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Reply { The Lost Clans } -------------- Lost Clans Reserve/ Lost Clans Home
[TASK] Solitary Confinement (Falair)

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Yayoi

Super Sex Symbol

PostPosted: Sun Oct 18, 2015 5:42 pm
Quote:
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: Sun Oct 18, 2015 5:43 pm
This place was cold. A bit too cold for her. There was no snow or frost on the ground but a heavy fog clung to the air. It was good for stealth but it could have at least been a warm fog.

Falair shivered. Perhaps she should have dressed warmer. This would certainly have to be a quick trip so that she could return to the Tower.

The task at hand held no real interest for her. She wouldn't even be allowed to stick around to see the end results of what she was to do. Disappointing. She frowned heavily behind her mask as she approached the fort. It was dark and quiet, but she needed to be alert to any humans that may be wandering around. While she could be sneaky so could they and the Famine mare would rather not deal with them today.

Quote:
Choosing Physical Attacks
 

Yayoi

Super Sex Symbol

Yayoi generated a random number between 15 and 20 ... 18!

Yayoi

Super Sex Symbol

PostPosted: Sun Oct 18, 2015 5:44 pm
She began to wander. It was best to get a good look around. Find some good spots to set these traps. Falair was still kind of miffed she wouldn't be able to stick around. In fact, as she wandered about the fort just the thought of it was beginning to agitate her.

Quickly she stepped back into a shadowy door way as the sound of voices came into range of her hearing. But soon they moved along. From what she could tell there weren't all that many humans roaming about today.

Good.

If they came upon her she might just have to take her agitation out on them.

Quote:
Alertness: 18
 
Yayoi rolled 1 100-sided dice: 56 Total: 56 (1-100)
PostPosted: Sun Oct 18, 2015 5:45 pm
Falair continued to wander around the fort, scoping out the best spots that looked like decent places to set traps. Finally coming upon a stairwell she decided to set one here. Stairwells were usually rather frequently used so the trap would gather enough FEAR here.

As she was setting the trap up a group of human girls suddenly appeared. Running about and giggling. The approached the stairwell, though seemed just like regular humans.

They stopped for a second as they passed by the mare, only to fall silent and shudder before heading on their way. To Falair these girls seemed to have a good amount of energy in them.

Quote:
Alertness: 14
Traps: 1/5


Quote:
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)
 

Yayoi

Super Sex Symbol

Yayoi rolled 1 100-sided dice: 46 Total: 46 (1-100)

Yayoi

Super Sex Symbol

PostPosted: Sun Oct 18, 2015 5:46 pm
Moving into a more open and arid area of the fort, Falair took in a deep breath of the chilled air. The fort was rather stuffy and the air inside stagnant. Out here in the open would be a good place to set some traps as well. Who would suspect a trap out in this wide open space?

As Falair began to set her trap a small human stopped, stared in her direction before letting out a cry and running to it's parents. A collective ruckus soon ensued. She quickly finished setting the traps and moved to another area. If the group of humans caused too much of a stir it might draw Hunters.

Quote:
Alertness: 9
Traps: 2/5


Quote:
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)
 
Yayoi rolled 1 100-sided dice: 80 Total: 80 (1-100)
PostPosted: Sun Oct 18, 2015 5:47 pm
Returning to the fortress' interior, Falair wandered down the hallways. She took in some of the sights that it had to offer. Pondering over what seemed to be very old paintings of battles long fought. Male humans posturing on their steeds like brightly colored male birds. It was amusing to say the least. Though she was sure there were such paintings in the Tower of Horsemen quite like this. She would have to see.

Finding a dark, quiet corner Falair began to set up another trap. Though unexpectedly a large group of humans filed pat her. Luckily they seemed more preoccupied with their own conversations and tour guide. They had barely even noticed a chill in the air. Good.

Quote:
Alertness: 7
Traps: 3/5


Quote:
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)
 

Yayoi

Super Sex Symbol

Yayoi rolled 1 100-sided dice: 67 Total: 67 (1-100)

Yayoi

Super Sex Symbol

PostPosted: Sun Oct 18, 2015 5:48 pm
The last dark corner she had encountered got her really good housing for that lat trap. So Falair decided a similar place would do good as well. Finding a dark corner in a room full of what looked like metal statues she placed the trap in the corner.

Another large group of humans wandered by but they payed her no mind either. These dark corners were really good spots!

Quote:
Alertness: 5
Traps: 4/5


Quote:
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)
 
Yayoi rolled 1 100-sided dice: 89 Total: 89 (1-100)
PostPosted: Sun Oct 18, 2015 5:49 pm
Last one. She just had one more trap to set and then she could leave. Still kinda sad she wouldn't see the end result. But all for the clans and all that stuff that they keep saying.

While setting up her last trap a maintenance worker making his rounds snuck up on her. She hadn't expected him to be so quiet. It was almost like he was some sort of spook. His footsteps hadn't even registered in her hearing range until he was almost right on top of her.

Thankfully he was just a regular human. He muttered something about heebie jeebies and the continued on his way.

With her work here done Falair head back to the portal she had come through. She thought to stay a bit longer but it was getting late and there was mention of Hunters that would prowl the fort at night. The mare wasn't really all that in to sticking around just to get in a fight with a Hunter. She didn't like fighting all that much.

Quote:
Alertness: 2
Traps: 5/5


Quote:
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)
 

Yayoi

Super Sex Symbol

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