Imeeji Idol Productions (
idolpro) wrote in
imeeji_frontstage2021-10-23 03:57 pm
Entry tags:
- !days 410-419,
- !games,
- crow that heralds the red rain,
- emet-selch,
- gara petothel,
- hunter,
- jacob cross,
- lahabrea,
- luther hargreeves,
- shima renzou,
- xia igarashi,
- yuri lowell,
- ♪ aether,
- ♪ alisaie leveilleur,
- ♪ alphinaud leveilleur (2),
- ♪ gracious skylark,
- ♯ hawks,
- ♯ kano shuuya,
- ♯ kino,
- ♯ miya,
- 𝄳 kida masaomi,
- 𝄵 kiryuu ren
(no subject)
Who: Idols
Where: The Game Tower
When: Out of Time
Winners:
Baritones, Lilis, FiN, HSS.
Where: The Game Tower
When: Out of Time
Winners:
Baritones, Lilis, FiN, HSS.

MINGLE
There's plenty of space to mingle up here, with benches to sit on and old, battered-looking vending machines you can kick if you want some soda or candy to snack on.
At the northern end of the plaza is a huge inflatable arch with the word "START" written in comic sans. Nobody can move beyond this point without first rolling their die, but you can see that you've got two choices: walk down what must be at least 500 steps to reach the first square, or take the equally long but infinitely more fun bouncy inflatable slide.
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no subject
Will this be fun, or will this be betrayal ...
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Cool.
[ Cool, cool, cool, cool. ]
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RULES & INFO
❍ SIGN-UPS
Aim of the Game
❍ Make it around the board as quickly as you can. Keep track of how many turns you've taken. Turns during combat do not count towards this.
❍ Try not to die! Keep track of how many times you're KOd.
Instructions
❍ Each unit will find themselves with:
- ONE D6 die
- ONE map
- A walkie talkie PER PERSON.
The Die: To move across the course, they must roll their die and walk forward the corresponding number of squares. To cross a bridge, they must land on the square where the bridge starts. I.E. if the bridge is 4 squares away and they roll a 5, they're SOL. The same principle applies to event squares: they only activate if someone lands specifically on that square.
One person must roll the die each turn. It is that person who gets the event (and who must roll for it) unless otherwise specified. If they lose the die or try to throw it away, a new one will fall from the sky and land on their head. You're welcome! Lose 1HP!
Please note that some events will specify that EVERYONE (on that unit) must roll.
The Map: The massive course is split into five zones, each with different terrain, plus the "start" and "finish" areas. Each zone has 11 squares, made distinct by the faintly glowing borders that surround them. The borders are red in Z1; orange in Z2; green in Z3; blue in Z4, and pink in Z5. ICly, they take about half an hour to walk across.
The Walkie Talkie: To keep in touch! Or to complete an event ...
❍ Abilities are OFF. Characters have their phone (no signal) but no other items.
❍ Roll 1d6 to move across the board! Characters will be ICly rolling. OOCly, use .roll 1d6.
❍ Comment under the zone top level, including your turn number and the square you landed on. Your runner will then reply with your event.
❍ For any other rolls (event checks, combat, etc) use /r [number].
❍ Once every square, every member of the unit can (if they want to) roll adaptability to search for an item.
❍ If a unitmate is moved — because they were knocked back, fell in a trap, etc — the rest of their unit can freely traverse to that person's location. No dice rolling required, and no events will trigger! This doesn't count towards reviving dead unitmates though.
❍ Any missed turns apply to the whole unit! They can try to roll and move on if they want, but they'll find themselves unable to cross the glowing border.
Death and Revival
If a character's HP reaches zero, they die! Oops! They will revive afte their unit arrives on an even numbered square, with all stats restored to baseline.
Revival feels like pins and needles.
EXAMPLE OF A COMMENT FOR MOVEMENT
Moving from square 1 to square 6
EXAMPLE OF AN EVENT
SATURDAY
❍ Pep
❍ BEDE
❍ HSS
❍ Alcheme
TURN IN
PEP!PEP!
BAD END=DEAD END
ALCHEME
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HSS
SUNDAY - NOONISH
❍ WC
❍ AVANTE
TURN IN
AlcheME/BAD END=DEAD END/Lilis
WC/Avante
Alcheme
SATURDAY: LATER PM-ISH
❍ FiN + Pep
BARiTONES
Finish
FiN/Pep
Square 48
ENDGAME
Beyond the huge inflatable archway emblazoned with the word ~FINISH~ is magnificent castle! A … small … magnificent castle, like the kind you'd find at a theme park. It's surrounded by a lush, manicured lawn, upon which rests a number of picnic blankets and baskets. Inside the baskets you'll find ice cold sodas, bottles of water, and a variety of picnic-friendly finger foods for all to enjoy.
REVIVALS .......?
After a few minutes, the two will find themselves fully revived, albeit with a heckin' case of pins and needles.
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HEALING
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[He's not helping himself to any picnic food, but you better believe he is Indiana Jonesing random bottles of water with his worm on a string whip]
Dude, okay, hold that stick up and stay really still.
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I wanna showerrrrrrrrrrr.
[ Shoves another sandwich in her mouth ]
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There's enough blankets laid out on the grass for him to just steal one to wrap around his shoulders, right? Right. ]
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... *pies
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What a rude~ game I'm CHILLY.