[ JOB LISTING ] Guard [ DIFFICULTY LEVEL ] gaia_stargaia_stargaia_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 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 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!) 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 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 ] +1 Raffle Ticket (you can only claim a MAX of 3 per player this way!) +5 Currency +1 Arcana Bonus gaia_crown+1 RARE UNIQUE CLOTHING PIECE RELATED TO THIS JOB (LINK COMPLETED THREAD HERE)
Terr did not have any particular dislike for any particular clan. They were all Horsemen with their own unique traits and skills and influences. But sometimes, it can be quite tiring to have to pick up after the War Clan. Especially as a member of the Death Clan where they had the habit of riding in last and technically picking up after every clan.
It was a thankless job but that was what Death was for so it was no surprise for him to once again partake of the mission to Guard the embassy. He was only grateful he wasn't the sole Horseman there. He gave the Conquest horseman a nod of acknowledgment, "Phone all fixed?" he asked.
Terr Death Horseman; Jeweler Wild Arcana (formerly The Hermit) Journal - 6"0 tall - Workaholic - Stoic on the outside, geek on the inside - Tendency to forget to eat/sleep/bathe when working
Merope so badly wanted to ask why this kept happening as he stared at the chaos that was erupting just outside the embassy. He really, really didn't want to go out there, and from his position he could quite easily see the War horsemen on the rampage just outside.
Unfortunately the only way he figured that he could get out of this was if he called in dead, and he had a feeling that someone from the entire Clan would follow up on his voice mail to make sure he was, in fact, dead. And if not, ensure it to be so.
At the question, Merope sighed openly. "Yeah. I'm still no closer to finding out who owns it, but..." he gestured outside. "I guess dealing with this is easier than tracking down someone who's probably already replaced the phone by now."
The imperial soldier shook his head as he headed towards the exit, ready to head outside and start working. "Think we'll see any of those cute little human bombs today?"
In response, not one but two unidentifiable packages were thrown over the wall.
Merope threw his hands up into the air. "Okay, I did NOT do that! I'm innocent! That was SARCASM, KAMRA! SARCASM!"
OOC
Character:Merope Clan: Conquest Job: Imperial Soldier Arcana: Tower Notable Traits: - Teenager, more lithe than muscular. Loud. - Has four black horns; each horn has one to two silver rings on them. - Favors dark clothing with bright accents. See avatar.
Huni Pi
Quote:
Embassy HP: 2000/2000
Huni Pi rolled 1 100-sided dice:
41Total: 41 (1-100)
Posted: Fri Jun 09, 2017 7:25 pm
Terr only gave a deep, deep tired sigh. The dark bags under his eyes made him look like he hadn't slept in, well, years and his pale skin made it look worse. He only gave Merope a brief, "Be careful. Be fast." as a means of encouraging him as well as a strong hint that the other horseman go deal with it.
Because there was a roar outside that had Terr pinching the bridge of his nose to stave off a headache. He brought a lot of baubles filled with sleeping gas that day just for such an occasion. While the other guards were trying to calm the War Heir down, Terr just chucked the shiny bauble right at the heir's face, instantly calming them down.
Merope ran towards the first bomb, grabbing it from another horseman on duty who managed to catch it. Carefully, he set it down on the ground.
Wait.
He wasn't the artisan.
WHY WAS HE DOING THIS?!
Merope slowly turned to look at Terr and watched as the other horseman was dealing with the angry War clansman.
On second thought, maybe dealing with a bomb wasn't such a bad ide-
Quote:
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
Result: 3 - Failure! Second chance still available!
OOC
Character:Merope Clan: Conquest Job: Imperial Soldier Arcana: Tower Notable Traits: - Teenager, more lithe than muscular. Loud. - Has four black horns; each horn has one to two silver rings on them. - Favors dark clothing with bright accents. See avatar.
Huni Pi
Quote:
Embassy HP: 2000/2000
Huni Pi rolled 1 4-sided dice:
4Total: 4 (1-4)
Posted: Fri Jun 09, 2017 8:30 pm
While the War Heir had certainly been calmed down, they didn't go to sleep. And rather than be drowsy, they were instead strangely, excessively curious about everything going on.
Which was why it was the War Heir (and not Terr who was readying another bauble) that ran to Merope and plucked the bomb out of his hands. Said War Heir considered the bomb a toy to be played with. Away from the embassy.
By the time Terr reached Merope, the Death Horseman just sighed in exhaustion. "Brace yourself, they'll be back."
Merope stared in open amazement as the War clansman ran off with the bomb. "...You know, if they want to take the other bomb they're more than welcomed to."
He tried to put as much emphasis on the words as he could, willing the bomb to disappear.
When it seemed apparent that the War horseman, Merope got a Brilliant Idea. It was the sort of Brilliant Idea that made other people reach out and go Merope No but at this point Merope had already knelt down and picked up the second bomb.
"HEEEEY WAR PONY!" he yelled, "CATCH!"
Merope chucked the bomb like a football towards the War clansmen, who caught it and now had two bombs to play with.
"There we go!" Merope said brightly. Then he paused as a thought struck him "...You don't think those two bombs made him two or three times as dangerous now, do you?"
Goddamnit Merope.
OOC
Character:Merope Clan: Conquest Job: Imperial Soldier Arcana: Tower Notable Traits: - Teenager, more lithe than muscular. Loud. - Has four black horns; each horn has one to two silver rings on them. - Favors dark clothing with bright accents. See avatar.
Huni Pi
Quote:
Embassy HP: 2000/2000
Huni Pi rolled 1 100-sided dice:
7Total: 7 (1-100)
Posted: Sat Jun 10, 2017 3:08 am
Oh for the love of-
For as much as Terr would have very very very much liked to express his disappointment and frustration in the form of slapping his palm to his face, the Death Horseman instead went to chase after the War Heir before they could actually catch the bomb.