Welcome to the Survival Training Centre!
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A former Horsemen pit in the Sahara, once used as training by hunters, had been left in neglect. Coming across information about said cave, Otto Graves took a trip to look it over himself. Otto had once been held captive by Horsemen in the past, and felt it was very important trainees be given the chance to prepare for such situations.
Otto took it over. For a long time he'd been wanting to find his place in Deus, to find what special thing he could offer the hunters. His desire to create a specialization suitable to his own abilities, and gain approval for it, he got to work. Occasionally he asked for the aid from Moon or Life hunters for help in the pit's challenges, as well as compensation for those who test out his trial course.
Thus was born the training course. It focuses on surviving and escape. Fight fights when needed, run when required. Training how to survive jumps, climbs and other traps in order to live another day, in case rescue is out of the question.
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List of Mechanics and RP Flavour
START
• You start in a dirty cell with rusty bars. No mechanics here. Choose to dig your way out, kick down the bars, or however else you see fit!
1) Pit of the Famine Bugs:
• Scorpions, Beetles and Centipedes! Deadly creatures that intend to burrow bite and sting.
• Roll 2 D6
--> Rolling a 1 or a 6 = -2 HP per round hence forth.
(Yes, there is a chance to get 2 1s or 2 6s etc. This means you lose -4 HP per round. YAY!)
2) Cliffhanger
• You must navigate a narrow path with a little bit of rock climbing thrown in for extra fun! Get to the other side to continue onward!
• Roll 3 D10
--> Rolling a 1 = DEATH BY FALLING bye bye
--> Rolling a 6 = -6 HP (for every 6 u roll. have fun with that)
3) Tight Rope Bridge
• A "bridge" 60 feet long, stretching over a raging river leading to a 17 story tall waterfall. WHAT A VIEW!
• Roll 1 D20
• Rolling a 9 or more = Success!
• Rolling less than this = a deadly swimming lesson (you fell and drowned or fell and cracked open your head by pointy rocks at bottom) DEATH
4) Range of Archers
• This place is guarded, of course. And after the rope bridge you need to run like mad to get to the safety of the wooden bridge. Archers line the cliffs above the path. Try to make it without getting shot too much!
• Roll 2 D6 for damage
• BONUS: if you roll double 1s (ie. 1,1 ), No Damage for you!
5) Collissium Massacre
• This Battle Arena is filled with not just War Horsemen, but also terrifying beasts of questionable origins. Get out of there alive (and maybe take out some ponies while you're at it).
• Roll 3 D6
• First Dice: 1-2 = Captured or Death / 3-6 = Escaped
• Second Dice = Enemies you took out
• Third Dice = Damage you took on
6) Finding The Exit
• You're almost there! There are a variety of tunnels leading out, but they're very dark, so it's hard to tell if they are safe.
• Roll 1 D20
• Rolling a 12 or more = Success! You found the portal, and completed the training!
• Rolling 1-11 = Death or Captured