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A superhero roleplaying guild set in the world of Worm 

Tags: Superpowers, Worm, heroes, villains, Territories 

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Over Yandere
Captain

Obsessive Lover

9,150 Points
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PostPosted: Sat Apr 15, 2017 12:29 pm


Missions
Set missions within the guild are your bread and butter for earning fame and infamy, as well as money. While the mod staff will run arcs from time to time, you can always use these missions instead of the limited numbers of story arcs. However some restrictions do apply. Unless otherwise stated these missions can only be done twice per day, and some affiliation restrictions apply. When looking at another cape type's missions a [V] means it can performed by villains, an [H] means it can be performed by heroes, and a [R] means it can be performed by rogues. It should be noted though that while rogues can perform any villain mission, only the sanctioned ones marked with [R] do not carry the cost of becoming a villain.  
PostPosted: Sat Apr 15, 2017 12:34 pm


Hero Missions

Tier One

Patrol [R]
People like to feel safe, and whether or not you find any crime just seeing the heroes around can go a long way to keeping the public’s trust. Patrol around around a territory belonging to the government that is not a government HQ.
Rewards: +75 fame

Crimestopper
You’ve spotted one or more non capes committing some sort of crime. Jump in there and stop them already! After you finish them off make sure to either bring them to the police or leave them incapable of leaving the crime scene. Remember, no lethal force.
Rewards: +75 fame

Meet the Team
You’re either new or somebody new has joined your team. You should go and introduce yourself. Chat for a bit and maybe share a bit about yourself. [May be be claimed for each unmet team member you chat with, can be RPC or official NPC]
Rewards: +75 fame

Robbery in progress
One or more parahumans has decided to try and rob someplace. Respond to the alarm and attempt to stop them. Be careful though, property damage you do comes out of your pay.
Rewards: +100 fame

Training Session
Train to fight against other parahumans by sparing with an ally. Put in at least three rounds of posts each. [Must be another RPC]
Rewards: +300 fame

Team Bonding
Work on the bond of trust among you and your teammates. Eat dinner together, or fill out paperwork, watch some tv. Do something to deepen your bond. [Can only be claimed three times per week]
Rewards: +150 fame

Stakeout
Go into a non government territory and collect information about the owners. We need to keep tabs on all non sanctioned capes. Find out if they’re up to no good or not.
Rewards: +150 fame

Raid a Criminal Operation
Having identified an organized operation and getting the go ahead from your superiors it’s time to hit their operations. Look for some of their goons, or interfere with one of their members. Put a stop to their business ventures or just in general cause them trouble.
Rewards: +100 fame if fighting NPCs, +400 fame if fighting RPCs and an additional 100 fame per notoriety title they have above you.

Meet the Press
[This mission is locked until you reach Local Rumor] Word has gotten out about you and the local press wants to do a quick interview with you. Meet them and try to answer any questions that they might have for you. Don’t forget to come with a ready cape name, it’s hard to take it back once your name is out there. [May only be completed once.]
Rewards: +750 fame  

Over Yandere
Captain

Obsessive Lover

9,150 Points
  • Beta Citizen 0
  • Beta Gaian 0
  • Beta Contributor 0

Over Yandere
Captain

Obsessive Lover

9,150 Points
  • Beta Citizen 0
  • Beta Gaian 0
  • Beta Contributor 0
PostPosted: Sat Apr 15, 2017 12:37 pm


Tier Two

Public Image Boost
You’ve been invited to a morning talk show, late night comedy, or need to give a briefing to the press about a recent bust. Get out there and let the people get a good look at you. Remember that this is about making the public feel safe and that means making yourself relatable and professional. [May be completed once per week.]
Rewards: +250 fame, +$250

Team Exercises [R]
You and at least one of your team members are to go out to a destroyed area of Earth Bet and work on figuring out or practicing power combos with your ally. Don’t be afraid to go all out, though please do keep an eye out for any salvagers as you wouldn’t want to harm any civilians. [R] Can be performed by rogues if undertaken with a government cape.
Rewards: +350 fame [if you practice against another team the reward is +500 fame instead]

Arrest a Supervillain
There’s a C-lister parahuman causing trouble and it’s time to take them down and get a threat off the streets.
Rewards: +175 fame  
PostPosted: Sat Apr 15, 2017 1:09 pm


Rogue Missions

Tier One

Shake Your Money Maker [V, H]
You’re apparently a parahuman whose abilities can either make them money via a street performance or produce some kind of good that can be sold. Do what makes you some money and get paid cause you got bills to deal with.
Rewards: +150 fame, $((rng 10 to 100) x 10)

Vigilante Justice [V]
You’ve spotted some criminals who have recently committed a crime you’re aware of. Capture them and then do what you deem necessary. If you turn them over to the authorities take reward one, if you take justice into your own hands take reward two. [V] If you turn your rivals into the authorities you may perform the reward one variant of this mission.
Reward One: +150 fame, +75 infamy
Reward Two: +75 fame, + 150 infamy (If you have a notoriety title roll one six sided die, if the number is greater than two your work is ignored by the government)

Private Eye [V]
Someone’s asked you to look into some stolen goods or a missing persons case. Track down leads and solve the case.
Reward One: +150 fame, +75 infamy, $((rng 25 to 75) x 10)

Beating the Henchpeople [V]
Go into a villains territory and beat up some of their henchpeople. Try to get some information if you can and then do what you will with them. If you turn them over to the police or let them go take reward one, if you do something more permanent take reward two. [V] If you turn your rivals into the authorities you may perform the reward one variant of this mission.
Reward One: +150 fame, +75 infamy, $(rng 10 to100) x 10)
Reward Two: +75 fame, + 150 infamy, $(rng 10 to100) x 10). (If you have a notoriety title roll one six sided die, if the number is greater than two your work is ignored by the government)

Common Criminal Bounty
Somebody’s skipped out on bail, or managed to evade the police. Whatever the case there’s a bounty for bringing them in alive. Try not to rough them up too much, they aren’t a cape after all. Though if you feel your own justice is more important, take the law into your own hands. [Reward one is for turning them in, two if you kill them]
Reward One: +150 fame, +25 infamy, $((rng 25 to 75) x 10)
Reward Two: +150 infamy, $(rng 10 to 100) (If you have a notoriety title roll one six sided die, if the number is greater than two your work is ignored by the government)

D-list Bounty
Some low ranking parahuman has been causing enough problems that the local police have put out a bounty on them but they want them alive. However word on the lips of criminals is that a certain boss is mighty pissed off at the cape in question and is offering his own bounty for the cape dead or alive.
Reward One: +150 fame, +25 infamy, $((rng 50 to 100) x 10)
Reward Two: +175 infamy, $((rng 50 to 125) x 10) (If you have a notoriety title roll one six sided die, if the number is greater than two your work is ignored by the government)

Independent Acquaintances
Hang out with other rogues? Maybe you want to start a business together? You could produce goods, hunt criminals, or even become mercenaries for other groups. Whatever your intent you should get to know some other rogues. [May be claimed for each unmet Rogue you chat with, can be RPC or official NPC]
Reward: +100 fame, +25 infamy

Privatized Parahumans
Gather up another rogue or two with similar ambitions to yourself. Whether you’re in it to make some kind of product, want to be bounty hunters, or want to form your own hero team this is the way to do it. [Founder reward may only be received once]
Founder Reward: +400 fame, +150 infamy
Joiner Reward: +200 fame, + 75 infamy  

Over Yandere
Captain

Obsessive Lover

9,150 Points
  • Beta Citizen 0
  • Beta Gaian 0
  • Beta Contributor 0

Over Yandere
Captain

Obsessive Lover

9,150 Points
  • Beta Citizen 0
  • Beta Gaian 0
  • Beta Contributor 0
PostPosted: Sat Apr 15, 2017 1:11 pm


Territory Missions

Community Outreach [V]
The public has a natural distrust for capes that aren’t affiliated with a government recognized organization. Due to this you should head into your territory and get to know some of the people that live or work there. Just say hi, ask if there’s anything they need, and if they have some work for you to do don’t be afraid to do it. [1 time per week]
Rewards: +200 fame

Scum Removal
There’s some gang members or crew of a super villain hanging around in your territory. They make your people nervous and might be up to no good. Take them down however you see fit.
Reward One: +200 fame, +100 infamy, +$((rng 10-50) x 10)
Reward Two: +200 infamy, +100 fame, +$((rng 25-75) x 10) (If you have a notoriety title roll one six sided die, if the number is greater than two your work is ignored by the government)

C-List Bounties
A C list parahuman with a bounty on their head is within your territory. The police have a bounty out for them alive and it’s worth a decent sum of money. However a local crime lord has also put out a bounty on them dead or alive for a pretty substantial reward. Do what your sense of justice dictates and take them down. [May be done 1 time per month per territory]
Reward One: +300 fame, +100 infamy, +$((rng 25 to 75) x 100)
Reward Two: +300 infamy, +100 fame, +$((rng 75 to 150) x 100) (If you have a notoriety title roll one six sided die, if the number is greater than two your work is ignored by the government)

Territory Defense
Villains or possibly other rogues have decided they want your territory. If you don’t want to lose it you’re going to need to push them back. Get rid of them however you see fit but be warned that fighting other capes over territory is a quick way to being seen as a problem. [May only be performed against RPCs]
Reward One: +300 fame, +100 infamy, +50 fame and +50 infamy per notoriety titles held by the highest ranking opponent.
Reward Two: +300 infamy, +100 fame, +50 fame and +50 infamy per notoriety titles held by the highest ranking opponent.(If you have a notoriety title roll one six sided die, if the number is greater than two your work is ignored by the government)  
PostPosted: Sat Apr 15, 2017 1:18 pm


Villain Missions

Tier One

Vandal
Go out and deface or destroy some stuff to get your name out there. Who’s gonna respect or fear you if don’t even have a reputation?
Rewards: +75 infamy

Criminal Activity
This one is really simple, go out and do something naughty. Doesn’t matter what but if you do something illegal you’re doing something right or…. wrong I guess? It’s confusing but it benefits you as a villain. Essentially every time you do some kind of crime, apply this as a bonus. Note that you may may count multiple instances of the same crime type for this mission. For example if you shoot four people each count of murder entitles you to credit for this mission. [Maybe be claimed 4 times per day]
Rewards: +25 infamy

Small Time Robbery
Pickpocketing or mugging, take your pick. Doesn’t matter what you do but you’ve got rent to pay and non capes make for easy targets.
Rewards: +75 infamy, +$(rng 20 to 100)

A little B&E
Break into somebody’s home and find some valuable stuff to steal. Surely they’ve got something nice. Maybe a tv for your place, some cash, or jewelry
Rewards: +75 infamy, +$((rng 10 to 100) x 10)

Store Holdup
Stores typically have a few hundred dollars in the register and though they often have cameras and sometimes an alarm they can make lucrative targets. Just watch out, the guy behind the counter might have a shotgun or something.
Rewards: +75 infamy, +$((rng 30 to 100) x 10)

Branch Bank Robbery
So maybe you’re tired of small time crimes and wanna make a bigger splash? Well there’s a small bank in your area that’s looking mighty tantalizing. Thing is they’re gonna have cameras, witnesses, and the tellers probably have alarm buttons under the counter. Still if you think you can pull it off there’s money to be made. Get the tellers to open their drawers and fill your bag with all the money. There’s also a bonus for those who get into the vault and carry out the loot. Be forewarned though that hero intervention is likely.
Rewards: +150 infamy, +$((rng 25 to 50) x 100)
Bonus Rewards: +$((rng 25 to 50) x 100)

Raid an Enemy's Territory
Go into a rival's territory and raid it. Hit their operations and steel product or money depending on what you find. Take their stolen goods, do whatever. Just make sure they feel the hurt.
Rewards: +100 infamy if fighting NPCs, +400 infamy if fighting an RPC and an additional 100 infamy per notoriety title they have above you. Regardless of which +$((rng 25 to 100) x100)

Meet the Gang
So you’ve joined up with a villainous organization? Might be a good idea to get a sense of your associates and what they do. No need to get chummy but exchanging some basic info sounds like a good idea. [May be be claimed for each unmet team member you chat with, can be RPC or official NPC]
Rewards: +75 infamy

Villain Networking
Maybe you want a sense of the people you’d want for your own organization. Maybe you just like being on better terms with your partners. Either way if you’re gonna stand up to the government capes you’ll need better synergy with others on the villain side of things. Talk to your known associates and maybe learn a thing or two about them. [Can only be claimed three times per week]
Rewards: +150 infamy

Shop & Chop
Ready to jack a car? You better be. Pick a target you think has valuable parts and seize it by any means necessary. Well don’t destroy or damage the thing too bad. Make your getaway with the vehicle and bring it to a chop shop. If you faction owns a garage take reward two.
Reward One: +75 infamy, +$((20 to 50) x 100)
Reward Two: +125 infamy, +$(( 40 to 75) x 100)  

Over Yandere
Captain

Obsessive Lover

9,150 Points
  • Beta Citizen 0
  • Beta Gaian 0
  • Beta Contributor 0

Over Yandere
Captain

Obsessive Lover

9,150 Points
  • Beta Citizen 0
  • Beta Gaian 0
  • Beta Contributor 0
PostPosted: Sat Apr 15, 2017 1:20 pm


Tier Two

Criminal Career
Crime is more of a kind of lifestyle for you at this point and as such it’s essential that you keep doing it. However now that you’re a bit more established word of the deeds you do is going to spread a lot faster. Your enemies will come to fear you but you may become a bigger target for the heroes. Every time you do some kind of crime, apply this as a bonus. Note that it does not stack for multiple counts of a crime in the same instance. For example if you threaten to murder a crowd, it only counts once rather than for every person in the crowd.
Rewards: +50 infamy

Targeted B&E
Looking to rob a place is all well and good but now that the stakes are higher it’s time to find something a bit more lucrative and assured. It’s time to hit up a wealthier neighborhood. Of course there’s higher risk involved when you factor in things like a security guard, silent alarms, and other defensive measures. Still the reward is mighty nice.
Rewards: +150 infamy, +$((rng 30 to 100) x 100)

Villain Inc
Maybe taking orders from someone else isn’t your thing, or you’ve got some friends to build a new life with, or you just want a bigger cut of the profit. No matter the reason you’ve decided to form a team and become your own gang of crooks. Better watch your back from now on because anyone you crossed might be looking to snuff you out, and a new crew can make for an easy bust. Must form a crew with at least 3 other RPCs. [Founder reward may only be received once]
Founder Reward: +800 infamy
Joiner Reward: +400 infamy

Central Bank Heist
Are you ready to make the paper? You better be ready because failure means a nice shot of you in a prison jumpsuit and success means riches and infamy. Hit the central bank and get as much loot as you can carry. The tellers got quite a bit on them behind the counter but the literal motherlode is inside the vault. If you can get in and get out quick enough you might even get away clean. Otherwise expect a cadre of superheroes to show up looking to shut you down.
Rewards: +300 infamy, +$((rng 50 to 100) x 100)
Bonus Rewards: +100 infamy, +$((rng 50 to 100) x 100)  
PostPosted: Sat Apr 15, 2017 1:24 pm


Territory Missions

Drug Trade
Supply side, shipping, and dealing. It’s time to get some drugs sold within your territory. Either establish the supply line and get some drugs sold, or intimidate dealers into paying you to do business. Either way you’ll be raking in big money from keeping drugs on the street. [May only be done 1 time per month per territory]
Rewards: +350 infamy, +$((rng 250 to 500) x 100)

Protection Racket
As the resident villain of your area you do a lot to fend off other villains from destroying the place or taking over. It’s only fair that the local businesses and people who live here should pay a tax for your protection. Go out and collect your money. [May only done 1 time per month per territory]
Rewards: +250 infamy, +$((rng 250 to 350) x 100

Sex Trade
Sex work is said to be the oldest profession and it’s quite lucrative too. Establish a network of workers, or brothels within your territory and by force if you need to. At the end of the day all that matters to you is whether or not you get your money. [May only be done 1 time per month per territory]
Rewards: +300 infamy, +$((rng 250 to 400) x 100)

Gambling Dens
Whether gambling is illegal in your city or you can simply offer the promise of more fair bets through lying teeth, gambling can be a great revenue source for your controlled territory. Run some bets, or make son gambling dens. [May only be done 1 time per month per territory]
Rewards: +275 infamy, +$((rng 250 to 425) x 100)

Debt Collector
Somebody owes money to the owner(s) of your territory. Go and rough them up if they don’t have the money. Maybe take a little extra for yourself too since they made you have to go and get the money.
Rewards: +100 infamy, +$((rng 10 to 50) x 10)

Public Intimidation [R]
Sometimes the people in your territory might get ideas about being a hero or snitching about your operations to the heroes. They need to know that such behaviour is not okay and will not be tolerated. Go out and do something to show them that you are not to be trifled with.
Rewards: +175 infamy

Highway Robbery
Set up a mobile blockade somewhere within the territory and make any vehicles that come through pay a toll.
Rewards: +200 infamy, +$((rng 25 to 100) x 10)

Territory Defense
Heroes or other villains have come to try and oust you or perhaps raid one of your structures. Come to the defense and stop them. [Only valid against RPCs]
Rewards: +350 infamy, +100 infamy per notoriety titles held by the highest ranking opponent.  

Over Yandere
Captain

Obsessive Lover

9,150 Points
  • Beta Citizen 0
  • Beta Gaian 0
  • Beta Contributor 0

Over Yandere
Captain

Obsessive Lover

9,150 Points
  • Beta Citizen 0
  • Beta Gaian 0
  • Beta Contributor 0
PostPosted: Sat Apr 15, 2017 1:28 pm


Misc Missions

Day Job
Remember that saying, “don’t quit your day job” well it’s kind of relevant here. You know that whole secret identity deal? Turns out that having a civilian identity means that you can work a regular job too. These are all strictly legal of course, and sadly that means shitty pay. Can be done 4 times per month.
Rewards: +$((rng 10 to 40) x 10)

Red Hands

Sticky Fingers
Pickpocketing or mugging, take your pick. Doesn’t matter what you do but you’ve got rent to pay and non capes make for easy targets. Hone your craft, and up your skills because for the Red Hands pride in not getting caught is everything.
Rewards: +50 infamy, +$(rng 50 to 100)

Information Theft
A client needs a specific target’s sensitive information. Whether you get it via physical means or digital means doesn’t matter. All that matters is that you get what the client wants, and don’t get caught. [May only be conducted against NPCs]
Rewards: +50 infamy, +$((rng 60 to 120) x 10)

Piece de’ Irresistable
The museum in town has something new and priceless, or perhaps a client wants a specific piece of art. Either way you’ll need to sneak into the museum while it’s closed and get out with the object in question without triggering the alarm.
Rewards: +100 infamy, +$((rng 60 to130) x 100)  
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