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CYCLE 120Current time: Apr 03 2025, 09:03 PM


The Trial of Hydra - Rules & Rewards
 
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Rewards and Rules


The Trial of Hydra is a test of both survival and of efficiency. While ALL survivors will have their pick of a Hydra-specific mutation (or a guaranteed Give Life attempt), there will also be special prizes for First, Second, and Third-Place winners. There are also basic rules in place regarding the goals of the Trial.

Prizes:

First Place: 1000 Magicka
Second Place: 700 Magicka
Third Place: 500 Magicka

First, Second and Third Place Winners will also receive a new Hydra-themed High-Intensity Light spell (to be unlocked in the shop afterward)

ALL survivors will receive a special site Achievement along with their choice of one of the following rewards:

1. Mutation: Vulture Wings - long-feathered black OR soft-skinned beige wings, large enough to carry the Gembound.

2. Mutation: Scorpion Tail - a curved, segmented tail with a venomous barb at the tip, which can whip over quadrapedal Gembound to sting an enemy and poison them.

3. Mutation: Sandworm - sandy-colored scales sprout over the back and flank and bristles along the spine, and if they choose, massive mandibles; if chosen, the Gembound will be able to use these to chew rapidly through soft substrate and to burrow.

4. Mutation: Bone Hare - the Gembound's color is changed entirely to a sandy brown, with white bone-like markings over it which mirror its skeleton.

5. Mutation: Quillmouse - the Gembound's back and flank will be covered in long, stiffly-flexible spines. These are easily shed on impact to impale attackers, and are extremely difficult to remove, working their way deeper over time.

6. A guaranteed-success Give Life assistance from the Masked Merchant. This can be redeemed at any time; the Gembound will need to come to the Merchant, and ask him to aid them, at which point he will guarantee that their Give Life spell succeeds regardless of roll.




Trial Rules:


1.) Each round, you roll twice. If you succeed Roll #1, you can choose to move ahead and gain ground for a chance at higher prizes, or you can choose to hang back with the group (whether for your benefit, or for theirs). You can only help or be helped by those who haven't moved ahead or or behind your character.

2.) Gembound must meet the requirements laid out each round by the test administrator. Should they choose to ignore a goal or try to skip it, they are likely to be killed as failures.

3.) Other than meeting the specified goals, Gembound may cheat, sabotage, form teams or otherwise work together or apart as they see fit. Killing other Gembound or luring them to their deaths is seen as a perfectly acceptable tactic by the test's administrator.

4.) Players will have one week per round to get their posts in. Characters who fail to post their attempts during a round within one week will be skipped. They will be considered behind the pack and lose one placement and, should they fail both rolls, cannot be aided by those who have moved on (who have posted in time and are then in the next round). If a player goes inactive during the Hydra trials, their character will be considered Lost in Action until the player can discuss options with a GM. These characters are not likely to survive.

CLICK for more detailed information on "Places" placement mechanics:
1. There will not be a posting order. First, Second and Third place will have nothing to do with who out-of-characterly manages to post first!

2. Gembound will, on each round, unless otherwise specified, be given a single challenge to roll against. They will have two attempts to succeed (Barely+ unless otherwise stated). Those who fail both attempt rolls in one round will die, unless aided by another who Succeeded their own FIRST roll.

3. Those who Succeed on their first attempt may choose to move on, and this will keep them in the "front line" of the pack or even move them ahead, if no one else succeeds. Alternatively, they can CHOOSE not to move ahead, but to stay behind (ex. in case others Fail their first attempt and need aid, or simply as a strategy, to sabotage the stragglers, etc.). When rolling a Success on their first attempt, Gembound will need to clarify whether they choose to remain behind in case others need aid, or whether they choose to push ahead to gain ground against the rest. This choice cannot be changed once made.

4. Those who choose to stay behind and aid (or sabotage) those who failed Roll Attempt One will NOT advance ahead of that group. Each place can, until the final round, tie--there might be multiple Gembound on the "front line," another three in the group behind them, etc. A GM note at the start of each round will note where each Gembound is in the placement list.

5. Gembound can ONLY AID OR SABOTAGE those in the same "place" group as they are--they cannot rush to the aid of a group ahead or behind them, as they simply will not make it there in time.

6. There will be a round or two purely regarding speed: a race, if you will. Gembound will be allowed to sabotage one another, or simply try to gain ground. This will also alter the "place" standings. The final round will be a race to the finish, with roll #s as tiebreakers for the various places. Ex. if there are three Gembound on the front line, and they roll 20, 18 and 15, there's our First, Second and Third places.

 
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