I'll do the actual RP and flavortext when everything's stamped with approval.
4 prompts, each Mist is expected to do at least three (two + Miss Taken Tower) prompts successfully. This is for Mists, but is open to other divisions as well if they find out and ask? Maybe?
Prompt 1:
Get into Candace and Molly's apartment and take a pair of shoes from her closet without being noticed. You are to keep the shoes for no longer than an IC week, again without her catching you, and then return the shoes without being caught.
Step 1: Getting in
Roll 2d8
First die: Determines if the door is locked or unlocked. Evens mean the door is unlocked, odds mean the door is locked. If the door is locked, try again later.
Second die: Determines if Candace or Molly are home.
____________Rolling a 1 - 3: Candace is home. Make an excuse and flee!
____________Rolling a 4 or 5: Molly is home. It's okay! You're safe! She might actually help you. In fact she gives you a cookie and a thumbs up and continues with whatever it is she's doing. You feel energized by the cookie! How weird! Don't question it. While in Candace's apartment you now have one save for step 3! This acts the same way as a Shadow Run recovery!
____________Rolling a 6 - 8: No one is home. GO GO GOOOOOO!
Step 2: The Heist
Choose any one pair of shoes!
Bonus insanity mode:
Candace has a lot of shoes, but there are two pairs in particular that will definitely get her attention if they are taken. You will still continue to the next step, this is the IC consequence for afterward.
____________Choose the Jimmy Choo Zaps [x][x][x]: Candace will try and find them immediately. Roll 1d10. If the first die is odd, she finds you before your week is over. Try again next time!
____________Choose the Giuseppe Zanottis [x]: Candace will try and find them immediately. Roll 1d10. If the first die is even, she finds you before your week is over. Try again next time!
Step 3: Getting out
Roll 1d8
Roll a 1, 2, or 8: Candace is home. You fail. Molly gives you a gold star and encourages you to try again next time!
Roll a 3 - 4: Molly is home. You're safe! She hands you a juicebox as you leave as a reward for a job well done.
Roll a 5 - 7: No one is home. But that means you get no celebratory juice box. ): RUUUUUUUUUUN!
After one IC week return the shoes! This can be done in the same thread or a new thread, your choice.
Step 1: The Waiting Game
If you chose one of the Insanity Mode shoes and rolled a pass, you may skip this step.
Trainee: Roll 7d6. Each die represents a day. For example: You roll 7d6, five of them are 4 - 6, the 6th die rolls a 2. You kept the shoes for 5 days before being caught.
____________Rolling 1 - 3: Candace caught you. Sad day. But she commends you for keeping the shoes as long as you did.
____________Rolling 4 - 6: Great success!
If all your dice are success rolls, continue on to step 2!
Intermediate: Roll 7d8.
____________Rolling 1 - 4: Great success!
____________Rolling 5 - 8: Candace caught you. Sad day. But she commends you for keeping the shoes as long as you did.
If all your dice are success rolls, continue on to step 2!
Step 2: Getting in
Roll 2d8
First die: Determines if the door is locked or unlocked. Evens mean the door is unlocked, odds mean the door is locked. If the door is locked, try again later.
Second die: Determines if Candace or Molly are home.
____________Rolling a 1 - 3: Candace is home. Make an excuse and flee!
____________Rolling a 4 or 5: Molly is home. It's okay! You're safe! She might actually help you. In fact she gives you a cookie and a thumbs up and continues with whatever it is she's doing. You feel energized by the cookie! How weird! Don't question it. While in Candace's apartment you now have one save for step 3! This acts the same way as a Shadow Run recovery!
____________Rolling a 6 - 8: No one is home. GO GO GOOOOOO!
Step 3: Getting out
Roll 1d8
Roll a 1, 2, or 8: Candace is home. You fail. Molly gives you a gold star and encourages you to try again next time!
Roll a 3 - 4: Molly is home. You're safe! She hands you a juicebox as you leave as a reward for a job well done.
Roll a 5 - 7: No one is home. But that means you get no celebratory juice box. ): RUUUUUUUUUUN!
Roll 2d8
First die: Determines if the door is locked or unlocked. Evens mean the door is unlocked, odds mean the door is locked. If the door is locked, try again later.
Second die: Determines if Candace or Molly are home.
____________Rolling a 1 - 3: Candace is home. Make an excuse and flee!
____________Rolling a 4 or 5: Molly is home. It's okay! You're safe! She might actually help you. In fact she gives you a cookie and a thumbs up and continues with whatever it is she's doing. You feel energized by the cookie! How weird! Don't question it. While in Candace's apartment you now have one save for step 3! This acts the same way as a Shadow Run recovery!
____________Rolling a 6 - 8: No one is home. GO GO GOOOOOO!
Step 2: The Heist
Choose any one pair of shoes!
Bonus insanity mode:
Candace has a lot of shoes, but there are two pairs in particular that will definitely get her attention if they are taken. You will still continue to the next step, this is the IC consequence for afterward.
____________Choose the Jimmy Choo Zaps [x][x][x]: Candace will try and find them immediately. Roll 1d10. If the first die is odd, she finds you before your week is over. Try again next time!
____________Choose the Giuseppe Zanottis [x]: Candace will try and find them immediately. Roll 1d10. If the first die is even, she finds you before your week is over. Try again next time!
Step 3: Getting out
Roll 1d8
Roll a 1, 2, or 8: Candace is home. You fail. Molly gives you a gold star and encourages you to try again next time!
Roll a 3 - 4: Molly is home. You're safe! She hands you a juicebox as you leave as a reward for a job well done.
Roll a 5 - 7: No one is home. But that means you get no celebratory juice box. ): RUUUUUUUUUUN!
After one IC week return the shoes! This can be done in the same thread or a new thread, your choice.
Step 1: The Waiting Game
If you chose one of the Insanity Mode shoes and rolled a pass, you may skip this step.
Trainee: Roll 7d6. Each die represents a day. For example: You roll 7d6, five of them are 4 - 6, the 6th die rolls a 2. You kept the shoes for 5 days before being caught.
____________Rolling 1 - 3: Candace caught you. Sad day. But she commends you for keeping the shoes as long as you did.
____________Rolling 4 - 6: Great success!
If all your dice are success rolls, continue on to step 2!
Intermediate: Roll 7d8.
____________Rolling 1 - 4: Great success!
____________Rolling 5 - 8: Candace caught you. Sad day. But she commends you for keeping the shoes as long as you did.
If all your dice are success rolls, continue on to step 2!
Step 2: Getting in
Roll 2d8
First die: Determines if the door is locked or unlocked. Evens mean the door is unlocked, odds mean the door is locked. If the door is locked, try again later.
Second die: Determines if Candace or Molly are home.
____________Rolling a 1 - 3: Candace is home. Make an excuse and flee!
____________Rolling a 4 or 5: Molly is home. It's okay! You're safe! She might actually help you. In fact she gives you a cookie and a thumbs up and continues with whatever it is she's doing. You feel energized by the cookie! How weird! Don't question it. While in Candace's apartment you now have one save for step 3! This acts the same way as a Shadow Run recovery!
____________Rolling a 6 - 8: No one is home. GO GO GOOOOOO!
Step 3: Getting out
Roll 1d8
Roll a 1, 2, or 8: Candace is home. You fail. Molly gives you a gold star and encourages you to try again next time!
Roll a 3 - 4: Molly is home. You're safe! She hands you a juicebox as you leave as a reward for a job well done.
Roll a 5 - 7: No one is home. But that means you get no celebratory juice box. ): RUUUUUUUUUUN!
Prompt 2:
Using whatever is realistically available to you (example: Candace carries a compact mirror for seeing around corners and carries a pack on her thigh, arm or waist with various small supplies), follow an unsuspecting victim and take notes on what they do throughout the day. Don't get caught.
Step 1:
Choose who you're trailing! Let them know you're doing this, this will require some RP. <3
Option 1: Aria or Lance (quote Marushii)
Option 2: Candace herself (quote Eight)
Option 3: Choose your own hunter! Contact the player of your choice!
Step 2:
Create a PRP thread with your hunters! Yay!
Mist trainee, please roll 1d8 with each post. Both players must respond accordingly!
Roll a 1: You learned how they take their coffee. Nice. This is valuable information.
Roll a 2: You learned which bathroom they use...good job?
Roll a 3: You learned something new, but it's not too exciting.
Roll a 4: You learned a secret! Nice!
Roll a 5: They disappeared for a few minutes but eventually came back looking slightly disheveled. Wait, what?
Roll a 6: You observed a not commonly known habit. Not bad.
Roll a 7: You learned something pretty interesting!
Roll an 8: Whoa. That's a scandalous piece of information! Good on you...maybe?
The Victim let's face it you're kind of a victim here. Please roll 1d20.
If you are a Mist Trainee, a roll of 1 - 10 means you are safe. 11 - 20 means you've been noticed! Please roll 1d10 to escape! Odds mean you escape successfully..so...may the odds be ever in your favor.
If you are an Intermediate Mist Trainee, a roll or 1 - 15 means you are safe. 16 - 20 means you've been noticed! Please roll 1d10 to escape! Odds mean you escape successfully!
If you are caught but successfully roll an escape you may either continue follow the same hunter or move on!
Choose who you're trailing! Let them know you're doing this, this will require some RP. <3
Option 1: Aria or Lance (quote Marushii)
Option 2: Candace herself (quote Eight)
Option 3: Choose your own hunter! Contact the player of your choice!
Step 2:
Create a PRP thread with your hunters! Yay!
Mist trainee, please roll 1d8 with each post. Both players must respond accordingly!
Roll a 1: You learned how they take their coffee. Nice. This is valuable information.
Roll a 2: You learned which bathroom they use...good job?
Roll a 3: You learned something new, but it's not too exciting.
Roll a 4: You learned a secret! Nice!
Roll a 5: They disappeared for a few minutes but eventually came back looking slightly disheveled. Wait, what?
Roll a 6: You observed a not commonly known habit. Not bad.
Roll a 7: You learned something pretty interesting!
Roll an 8: Whoa. That's a scandalous piece of information! Good on you...maybe?
The Victim let's face it you're kind of a victim here. Please roll 1d20.
If you are a Mist Trainee, a roll of 1 - 10 means you are safe. 11 - 20 means you've been noticed! Please roll 1d10 to escape! Odds mean you escape successfully..so...may the odds be ever in your favor.
If you are an Intermediate Mist Trainee, a roll or 1 - 15 means you are safe. 16 - 20 means you've been noticed! Please roll 1d10 to escape! Odds mean you escape successfully!
If you are caught but successfully roll an escape you may either continue follow the same hunter or move on!
Prompt 3:
This prompt has two options. This is the lockpicking practice. Each month Candace will do her best to set aside one or two days of her own leave for a Mist trainee (try being the operative word here).
Aria has instructed Candace to train Mists on the use of lockpicks and to be sure they are responsible enough to keep a set of their own. These lessons can be done on or off island, to be done off island will be a use of one leave day per trip.
You need to obtain a lockpick set from Candace who will be overseeing your training. This set is simply to borrow for each training session until Aria has deemed you responsible enough to keep your own personal set.
This prompt requires more interaction than the others. it will be done in a PRP.
Each training session will be personalized to the trainee as best as circumstances will allow, the only difference between off-island and on-island training is simply the location and any possible obstacles. These training sessions will be CYOA style.
Prompt 4:
Candace is making this mandatory for all Mist Trainees and Intermediates. You are to attempt and succeed at the Miss Taken Tower. You may do this on your own or with Candace's supervision!
If you want Candace's supervision please PM me! I will start a thread for you with this hand bonus:
***GM Approved Addition: For Miss Taken Tower runs that Candace is personally supervising, she can be used as a recovery once per run. If your trainee rolls a fail on any part of the course, they can call Candace in to try and put them back on the right track, this works similarly to the Shadow Run recoveries and negates your fail if she succeeds (example; freeing the Princess from her shackles, if you roll a fail, ICly she can see your trainee is about to blow your princess to pieces and butt in to try and prevent it). Threads that Candace can be used in have to be started by me. To use this recovery, simply quote Eight and Candace will attempt to help you.
You can see this bonus in action here!