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Posted: Tue Apr 03, 2012 8:00 pm
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. [ 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 8:12 pm
Day 1: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..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.  There were more little passages and twisting corridors that led beneath the surface than Thackery had been prepared for. All of the confidence in the world could not have set him up to handle his current venture, however - a few minutes in, everything just screamed you are so jackdamn lost at him. He'd been so distracted by the engravings that, by the time he looked up, he realized he couldn't really see either end of the corridor. Which was disconcerting. He walked on, trying to keep his mind away from thoughts of being trapped down here forever, so fixated on not thinking about it that he almost ran into a huge mirror. And...himself? Well, of course he was seeing himself, it was a mirror, but...he extended his hand, cautious, finger bending to poke at it. Then something poked at him. With a yelp, he turned to greet his own grinning face. "What are you...?" he asked...himself? "The same thing that you're doing here. Except better." Thackery should have expected that of himself.
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Nothing Yet rolled 3 8-sided dice:
5, 4, 8
Total: 17 (3-24)
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Posted: Tue Apr 03, 2012 8:16 pm
Logically, he knew that it wasn't him. It couldn't be. He jumped on himself, pushing the other figure to the ground, tumbling a few feet towards the door. They clawed at each other like a catfight, stopping that nonsense only when Thackery landed a good punch.
HP: 40/40 DMG: 11
Enemy HP: 20/20 Enemy DMG: 5
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Nothing Yet rolled 3 8-sided dice:
4, 5, 6
Total: 15 (3-24)
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Posted: Tue Apr 03, 2012 8:17 pm
The other Thackery seemed stunned, as if he hadn't expected his Original to actually strike him. He didn't move to retaliate, and the blows to his face didn't stop, one after another after another--
until he was gone.
Panting, he stood, brushed off his hands, and hoped he wouldn't have to do that again.
HP: 35/40 DMG: 9
Enemy HP: 9/20 Enemy DMG: 5
+1 point
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Nothing Yet rolled 3 8-sided dice:
3, 3, 3
Total: 9 (3-24)
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Posted: Tue Apr 03, 2012 8:23 pm
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. As he turned to leave, he caught another reflection. A wrong reflection. He stared for a long while, concerned...and the abyss stared back. Smiled. And laughed. The thing looked like him, he thought, but his hair was disheveled, his skin a mottled mess of grey and cracked skin. His eyes were still mismatched, but one blinked back with yellow instead of a light violet. Was this what was happening to Ash? "Stay away from me!" he spat, warning him. HP: 30/40 DMG: 0 Enemy HP: 20/20 Enemy DMG: 3, 6 to self
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Nothing Yet rolled 3 8-sided dice:
4, 8, 3
Total: 15 (3-24)
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Posted: Tue Apr 03, 2012 8:25 pm
It didn't.
Thackery growled, a sound that was substantially less intimidating in his humanoid form, and shoved the image of himself away. It lost its balance and failed to catch itself.
HP: 27/40 DMG: 6
Enemy HP: 14/20 Enemy DMG: 3, 6 to self
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Nothing Yet rolled 3 8-sided dice:
7, 8, 4
Total: 19 (3-24)
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Posted: Tue Apr 03, 2012 8:27 pm
Taking advantage of the thing while it was down, Thackery began to kick at the Insanity-ridden figure. He couldn't even consider it himself. That couldn't happen. It wouldn't happen. It wasn't real, was it? The doubts arose again, and he fought it away by fighting the thing, delivering a final blow with a stomp to his stomach.
He laughed as he faded away.
HP: 24/40 DMG: 9
Enemy HP: 0/20 Enemy DMG: 4, 8 to self
+1 point
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Posted: Tue Apr 03, 2012 8:30 pm
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.
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Nothing Yet rolled 6 8-sided dice:
3, 1, 2, 6, 7, 6
Total: 25 (6-48)
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Posted: Tue Apr 03, 2012 8:31 pm
He meant to leave. He really did. But something else caught his eye, and he couldn't avoid it. It was impossible to look away.
Because in front of him was himself. His best self. King Thackery, sly smile spread across his face. His crown shimmered in the light, the keys ties around his cloak jingling with a pleasant, comforting little chime.
HP: 20/40 DMG:
Enemy HP: 15/15 DMG:
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Nothing Yet rolled 6 8-sided dice:
1, 6, 6, 3, 4, 6
Total: 26 (6-48)
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Posted: Tue Apr 03, 2012 8:33 pm
HP: 5/40 DMG:
Enemy HP: 7/15 DMG:
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Posted: Wed Apr 04, 2012 10:49 pm
Day 2:The rituals of Death are everything to the priestesses. Upon walking to the land belonging to the clan of Death, there is a heavy somber weighted silence that descends upon you. Residents around you are busy going on to their business but the faintest glimmer of their shadowed eyes under their cloaks glance at you warily. As you walk in, you are directed to a long line of students about to embark on a walk up some very long spiral stairs. Upon reaching the top, after walking through the skies, you have arrived to one of the tallest spirals. You can see the black cliffs surrounding you, the altar opens into a roofless space. Inside, you step in a circle with four pillars at the edge. There are no gates/walls to prevent you from your unlucky footing or falling to your temporary demise. Why are you headed up to this altar? You are students who are expected to pay their respects in forms of incenses and prayers. However, this isn't a simple task of kneeling and praying. In a sort of test directed towards the students, they must create their own incense sticks to offer towards the priestesses.
OOC OOC Task: Whether you have a friend or you make it yourself, you are expected to create your own artwork of what you will offer as a prayer towards one of the few altars of Death. (These can be made by paint/grabbing a google image, whatever you deem best!) There are four priestesses gathered around the altar, as you move up the line, you move towards the next available priestess. These artworks will be prayer items only (do not offer your undergarments, death does not want them ok) so it will not be limited to incense sticks. It can be anything from any religion/culture attached to your tih student! Although how you offer your item by rping it out, will be determined by the priestess you roll. (Please keep the images CANON to the SETTING, otherwise you will be disqualified from points as the priestess will be : | at you. All four of them.) [ Mechanics: ] -You will need to roll for summoning a priestess and the success of your item -When your roll is successful in presenting a gift, you can insert your image. If your roll is a fail, you do not need to come up with different items, you simply can gloss over it until you make a successful post and then post your prayer item image. -You can only roll two times a day that's every OOC 24 hours. (for both the priestess and your success of the image.)- Please roleplay out all results whether they are pass or fail Roll 2d100. The first dice will determine your priestess while your second dice determines your success.1-25 - You are brought to the first altar, with a very stern and solemn priestess. This is Ameton. She has a very no-nonsense personality. She wears a black robe, trimmed with feathers at the bottom. She stands there, with a perpetual frown on her lower half of her face. You can't see the top half, shadowed by the conventional black robe of death. However, there is a sharp glimmer of yellow eyes and a hollow face from what you can see. Her manner is curt and brief. What should you offer to this stern-faced priestess?
26-50 - This priestess has a small smile when you come to the altar, as she offers her hand to accept your offering. She is Kalia. Kalia has two twin tails that are not hidden by her hood, her robe shorter than the rest. She seems to be nicer than the others, although she says nothing. Her figure is shown through the form-fitting robe, lacy design and she seems to have a fondness for cute offerings. It's the way she fingers your offering, with an interested gaze before setting it down or how she might put one to the side, before moving onto the next student..
51-75 - The third priestess is dressed in a skimpy armor, top and shorts. Her name is Vari. She has long blood red hair, her adornments on her outfit crimson-streaked as if she has recently come from battle. While she doesn't speak, the way she stands in an arrogant, haughty manner with her feet apart and side glances towards you. You are apparently of little consequence to her, although her attention is captured easily if you come up with something interesting..
76-100 - The fourth priestess is one you know very well. Or at least, some students do. It is the heir of Death, Aisa. She is sitting at the edge of the altar, her legs crossed, looking quite bored. The question is, what do you offer to this whimsical insanity-ridden heir of Death? Considering she's the heir, you may want to choose wisely. Unlike others, she is prone to talk much more and possibly .. attack. Although the chances of that is very unlikely.SUCCESS.. or not?1-20 - You chicken out before you get to the priestess. Perhaps you decide your prayer simply isnt good enough or that there was a priestess you didn't want to approach.. For whatever reason* you did not come up, you go back to the end of the line to start over. 21-40 - Success! You did not forget your item or lost it, you have mustered up the courage to walk and give it to a priestess! However, you seem pretty breathless or tired. Depending on the priestess you drew, you get a variety of reactions. Ameton disregards you with a disapproving stare, Kalia offers you a drink of water, Vari scoffs at you and Aisa .. Well, she's laughing. She looks like she's hoping you fall off the edge. Either way, you have a point to spend now! 41-60 - You forgot your item or you dropped it somewhere on your way here. Damn, time to run back and find it, get it or make/bring an entirely new one. Shoot, how do you tell the priestess you forgot/lost it? 61-80 - You managed to walk up .. but right before you reach the priestess, an unlucky event* like the wind or your unsure footing in these uneven rocks leads your item to fall to it's inanimate death off the spiral. Shoot, looks like you need a new item.. 81-100 - Success! The priestess has either reluctantly or happily accepted your offerings and you earn one point to spend in the raffle or shop!
*means you can make up any reason corresponding to the loss of your item, relevant to the prompt!
POINTS DISTRIBUTION [ Horsemen Points Distribution: ] - You obtain one horsemen point every SUCCESS you obtain (max two this way) - For every picture you hand draw you get another +1 point! You can only obtain a maximum of 3 points daily with the SUCCESS and hand drawn image points totaled).
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Nothing Yet rolled 2 100-sided dice:
53, 13
Total: 66 (2-200)
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Posted: Wed Apr 04, 2012 10:51 pm
why do I keep forgetting to roll QQ
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Nothing Yet rolled 2 100-sided dice:
17, 73
Total: 90 (2-200)
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Posted: Wed Apr 04, 2012 11:30 pm
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Nothing Yet rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Thu Apr 05, 2012 11:19 pm
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.  The expanse of the Death Island intrigued Thackery to no end. Though comforting to stay in his room and talk to Ash, he couldn't quench the curiosity he held for exploration here. From the forges to the temples, there was always something absolutely amazing to see, new designs and plans that he wanted to snatch right up for his future kingdom. He stepped into the large room with wide, excited eyes, marveling at his skin color in the low, bluish light. What a fantastic purpley color! With a smile, his fingers traced his arm, wishing he had the same neat lights that the Death Clan had. He would have to try and steal their magic, too. Without really realizing what he was doing, he slid through one of the little crevices, making his way int the room that followed. There was plenty to see here, but only one thing caught his eye. Something shiny..
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Nothing Yet rolled 10 10-sided dice:
4, 3, 5, 6, 9, 2, 5, 3, 4, 1
Total: 42 (10-100)
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Posted: Thu Apr 05, 2012 11:21 pm
The necklace was kind of heavy around his neck, the light scraping of metal on metal at every point that it came into contact with his other jewelry. He immediately wished that there was a mirror in here, something that would allow him to check out his new digs...maybe there was a puddle, at least.
Before he could step out in search of them, little scarelings joined him, tugging on his tail and petting him and laughing to one another. Where had they come from? They did a little rumbling run towards the middle of the room - more space to play, Thackery figured - and glanced expectantly back at him.
But he couldn't move. Concerned, he tried time and time again, more frantically when some sorts of creatures slid in from the darkness to attack the scarelings. Thankfully, the emerald knew what to do. It urged him along, his fingertips tingling. Once buckled over and sobbing from the pain, they seemed to respond well to his motions, to a sweep of the hand. Laughing again, they skipped merrily towards him, each disappearing before reaching him once more.
The weight of the necklace was gone, and he was confused. Very confused.
Brows furrowed, he crossed the floor, warily passing through the exit.
4, 3, 5, 6, 9 2, 5, 3, 4, 1 6, 8, 8, 10, 10
+2 points
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