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[ shard ] a plan for us ( kostya & america & taym ) Goto Page: 1 2 3 ... 4 5 6 7 [>] [»|]

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its me debz
Crew

Wicked Shadow

PostPosted: Wed Feb 19, 2014 2:39 am


gaia_crown [ Setting : ] Through some manner, your character and their party have found a portal to the correct Location where a shard resides.

Ours: Abandoned bunker, somewhere near Russia, cold/winter, creepy-caves inside, former military before you get to the old

gaia_crown [ Rules : ]
- The DM starts by rolling 2 20-sided dice for each character, including their own to determine the amount of stamina that character has.
- If more than one character is in the group, roll all characters at once. IE: If you roll 4d20, and get 8, 7, 1, 4. Player 1, Bob, will have 15 stamina, and Jane will have 5.
- Each ACTION consumes one stamina. Once a character has used up all their stamina they must return to the beginning of Round 1.
- If a character's HP drops to 0, they cannot go any further and must portal/pendant out/dissipate. When they return, they must start again from Round 1.


gaia_crown [ Round 1: ] This round takes place just inside the entrance of the Location, barely a few footsteps in. All is quiet; no one is there but you and yours. For now.

- All players roll a 6 sided dice. This roll does not consume any stamina.
Roll 1: For every player that rolls this, you trigger a boss: a rusted, reanimated wrought iron mirror revenant.
- Yes, that means if two players roll a 1, you now have two bosses... congratulations.
- No one can proceed to Round 2 until it has been defeated.
- The DM is in charge of keeping track of the boss's HP. The boss has 30/ 30 HP and does 3 auto damage every time it is attacked. Normal battle rules apply.
-IF NO ONE rolls a 1, or if you have defeated the boss, you may proceed to Round 2.


gaia_crown [ Round 2: ] All players now continue into a hall of shattered mirrors, accompanied by architecture fitting of your chosen location. Ruins walled with mirrors, simple shards of glass propped against cave walls, etc.

- All players roll 1d100 to determine their result.
Roll 1-25: It appears that you've lost your way, and the halls get darker and darker with every turn. Keep rolling, and subtract 3 Stamina because of how long it took to find your way.
Roll 26-50: You are entranced by your own reflection in a nearby mirror. A whispering runs through your mind, full of all your doubts and fears and-- you snap out of it. Keep rolling, and subtract 1 Stamina.
Roll 51-70: The corridor ends rather abruptly, opening into a steep drop. However, there's a ladder, and it leads to another level of the same kind of hallway you were in before. Weird. Keep rolling, and subtract 1 Stamina.
Roll 71-100: You manage to make it through the hall of mirrors unscathed. Continue to Round 3.


gaia_crown [ Round 3: ] You reach a large, seemingly insurmountable... staircase. Yes. A staircase. Crumbling, precarious, and ever so tall.

- All players need to roll to get a total of 25 steps each to make it to the next round.
- All players must roll 1d10. This is how many steps your character walks up, accompanied by the following effect:
Roll 1: You slip on nothing. Subtract 1 Stamina.
Roll 2: With a spring in your step, you manage to not cut your feet on a huge shard of glass. Subtract 1 Stamina.
Roll 3: - 50% of your remaining HP. A large shard of glass slices into your abdomen.
Roll 4: Instant death for you. Return to Round 1, reroll stamina, and proceed.
Roll 5: Fog obscures your view, so you step on glass caltrops. Subtract 3 Stamina.
Roll 6: -5 HP. A vicious hand wraps around your ankle, cutting into your flesh. Subtract 2 Stamina.
Roll 7-10: Nothing happens. Subtract 1 Stamina.


gaia_crown [ Round 4: ] Finally, you make it up the stairs, and come upon a room with a collection of mirror shards scattered along the ground. However: this area is unstable. You feel as though someone is watching you very closely, and the walls slowly start to move, stone grinding against stone, the mirror shards jittering against the ground. You don't have much time: grab something and GO!

- Roll 1d12. This is the shard you end up with, congratulations! Match the correct roll of yours to the item, and read the results carefully.
- There is only one of EACH shard so if you manage to claim the shard in your quest, please claim it in this thread with the form below.
- Once again, your character my only have one shard at a time.
- These are first come first serve that means if someone else has already posted here claiming that item, you cannot get it! Instead, you may look for the two closest unclaimed shards. IE: If you roll 7, and 4, 5, 6, 7, and 9 are taken, you may choose between 3 and 8.
- You get ONE FREE reroll. You may only use the results of your most recent roll.


1. The First Shard: A small, unimportant piece of a round mirror. Looking into it reveals a young, human you. Using this allows you to enter the Shard of a high school universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: Modern era, no magic. All characters are human and attend a high school (private, public, college, university, etc.) of your choosing. There is either a scandal or an event going on.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Know It All/Teacher's Pet
- The Geek/Nerd
- The Jock/Cheerleader
- The Popular One
- Mysterious New Transfer Student
- Teacher(s)


2. The Second Shard: A simple sliver of a square mirror. Looking into it reveals a you that is...the opposite gender? Using this allows you to enter the Shard of a genderbent universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in canon, except, well. Gender swapped. If you don't identify with a gender, or with multiple, you gain sex appeal as a specific gender. There are, somehow, minipets involved.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Loving the New Body
- RESENTS THIS.
- Reluctantly Intrigued
- Frumpy to Foxy
- Personality Unchanged
- The One Who is to Blame


3. The Third Shard: A cloudy shard of a mirror. Looking into it reveals a forest and a cloak of red. Using this allows you to enter the Shard of a red riding hood universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard can be set in any time period, with or without magic. It follows the plot loosely.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Red Riding Hood
- The Wolf/Wolves
- Who Red Visits
- The Huntsman
- Visitors on the Road


4. The Fourth Shard: A black shard of glass, barely reflective. Looking into it reveals a red apple. Using this allows you to enter the Shard of a snow white universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in older times, in a castle and its surrounding forest. It follows the plot loosely.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Snow White
- The Evil Ruler
- The Hunter
- Snow's Host(s)
- Snow's Royal Love Interest


5. The Fifth Shard: A shard that is perfectly smooth around the edges. Looking into this shard reveals a creature beside you. Using this allows you to enter the Shard of an animal familiar universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in any time, and all characters are human. Everyone has an animal/creature companion that they are bonded to. For Hunters/Reapers, it is their weapon specifically. One character has been betrayed by another member of the group.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- One Quiet, One Loud
- Disproportionate Sizes
- The Familiar Does the Talking
- The Most Unlikely Pair
- Perfectly Synced
- Troubled Inside


6. The Sixth Shard: A shard that has circuits running through it. Looking into this shard reveals a cybernetic you. Using this allows you to enter the Shard of a cyberpunk universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in futuristic times, and all characters can be human or their original, player's choice. There is no magic, and instead, technology reigns supreme. One faction is taking over the world, through whatever means necessary.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Cybernetic Enhancements
- Refuses to Upgrade
- A Corporate Double Agent
- A Journalist
- Powerful Corporate Employee
- Corrupt Cop
- Android/Robot


7. The Seventh Shard: A glamorous mirror. Looking into this shard reveals adoring masses in a crowd. Using this allows you to enter the Shard of a famous musician universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in modern times, and all characters are species of choice. No magic. Based around character(s) being music stars. The final concert of a tour.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Singer
- The Guitarist/Bassist
- The Drummer
- Groupie(s)
- The Manager
- The Bouncer
- The Fan(s)


8. The Eighth Shard: A regal mirror. Looking into this shard reveals you in a crown. Using this allows you to enter the Shard of a royal universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard can be set in any time, with or without magic. The coronation is soon, a feast is on the horizon, or someone has returned from an epic quest. Unfortunately, revisiting any form of the realms of 7 kings or legacy is not possible; those worlds are beyond the abilities of a mere shard to access!
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- King/Queen/Ruler
- Their Partner to be
- Jester
- Knight(s)
- Advisor(s)
- An Assassin
- The Peasant With a Message
- Prince(ss) From Another Castle


9. The Ninth Shard: A simple sliver of a mirror. Looking into this shard reveals a ship. Using this allows you to enter the Shard of a pirate universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in an older, pirate or steampunk time. You may be a sea pirate, or a sky pirate. Characters can be any species. Hunter weapons are animal or mechanical companions.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Captain
- The First Mate
- The One About to Be Marooned
- The Cabin Boy/Girl
- The Civilian
- The Engineer
- The Rival Captain
- The Prisoner


10. The Tenth Shard: A shard that's covered in bloodstains. Using this allows you to enter the Shard of a warrior partners universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in any time, and magic exists. Every character is bound to another. You may decide the partnership: might/magic, tactics/action, etc. The proof manifests physically. Hunter/Reaper weapons can be characters bound to their hunters, but cannot switch owners. The war is mounting, and you have the key, if only they'd listen.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Strongest One(s)
- Young General
- The Thief
- The Key Itself
- The Unbound One
- A Force of Pure Evil
- Caught in the Middle


11. The Eleventh Shard: A power, thrumming shard of a mirror. Looking into this shard reveals a tree changing seasons. Using this allows you to enter the Shard of a powerful deities universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in modern times, with magic. Interpret as you wish: with your character personifying the element, whether or not they have two forms, etc. The theme is awakening of something new.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Any of the Seasons (Winter/Fall/Summer/Spring)
- Any Emotion (Sadness/Wonder/Rage/etc)
- Any Physical Manifestation (Darkness/Light/Wind/Water)


12. The Twelfth Shard: An inky black mirror, with stars inside. Looking into this shard reveals space as the final frontier. Using this allows you to enter the Shard of an aliens exist universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in futuristic times, with no magic. Characters in any role can be a human or an alien. First contact, or perhaps space exploration are the key.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Amorous One
- Mad Scientist
- The Ambassador
- The First Contact Human
- Red Shirt
- Alien Language and/or Culture Expert
- Space Physics Expert
- The Stoic One

its me debz rolled 6 20-sided dice: 1, 3, 14, 1, 8, 4 Total: 31 (6-120)
PostPosted: Wed Feb 19, 2014 2:41 am


[ stamina ]

kostya// 4
america// 15
taym// 12

its me debz
Crew

Wicked Shadow


its me debz
Crew

Wicked Shadow

PostPosted: Wed Feb 19, 2014 2:52 am


Kostya had spent too much time in the labs, as of late, because what else was there to do when the body was exhausted, but the mind refused to sleep? He yawned, once, stretching his arms over his head as they went through the portal.

He was bundled, in his traditional outfit of white jacket, fur hood, and camo pants-- plus, a very non-regulation friendly rainbow scarf, layered over his traditional one. It was tucked into his hood, given the nippy air they were sure to face in Siberia.

"Is bunker," he said, staring at the cold, grey cement of the abandoned building. Decrepit for a hundred years, give or take-- or so said the bored Life tech manning the portal. "Below, is cave. Cave vhere to get shard. Have not had much chance to see in vorld besides own, until ninety ninety nine happen."

lizbot

rejam
PostPosted: Wed Feb 19, 2014 3:22 am


America eyed the yawn with a small, pensive frown. The Russian obviously hadn't been getting near enough sleep, and if he didn't think she'd intervent the ******** out of him if this kept up, he had another thing coming. The girl didn't let the thought linger too long, it could wait until they'd finished here.

Knit cap pulled low over her ears, gloved hands deep in the Navy pea coat she'd chosen over her official coat, America surveyed the grim building. "When you said you'd take me to Russia? Not exactly what I'd been picturing, Red." Half a year ago, though, this would have been exactly what she'd have expected. "You know there's the Olympics going on right now?" There was a misty puff of laughter, and her voice turned a bit wistful, "Maybe we can catch the figure skating later."

Despite her words, America was already walking toward the building, eyes ahead and an eager bounce in her step. The shard thing sounded interesting and the secret bunker sounded like a freaking adventure. Maybe they'd find some Nazi gold or something while they were exploring.


astrazilla
rejam

lizbot
Vice Captain

No Faun


Rejam

Aged Hater

13,425 Points
  • Unleash the Beast 100
  • Cat Fancier 100
  • The Wolf Within 100
PostPosted: Wed Feb 19, 2014 9:25 am


Taym had no desire to see into worlds other than their own, and Kostya's preoccupation with it made him uneasy. He was, besides, still angry at both of them, cherishing a childish grudge. But the prospect of being wanted or required--the idea of being picked for some other kid's dodgeball team--overrode his misgivings, as it always, always did.

Here he was, like America bundled into civilian coat (with the ends of too-long sweater sleeves rolled up past the cuff) and knit cap and like Kostya in a thick scarf, although his was not nearly so festive or, to use the term Taym would have used but didn't dare to, so gay. He was nonetheless shivering almost the second they stepped through the portal. In the time it took America to make her assessment of the situation he'd succumbed to an all-over tremble like a frightened dog's, and was trying to pretend he hadn't.

"You do realize," he said acerbically to America through teeth gritted from irritation and from an attempt to stave off the chatter of his teeth, "how ********' far Sochi is from any part of Siberia. Russia's big. One of its defining characteristics, you know: big and Communist and miserable."

astrazilla

lizbot
its me debz rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Wed Feb 19, 2014 2:46 pm


Without thinking, Kostya removed his outermost layer, shuffling over to slap the coat over Taym's back, draping it over his shoulders. Even though he'd been away from Russian weather for nearly two years, stepping into the cold felt a lot like coming home.

"Teeth chatter," Kostya said to Taym, mocking him with a deliberate motion, rolling his eyes at his companions chattering on about his home country.

"Vhy care about Olympic? Is big scam anyvay, Sochi is not good place. And also, America, can still go. Keep meaning, but it push back, and back. Am not good about remember to take vacation. Always use day before end of month in big hurry, and only use to buy grocery."

The facility-- all broken windows guarded by rusted bars and cracked concrete-- loomed before them. Entering provided no difficulty: the doors were off their hinges, rusted and beat in.

Deep claw marks gouged the bottom of the doors, and the outlines of scratches ran all along the walls and flooring of the foyer.

lizbot

rejam

its me debz
Crew

Wicked Shadow

lizbot rolled 1 6-sided dice: 5 Total: 5 (1-6)

lizbot
Vice Captain

No Faun

PostPosted: Wed Feb 19, 2014 3:10 pm


Taym's thin, shivering figure had drawn a concerned, then considering look, from America. It was probably for the best that Kostya was, as usual, right on top of things. The action received a nod of approval, and she returned her attention to the building as they approached.

"I do realize that, thank you. I also realize how ********' far Siberia is from our little tropical island," she sassed the man back, eyebrows raised dramatically. "World's a big place, good thing we have magical sciencey whatsits and doodads to work around it." Jazz hands may have accompanied these words.

"I like watching people compete, okay, and I like ice skating so..." America's voice trailed off as they reached the entrance. She frowned, and her posture lost all previous playfulness as she examined the gouges, eyes following their paths. Carefully she entered, steps quiet and measured, hands ready for Stryker to appear when needed.


rejam
astrazilla
Rejam rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Wed Feb 19, 2014 3:16 pm


He finished up staring in blank disgust at his companions by shrugging the coat off, balling it up, and throwing it at Kostya with more force than strictly necessary and without comment. And then he clenched his jaw and wrapped his arms around himself in a fashion that suggested infinite stubbornness if further attempts were made.

"Lovely," he managed, indicating the gouges with a jerk of his chin. "Probable omen of things to come, I'm sure."

Rejam

Aged Hater

13,425 Points
  • Unleash the Beast 100
  • Cat Fancier 100
  • The Wolf Within 100

its me debz
Crew

Wicked Shadow

PostPosted: Wed Feb 19, 2014 8:21 pm


Quote:
gaia_crown [ Round 2: ] All players now continue into a hall of shattered mirrors, accompanied by architecture fitting of your chosen location. Ruins walled with mirrors, simple shards of glass propped against cave walls, etc.

- All players roll 1d100 to determine their result.
Roll 1-25: It appears that you've lost your way, and the halls get darker and darker with every turn. Keep rolling, and subtract 3 Stamina because of how long it took to find your way.
Roll 26-50: You are entranced by your own reflection in a nearby mirror. A whispering runs through your mind, full of all your doubts and fears and-- you snap out of it. Keep rolling, and subtract 1 Stamina.
Roll 51-70: The corridor ends rather abruptly, opening into a steep drop. However, there's a ladder, and it leads to another level of the same kind of hallway you were in before. Weird. Keep rolling, and subtract 1 Stamina.
Roll 71-100: You manage to make it through the hall of mirrors unscathed. Continue to Round 3.
its me debz rolled 1 100-sided dice: 42 Total: 42 (1-100)
PostPosted: Wed Feb 19, 2014 8:39 pm


He caught the coat, disapproving, giving Taym a blatant stare that echoed the same sort of sentiments. It was followed by a shared look of concern between himself and

Kostya raised a pointed brow. "America, is liking to watch compete?" He waved his hands in an imitation of her jazz hands. "Many many surprises, to this."

He pushed open a pair of rusted double doors, a faded warning written on them (acknowledged; read; discarded as irrelevant), but what they opened onto made Kostya stop short.

"Oh." The sound echoed through the hallway, before it twisted around a corner, and there were mirrors in varying states lining every inch of the walls. These mirrors were older than the facility, given their intricate (and worn, and damaged) framing. The ceiling ended and turned into rock and stalactites, and the linoleum stopped just as abruptly.

(There were still so many signs of struggle. Faded blood here, cracked mirror there, the remnants of bodies of those who came before.)

Kostya navigated his way down a pathway, guiding them through it like a self appointed shepherd, until--

"Do not come close," he said, voice calm, arms out to block them. "Must turn back. Somevun else pick next direct."

stamina// 4 - 1 = 3

its me debz
Crew

Wicked Shadow

lizbot rolled 1 100-sided dice: 43 Total: 43 (1-100)

lizbot
Vice Captain

No Faun

PostPosted: Wed Feb 19, 2014 9:01 pm


Too late. She'd only been a step behind Kostya when he'd entered, ignoring the bodies and blood except as more confirmation that something would likely attack them at some point during this thing. Her reflection has caught her eye and she almost smiled at it when her expression froze, then grew slack.

It doesn't matter. No matter how far you...

Blinking quickly, she backed away. "No...I mean, ye...yeah," her voice broke and then America was clearing her throat. "Another path."



stamina: 14/15

astrazilla
rejam
Rejam rolled 1 100-sided dice: 100 Total: 100 (1-100)
PostPosted: Wed Feb 19, 2014 9:28 pm


It was more than anything the peculiar break in America's voice that made Taym fairly trip over himself in his sudden, urgent need to not do whatever it was they were doing, falling back instantly.

He paused to examine the various options, all of them looking more or less the same: grim and foreboding and bearing every sign that entering would be a horrible mistake.

He chose one at random, taking America gently by the elbow to let her know that he was damn well picking them a path but letting her go almost instantly and flexing and shaking his gloved fingers like he'd burned them. Whatever had let him take her hand in the ramshackle barn in the rain, it wasn't here right now. He just gave her a sideways glare like she'd hurt him on purpose somehow, and with visible discomfort at being in the lead, struck off down one of mirrored halls with a muttered "eerie a** s**t" and a withering look at Kostya through one of the dozens of reflections.

lizbot

astrazilla

Rejam

Aged Hater

13,425 Points
  • Unleash the Beast 100
  • Cat Fancier 100
  • The Wolf Within 100
its me debz rolled 1 100-sided dice: 33 Total: 33 (1-100)

its me debz
Crew

Wicked Shadow

PostPosted: Wed Feb 19, 2014 9:37 pm


"Steady," Kostya said, carefully retracing his steps, catching sight of the fleeting touch shared between his two companions. (Filed away, with the barn, with the way Taym acted around her. Towards her. When she was absent.)

But the hall was a twisted one, a labyrinthine path of figures to follow, and Kostya lost track of him, when he pulled ahead.

"Obadiah," Kostya said, his voice echoing slightly, "have misplace." Syntax was summoned with a silent move, blue gleaming in his every reflection.

stamina// 3 - 1 = 2
lizbot rolled 1 100-sided dice: 20 Total: 20 (1-100)
PostPosted: Wed Feb 19, 2014 10:30 pm


Taym received a wry, slightly puzzled smile in turn for his glare. Was he still sulking? She kept pace with the two men through the halls of mirrors, noting grimly how they grew darker and darker. Turning a corner, they abruptly disappeared from the reflections, and with a huff of annoyance, she rounded back only to find herself alone.

"Damnit. Konstantin! Where did you go?"

Nothing. No one.



stamina: 11/15

lizbot
Vice Captain

No Faun

its me debz rolled 1 100-sided dice: 6 Total: 6 (1-100)

its me debz
Crew

Wicked Shadow

PostPosted: Wed Feb 19, 2014 10:37 pm


He had lost them both.

Every turn led to a darker corner, every door opening to flat cement or onto pits that led a long, long way down.

It wasn't long before he had to retreat. There was some cell signal, so he crafted a message in the dark, leaning against a mirror.

(The darkness has eyes, you know, and in it he rises, and in it he calls, and in it he is the end to every road--)

Kostya's fingers shook as he tapped out the text and sent it.

Quote:
To: Obadiah T., America J.
From: Konstantin B.

Retreating. Continue on. Will catch up.


He pendant'd out.
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THIS IS HALLOWEEN: Deus Ex Machina Training Facilities

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