The Trial
Posted: Sat Jan 28, 2006 8:32 pm
This is my 10,000th post. I decided that it would be appropriate for it to be a new topic in my own forum, the one that I moderate and have been in for about four years. Thanks to Marth, KB, LU, and (although he'll never see this) Motley Crue for helping me along the way, posting topics and joining mine, and being generally cool people, except for LU, **** you. Also Shane for, you know, creating the place, Jay for being the reason I found it, and... um... I dunno. Other people. A speech was probably unnecessary, but I felt that it would be fitting. ...anyway, on to the topic.
You are an apprentice in a secretive guild of mercenaries, the Black Talons. Having served with skill and loyalty on many missions, and having pleased your master with your advancement, you have been permitted to take The Trial. If you pass, you will become a journeyman; if you fail, you will be killed. The details of the test will depend on which sect of the guild you joined: the Warrior's, the Wizard's, or the Assassin's.
If you pass the test, you will serve as a journeyman to the guild for many years. If your abilities are great and your faith unquestioned, you will be invited back to take the Master's Trial. The results of this Trial are similar to the journeyman's: promotion or death. The details, unlike the first test, will be desgined to test your own unique capabilities.
Eventually, if you achieve Mastery, you may choose to challenge the current Grand Masters of the guild. To do this, you will select one ally from each of the other two sects and embark together upon the Trial of the Grand Masters. As with the other tests, success will result in promotion and failure will result in death. This test will be designed not to complement your abilities, as the Master's Trial is, but to assault the weaknesses of each individual in the group. If you surpass all obstacles, at the trial's conclusion the current Grand Masters will fight you to the death. The members of the victorious side will reign over the guild until a new team of challengers takes their place.
Will you be a lost journeyman, forgotten by all, or will you become a Grand Master and inscribe your name in the Book of Talons to be remembered for all time?
Name: ...yeah
Age: ...yeah
Gender: ...yeah
Sect: Warrior's, Wizard's, or Assassin's. This affects your skills and also the types of puzzles you solve.
Split 30 between HP and MP.
HP:
MP:
Speciality: See below.
Skills: See below.
Items: See below.
(Warrior's Sect)
Specialty: Attack, Defense, or Speed.
Skills: Create three battle-related skills.
Items: Choose 5 of the following. You may take more than one of any item as long as the total number adds up to 5. Sword, axe, mace, bow w/quiver of twenty arrows, round shield, tower shield, leather armor, chain mail, healing potion, mana crystal, medicinal herbs, rope w/grappling hook, torch.
(Wizard's Sect)
Specialty: Healing, Elemental, or Divination.
Skills: Create four spells. Spells related to your specialty will be more effective.
Items: Choose 5 of the following. You may take more than one of any item as long as the total number adds up to 5. Staff, wand, focus item (increases effectiveness of one spell and is destroyed), round shield, tower shield, crystal ball (basically a magic 8-ball), healing potion, mana crystal, medicinal herbs, rope w/grappling hook, torch.
(Assassin's Sect)
Specialty: Stealth, Mechanisms (locks/traps), or Combat.
Skills: Create three skills related to any of the above specialties. You will be better at skills related to your specialty.
Items: Choose 5 of the following. You may take more than one of any item as long as the total number adds up to 5. Dagger, throwing knife, crossbow w/case of twenty bolts, hammer w/spikes, thieves' kit, bag o' rocks, healing potion, mana crystal, medicinal herbs, rope w/grappling hook, torch.
You are an apprentice in a secretive guild of mercenaries, the Black Talons. Having served with skill and loyalty on many missions, and having pleased your master with your advancement, you have been permitted to take The Trial. If you pass, you will become a journeyman; if you fail, you will be killed. The details of the test will depend on which sect of the guild you joined: the Warrior's, the Wizard's, or the Assassin's.
If you pass the test, you will serve as a journeyman to the guild for many years. If your abilities are great and your faith unquestioned, you will be invited back to take the Master's Trial. The results of this Trial are similar to the journeyman's: promotion or death. The details, unlike the first test, will be desgined to test your own unique capabilities.
Eventually, if you achieve Mastery, you may choose to challenge the current Grand Masters of the guild. To do this, you will select one ally from each of the other two sects and embark together upon the Trial of the Grand Masters. As with the other tests, success will result in promotion and failure will result in death. This test will be designed not to complement your abilities, as the Master's Trial is, but to assault the weaknesses of each individual in the group. If you surpass all obstacles, at the trial's conclusion the current Grand Masters will fight you to the death. The members of the victorious side will reign over the guild until a new team of challengers takes their place.
Will you be a lost journeyman, forgotten by all, or will you become a Grand Master and inscribe your name in the Book of Talons to be remembered for all time?
Name: ...yeah
Age: ...yeah
Gender: ...yeah
Sect: Warrior's, Wizard's, or Assassin's. This affects your skills and also the types of puzzles you solve.
Split 30 between HP and MP.
HP:
MP:
Speciality: See below.
Skills: See below.
Items: See below.
(Warrior's Sect)
Specialty: Attack, Defense, or Speed.
Skills: Create three battle-related skills.
Items: Choose 5 of the following. You may take more than one of any item as long as the total number adds up to 5. Sword, axe, mace, bow w/quiver of twenty arrows, round shield, tower shield, leather armor, chain mail, healing potion, mana crystal, medicinal herbs, rope w/grappling hook, torch.
(Wizard's Sect)
Specialty: Healing, Elemental, or Divination.
Skills: Create four spells. Spells related to your specialty will be more effective.
Items: Choose 5 of the following. You may take more than one of any item as long as the total number adds up to 5. Staff, wand, focus item (increases effectiveness of one spell and is destroyed), round shield, tower shield, crystal ball (basically a magic 8-ball), healing potion, mana crystal, medicinal herbs, rope w/grappling hook, torch.
(Assassin's Sect)
Specialty: Stealth, Mechanisms (locks/traps), or Combat.
Skills: Create three skills related to any of the above specialties. You will be better at skills related to your specialty.
Items: Choose 5 of the following. You may take more than one of any item as long as the total number adds up to 5. Dagger, throwing knife, crossbow w/case of twenty bolts, hammer w/spikes, thieves' kit, bag o' rocks, healing potion, mana crystal, medicinal herbs, rope w/grappling hook, torch.