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Reply { ARCHIVED } ------------------ Four Clans Meta, April 2012
[Training][Solo] Peace and Quiet (Dev) Goto Page: 1 2 [>] [»|]

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Syusaki

PostPosted: Tue Apr 10, 2012 4:10 pm


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Inner Peace

The 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 1d10
1-2 : 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


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- See above and match your roll to the results of potential horsemen points gained. You cannot claim over 3 per ooc 24 hours
Syusaki rolled 1 10-sided dice: 4 Total: 4 (1-10)
PostPosted: Tue Apr 10, 2012 4:12 pm


Her class on incense making was still fresh in her mind when she stepped into the room of cubicles. The numerous miniature rooms baffled Dev at first, but seconds later her common sense began to kick in. The larger room was divided into smaller areas for the sake of meditation. It would be unsettling to attempt to gain peace with another person potentially eyeing you from a distance. She could understand the need for privacy. A few steps inside and she could clearly pick up the smell of incense. It drew out Dev’s curiosity. Did the Death clan make its own incense or did it request some from the Conquest clan, which was obviously well-versed in the making of incense.

It was a soothing smell. She was convinced the incense was a significant factor in her getting comfortable in record time. Due to her skirt, Dev sat on her legs once more. The ghoul habitually smoothed out the crinkles in her skirt before she let her eyelids droop down. Her mind quickly cleared, it cleared…

Dev fell asleep.

Syusaki

Syusaki rolled 1 10-sided dice: 2 Total: 2 (1-10)

Syusaki

PostPosted: Tue Apr 10, 2012 4:13 pm


She didn’t know when, but sometime later Dev’s eyes snapped open. At first her eyes were a dull green, but they quickly flared to life. The usual light reappeared, wavering for a bit before finally returning to a steady glow. The cu sith blinked while she attempted to gather herself together. What had happened? Lips contorted into a grimace. She wiggled in her seat, unfolding her aching legs. Dev let out a soft hiss and rubbed her numb limbs. From what she could tell, she had somehow fallen asleep. How shameful! A low whine emanated from her throat while she buried her head, tail curling around herself. While she did not meditate at home, Dev figured she could do it with relative ease! Apparently not.

She couldn’t tear herself away from the self-pity to continue with the exercise. Not yet.
Syusaki rolled 1 10-sided dice: 10 Total: 10 (1-10)
PostPosted: Tue Apr 10, 2012 4:14 pm


Minutes passed and eventually Dev willed herself to return to the task at hand. While her first attempt had ended with her sleeping, she felt determined to find a sense of peace by the time her session was finished. She huffed, ears flattening as she re-oriented herself into another meditating position. Dev straightened her back, pushing out her chest lightly while she moved her hands to her lap. She took a deep breath before she let herself close her eyes a second time. There was a feeling deep in her gut, but she felt this attempt would be better than the last. The ghoul forced out any thoughts and distractions that dared to enter her mind until there was only a calming nothingness. She took a second deep breath, her ears twitching slightly as she continued to delve deeper into her meditation.

Syusaki

Syusaki rolled 1 100-sided dice: 23 Total: 23 (1-100)

Syusaki

PostPosted: Tue Apr 10, 2012 4:14 pm


The end of her tail flinched and her eyebrows knitted together as she sensed something odd within the recesses of her consciousness. The smell of the incense filled her senses and she continued to feel a growing sense of dread. Dev let the corners of her lip dip, creating a tiny frown as images began to form from the nothingness. Her muscles relaxed when she realized the images were of home with her pack. A smile danced on her lips as she imagined herself in her natural form. The night was dark, her eyes glowing even brighter in undulating flashes of green in the darkness. She felt the comforting sensation of dirt beneath her paws. A silent sight as her claws dug into the ground before she leaned back and sprinted forward to chase after her family members, their piercing howls echoing in the distance. Her own howl shot through the night as Dev drew nearer to the pack, so close to reuniting with them after so long—

Pain. Another howl ripped past her jaws as a familiar sensation flowed through her. She crouched low, whining with confusion while she strained to open her eyes, but when she did she found herself bathed in a peculiar light. Dev’s eyes widened at the symbols that swam around her vision. These symbols. She had seen these symbols before. She tried to remember where, but another wave of pain overcame her. Dev cried out to her pack, but they could not hear her. They were gone. She thrashed around. Where were they?! They were there only moments before. The cu sith continued to struggle, hoping that her flailing would set her free eventually, but then came the unmistakable sensation of flickering in and out of existence. She froze. Was that…? No. No. Another howl, this time more desperate and wild. She thrashed. She struggled, the flashes coming quicker and quicker. No no no no—

She opened her eyes at last. Trembling hands reached up to take stray strands of her hair back, but instead she found small beads of sweat on her forehead and back of her neck. Dev licked her lips nervously. Perhaps that was enough meditation for one day. She got up and took care to silently shuffle out of the room so as not to disturb the rest of the occupants.
PostPosted: Wed Apr 11, 2012 2:56 pm


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All That Glitters Has a Purpose

You 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.


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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.


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POINTS DISTRIBUTION

[ Horsemen Points Distribution: ]

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+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.


Syusaki

Syusaki rolled 1 6-sided dice: 3 Total: 3 (1-6)

Syusaki

PostPosted: Wed Apr 11, 2012 2:57 pm


It is dark, save for the small glow of Dev’s eyes and what little light managed to flow into the room even though she is not sure where it came from. The light came from no particular direction, which left her puzzled. There is almost nothing for the canine to sense with her eyes or ears. If she strained her nose enough, she could smell rock, but it was faint. It made her feel uncomfortable, but at the same time she found the situation useful in allowing her to clear her mind. There was not much for her to sense. There was only time for thinking, but right now there was not much to think about other than her training. She found herself gravitating toward a particular direction. Dev was unsure why, but ignored the feeling and continued to move forward until she discovered a niche.

She eyed it curiously, a hand reaching out toward it before she continued to walk again. It felt right. Dev entered a room with a cushioned pedestal. Her gaze locked onto the item placed on the stand. She strolled over to it, taking in the ornate decorations and the gem that matched the color of her eyes. She smiled softly until there was a quiet rumbling. Dev confusedly searched around the room before reluctantly donning the necklace.
Syusaki rolled 10 10-sided dice: 2, 10, 6, 6, 3, 2, 10, 4, 10, 1 Total: 54 (10-100)
PostPosted: Wed Apr 11, 2012 2:58 pm


Dev stared down at the piece of jewelry dangling around her neck. She assumed there were other similar pieces of jewelry in the other passages, but she felt glad to have chosen this one. The green made her believe the gem was an emerald. A hand picked up the center piece of the necklace that contained the gem. She moved it back and forth, intrigued by the shine it created until she looked up to find a group of scarelings staring straight at her. “Whit?” Confusion spilled onto her face as the young ones waved at her before rushing to play in the center of the room. She found no qualms with it until she noticed the appearance of a group of shadowy creatures. Her ears drooped as she vainly reached out for them. “Nae!”

She released an outraged growl as the shadows descended upon the quintet of scarelings. Her eyes squeezed shut when their startled yelps and cries filled her ears. She didn’t know what to do. She couldn’t help them. By the time Dev opened her eyes again the creatures were gone, but the scarelings were in various stages of pain and injury. She rushed over, one hand tightly clasped onto the necklace around her neck. The worry in her expression began to soften when she began to heal them one by one. Her lips lifted into a reassuring smile by the time she had gone through all five them. While she had been unable to completely heal all of them, the scarelings would be safe. She waved them goodbye as they disappeared. Dev allowed herself a moment of peace before returning the necklace to the pedestal and walked back out of the passage.

Syusaki


Syusaki

PostPosted: Thu Apr 12, 2012 3:37 pm


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Trials of the Priestess

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


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[ 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).


Syusaki rolled 2 100-sided dice: 32, 41 Total: 73 (2-200)
PostPosted: Thu Apr 12, 2012 3:38 pm


Dev held tightly to her offering. Once in a while, she leaned over to peer at the line of priestesses up ahead, but dutifully remained in line to wait her turn. The thought brought a smile to her face. It sounded amusing. It sounded like she was a tiny scareling in school, waiting in line to receive snacks or something similar. She chuckled. During the few times she poked out her head she took the opportunity to observe the priestess she had chosen to give her offering too. The priestess is named Kalia, if Dev recalled correctly. The horsewoman had twin pigtails that were visible beneath the hood. Out of the four, she appeared to be the nicest despite her muteness. Dev didn’t mind. She scratched the back of one of her ears, but unfortunately at the same time someone behind her shuffled in place and caused her to stumble forward.

Her mouth stretched open as her offering clattered to the floor. The expression glued to her face, she switched between the spot where her item had been—as now it had mysteriously disappeared beneath the feet of the other students—and the priestess. Her ears pressed against her skull when it soon came to her turn. “Ah…ye see…” Her voice drifted off, curled tail between her legs before she sprinted off, muttering apologies over and over.

Syusaki

Syusaki rolled 2 100-sided dice: 8, 35 Total: 43 (2-200)

Syusaki

PostPosted: Thu Apr 12, 2012 3:39 pm


This time Dev definitely had her offering with her. After some moments of sniffing around the floor—a rather ridiculous sight really, she garnered more than a few stares with that stunt—she managed to procure her item again. This time, the ghoul made sure to tightly grasp it with both hands while she waited in line again. Unsurprisingly, she leaned over to see which priestess she would offer her item to. She couldn’t bring herself to look at Kalia, not after the embarrassing incident she had just put herself through moments prior. This time she found herself staring at a stern-faced priestess named Ameton. She donned typical death attire, a black robe trimmed with feathers. Although she could not see the top half of the priestess’ face, Dev could still see yellow eyes from under the dark hood. She took in the horsewoman’s frown.

The canine pressed her lips together, placing a hand over her rapidly beating heart—not that she was nervous, it was just that she was still Jackdamn tired from all that snooping around—before she stepped toward the priestess. However, her tired state did not go unnoticed by Ameton. She shot Dev a disapproving stare before turning her attention toward the piece of jewelry in the cu sith’s hands.

She licked her lips and stretched out her hands toward Ameton. “It’s a pendant frae where Ah come frae. It has th’ Celtic cross.” The priestess took it, eyed it for a few seconds before motioning for the next student. Sighing, Dev shuffled away.
PostPosted: Fri Apr 13, 2012 4:20 pm


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The Room of Mirrors

Perhaps 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 3d6 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 6d6 to get: 3, 4, 1, 3, 2, 4; I do 1dmg and take 4dmg, my doppelganger takes 3 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


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


[ 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


Syusaki

Syusaki rolled 3 6-sided dice: 2, 5, 5 Total: 12 (3-18)

Syusaki

PostPosted: Fri Apr 13, 2012 4:22 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 3d6 to get: 3, 4, 1; I do 1dmg and take 1dmg, this means my doppelganger takes 2 dmg total.


She probably shouldn’t have been exploring underground, but here she was anyways. Dev walked and walked, her boots constantly clacking against the ground until she wondered if she had managed to become lost. She can’t quite tell due to the dim lighting of the corridors, but eventually she noticed the torches grew more ornate in this particular corridor. She stopped to stare before the carvings on the wall caught her attention. It looked like horsemen of death. Dev hummed then continued down the hallway until she entered a cavern filled with mirrors. Mirrors?

Interesting. The ghoul walked over toward one of the mirrors. She looked up to read the name inscribed above it: Mania. Before she could take a minute to ponder over the name, there was a tap on her shoulder and she turned around. “Whit?” An ear twitched, confused as Dev stared at a shade of herself. It looked like her, but not exactly. There was something off about it. Doppelganger Dev was grey, wispy at the edges as if she was ready to disappear at a moment’s notice, but otherwise she was a mirror image.

She didn’t know what to do, so she lashed out at it.

HP: 25/30
Recoil: 5
Damage: 1
Doppelganger HP: 15-5-1=9/15
Syusaki rolled 3 6-sided dice: 5, 3, 4 Total: 12 (3-18)
PostPosted: Fri Apr 13, 2012 4:24 pm


Doppelganger Dev formed a large grin, unfazed by the scratch Dev had given her. Instead she raised her claws and lashed out at the cu sith to deal a strong blow to the canine’s side. However, as the doppelganger stood back to admire her work she winced and covered her own side with a hand, placed right over the spot she had attacked. It was only a small detail she noticed before she went in to land a spinning kick on her doppelganger.

Like a boss.

HP: 21/30
Damage: 3
Recoil: 4
Doppelganger: 9-4-3=2/15

Syusaki

Syusaki rolled 3 6-sided dice: 1, 1, 1 Total: 3 (3-18)

Syusaki

PostPosted: Fri Apr 13, 2012 4:26 pm


So spin kicking her doppelganger had only incurred its wrath even more. Furious, Doppelganger Dev retaliated by ramming into the ghoul with her shoulders. Dev shrieked indignantly, tumbling backwards until she fell to the floor with a quiet thud. A hissing cu sith rubbed her butt while her mirror image mimicked her exact actions while standing up. Weakly, it stepped over to kick her in the side again, but seemed to incur the same damage it dealt.

HP: 20/30
Recoil: 1
Damage: 0
Doppelganger: 1/15
Reply
{ ARCHIVED } ------------------ Four Clans Meta, April 2012

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