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{ HORSEMEN TASKS } Updated!

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Zoobey
Artist

Magical Incubator

PostPosted: Mon Jun 30, 2014 5:07 pm
HORSEMEN TASKS

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- Horsemen can now participate in TASKS. These are considered duties bestowed upon them to further the Fear of their Tower, as the greater the Fear the more powerful their clan will become. In addition, the more tasks completed, the greater the prestige of the horseman. Horsemen of all ranks and jobs can participate in these tasks.

- These tasks are also used to as requirements for job classes and bonus rp points!

- You may complete a task solo or with a group. For group ones, just have everyone follow the same mechanics.

- If you go over 800 words, you get +2 rp points for doing any of the horseman tasks!


OOC

- Create a Task by creating an rp titled [ TASK ] NAME OF TASK HERE (CHARACTERS HERE) in the horsemen subforum!
- Select one of the tasks below to do. You can have UP to 5 horsemen in the task!
- When completed, you may all collect the rp points as needed (or over 800 words)
 
PostPosted: Mon Jun 30, 2014 5:35 pm
PRISON BREAK


gaia_crown [ LOCATION ]

    Coiba Prison, Panama


gaia_crown [ SETTING ]

    "The prison is dank and decrepit, as anyone might expect from an abandoned place.There appears to be no souls in sight. That is, save for strange little mobile creatures of metal with glowing blue runes on its body. These seem impervious to your attacks. Best to avoid them for now."


gaia_crown [ MISSION ]

    There's a small outpost stationed at an abandoned prison on the island of Coiba. Only one hunter resides within, but we have found that this outpost is heavily guarded by their runic technology. We believe this hunter is there to develop their technology further to eventually bring back to their home base. This cannot be allowed. Your mission, should you choose to accept it, is to infiltrate the outpost and slay this hunter. Destroy any prototypes you find as well.


gaia_crown [ MECHANICS ]

    Roll 1d100 to navigate the prison. Before the boss phase, player hunters may come around to engage your horsemen. This base supposedly only has one deep within, but it isn't impossible that one or two may come by to check on his progress and to make sure everything is fine.

    1 - 20 : You find nothing but empty cells.
    21 - 40 : There appears to be a pile of scrap metal here. But no hunter to be found.
    41 - 60 : A light shines upon you. As you look towards the source, you see a small red light before you're suddenly assaulted by a barrage of some sort of projectile. -5hp
    61 - 80 : One of the little metal creatures finds you. It makes some sort of strange noise and you soon find more of them appearing at your location. They attack! You better get away quick. - 5hp
    81 - 100 : BOSS ENCOUNTER - Tucked away deep within the prison is the lone hunter, working diligently with some metal and wires. He doesn't seem to notice you... yet.

Quote:
Roll 1d20:

    1 - 15 : The hunter turns around, jumping at the sight of you. He presses a button and several turrets come up to help defend him.
    • Boss HP: 60
    • Auto damage: 5

    16 - 20 : You manage to sneak up on him and slay him before he can retaliate.


gaia_crown [ BONUS MECHANICS ]

    Please apply these bonuses based on your clan:

    • Famine: +10hp to max amount
    • War: +3 damage
    • Death: +2 to your roll at the 'sneaking up on the boss'
    • Conquest: For both the searching and battle phases, you only take 3 damage instead of 5.


gaia_crown [ REWARDS ]

    +1 additional rp point for completion
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Mon Jun 30, 2014 5:37 pm
DEATH BECOMES YOU


gaia_crown [ LOCATION ]

    Aokigahara, Japan


gaia_crown [ SETTING ]

    "The forest of Aokigahara is known as a place that draws from both urban legends and lore, as well as modern fact- a place of death and suicide, people go in, intending to end their lives. As a result hunters regularly go in and either pose as civilians and act to curb those who seek death, or they go in and gather remains, returning them to local officials under the guise of a volunteer group. Anything they can do to try and curb the ever growing perpetuation of FEAR the forest generates from it's notoriety. The land is quiet and has few animal inhabitants. Yet the lack of human intrusion in many parts has made it relatively difficult to trek once off of paths- a fact that poses no problem to the veteran horseman. Hunters reside in small units scattered through the forest, using high grade mobile barrier daggers and gear to protect themselves from the occasionally FEAR saturated forest. "


gaia_crown [ MISSION ]

    The forest itself is a place that draws in death of humans naturally. The hunters have long fought a losing battle here in attempting to stem the flow of FEAR from these woods yet now is an opportune moment to strike. Humans are awash in hopelessness as their control of their world slips out from under them; the sound of death calls them like a siren's song. The hunters here will come if they see humans on the move, attempting to save them from their own fate. Herd the humans to their demise to draw the hunters from the safety of their hidden little hole of shields, and destroy them.


gaia_crown [ MECHANICS ]

    Stage 1: Drawing out the Hunters

Roll 1d20 for encounters - after three humans have been herded to the woods, proceed to Stage 2.

  1. Human Encounter! Coax them gently into the woods and urge them to do commit their final act...
  2. Hunter Encounter! The hunter was scouting the woods and has spotted you. Move onto Stage 2 Immediately!
  3. Human Encounter! Coax them gently into the woods and urge them to do commit their final act...
  4. A gun, empty sits next to single spent bullet. Oddly, there is no body near it.
  5. The sounds of a group of humans in the distance calling for someone. They are trying to save a lost soul and thus, are not prime targets. Best to keep moving.
  6. Human Encounter! Coax them gently into the woods and urge them to do commit their final act...
  7. Signs of Life- tags on the trees show humans that have walked these paths before..yet none are here now. Unfortunate.
  8. Human Encounter! Coax them gently into the woods and urge them to do commit their final act...
  9. Hunter Encounter! The hunter was scouting the woods and has spotted you. Move onto Stage 2 Immediately!
  10. Human Encounter! Coax them gently into the woods and urge them to do commit their final act...
  11. An abandoned car on the side of a small dirt road- It looks to have been there a while, and an empty infant's car seat sits in the back.
  12. Hunter Encounter! The hunter was scouting the woods and has spotted you. Move onto Stage 2 Immediately!
  13. Human Encounter! Coax them gently into the woods and urge them to do commit their final act...
  14. A small bouquet of flowers sits near a oddly shaped stone. There are no words. Only the flowers- white lilies- that perhaps hint to the meaning of this offering.
  15. Human Encounter! Coax them gently into the woods and urge them to do commit their final act...
  16. A man with a gunshot wound lays on his back, expression shocked. He must be freshly dead, as few flies have found his corpse. No gun is nearby yet the wound is distinct in it's human origins.
  17. Hunter Encounter! The hunter was scouting the woods and has spotted you. Move onto Stage 2 Immediately!
  18. Human Encounter! Coax them gently into the woods and urge them to do commit their final act...
  19. A well decayed corpse clatters as your foot collides with bone. There is nothing left to really hint who this might have been- other than a very broken pair of glasses and a small now damaged journal rendered illegible by weather and rot.
  20. Human Encounter! Coax them gently into the woods and urge them to do commit their final act...


Stage 2: Killing the Hunters

    Hunters come in sets of three. Their combined HP pool is 120, though every 40 damage you deal means 1 hunter has been killed.

    Having spotted you the hunters begin their offensive, and do 3 damage for each turn. After you take out one group... dark you return to exploring to draw out more?

    If you feel up to the challenge, return to stage 1 and herd more humans. Repeat as many times as you like. This mission is considered complete after you have eliminated 1 hunter group minimum.


gaia_crown [ BONUS MECHANICS ]

    All Elder horsemen may skip to stage two if they so wish after 1 human encounter, their skills allowing them to herd more than 1 human at a time.

    Please apply these bonuses based on your clan:

    • Conquest: So long as all 3 are alive, you do +2 damage to each successful hit.
    • Famine: Last Man standing- When the Last hunter remains, dish out +1 damage for each successful hit.
    • War: Fearsome Screech- Letting out a battle cry in the silent forest causes the hunters to be alarmed, stopping them from damaging you every 5 turns.
    • Death: Natural bonus! +1 to damage for each successful hit.


gaia_crown [ REWARDS ]

    +1 Additional RP point for completion
 
PostPosted: Mon Jun 30, 2014 5:38 pm
SPELUNKING


gaia_crown [ LOCATION ]

    Transylvania, Romania (Caves & Castle)


gaia_crown [ SETTING ]

    "Many are aware of the connections to Transylvania, Romania in both human and Halloween lore. As a hotbed of FEAR activity, the hunters have had a long established base here. Unknown to many, Romania has quite an impressive cave system beneath the surface and this is where the hunters have hidden their outposts from prying eyes. The hunters have erected pathways and scaffolding amongst the cave formations and to access ruins above on the surface."


gaia_crown [ MISSION ]

    Infiltrate this well established base and find a way to sabotage their operations. You will find opposition in the form of both hunters and their technology, as well as the cave's own natural hazards. Scavenge what you can of their technology, freely absorb FEAR and defeat any hunters you encounter.


gaia_crown [ MECHANICS ]

    Roll 1d100 and match your results below.

    1 - 20 : You get lost amongst cave formations. Voices seem to echo from all around and unsure if it is hunters in the distance or simply the innate FEAR of the place itself leading you astray. Or maybe it's the voices in your head... You find a dead end and must backtrack.
    21 - 40 : This branch of the pathway leads to a containment area full of shadowlings used for study. Roll 1d6 - if you roll 1-2 you BREAK the containment technology, free the shadowlings and take 5 damage. If you roll 3-6, the barriers are too strong! You take no damage and go back look for another path. If you roll this option more than once (already having freed the shadows), you take 5hp auto damage for each subsequent roll while trying to damage or mess with remaining tech.
    41 - 60 : You find a sleeping area for the stationed hunters. Thankfully no one is present. Feel free to scavenge freely from their belongings. You lose 3hp touching something dangerous of theirs (runic tech.. ladies razors.. super powered hair dryer.. whatever).
    61 - 80 : You find a room full of hunter technology and a hunter sleeping at a computer console. It seems to be a portal room but the portal is not active. He's wearing headphones with blaring music so no amount of noise you make wakes him. Do whatever you want in here, but you are unable to activate the portal itself. (If you roll this option more than once, you've found the same room again. The same hunter will remain, alive or dead, as you left him).
    81 - 100 : BOSS ENCOUNTER: You follow bunches of wires and cables to a set of stairs leading upwards. The cave walls give way to ancient stone ones and you emerge in the basement dungeon of a ruined castle. Unfortunately (or fortunately) this seems to be the hub of all activity! A room full of tech and hunters greets you. The hunters do not seem to be wearing fancy coats so hopefully they aren't too much of a challenge...

Quote:
Feel free to RP their number and details (weapons, etc) at your own discretion!

  • Boss HP: 70
  • Auto damage: 5

IF YOU FREED THE SHADOWLINGS- Boss HP total is 60! The hunters are occupied battling them as well as you! Without a FEAR rich environment, they will soon fade and die but in the meantime it's a madhouse!


gaia_crown [ BONUS MECHANICS ]

    Please apply these bonuses based on your clan:

    • Famine:
    • War:
    • Death:
    • Conquest:


gaia_crown [ REWARDS ]

    +1 Additional RP point for completion
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Mon Jun 30, 2014 5:39 pm
PLAY WITH ME


gaia_crown [ LOCATION ]

    Isla de Las Munecas, Mexico


gaia_crown [ SETTING ]

    "The Isla de Las Munecas - Or Island of the Dolls - was once started by a human as a tribute to a drowned little human girl. As the years progressed, more dolls appeared on the island, and soon it became more than just a tribute to the little ones that have been lost. It is now a place of great sorrow and FEAR as honouring the dead mixes with the psychological anxiety of seeing so many human-like dolls in such a lonely, haunting place. They hang from trees, they sit in crevices. Some have been there so long that they are being engulfed by the foliage themselves, becoming part of the landscape. Broken doll parts litter the ground, some half-buried enough to make tiny porcelain fingers reach hopefully for the sky. Hundreds - perhaps thousands - of open glass eyes follow your every move as you navigate this silent, lonely island. "


gaia_crown [ MISSION ]

    This island is a place to store - and grow - FEAR. Some of the dolls are just dolls, innocently placed there to honour the dead, but others have been planted on purpose as well-hidden FEAR containers. They siphon the FEAR and hold onto it, containing it in the little plastic, porcelain or fabric bodies. You will be given some dolls - ones that are empty FEAR containers - and you will have to switch them out with the full ones on the island, without getting intercepted by Hunters or dropping the doll-like container(s).


gaia_crown [ MECHANICS ]

    Step One: Prep Work

    • Roll a 1d4 - this is how many empty doll-shaped FEAR containers you receive at the beginning. This will also be how many chances you have to roll in step two.
    • Example: I roll a 1d4, and get three - this means I have three fear containers to start with.

    Step Two: Harvest

      1 - 20 : You come across a lone Human in a dirty, torn janitor's outfit. They don't bother you or seem to notice you, and simply go about their business, hanging dolls and doll parts from trees. You notice that some of the dolls this human possesses are actually empty fear containers - what you do here is up to you. You can either leave the human be, since they are helping, or you can try to steal one of the FEAR containers for a chance to harvest more. If you choose to steal, roll a 1d6 - evens, you get 1 empty FEAR container (which will give you one more opportunity to harvest), odds you get nothing. Whether or not you let the human live is up to you as well.
      21 - 40 : It starts off as a regular harvest, but something happens and you drop the full container! The doll shatters, and the FEAR escapes. You get nothing.
      41 - 60 : Hunter Encounter! - You come across a lone Hunter, and they are trying to destroy the fear containers before they can be used! To stop them, you must defeat them. They have 20HP and do an auto damage of 3. If you win the battle, you gain +1 FEAR. If you lose, you simply escape before you can be dissipated.
      61 - 80 : One of the dolls you walk by begins to scream - apparently, this one is so full of FEAR that it's threatening to become sentient. In order to harvest this one, you have to move fast - to cut it free from the tree, roll your regular attack dice; if you do damage, the doll stops screaming, and you gain +2 FEAR. If you miss, the doll falls from the tree and shatters, rendering the gathered fear useless.
      81 - 100 : You find a human. A "ghost hunting" human, complete with cameras and all sorts of curiously beeping gadgets. Time to harvest some fresh FEAR! Scare the humans however you'd like. By the time you're finished with them, the three FEAR containers nearby are full! +3 FEAR.

    • You may do this for each empty doll container you have (you rolled for these in step one!). Example: I rolled a 3 in step one, which means I can roll 1d100 a total of 3 times.
    • Every prompt you answer will end with you hanging up a empty FEAR container doll.
    • If you roll between 1-20, you DO lose one of your starting FEAR containers. You just have the opportunity to steal another one, which means you can roll again if you're lucky.


    Step Three: Return to Base

    • When you're finished on the island, simply return home with your harvested FEAR in tow!


gaia_crown [ BONUS MECHANICS ]

    Please apply these bonuses based on your clan:

    • Famine: Add a +1 to any gained FEAR totals while harvesting.
    • War: Add +2 to any battle roll while on this island.
    • Death: Gains a +1 empty FEAR container in step one.
    • Conquest: Either add or subtract 20 from your 1d100 roll. (ie. I roll a 50 - I can either make it a 30 or a 70, and respond to one of those prompts instead.) You may do this once.


gaia_crown [ REWARDS ]

    +1 Additional rp points for completion
 
PostPosted: Mon Jun 30, 2014 5:41 pm
NUCLEAR REACTION (PART 1)


gaia_crown [ LOCATION ]

    Chernobyl, Ukraine (1 of 2)


gaia_crown [ SETTING ]

    "The site of the Chernobyl Disaster, the abandoned city has long been a place of renown. However it maintains gated fences to keep out would be thrill seekers and riffraff. The hunter base here is small and constantly cycles the one manning it. However there are numerous traps laid across the area for FEAR creatures such a horsemen, and the one hunter in charge of the base is nothing to shake a stick at. The buildings overgrowth, and the general lack of FEAR from anyone nearby means for horsemen it's not a cake walk- they'll be on their own.

    The hunter has taken refuge in an abandoned children's school, the posters and drawings tainted and worn with age, color faded and muted. Yet everything is small here, and the halls don't allow for flight or much mobility. Plus the scattered debris of tiny desks and school supplies mean that the floor itself is a hazard for running. The playground outside is no better, brush making the ground difficult to tread and trees making the sky near impossible to gain advantage. The Hunter has the advantage of knowing the paths, but you have the advantage of sheer power. The key shall be mastering one's use of FEAR in..explosive ways."


gaia_crown [ MISSION ]

    A city abandoned by humans due to their own foolishness, it now stands and rots from it's very core. Hunters have long held a small base here and have always changed who stays-making their defenses weak, we can take this place for ourselves Yet there are many traps set up as a precaution. Moving quickly and efficiently go in and get out. Though it cannot harm us, the place has long been devoid of enough humans to be worth investment, and so lacks FEAR to maintain us. Images of rot and decay shall aid you in this day's mission.


gaia_crown [ MECHANICS ]

    Roll 1d10 to evade the traps, find the hunter and defeat them! If you run out of HP before finding the hunter or die while fighting the hunter, you've failed and must start over.


  1. Boss Fight! The hunter has taken refuge in the playground! (60 HP / 5 autodamage)
  2. A runic dagger attached to a spring is sent flying into your side (-5 HP
  3. Running after the hunter you stumble and fall over a child's desk (-3 HP)
  4. The sound of children's laughter echos down the halls. As you get closer to the hunter you realize it's not coming from them. An odd sense of not being the only one present touched you breifly before vanishing.
  5. Boss Fight! The hunter has taken refuge in the hallway!
  6. Boss Fight! The hunter has taken refuge in the classroom!
  7. The sound of a siren rings out, loud and too close for comfort. In your shock the hunter manages to get further from your reach, seeming unfazed by the noise.
  8. The tight corner the hunter took came unexpectedly, and you slide into a chalkboard. Aside from the pain you are now dusted white. (-3 HP plus coated in a fine white dust)
  9. A bear trap hidden in old school supplies on the floor, your foot caught burns as the runes drain your FEAR. (-3 HP, roll a 1d6 to escape, even you escape, odd you remain stuck. For each failed roll take -1HP on top of the initial 3)
  10. Boss Fight! The hunter has taken refuge in a gym! (60 HP / 5 autodamage)

    OPTIONAL CHOICE: After you kill the hunter, you sense a lingering spirit in the school. If you so want, chase the spirit down and either devour them for FEAR or ask them to lead you to the hunter's hidden base. (See part 2 for the bonuses and drawbacks of this OPTIONAL choice)


gaia_crown [ BONUS MECHANICS ]

    Please apply these bonuses based on your clan:

    • If gym, winged horsemen do +2 damage for each successful hit being able to slightly fly around. If also horned, the bonus is null.
    • If playground, horned horsemen do +2 damage for each successful hit due to their natural avoidance of spaces that would hinder their headspace (IE jungle gyms). Null if the horseman also has wings.
    • If hallway, horsemen lacking in horns or wings +2 damage for each successful hit due to having no body altering shapes that might obstruct their path.


gaia_crown [ REWARDS ]

    +1 rp points for completing it!
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Mon Jun 30, 2014 5:42 pm
NUCLEAR REACTION (PART 2)


gaia_crown [ LOCATION ]

    Chernobyl, Ukraine (2 of 2)


gaia_crown [ SETTING ]

    "The site of the Chernobyl Disaster, the abandoned city has long been a place of renown. However it maintains gated fences to keep out would be thrill seekers and riffraff. The hunter base here is small and constantly cycles the one manning it meaning that often, the base itself is empty and relies on its own security system. Planted inside a small fallout shelter and designed to look deceptively like an abandoned house, storm this supposed safe zone and raze it to the ground.

    The hunter base is protected by a system of runic weaponry designed to keep those of FEAR out and the base 'protected' even if no hunter is present. Destroy the base and it's weaponry, before it destroys you. The house is grey and will have the house number 'ESB MK2'. Look for the tiny green man in the lawn. "


gaia_crown [ MISSION ]

    A city abandoned by humans due to their own foolishness, it now stands and rots from it's very core. Hunters have long held a small base here and have always changed who stays-making their defenses weak as far as staffing goes, we can take this place for ourselves. Yet there are many traps set up as a precaution, the largest being the base itself. The base is current unmanned, and we mustn't let the hunters have any place to call home in these places with such high potential now can we?


gaia_crown [ MECHANICS ]

    Boss Fight: Hunter Base Defense System-'ESB MK2'


    • The traps have a combined total of 100 HP, but come in 5 parts- Side guns(x2- left and right), energy pillars(x2 - top and bottom), and Core (x1). Each part has 20 HP.
    • The Core is protected by the guns and pillars and cannot be targeted first.
      You must take each part down before you can reach and destroy the Core. Make sure to note what part of the hunter trap you are targeting and how much HP each part has.
    • Targeting the guns means you take an auto -3 HP
    • Targeting the pillars means you take -2 HP
    • Targeting the Core means you take -1 HP


gaia_crown [ BONUS MECHANICS ]

    PART 1 CHOICE RESULTS:

    • If you did not interact with the lingering spirit/didn't do part 1 then there is no challenge or bonus alterations to this mission
    • If you devoured the spirit for FEAR, you do a bonus initial attack of +3 for each part. However you take -3 HP for each turn taken fighting the core.
    • If you asked the spirit to lead you to the base the guns do an initial attack of 10 damage, yet you do +3 damage later for each successful hit when fighting the core.

    After the boss is defeated feel free to destroy the base. It's got to be the only one in the city...right?


gaia_crown [ REWARDS ]

    +1 RP points for completing this rp!
 
PostPosted: Mon Jun 30, 2014 5:42 pm
THE TWISTED TUNNELS


gaia_crown [ LOCATION ]

    Unnamed Location in Northern Scotland


gaia_crown [ SETTING ]

    "The caves along the coast of northern Scotland are not exactly the most... easy to deal with. Salt air wears down metals along with wood, and so the old outpost of the hunters has long since fallen into disuse. Yet now hunters plan to return to the area and unlike hunters, horsemen have no problem with the winter freezes or the salty air. Go into the caves and destroy the old hunter equipment once and for all, and make sure to signal that you have laid your claim to the land."


gaia_crown [ MISSION ]

    The caves are unlike our caves. Damp and wet from an ocean's waves they have crude markings of human life... and the stench of hunter machinery. The forests nearby marked with the human gods old and new- Gods will not save them here. The tunnels were once a secret refuge for the hunters of this land, though the coast is as unforgiving as the chill and it has long since been abandoned. Their machines were constantly worn by the salt winds and the ice freeze- proving to much for them and sending them elsewhere. Yet they have been seen- reassessing. Rethinking. Go, stop them from taking back their old hive and make it our own new nesting ground.


gaia_crown [ MECHANICS ]

    Roll 1d100 until you've dismantled 5 hunter objects or have been killed. Your HP is your normal HP.

    1 - 10 : The sound of an old generator buzzes faintly under some dirty white coats. It's large and bulky and on it's last legs of life- thankfully it looks to have not been powering anything. (+1 Hunter Tech destroyed)
    11 - 20 : You trip over an old runic dagger that briefly flares to life upon contact with you. Owch! (-5 HP)
    21 - 30 : A small camera glows faintly in a corner, best show it your good side. The deadly one. (+1 Hunter Tech destroyed)
    31 - 40 : You hit your head on the cave ceiling. Nice going genius. (-5 HP, -10 HP if you have horns!)
    41 - 50 : A TV sits alongside a DVD of a children's movie. As you break it you feel the need to cry out, 'I'M GONNA WRECK IT'. (+1 Hunter Tech destroyed)
    51 - 60 : The floor here is wooden and water has rotted it down. It breaks and your leg slips through, nearly sending you down into a dark pit of brackish water. (-5 HP)
    61 - 70 : Old trapping guns, torches- the cache of weapons in boxes is alarming... if it wasn't all depleted of energy that the runes needed to function. Rip the little hunter toys to shreds! (+1 Hunter Tech destroyed)
    71 - 80 : Rocky footing makes it hard to navigate, and the narrow cave means that your bulk is already hard pressed in this narrow passage. (-5 HP, -10 HP if you have wings!)
    81 - 90 : Coats, clothes, MREs- items you know hunters need. Supplies of the most vital sort. Tear into them a new one. (+1 Hunter Tech destroyed)
    91 - 100 : As you go deeper you accidentally fall into a tide pool and land face first on a rock. Hard headed indeed, at least you didn't have to taste dirt, just a bit of sand. (-10 HP)


gaia_crown [ BONUS MECHANICS ]

    After destroying 5 hunter objects, carve the symbol of the clans into the mouth of the cave..or better yet paint it in blood where it won't fade away. Let the hunters know just who came here this day and who really claims this place as their own.


gaia_crown [ REWARDS ]

    +1 Additional RP points for completing this RP
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Mon Jun 30, 2014 5:43 pm
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!
 
PostPosted: Thu Oct 22, 2015 8:20 pm
TRICK OR TREAT: TRICK

gaia_crown [ LOCATION ]
  • The Human World


gaia_crown [ SETTING ]
  • Halloween Night, anywhere that might celebrate it.


gaia_crown [ MISSION ]
  • Journey to the Human World, and take advantage of the local custom of Trick-or-Treating. Reports indicate that more and more Humans are desensitized, and so it is our job to try and keep them on their toes. It just so happens that the Humans are celebrating Halloween-the-holiday, which allows us to sneak in there for a little bit of trick-playing. Be sure to adhere to their rules for this particular custom.


gaia_crown [ MECHANICS]

PART ONE
Since it's important to adapt to human traditions for the purposes of infiltration, your first stop is to get a costume! How great your costume is will affect your rolls in part three. You may choose what they end up wearing though! As long as it is frightening.
  • Roll a 1d6 and match your results below:
    • 1-2: Your costume is awfully boring. Uninspired. Nothing to be afraid of. (1d cool
    • 3-5: Your costume is pretty unsettling. You'd probably make a few people uncomfortable by simply existing. (1d10)
    • 6: Horrifying. You are absolutely horrifying. You're even scarier now than you are naturally! If that was even possible… (1d12)
  • In brackets you will notice a dice value - this will be your ability to frighten your human victim in part three!
  • Once you have your costume, you may go ahead to part two!


PART TWO
You have your costume. You're safely in the human world, in a location of your choice (as long as they celebrate halloween-the-holiday!). It's now time to find your prey.
  • Roll a 1d8, and match your results below:
    • 1: This is one desensitized costume-wearing person. Good luck. (HP: 100)
    • 2: A lone, costume-wearing teenager crosses your path. They look pretty squirrel-y… (HP: 20)
    • 3: You find a person with four costume-wearing children. The children are all under 6 years old, but you decide to focus on the adult instead. (HP: 40)
    • 4: Someone left a costume-wearing ten year old human unattended. Seems easy enough, right? (HP: 15)
    • 5: Here is a group of four teenagers. They're already terrorizing the town, and you can't help but want to target them. (HP: 80 - each teenager has 20 HP. For every 20 'damage' you do, one of them flee.)
    • 6: A lone adult is walking along, not paying attention to the spoopy holiday around them. (HP: 30)
    • 7: A young, costume-wearing couple mill about, apparently on their way to a party. They look like fun to mess with. (HP: 40)
    • 8: A small, adorably costumed child has been briefly left unattended. They are already whimpering when you find them. (HP: 5)
  • Each person has an HP value. This is how tolerant they are to being scared. The higher their 'HP', the harder they will be to frighten properly.
  • Once you have your victim, you may go ahead to part three!


PART THREE
You have your victim in your sights. Now, it's time to frighten them!
  • Your 'attack dice' - meaning your ability to pull off a great, frightening trick on them - depends on your roll in part one.
  • Part three acts just like a regular battle, just with different dice.
  • Example: I rolled a 5 in part one, and a 6 in part 2. This means my human victim has an HP of 30, and I have to roll a 1d10 until I score a total of 30 or more.
  • You can only roll one dice per post. Don't forget to RP your Horseman attempting to frighten their human!
  • The idea is to SCARE your human. Play mean TRICKS on them. Physically injuring your Human will not be tolerated in this instance.
  • If your victim's 'HP' has been depleted, you managed to frighten them enough to convince them to go home! They now have a healthy fear of…whatever you frightened them with. Congratulations!


PART FOUR
  • You may congratulate yourself on a job well done, and return home knowing that you've frightened someone into a lifelong phobia. What you do with your costume is up to you!


gaia_crown [ BONUS MECHANICS ]
  • If doing this in a group:
    • Every group member must do all the dice requirements. If one member 'defeats' their human before the others, they may help out in 'defeating' the rest!


gaia_crown [ REWARDS ]
  • +1 for completing this mission!
  • +1 raffle ticket! Go HERE to claim!
 

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Thu Oct 22, 2015 8:21 pm
TRICK OR TREAT: TREAT

gaia_crown [ LOCATION ]
  • The Human World


gaia_crown [ SETTING ]
  • Halloween Night, anywhere that might celebrate it.


gaia_crown [ MISSION ]
  • Journey to the Human World, and take advantage of the local custom of Trick-or-Treating. This mission in specific is to focus on gathering candies from various Human homes. Once complete, these candies will be returned to the clans for processing and further research. Be sure to adhere to their rules for this particular custom.
    xxxx Side-bonus to this mission: The more candy we as Horsemen get directly impacts how much candy is left for the Humans to enjoy. Our goal is to claim as much of it for ourselves as possible.


gaia_crown [ MECHANICS]

PART ONE
Since it's important to adapt to human traditions for the purposes of infiltration, your first stop is to get a costume! How great your costume is will affect your rolls in part three. You may choose what they end up wearing though! It could be anything, from a sexy crayon to a Gundam. Literally anything PG-13!
  • OPTIONAL: You may bypass this part IF AND ONLY IF you have completed Professor Selene's Costuming Class! If you complete and pass her open class, your Horseman automatically has The Best costume, and they get a +2 on their rolls in part three! If you take the class and fail, or if you do not complete the class at all, continue below as normal.
  • Roll a 1d6 and match your results below:
    • 1-2: Your costume is awful. Not inspired at all. You probably won't get very good candy from this. (-2 to all rolls in part three)
    • 3-5: Your costume is pretty cool. It's not super special one way or another. It'll do the job. (no modifier for part three)
    • 6: Your costume is the best. The best. It's so good, you feel like you can get better candy because of it! (+2 to all rolls in part three)
  • Once you have your costume, you may go ahead to part two!


PART TWO
You have your costume, and now it's time to pick where you'd like to go trick-or-treating! These rolls determine how many times you can roll for candy in part three. Do NOT use the costume modifier from part one here!
  • Roll a 1d10 and match your results below. In brackets are how many available houses are in that particular neighbourhood.
    • 1-2: Wildcard! You can choose what neighbourhood your Horseman ends up from the list below.
    • 3-4: Somehow, you end up trick-or-treating in a small strip mall. (5)
    • 5-6: Sadly, this area seems to be predominantly industrial. The houses here are pretty scarce. (3)
    • 7-8: This is a decent neighbourhood! It looks like a subdivision. ( 8 )
    • 9-10: This is a very busy neighbourhood! Lots of houses with children, apparently: you see so many opportunities (10)
  • Example: I roll a 1d10, and get a 4. This means my Horseman is trick-or-treating in a strip mall, and that there are five stores in that mall that are offering treats. This means, when I go to part three, I'll be rolling 5 times - one for each store.
  • Example 2: I roll a 1d10, and get a 10. This means there are 10 houses in this neighbourhood that are offering candy. This means I will have to roll 10 times in part three, one for each house.
  • Once you have your neighbourhood, you may go ahead to part three!


PART THREE
Now, the fun part! You get to go door to door and try to get some candy! How many houses you visit was determined in part two, and this is now where you use your costume modifier from part one! One roll per post.
  • Roll a 1d12 and match your results below:
    • 1-2: This person clearly hates Halloween-the-holiday, and instead gives you something that is definitely not candy. (it can be anything - a 5% discount card, a toothbrush, anything! Keep it PG-13.) (no candy)
    • 3-4: The person handing out candy isn't really into it. They give you a single piece and send you on your way. (+1 candy)
    • 5-6: The person hanging out candy thinks you're pretty alright. (+2 candy)
    • 7-8: They won't stop talking. It's terrible. You try to be polite about it, and thankfully they notice! (+3 candy)
    • 9-10: This person fusses over you. They ask you so many questions about your costume, and how it was made, and where you got it, and gosh, how interesting! (+4 candy)
    • 11-12: The person handing out candy is just so happy to have guests that they give you 5 pieces! (+5 candy)
  • If you roll a 1-2, but you have a -2 modifier, ignore the modifier. You can't get less than 1 as a result.
  • If you roll a 10-12, but you have a +2 modifier, ignore the modifier. You can't get more than 12 as a result.


PART FOUR
It's about time to head home. You take your spoils back with you, and drop all of your candy off with the Famine Alchemists.
  • Just make a small post dropping off your candy for study. What your character does with their costume is entirely up to them!


gaia_crown [ BONUS MECHANICS ]
  • If doing this in a group:
    • Every group member must do parts one and three, but only ONE person needs to roll for part two!


gaia_crown [ REWARDS ]
  • +1 for completing this mission!
  • +1 raffle ticket! Go HERE to claim!
 
PostPosted: Sun Oct 22, 2017 11:05 pm
THE ICE CREAM JOB (NEW 10/22/17)

gaia_crown [ Location: ] Cairns, Australia

gaia_crown [ Images: ] x, x, x
General Info: It's time for some good old fashioned Human investigation. Get your holiday gear ready, you're going surveying, and maybe if you're lucky, you'll even find a Hunter in the midst!

gaia_crown [ Mechanics: ]You arrive at the location and find an ice cream cart. Immediately some lowly human tells you your "job" is to mostly stay in this one place and "sell" things. You can do this, you can totally blend in.

The cart has six flavours of ice cream. Chocolate, vanilla, strawberry, cookies and cream, caramel swirl, and mint chocolate chip. It comes with waffle cones, normal cones, and small plastic cups to serve in. If you horseman doesn't know what ice cream is, it may be a little more challenging.

Complete one six-hour shift! (You need a total of 6 rolls to complete this mission! How you divide them are up to you. This is supposed to be a fun rp-mission, the prompts are just starting points! )

Roll 1 d100 and match your roll to the results below. RP accordingly.
  • 1-10 - A herd of six children come running up to you laughing. They all want waffle cones with three scoops, different flavours, and when you take too long helping one the rest start to yell and scream at you. They pay you with wet change.
  • 11-20 - A police officer saunters up to the cart and asks to see your permit to sell here. Better think fast! (Feel free to rp the npc police officer ~ how this ends is up to you!)
  • 21-30 - A group of little old ladies shows up. They proceed to be very kind with their orders, they also hit on you and/or stand around stare and ask for your opinion on various bathing suit clad tourists that wander by.
  • 31-40 - No one has stopped by the cart in over an hour. You begin to wonder why.... when you notice a chocolate puddle slowly growing underneath the cart. It seems the chocolate ice cream has decided to melt for some reason. No more chocolate for the rest of the day.
  • 41-50 - A group of very tall surfer people stop by and ask for waffle cones with double scoops. They all want chocolate. Their money is soaking wet - good thing it's Australian money and basically plastic!
  • 51-60 - A little girl comes by telling you she wants to eat mixed berry ice cream. When you tell her you don't have any, she begins to cry. Then scream, then throw a full on tantrum right there in front of your cart. People are starting to stare.
  • 61-70 - As you are scooping out some ice cream for a customer, a huge gust of wind comes by and drops a large dollop of sand in your cart. You now need to get that sand out - you still have ice cream to sell!!
  • 71-80 - Seagulls have been watching you. They see their chance and a whole group of them move in to make off with your waffle cones! Will you stand for that?! [If you choose to get your waffle cones back - roll 1 d6. If even you successfully retrieve your cones. If odd, the gulls are victorious and even pooped on you.]
  • 81-90 - A sudden rainstorm decides to roll in. The cart comes with an umbrella - but it's hardly large enough to cover the cart and you. How do you decide to stay dry?
  • 90-100 - A man walks up and offers you 2 free movie passes in exchange for a dozen ice cream cones. He seems a little shady but the tickets look legit. The only problem is they expire today - and you're due back at base when your shift is done. What will you do?


 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Sun Oct 22, 2017 11:20 pm
CLOTHING GATHERING- I MEAN SHOPPING (NEW 10/22/17)

With all of the recent updates, it's come to light that Horsemen need even more modern day clothing than before. Now, it would be very easy to make some, or even buy some - However, stealing clothing is just as easy. It also doesn't give the humans money - and it can even provide crafters with great examples of current day fashion.

Thus, your goal is to go out into the human world and steal some clothing.

gaia_crown SETTING:
You're given a map to a shop where humans can wash their clothes. It doesn't really get the human smell out - but don't worry. They can be washed again when you return to the tower.

The laundromat itself is very large - It's clean and well lit. There are numerous rows of washing machines and drying machines, as well as several tables for humans to lounge at or fold laundry at. [x], [x].


gaia_crown MECHANICS:
There are several people around here, in various stages of doing laundry. Roll 2 d6. The First Dice tell you WHO you are trying to steal from. The Second Dice tells you if you are successful. (If it's ODD - You Succeed! If it's EVEN you Fail and need to try again.)

You get to decide what you steal - remember that fashionable garments suitable for Horsemen disguises are what you are after! You also get to decide how you steal it. Are you super sneaky? Do you distract them with conversation? Do you just push the human aside and run off with an armful of their clothing? Do you just wait for them to go to the bathroom?

The task is considered complete when you have SUCCESSFULLY stolen at least one article of clothing AND reached 600 words of RP (per character involved!) You can roll more than once! And steal more than one thing, too.

This is very freeform! Feel free to use what's here to give the NPCs personality and things to talk about.


gaia_crown HUMANS IN THE LAUNDROMAT: (match your first dice to the number below - this is who you are stealing from!)


1. A little old lady who seems to like floral prints and lavender scented soap. She likes to talk, and laugh, and if you happen to strike up a conversation she will tell you a very long story about brewing moonshine with her late husband and running from the law. If she catches you stealing from her she will beat you with her purse.

2. A young man, perhaps in college (whatever that is). He seems to favour loose fit and comfortable clothes. At first he doesn't want to talk, but if you get him started he will happily complain about how much studying he has to do. That's why he brought his physics book with him. If he catches you stealing from him he'll throw that heavy physics book at you.

3. A mother with two small children. The adult sized garments are 'casual' you think, and the child sized ones are well... child sized. The woman seems too busy folding clothing to chat - but her children sure would LOVE to talk to you. They have so many awesome cartoons to talk about - have you ever heard of Spongebob Squarepants?
If the mother catches you stealing she will simply call the police.

4. Another young man, or perhaps middle aged - it's so hard to tell with humans. This guy seems to like darker clothing - things that are nicer, clearly, like those suits and slacks you've heard about. If you start up a conversation he'll tell you all about his office job. Did he say it was a bank or a management office?
If he catches you stealing from him he'll try to start a fight.

5. A family. The mother is reading to the smallest child, and the father is folding clothes with the older one. A third child is watching the dryer tumble things. The adults don't mind making idle conversation about the weather, but seem preoccupied with other thoughts. The children sure do ask a lot of questions, though. Are you married? Do you like pancakes? Have you ever touched an alligator?
Their clothes vary from business to casual, adult to child.
If they catch you stealing the kids will scream and the parents will start yelling about 'thieves!'

6. A teenage boy left to watch the washing by his mother. She'll return when things should be finished to collect him and the clothes. The boy seems to favour dark colored clothing, but it's clear others in his family like bright clothes, too. The boy seems wary of you, probably because you are a stranger staring at him and his laundry. If you try to talk he'll answer with minimal answers. If he catches you stealing from him he'll ... he'll just let you take whatever. You clearly need it more than he does. He starts to mumble about the state of the economy. (This is a SUCCESS no matter what the second dice says!!)
 
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