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Posted: Tue Apr 10, 2012 7:56 pm
Willow had been looking around death's isle before finally deciding that the training may be interesting.
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Posted: Tue Apr 10, 2012 8:11 pm
Quote: 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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LP rolled 1 6-sided dice:
2
Total: 2 (1-6)
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Posted: Tue Apr 10, 2012 8:15 pm
Willow's tail flickered as she entered into the cavernous room. It was very interesting, almost nothing was there, the sent of damp rock the only smell that came to her.
She walked around for a second, before feeling some sort of a .... tug. Her ears perked up as she looked around and finally followed what seemed to be calling to her. Her tail swishing as she moved, Pausing at a narrow opening and looking curious, she wiggled her way in mindful of the walls.
When she finally entered she noticed a ruby sitting there on a pedestal, a ruby-set bangle. Looking interested the tigress picked up the bangle and put it on looking at it curiously.
Suddenly the floor dropped out from under her feet. "Ack!" She yelped before biting her lower lip. Ohh... hopefully she didn't disturb anyone. Upon closer inspection she noticed a labyrinth under her feet. Huh, it was much too small for her to navigate, though she would love to have tried it. Suddenly there seemed to be a... humanoid form appeared and was looking up at her. As if asking where to go. Oohhh, she could lead them to victory!
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LP rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Tue Apr 10, 2012 11:22 pm
Willow managed to lead her shade almost perfectly, expect for one tinnnyyy problem. Willow winced when the shade got stuck in a trap. "Ohh... I'm sorry." She looked concerned until the shade was able to free itself, looking relieved that it hadn't been hurt too badly.
They continued on until they managed to successfully find a way out of the maze. Willow grinned happily.
((1 point))
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Posted: Wed Apr 11, 2012 9:51 pm
Quote: 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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LP rolled 1 10-sided dice:
4
Total: 4 (1-10)
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Posted: Wed Apr 11, 2012 10:48 pm
With everything going on Willow had decided to wonder a bit. When she came across the meditation area. Her tail flickered as she thought before nodding and wondering in, it seemed empty. Settling in one of the areas she heard the curtain woosh closed.
Oh, well maybe it wasn't so empty after all.... Willow sighed before closing her eyes attempting to meditate. Eventually, somehow finding herself in a fitful sleep, before her eyes flew open in a panic. Shaking her head she sighed, That wasn't cool.
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LP rolled 1 10-sided dice:
1
Total: 1 (1-10)
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Posted: Wed Apr 11, 2012 10:52 pm
Willow closed her eyes to try again. Managing something before all of a sudden her mind started to wonder. Thoughts passed through and before she could stop herself she was looking around the area she was in wondering if there was a way to stop herself from seeing hunters all the time...
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LP rolled 1 10-sided dice:
9
Total: 9 (1-10)
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Posted: Wed Apr 11, 2012 10:53 pm
After a few tries Willow had managed to get a decent grasp on 'peace'. She was able to close her eyes and keep at some sort of a focus on what she was doing, she felt pretty good considering. Almost like she could float.... oh wait she was a ghost, she could sort of float.
((+1 point - light as a feather))
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LP rolled 1 100-sided dice:
77
Total: 77 (1-100)
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Posted: Wed Apr 11, 2012 10:55 pm
Willow's eyes stayed closed as she tried to focus. Being at peace, even inner peace was hard. She was almost unsure of this as she tried to focus, to be at peace. Not to let her fears get to her. Eventually when she opened her eyes and looked around, she felt... better. It wasn't completely gone but... it was better than it had been. Maybe she could afford a small nap somewhere...
((+1 point. 2 points total))
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Posted: Thu Apr 12, 2012 8:33 am
Quote: 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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LP rolled 3 8-sided dice:
7, 5, 7
Total: 19 (3-24)
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Posted: Thu Apr 12, 2012 8:37 am
Willow walked up to the mirrors and looked at herself. Tail flickering as she tilted her head, aiming a punch and feeling herself hit back. WEIRD.
Willow HP: 28/40 DMG: 7 + 5 = 12
Mirror - Deimos HP: 14/20 DMG: 7 + 5 = 12 - 6 = 6
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LP rolled 3 8-sided dice:
6, 7, 4
Total: 17 (3-24)
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Posted: Thu Apr 12, 2012 9:43 am
Willow's tail flickered, right treat this not like a mirror.... She thought closing her eyes for a second, but don't break it either.
She jabbed at it. Feeling it hit back.
Willow HP: 23/40 DMG: 5
Mirror - Deimos HP: 3/20 DMG: 6 + 7 + 4 = 17 - 6 = 11
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LP rolled 3 8-sided dice:
3, 1, 6
Total: 10 (3-24)
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Posted: Thu Apr 12, 2012 10:07 am
Willow's tail flickered as she watched the mirror she set her stance adjusting her footing before jabbing again. This time the reflection disappeared. "Right... on to the next."
Willow HP: 18/40 DMG: 5
Mirror - Deimos HP: 0/20 DMG: 3 + 1 + 6 = 10 - 6 = 4
((1 point))
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LP rolled 6 8-sided dice:
4, 6, 8, 7, 4, 7
Total: 36 (6-48)
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Posted: Thu Apr 12, 2012 10:32 am
Willow was looking at the mirrors and stopped in front of a second one. Her tail flickered as she watched it. Pausing when a fully white tiger appeared in front of her. Looking almost familiar, was that her.... in the future?
Willow's head tilted as she took in the stranger before noticing the mirror had already set stance and she followed behind it. It was odd, when she jabbed she felt a hard hit back. "Jack Damn..." she let out.
Willow HP: -2/40 DMG: 8 + 7 + 4 + 7 = 26 - 6 = 20
Mirror - Elpis HP: 1/15 DMG: 4 + 6 = 10 - 6 = 4 + 10 = 14
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