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"Hope is the worst of evils, for it prolongs the torments of man."

Friedrich Nietzsche
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Pollux
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Post #1: 17th Mar 2013 3:49:37 AM 
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Role Title: Icarus
Role Type: Active
Win Condition: You win if you, or any players who share your win condition:
- Obtain an item from releasing all of the four guardians (Cassandra, Daedalus, Minos, Virgil)
- Obtain the sword of Theseus
- And bring those items to Willis' tower

Role Flavour:
Your business associates have been working on a new technology which you hope to trial run inside the fortress. It will help you achieve your targets faster. You are somewhat skeptical but you know it has to be worth a try. The technology is contained in a special compartment on your backpack. It is said to reverse the flow of gravity.

Role Description:
During a phase, you may fly up to get a description of the surrounding rooms. You will not come down until the start of the next phase. Once this has been done, you may not use the power again in any of the surrounding rooms.

In addition to this, you may fly to a higher or lower floor.

Please submit all role actions in this thread. Role actions not submitted in this thread will not count.
 
   
Dennis
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Post #2: 19th Mar 2013 4:28:28 PM 
Questions:
When I go "up" can I still speak to people? Will they know I've flown?
Also, can I carry people to higher floors?
 
   
Willis
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Post #3: 22nd Mar 2013 3:44:40 PM 
Dennis @ 19/3/2013 16:28
Questions:
When I go "up" can I still speak to people? Will they know I've flown?
Also, can I carry people to higher floors?

I completely missed these, sorry.

Once you go up you won't be able to talk to people until they're at the same level as you. So if you go to a higher level on the Labyrinth, you can't communicate until they either find a way up or you go back down. If you fly above the room you won't be able to communicate until you come back down either.

And they'll know that you've gone up when it happens.
 
   
Pollux
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Post #4: 23rd Mar 2013 4:53:27 AM 
Your win condition has been updated.
 
   
Dennis
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Post #5: 27th Mar 2013 2:41:13 AM 
If I use my thing now, I'm not included in the weights right?
 
   
Willis
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Post #6: 27th Mar 2013 2:53:18 AM 
Dennis @ 27/3/2013 2:41
If I use my thing now, I'm not included in the weights right?

That's right.
 
   
Willis
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Post #7: 27th Mar 2013 3:28:41 AM 
Phase 6 Results:
You smile as the pack kicks into action. It's a little jumpy since you haven't done this for a while but it's so much smoother than the prototype. The room below becomes a distant blur. As you go higher, you raise above the walls completely. Curiously, you glance around at the space above the walls. In theory couldn't you...?

You hover over towards the gap and attempt to fly across it but are forced to rebound. A magic barrier in the wizard's fortress. How convenient. You sigh and take stock of your surroundings instead. You can't see very clearly into the distance but you do notice the huge tower, teetering to the North-West. It's hard to miss.

You systematically check out each surrounding room and note down your findings.

North Side West:
The room you were just in. Nothing different there and no sign of the beast. That's a relief.

North:
There's a computer console in here with a big screen. The room is similar to this one in size albeit it seems just twice the normal length of a room in this place. There are three exits on the North side, one leading North, one East and one West.

The computer console appears to be displaying a message informing you that you need to enter in the "package destination". You've never been more proud of your damn precise vision than at this moment.

North Side East:
This room is huge too. The entryway is about the size of a standard room but it juts out onto a taller corridor which is exactly as long as the room you just left. There's an exit at the far North and South side of this corridor. You notice there's a large metal cage hovering over the middle of the floor in there. It's held up by chains which are attached to some mechanism. It looks pretty daunting.

South Side East:
This one is a standard sized room. There's a box in the middle of the floor with a number of locks. The keys to those locks appear to be placed in a number of crates near the Western side of the room. Interesting. There's another exit on the Eastern side.

South Side West:
This room is twice the length of a standard room. A sign overhead says "Medical Support Centre". It's a tad surprising that the army of the damned need one of these things but you don't question it. There's a bed and some boxes scattered across the floor, as well as a closet which is open ajar.

Leading up from the South side of this room is a very tall staircase. It goes up and up, jutting out finally to the West. South of this stairwell is the Southern side of the Labyrinth. The walls to that ascend right up to the ceiling.


You relax and enjoy the peace and quiet whilst you mull everything over.
 
   
Dennis
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Post #8: 27th Mar 2013 3:38:58 AM 
This power is fucking awesome.

I am totally going to die.
 
   
Dennis
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Post #9: 27th Mar 2013 3:03:51 PM 
Is this going to be deleted? I won't quote it but I would like to have it as reference to paraphrase.
 
   
Pollux
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Post #10: 27th Mar 2013 10:33:37 PM 
The descriptions of rooms you spy in your journal? They will remain.
 
   
Willis
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Post #11: 8th Apr 2013 10:05:20 PM 
Phase 13 Results:
You're a little wary about using the pack in another time. They did say you couldn't completely destroy history than it already had been though so...whatever right? You kick it into gear and it powers up instantly. You're glad that there's an internal power source that's holding out.

You reach the height you attained before but the Labyrinth looks very different. It's less metal and much more stone. Probably to be expected. You scour around and look for the tower but it's nowhere to be seen. That's different. Not bothering to check if you can go around elsewhere this time, you take in your surroundings.

East
The room to the East is darkened and there's a statue of a woman standing tall. The statue is holding aloft some kind of orb and glaring forth. The darkness is alleviated by a number of candles which are flickering endlessly. This room is standard size and has two exits to the East and West.

North:
The room directly North of you is also standard size. It has two exits, one to the North and one to the South. There's something off about the floor though. In the middle of it is a raised slab, very small but noticeable. Spears are embedded into the walls either side, just their points showing.

West:
The room to the West is very large. It's three times the length of a standard room and mostly empty to boot. Two doorways lead into the long hall, one at the very Northern side and one at the very Southern side. Both of these doors are set into the Eastern wall.

In the middle of the long corridor are two statues. They both carry swords pointed towards each other and are identical in appearance. Their eyes gaze into one another's eternally. It's a tad creepy.

You float in peace for a while longer.
 
   
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Post #12: 11th Apr 2013 4:32:14 PM 
Phase 15 Results:

You reach out and touch the statue's feet. They were decent feet, you guessed.
 
   
Pollux
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Post #13: 12th Apr 2013 10:36:34 AM 
Phase 16 Results:

You have been knocked unconscious until the beginning of the next Phase.
 
   
Dennis
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Post #14: 19th Apr 2013 3:51:23 AM 
## open: cream
 
   
Dennis
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Post #15: 22nd Apr 2013 9:51:19 PM 
##fly up: like a boss
 
   
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