You fell asleep! 5-6 : You feel almost... Tranquil. (+1 concentration) 7-8 : You feel like you're floating on a cloud... (+2 concentration) 9-10 : You feel light as a feather, and surprisingly at peace with yourself. (+3 concentration) Once you have at least 3 concentration points...-> You've gained 1 Horseman point! -> From the peace, turmoil rises! -> You suddenly remember a fear you have. It could be anything; an old memory, a phobia... Roll 1d100:1-20 : Your concentration broke immediately, and you leave feeling shaken. 21-40 : You lasted a minute, battling with this fear, but ended up breaking into a cold sweat as your concentration shatters. You couldn't help shaking as you leave. 41-60 : You feel so conflicted, so unsure- A hand rests on your shoulder. It is the horsewoman of Death; she smiles, and escorts you out. 61-80 : Despite your uncertainty, your concentration stayed and when you finally open your eyes, you feel... Relatively at peace. It was as if you got one step closer to overcoming your fear, in that moment. (+ 1 Horsemen Point) 81-100 : You battled with your fear, beads of sweat cling to your skin. It was tough, and you wasn't sure how many hours you spent in that cubicle, and you might had been crying, but... As you opened your eyes and walked out of the room, your heart is light as a feather. (+ 2 Horsemen Points) Horsemen Points - See above and match your roll to the results of potential horsemen points gained. You cannot claim over 3 per ooc 24 hours
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kalindara rolled 1 10-sided dice:
10
Total: 10 (1-10)
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Posted: Tue Apr 03, 2012 6:05 am
Aurian grew tired of wandering the icy, cliff-encircled area. She had yet to see a familiar face, and while the Death Clansmen were polite, they were also... reserved. That was putting it nicely, Aurian thought. To be fair, they were probably busy and not in love with the idea of twenty students running around on their home island. And Death did seem to be a fairly strict Clan. It was such a shame, Aurian thought, because of all the Clans she was expecting to find the most in common with this one, due to their (faint) Reaper background.
It seemed not. Aurian certainly wasn't cut out for all the praying and burning of incense.
She'd made the mistake of saying so out loud near one of the Clansmen. Now Aurian found herself in the meditation training area, with a curt suggestion that she try something before insulting it.
... So much for fostering good will between the two cultures. Heaving a sigh, Aurian settled down onto a cushion in a small cubicle and closed her eyes. 'Seek inner peace', huh? Maybe it was worth a shot.
...
Maybe it was all the incense, but Aurian felt surprisingly calm. It was as though her body weighed nothing at all, like Aurian could just float away within this cubicle. Perhaps meditation wasn't so difficult after all.
You feel light as a feather, and surprisingly at peace with yourself. (+3 concentration)
-> You've gained 1 Horseman point! -> From the peace, turmoil rises! -> You suddenly remember a fear you have. It could be anything; an old memory, a phobia...
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kalindara rolled 1 100-sided dice:
93
Total: 93 (1-100)
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Posted: Tue Apr 03, 2012 6:11 am
The peace didn't last. It might have been the result of being in Death Clan territory, but the memory of losing Mai and Vaith during the trials kept racing through her mind. Aurian's sense of calm was quickly fading. She tried to focus instead on the final moments of the trial - finding them again, then discovering no one had properly died at all, they were both perfectly safe.
... It worked! It seemed to take hours, but b focusing on the memory of taking Mai and Vaith's hands in her own, Aurian managed to regain her sense of calm. When she opened her eyes, her other sense came flooding back in. She could feel drops of sweat beading her forehead. Her breath was coming in pants and her throat was sore, as though she'd been crying out.
No one said anything about it as she left the cubicle, though. Either that wasn't unusual, or it was all in her head. Still, it was a sheepish Aurian who left the training grounds. She felt much more at peace now (perhaps she'd finally stop having nightmares about the Death Trial). That would teach her to judge other peoples' hobbies before trying them herself.
81-100 : You battled with your fear, beads of sweat cling to your skin. It was tough, and you wasn't sure how many hours you spent in that cubicle, and you might had been crying, but... As you opened your eyes and walked out of the room, your heart is light as a feather. (+2 Horsemen Points)
Total Horsemen Points: 3
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Posted: Wed Apr 04, 2012 5:59 am
All That Glitters Has a PurposeYou 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.  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.  POINTS DISTRIBUTION [ Horsemen Points Distribution: ] +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.
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kalindara rolled 1 6-sided dice:
4
Total: 4 (1-6)
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Posted: Wed Apr 04, 2012 6:04 am
It was her second day on the island and Aurian was taking the time to explore again before class. Meditation yesterday had been rewarding, but also taxing. Aurian decided against trying it again so soon. Wandering the caves was more interesting, passing by the forge and avoiding the rivers of lava as best as possible. Eventually Aurian found herself in a huge cavern.
Light was sparse and the darkness let Aurian relax. The warmth of the lava was far away, the chill in the air and rock around her soothing Aurian. Slowly, she walked further into the cavern. There was a slight stumble to her step more appropriate for sleep walkers. Aurian didn't notice. Instead, her eyes were drawn to several small niches around the large room. Where did they all lead, she wondered. The urge to find out tugged at her. It led her to one of the gaps in the rock. Aurian slid through like butter. The only way her passage could have been easier would be if she was able to take her shadow form, but that was forbidden. And, as it turned out, unnecessary for this.
Aurian found herself in a small room, with single pedestal in the centre. A cushion lay atop it, the resting place of a large, ornate brooch set with a sparkling sapphire. As if in a dream, Aurian reached out and plucked the jewelry from its nest. She pinned it to her bodice, fumbling with the clasp. That was when the ceiling fell in.
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kalindara rolled 3 100-sided dice:
76, 79, 74
Total: 229 (3-300)
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Posted: Wed Apr 04, 2012 6:16 am
Aurian dropped to the floor, arms raised over her head. Somehow none of the falling stones struck her. She heaved a sigh of relief as she cracked open her tightly-shut eyes to find herself alive and in one piece. It was a relief that fled as she took in the rockslide covering the gap in and out of the small cavern.
A quick inspection of the cave revealed no other exit point. Aurian would just have to remove the blockage herself. She took a moment to steel herself, then crouched and began to pull at the stones closest to her. The weight was unexpected - too light for their size. It took her a while to realise that the brooch might have something to do with this.
"How very curious," she said, eyeing the blue gem. Was this one of the true purposes of the Jewelrycrafting class? To learn to make things like this? Aurian would have to pay extra attention in class. This was going to be a very useful skill, if she could harness it.
In her eagerness, Aurian made quick work of the stones. Before she knew it, they were piled behind her and the exit was clear once again. Aurian gratefully slipped out. As she made to exit the large cavern (time to flee before something worse happened!), she passed a Death clansmember.
"Oh!" Aurian quickly unpinned the brooch before she forget, pressing it into the hands of the bemused clansperson. "Here. It was very useful, thank you!"
And now it was surely time to duck by the classroom and see what was happening today.
Total Horsemen Points: 2 (success + no fail rolls)
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Posted: Thu Apr 05, 2012 6:33 am
The Room of MirrorsPerhaps 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 [ 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
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Posted: Thu Apr 05, 2012 6:47 am
On her third day of exploring, Aurian found herself lost. Unfortunately, that wasn't exactly a new thing on the Isle of Death, but normally it happened when Aurian was wandering with no set destination. She'd clearly taken a wrong turn somewhere because she'd been hoping to make it back to the forges, but had found a fancy underground hallway instead.
"Huh," she said, looking around the room she'd found at the end of said hall. Mirrors lined the walls, but no forge and no fancy weapons to ogle. Aurian was disappointed, to say the least.
There didn't seem to be anything of interest in the room. Aurian shrugged and turned to leave. As she moved, she caught sight of her reflection in one of the mirrors. It seemed greyed out and somehow more run-down. Frowning, she paused and peered closer. She hadn't thought she'd look that bad when she'd gotten up this morning. Maybe she was ill...?
As she was contemplating the raggedy reflection, something tapped her shoulder. Aurian spun to face - herself? No, the grey and wispy version of herself from the mirror!
"What in Jack's name - ?"
The doppelganger gave a cruel smirk - and expression Aurian thought did not suit her face at all! - and summoned a paler version of Aurian's scythe.
Aurian stared at the weapon. There were rules against that, she knew. But since someone - something - had drawn on her first, Aurian hoped that no one would mind. A Reaper had to defend herself, after all.
Mirror: Mania
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kalindara rolled 3 6-sided dice:
4, 3, 2
Total: 9 (3-18)
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Posted: Thu Apr 05, 2012 6:50 am
"I don't know what you are, but I don't like you taking my face. Or my weapon," Aurian warned the fake. Her eyes narrowed. Whether it was a trick of the room, or some other enemy entirely, it made no difference to the ghoul. She would defeat it either way.
Lunging forward, Aurian's struck out with her scythe. It dealt a glancing blow to the fake Aurian's cheek, red (yet somehow paler) blood trickling down her face.
The doppelganger returned the attack. It seemed she wasn't accustomed to the double-ended scythe, as the other end sliced into her just as it sliced across Aurian's bicep.
Aurian's HP: 28/30 Mania!Aurian's HP: (1 dmg + 2 recoil) 12/15
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kalindara rolled 3 6-sided dice:
4, 2, 2
Total: 8 (3-18)
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Posted: Thu Apr 05, 2012 6:59 am
Aurian glanced down the tear in her jacket sleeve. She could feel the sting underneath and knew it had drawn blood. It was nothing too serious, thankfully.
"Don't ruin my clothes just because yours are all torn up," she snapped at the mirror-creature.
Spinning on one heel, Aurian made a fast horizontal stroke, aiming for the thing's stomach. Finishing this quickly would be for the best. Who knew what tricks it had up its raggedy sleeves.
She missed.
Her doppelganger had better luck, though was still striking itself.
Aurian's HP: 26/30 Mania!Aurian's HP: (0dmg + 2recoil) 10/15
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kalindara rolled 3 6-sided dice:
1, 3, 4
Total: 8 (3-18)
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Posted: Thu Apr 05, 2012 7:02 am
Well, that was utterly pathetic, Aurian thought in disgust. She'd lose to this pale imitation of herself if she didn't pull it together and fight seriously.
Maybe it was time to fight dirty... Aurian aimed a slice low, trying to take it out at the ankles. No dice. Aurian's only comfort was that the wispy version might take itself out before it managed to defeat Aurian. But what a hollow victory that would be!
Aurian's HP: 22/30 Mania!Aurian's HP: (0dmg + 4recoil) 6/15
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kalindara rolled 3 6-sided dice:
1, 3, 2
Total: 6 (3-18)
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Posted: Thu Apr 05, 2012 7:05 am
The doppelganger was slowing, Aurian thought. It was her chance to make a comeback! The thing kept dodging her horizontal strikes, so this time Aurian raised one end of her scythe and brought it down from above...
And missed.
"Jack dammit all to candlejacking Christmas Town!" Aurian howled. This was not going to plan at all!
Aurian's HP: 20/30 Mania!Aurian's HP: (0dmg + 2recoil) 4/15
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kalindara rolled 3 6-sided dice:
3, 5, 1
Total: 9 (3-18)
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Posted: Thu Apr 05, 2012 7:07 am
If her fighting didn't improve soon, Aurian was going to hurt things. Clearly, her doppelganger would not be one of those things, but other things would be hurt. Something, anything, that was not Aurian was going to take the brunt of all the rage that was building up in her.
One of her strikes connected. Barely. Aurian grit her teeth. Even a small improvement was better than nothing, she told herself. ... Yeah, even she wasn't buying that today.
Aurian's HP: 19/30 Mania!Aurian's HP: (2dmg + 1recoil) 1/15
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