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[Task] Solitary Confinement (Iyari)

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kuumeii

Snarky Hunter

PostPosted: Sat Oct 10, 2015 1:33 pm
Solitary Task Mechanics
SOLITARY CONFINEMENT


gaia_crown [ LOCATION ]

gaia_crown [ SETTING ]

    "A 17th century star fort and present day historical monument, the Castle of Good Hope is home to a "dark hole" once used for solitary confinement. Many humans were also put to torture there, and the barrier between the worlds is thin because of it. Hunters periodically perform random searches of the site, but they are only conducted at night. Members of our community should take it upon themselves to infest the area in and around Donker Gat during the day to avoid direct encounters with our human enemies."


gaia_crown [ MISSION ]

    This fort has proven to be an excellent spot to plant the seeds of FEAR. It would be a shame to lose it to petty squabbling by being obvious, even if it is in your nature. By taking on this task, you are agreeing to attempt a covert infestation designed to produce FEAR at a later date. It might be frustrating knowing you will not be present to witness the results of your efforts, but know that it is for the good of the Clans.


gaia_crown [ MECHANICS ]

    Step One: Choose your method of attack

      You will subtract these alert points every time you roll in Step 3. You don't have to maintain a post order to set traps, so if someone rolls a high number here, they can sit out of trap setting for the most part, responding to other horsemen in their group without rolling instead. ICly, these attack methods are handed out by a senior horseman, so your character is well within their rights to dislike or be bad at what they have been asked to do.

        Roll 1d4: (Famine horsemen do not have to roll - see bonuses.)
        • 1: Auditory (-1 alert point per turn)
          Bangs, hisses, unintelligible whispers. Elder horsemen can create distinct sounds and strings of whispered words that make sense.
        • 2-3: Visual (-2 alert points per turn)
          Flashes of light and wispy, disembodied shapes. Elder horsemen can set up specific hallucinations, but they are still soundless.
        • 4: Physical (-3 alert points per turn)
          Whispers of air across the backs of human necks, shoulder taps, phantom elbow nudges. Elder horsemen can set traps that cause pain.


Step Two: Determine how alert the tourists are today.

    One person on this mission should generate a random number between 15 and 20. This, plus any Conquest bonuses, is the total number of alertness points for this attempt. This number represents how many times the humans touring and protecting the area may be alerted to your presence before they seek you out and you must flee. The higher the number is, the better. This number applies to the entire group.


Step Three: Plant your traps

  • Remember that you are setting up traps that will be deployed at a later date. If you touch, whisper at, or dance around in front of any humans today, you are just increasing the likelihood that they will see you. Your goal is to set five traps (complete five successful rolls) without depleting your alert points.

      Roll 1d100: (Add the alert point penalties you rolled in Step 1 to what you roll here for every turn.)
      • 1-10: Just as you're finishing up a trap, an elderly woman stumbles upon your handiwork, pausing with curiosity in her eyes before moving on. (-1 alert point)
      • 11-25: After setting a trap that you're particularly proud of in an out of the way restroom, you move toward the exit only to stumble across a pair of humans entering the room. They look around nervously as you exit. (-2 alert points)
      • 26-40: You begin setting up a trap at the end of a dead end hall only to be confronted by a confused guard dog. Luckily, your illusion remains in place as you scamper out of the way. (-3 alert points)
      • 41-50: You stray away from the cells and into the main area of the fort, thinking it might be beneficial to plant some traps in the open. When you do, however, a small human notices something is amiss and runs to its parents for comfort, causing a ruckus in the process. (-4 alert points)
      • 51-65: At first, the stairwell seems like a good place for a trap, but just when you finish setting it, a trio of giggling girls run through the area, going eerily silent and shuddering as they pass you. (-3 alert points)
      • 66-80: A large number of people pass by the darkened corner where you've chosen to house your trap, but they barely pause at all before moving on. Excellent spot! (-1 alert point)
      • 81-95: A grizzled maintenance man making his rounds manages to sneak up on you while you're working. He mutters something about the 'heebie jeebies' before moving on. (-2 alert points)
      • 96-100: Deep in the Donker Gat, you set a stealthy trap without a single interruption. (no change in alert points)


gaia_crown [ BONUS MECHANICS ]

    Please apply these bonuses based on your clan:

    • Famine: May choose any method of attack. Any you choose will have -1 alert point.
    • War: May roll 2d100 for every turn in Step 3 and take the better of the two rolls.
    • Death: For their first two rolls in Step 3, Death horsemen don't take alertness penalties from their actions, just their attack methods (the number rolled in Step 2).
    • Conquest:For every Conquest horseman present, add three points to the alertness score from Step 2.


gaia_crown [ REWARDS ]

    +1 Additional RP points for completing this RP!
 
kuumeii rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sat Oct 10, 2015 1:41 pm

Her wings ached for some action and she forcefully volunteered for another task. Those days of staring at that wolf pelt on her floor were over and done with, it was best to forget them and start anew with blade in tow. She wasn't done, missing or dead. Rumors had found their way to her ears and while she held her tongue her actions needed to speak louder, just as they had back in the clans.

If this was your last day, would you be proud of what you did?

Nostalgia hit her from her mentor's words from a lifetime ago, almost faded into the realms of dreams. For months, years... how long had it been? The answer would have been no but not this day. This day was hers to scream Yes from the highest peak. There was still a use for her yet.

Confidence was laden in her body as she stepped forward before her journey to receive her instructions and any gear. FEAR gathering was something she was good at, at least. There was no surprise there but then when she was told to do it with visual traps there was a pause in that confidence. Iyari knew how to stalk prey WITHOUT being seen. No traces left to realize what had actually occurred. That method led to paranoia which turned into hatred which would spawn FEAR all over again.

Now she had to misdirect and trap fear using a method that went against that very nature. Naturally she did not show her lapse of confidence outwardly and merely nodded. Selfishness need not exist (but she was excited anyways) when it was in the interest of her Clan.

"I will return swiftly." She said through gritted teeth of anticipation and headed out again. And I will be victorious!

Iyari STATS
HP: 40/40
Dice: 2 D8 -6
Fear Attack: Swift Strikes
 

kuumeii

Snarky Hunter

kuumeii generated a random number between 15 and 20 ... 19!

kuumeii

Snarky Hunter

PostPosted: Sat Oct 10, 2015 1:59 pm

When she came out into the world she was immediately in the midst of a strange castle. While most if it was stone a brick she could see a place where a bright color stuck out like a sore thumb and she shook her head. It was clearly not practical for a prison, castle or whatever they wanted to name such a construct.

Before she could think anymore she heard the distance sounds of humans and moved quickly inside and hid herself among the shadows of the building. It was to be a silent and quiet mission - yes that was something could do. Though the traps... It was not War's way to make themselves known at all, but that was an old mindset she was still struggling with.

The noise in the distance was even more irritating and the stench of the humans was great. Carefully she started forward to set her traps in and around the area, creeping silently as she moved to a better spot.

Iyari STATS
HP: 40/40
Dice: 2 D8 -6
Fear Attack: Swift Strikes
 
kuumeii rolled 2 100-sided dice: 24, 75 Total: 99 (2-200)
PostPosted: Sat Oct 10, 2015 2:13 pm
[Taking the 75]

Echoes of excited voices and a strange "ooh" and "aah" noise were getting steadily closer and Iyari shrank back in a dark corner, clumsily putting together a trap which would force a dark shape to appear and seep up fear. As she had just finished she stopped. It was a quick crouch and she peered angrily back at the group of humans wandering together like cattle.

Just like cattle they had one leader who would wave her arms onward. They seemed only to stop briefly next to her hiding spot though. A few craned their heads in her direction, but it was simply a glance before they were carted onward by the woman.

If it would help the situation she would handle them all right now. A few easy strokes... but like her, they too had a purpose. Even if it was just to be a FEAR source.

Alert: 16/19

Iyari STATS
HP: 40/40
Dice: 2 D8 -6
Fear Attack: Swift Strikes
 

kuumeii

Snarky Hunter

kuumeii rolled 2 100-sided dice: 97, 6 Total: 103 (2-200)

kuumeii

Snarky Hunter

PostPosted: Sat Oct 10, 2015 2:25 pm
[Taking the 97]

Deeper, need to get away from these damn humans. This was a special bunch after all. "Tourists" was the word that one of them had used for them, and they were far more dumb than regular humans. But it was what spawned her to move deeper inside the area. Which was a gamble, but it paid off well.

Iyari put together a trap that she felt would be good. One with some War flair on it. While she couldn't put in a battle cry she was sure that a bloody visage, shrouded in a dull light with a darkness overcast it to make it look extra horrifying. The dripping blood would be good too, humans did always fear looking what was inside on the outside - and that was in multiple ways too.

Luckily there were no humans here to impede her work. Not even a noise from them and she happily moved on, satisfied with her work.

Alert: 14/19


Iyari STATS
HP: 40/40
Dice: 2 D8 -6
Fear Attack: Swift Strikes
 
kuumeii rolled 2 100-sided dice: 50, 46 Total: 96 (2-200)
PostPosted: Sat Oct 10, 2015 3:33 pm
[Either Option is the Same: Bad]

That was enough for the inside, at least for now. Iyari opted to take her traps outside in the open. If it was more accessible for the humans then maybe more of them would get scared. That of course meant more FEAR and it was really what it was all about, right?

Iyari moved out to the center of the area and began to get to work, starting her laborious process. While it wasn't in direct light it was enough and Iyari felt her wings crumple close to her body and she turned. A small boy had wandered close to her position and she stared at it. While she couldn't pinpoint WHAT the child was able to tell, it began making a loud alarm noise, running back into the group of larger humans nearby.

The noise was far worse than any dying animal and it forced her retreat from the area. The trap was set, but now they were growing more suspicious.

Alert: 8/19

Iyari STATS
HP: 40/40
Dice: 2 D8 -6
Fear Attack: Swift Strikes
 

kuumeii

Snarky Hunter

kuumeii rolled 2 100-sided dice: 92, 70 Total: 162 (2-200)

kuumeii

Snarky Hunter

PostPosted: Sat Oct 10, 2015 3:53 pm
[Taking the 70]

Old tactics worked better, she concluded, and she went back inside to another darkened corner of the area. In the dark was where her strength was anyways, slinking across it unnoticed by the herd. This trap was less extravagant, naturally, but a light trick always worked against those who weren't paying attention.

As before, another group came through and she watched as they shuddered past without a second glance. It was less obvious, surely, but how much FEAR could be garnered if humans didn't want to come in this far? She pressed on.

Alert: 5/19

Iyari STATS

HP: 40/40
Dice: 2 D8 -6
Fear Attack: Swift Strikes


 
kuumeii rolled 2 100-sided dice: 83, 11 Total: 94 (2-200)
PostPosted: Sat Oct 10, 2015 4:08 pm
[Taking the 11]

It was the final trap. This one needed more flair and in the most vulnerable spot that she could find. The bathroom.

Iyari made sure to verse herself well in the way of humans, or as much as she could stomach the information. The bathroom was one of those things that they flocked to no matter where they went. It was perfect. She decided on one a little out of the way of the normal path, but in a darkened corner. Inside she was alone, moving back to where the last stall was.

It was a simple, yet effective, strategy. They would come in and use the stall and the motion of the door would set off the gruesome figure over the porcelain pot. It would be the least suspected place and she smirked to herself at it. Surely this was her opus opportunity.

Just as she was going to leave she noticed that two humans had opened the door. It was almost perfect too. With a huff she hurried past them and they shuddered as she did. But now it was complete. The traps were set, now she had to go report in.

Alert:2/19
[5 Traps Set - COMPLETE]
(1222 words)


Iyari STATS

HP: 40/40
Dice: 2 D8 -6
Fear Attack: Swift Strikes


 

kuumeii

Snarky Hunter

Reply
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