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Reply { Rebellion } -- WEEK 1 HUMAN WORLD (New jobs closed)
[ JOB LISTING ] Guard [ Siluhe ]

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Meegane

Shoujo Dreamer

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PostPosted: Wed Jun 07, 2017 9:35 am


[ JOB LISTING ] Guard
[ DIFFICULTY LEVEL ] gaia_star gaia_star gaia_star
[ TASK ] Thing's are getting a bit heated near one of the embassies, and additional guards are needed.

Quote:

One of the side effects of having War clan members visiting often is that sometimes they have an effect on the local populace. Which isn't necessarily terrible, but embassy buildings don't grow on trees. Except for the wooden ones, maybe, but those are extremely flammable. Anyway, calls for extra gaurds at the various embassies aren't uncommon, and this time it's Edict herself who takes notice of you.

"Go help."

Conquest isn't one to mince words, to be honest, but ignoring them isn't wise.

    Pick any city in the world to have this take place and roll 3d4 for three prompts. You can have your character try to duck out of guard duty instead by rolling 1d10. 1-9 they get caught and you need to write all 4 prompts instead. Roll a 10 and they successfully don't get caught, after a fun day in the city causing a ruckus, they get back and join in time to receive pay and commendation for a job well done.

    Embassy HP: 1000
  1. A crude bomb of some sort is lobbed over the wall. You can choose to try tossing it over, defusing it, or containing the explosion. Roll 1d4 - even is successful, odd is a failure. Failure costs the embassy 250 HP
  2. A rioting mob storms the doors, there are literal torches and pitchforks being waved about. It's actually kind of charming, but this is no time for nostalgic remembrance! Fight them off, persuade them, or barricade the building. Roll 1d4 - even is successful, odd is a failure. Failure costs the embassy 250 HP (but no need to continue rolling for this prompt!)
  3. Hunters have infiltrated the battle zone, discreetly joining the human attacks. Pick them out and pick them off as best you can. Roll 6d100 to determine how much damage the hunters (and possibly you yourself) cause before you get rid of them
  4. A War Heir has gone happily berserk at the fighting and transformed into a fifty foot monster horse. Roll 1d100 to soothe them. If you roll any number containing 1 or 9, you succeed. If you don't, then that number is the damage taken by the embassy. Continue rolling until they are successfully soothed.

    Should the embassy fall, Edict shows a quiet display of disappointment in you and has you removed from her sight for the rest of the day.




[ UPON COMPLETION ]
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Meegane rolled 3 4-sided dice: 4, 3, 1 Total: 8 (3-12)
PostPosted: Wed Jun 07, 2017 9:46 am


Carrying her crystal, Siluhe knew she had an important mission to be accomplished. She gave it a firm squeeze to enhance her determination. The easiest and least suspicious way to collect FEAR secretly would be via part-time job. It wasn't the first time she did a job, confidence slowly built up in Siluhe's certainty to succeed a task given to her.

The Final Islands had quite lovely sceneries, distant from the hectic urban, it did have its own charming points. There she met the Prime Minister of it, Edict. When the petite horseman thought she could be assigned a simple job like cleaning the place around, Minister Edict received some requests for extra guards from various embassies.

"Go help." There were the only words the Prime Minister said to her before she was sent to the Embassy located at Myeongdong, Seoul - A place she had completely no idea. Local people there had yellow skins like the Conquest horsemen, however, what their wore looked oddly enough.

When Siluhe arrived, the guards stationed passed her a set of armour which she refused. Proud War member didn't need armour, their nimble bodies were the best weapon.

HP: 1000

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
Meegane rolled 1 100-sided dice: 81 Total: 81 (1-100)

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
PostPosted: Wed Jun 07, 2017 10:00 am


Though the guards said she would regret for not taking the armour, they did eased up for more reinforcement. First she was glad the Embassy had another War Heir stationed. High ranks were strong at fighting and combat stuff, yet, she forgot in the inside, they were all militance.

Siluhe stared at the giant horse which stomped around in all excitement. Well, she didn't really need another trouble-maker added to the existing problems. Anyway, she couldn't allow the creature to mess around for a longer time. Shall it draw attention, people would judge the credibility of the embassy. There would waste the hard work of the Prime Minister and her crew.

Soothing the giant horse was a first time, but Siluhe used to talk to the beasts and animals in the forest, she had the required skills to do it. Even it did her some times and energy.

Quote:
4) A War Heir has gone happily berserk at the fighting and transformed into a fifty foot monster horse. Roll 1d100 to soothe them. If you roll any number containing 1 or 9, you succeed. If you don't, then that number is the damage taken by the embassy. Continue rolling until they are successfully soothed.
Meegane rolled 6 100-sided dice: 11, 39, 77, 52, 71, 53 Total: 303 (6-600)
PostPosted: Wed Jun 07, 2017 10:11 am


After tackled with the heir, she continued with her chaotic duty. Not allowed to rest for long, a group of human came to the front door and started a riot. They shouted loudly and began to throw objects at windows and the guards. The guards made good use of their tall shields to push the crowd backward, tear grenades were thrown towards the protestors.

Siluhe's intuition told her something was off. Normal riot won't be as organized as that, when she was pondering over the matter, she spotted a middle-aged man tried to sneakily pass through the guard from another side. She stopped him only to meet with his glowing pistol, they had a hot fight before the hunter retreated.

Knowing hunters seldom work alone, it only meant there were more hiding in the crowd. She eventually picked them out and dealt with them one-by-one, it was unwise for her to take several at once, knowledge of an veteran. She was not naive youngster, but an experienced warrior.

Quote:
3) Hunters have infiltrated the battle zone, discreetly joining the human attacks. Pick them out and pick them off as best you can. Roll 6d100 to determine how much damage the hunters (and possibly you yourself) cause before you get rid of them


HP: 1000 - 303 = 697

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
Meegane rolled 1 4-sided dice: 2 Total: 2 (1-4)

Meegane

Shoujo Dreamer

24,465 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Nerd 50
PostPosted: Wed Jun 07, 2017 10:36 am


Problems don't only come once.

At the very end of her duty, they gave her a nice souvenir. It looked like a firework canon but she knew it was definitely not one. Seeing it being thrown over the wall slowly, she borrowed a bat-like object from the guard. Siluhe twisted her waist, poised and performed an excellent home run.

The bomb exploded in the far mid-air, "That's a nice firework, right?" She ended her part-time with a brightful smile.

Quote:
1) A crude bomb of some sort is lobbed over the wall. You can choose to try tossing it over, defusing it, or containing the explosion. Roll 1d4 - even is successful, odd is a failure. Failure costs the embassy 250 HP


HP: 697
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{ Rebellion } -- WEEK 1 HUMAN WORLD (New jobs closed)

 
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