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Posted: Tue Apr 10, 2012 8:05 am
Day 1demon_pachabel 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 roundsRoll 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 [ 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!)
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JetAlmeara rolled 2 8-sided dice:
5, 1
Total: 6 (2-16)
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Posted: Tue Apr 10, 2012 8:06 am
Well today was the first day and while she hadn't been particularly looking forward to the whole sparring thing she did recognize it as a useful skill and so she entered the stadium with the intention of doing her very best. The instructors - as thought sensing that she wasn't the best fighter in the world seemed to have paired her with another fairly new and young member of the clan.
At least it would be a bit of a challenge then! Stretching a few times to help her get the blood flowing Zurine faced off against her opponent, keeping a wary on him as he moved around her in a circle. Turning to follow him she watched for any signs that he might be starting to make his move..a slight tensing of the muscles alerting her that the time was coming and when the other youth suddenly leapt forward Zurine was ready for him.
Dodging to the left she dropped to the ground and stuck out a leg with the hopes of tripping him thanks in part to the momentum from his charge. In that she got lucky as the youth simply couldn't stop in time and stumbled over her leg falling to the ground and Zurine wasn't about to let him get up and get another run at her, jumping up she quickly pinned the youth until the instructor called it a win. Huzzah!
Points - 1
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JetAlmeara rolled 2 8-sided dice:
2, 5
Total: 7 (2-16)
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Posted: Tue Apr 10, 2012 8:12 am
Her second match seemed to be designed to keep her from getting a big head about her previous quick win because they paired her up with someone who very obviously knew what they were doing - and in no time at all they had her sprawling out on the ground eating dirt. Well...at least she hadn't lost her very first time out right? And she would learn! Next time she would be better prepared.
Points - 1
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Posted: Wed Apr 11, 2012 7:26 am
Day 2iStoleYurVamps The Toxic CaveSometimes 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 [ 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
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JetAlmeara generated a random number between
1 and 3 ...
1!
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Posted: Wed Apr 11, 2012 7:32 am
Zurine was..not looking forward to this exercise. To be honest her first words when she'd heard what she was supposed to do had been..'You want me to do what again?!?' - that probably hadn't earned her any points with the war clan and she had been told to go and do the exercise anyways....so here she was, watching nervously as they sealed her into this toxic cave. They wouldn't let her like.,.die thought right? I mean someone would come and get her if she passed out right? Right?!?
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JetAlmeara rolled 1 4-sided dice:
1
Total: 1 (1-4)
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Posted: Wed Apr 11, 2012 7:33 am
Quote: 1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP Without waiting around to ponder the thought of being trapped down here forever any longer Zurine took off at a dead run - it stood to reason that the faster she got out of this cave the better off she'd be. Unfortunately when she reached the pit and flung herself down the rope she paid the price for that speed with burning hands. Perhaps a bit more caution would be wise.Saves - 0 HP - 25/30
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JetAlmeara rolled 1 6-sided dice:
1
Total: 1 (1-6)
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Posted: Wed Apr 11, 2012 7:36 am
Quote: 1- You manage to swim quickly and reach the other side just in time! Of course despite this thought of caution it was really hard to slow down when you were trapped in a cave of toxic gas..and so Zurine kept on running as fast as her legs would carry her and when she came to the dark pool dove in without a second thought. Perhaps it was the swimming practice she'd gotten in the trials before coming to the island but she made it to the other side just before her lungs started screaming for air.Saves - 0 HP - 25/30
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JetAlmeara rolled 1 8-sided dice:
6
Total: 6 (1-8)
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Posted: Wed Apr 11, 2012 7:40 am
Quote: 6 and 8- You get lost and get…sleepy… (fail!) The path ahead was suddenly a good bit smaller then it had been before and Zurine found herself feeling more and more closed in. In her panic at being so trapped she chose a path at random and hurried down it - though she didn't get very far before she passed out and had to be rescued by one of the horsemen.- 5 for natural form HP - 20/30 2 Horsemen points for stage 3
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Posted: Thu Apr 12, 2012 7:31 am
Day 3Sosiqui Weapon CraftingWhile 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 [ 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.
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JetAlmeara rolled 3 4-sided dice:
2, 2, 3
Total: 7 (3-12)
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Posted: Thu Apr 12, 2012 7:32 am
Quote: 2: Seashell (+2 points) 2: You throw something together. It looks kinda close? (Mediocre: +2 points) 3: You wrap the hilt in leather and add a feather. Pretty! (Shiny: +3 points) So today's class was going to be weapon making - that sounded interesting, in an artsy sort of way. Zurine loved to craft things and making a knife didn't seem any different from say making a pretty bowl..never mind that the knife was also supposed to be able to do damage. It was really no surprise that she chose seashell as her medium..it was just so pretty looking and seemed to put more effort into how the knife looked then how well it might work.
Regardless of her more artistically designed knife she somehow managed to whip together something that wasn't completely horrible and was actually looking forward to trying it out now that she was finished.Mediocre Shiny Seashell Knife Total - 7
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JetAlmeara rolled 2 4-sided dice:
2, 3
Total: 5 (2-8)
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Posted: Thu Apr 12, 2012 7:38 am
Knife - HP - 7-3 = 4
Zurines first strike with her knife managed to hit the target and although it did seem to leave a little cut it wasn't nearly as deep as she had hoped it would be. In addition it seemed the strike had put a slight nick on her blade..seashells were sharp it seemed but also a little bit fragile.
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JetAlmeara rolled 2 4-sided dice:
2, 3
Total: 5 (2-8)
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Posted: Thu Apr 12, 2012 7:40 am
Knife HP - 4 -3 = 1
Her second strike was almost an exact copy of her first and her knife definitely wasn't looking all that hot now. In fact she was pretty sure that it wasn't going to survive another strike at all. That was kind of sad considering how much effort she had put into making it look so darned pretty. Then again maybe she should have put more time into making it functional AND pretty.
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JetAlmeara rolled 2 4-sided dice:
1, 2
Total: 3 (2-8)
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Posted: Thu Apr 12, 2012 7:42 am
Knife HP - 0 Round three - 2 horsemen points
Just as Zurine had expected her knife shattered into a bazillion little seashell shards on her third strike. Zurine wasn't even sure if the damage it did was from her strike or just from the shattering and tiny little shards it left behind. Either way she was a bit sad to see the weapon gone...the exercise had been fun though in its own way. Maybe she'd try it again later on in the week.
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Posted: Fri Apr 13, 2012 7:15 am
Day 4demon_pachabel 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 roundsRoll 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 [ 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!)
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JetAlmeara rolled 2 8-sided dice:
1, 2
Total: 3 (2-16)
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Posted: Fri Apr 13, 2012 7:16 am
Today she was supposed to report back to the stadium..but to be honest she was still super tired from treking through the jungle the day before and hten jousting this morning. How in the world was she supposed to fight someone too?!? She was soooo sore!
When she got to the stadium she eyed her opposition with tired bleary eyes and adopted a sort of defensive stance..for a few moment right before he charged at her and knocked her half silly with his first hit. Alrighty then..time to call it quits for the day and get some sleep!
Epic fail Zurine..Epic fail..
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