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Posted: Wed Jun 14, 2017 6:21 pm
ALL WEEK 2 JOBS ARE EXTERNAL MISSIONS. They have the same mechanics as week 1, except RP wise your Hunter is infiltrating/pretending to be a horseman! For more info on bonuses for completing external missions on top of the usual job bonuses, go HERE.
Extra note: week 2 jobs only affect week 2 characters. Week 1 existing jobs can be completed, but no NEW jobs can be made.
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Posted: Wed Jun 14, 2017 6:21 pm
Embassy of The Final Islands A stately, discretely ornate building stands in the shadow of the political giants of the world. The Final Islands are the 197th country of the world and among the smallest and least populated. The North Pacific Current along with a vast coral barrier made the islands impossible to safely travel to until the refinement of the helicopter and the necessity of Pacific dominance in the second world war brought the islands into the spotlight. But they were definitely there all along.
The modernized Final Islands remain difficult to visit, particularly after being named a World Heritage Site. However, it's embassies are scattered around the world and Final Ambassadors enjoy quiet popularity as mediators for those larger, more aggressive entities in the world of politics. The Islands are neutral, nonthreatening, and excellent at housing those off shore accounts that require extra discretion.
Edict, former Queen and current Prime Minister of the Final Islands is a small figure, but like the Embassies she often resides in, she is a noble and ornate presence in her finely tailored suits and floor length mass of tiny blonde braids. Known for both her patient wisdom and no-nonsense communications, Minister Edict is something of a motherly figure, if not an entirely affectionate one.
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Posted: Wed Jun 14, 2017 6:21 pm
gaia_star A reminder to go here on how to take on a job!
[ JOB LISTING ] Janitor [ DIFFICULTY LEVEL ] gaia_star [ TASK ] It seems that people have been overly tactile with the human staff again, and both Merv and George have called in sick.
Quote: The embassy is to be kept pristine at all times and no matter who is visiting, be they human, Halloween, or Horseman. Anyone of the Clans being caught idle and empty handed will undoubtedly be given a task dusting, polishing, scrubbing, and possibly exterminating. Pick two prompts! You've been given a room or delicate antiques to dust. Roll 10d6, every 1 is something accidentally broken (it does not have to be your fault). You come across a hallway that is absolutely covered in blood, mud, and colorful feathers. A human ambassador is visiting in 20 minutes. Roll 4d10 to determine how long it takes to clean. There is a massive gelatinous cube in the bathroom. You're unsure if it's a resident of Halloween, a Famine experiment, or some massive form of poop. Tell a small story about what happens next. There is, for some reason, a hive of bee...things in a vent. They're of an unfortunate design that drips acidic honey everywhere, ruining carpets and marble flooring alike. Tell a small story about what happens next.
[ UPON COMPLETION ]
+1 Raffle Ticket (you can only claim a MAX of 3 per player this way!)
+5 Currency
[ JOB LISTING ] Junior Ambassador [ DIFFICULTY LEVEL ] gaia_star gaia_star [ TASK ] Introduce human visitors to the less...visceral aspects of you clan's culture. Have them leave with both a pleasant impression and a nice souvenir
Quote: The Clans have moved forward from their traditional roots in many ways to better infiltrate and influence the human world. However, these traditions are not something to be simply tossed away and forgotten, but rather cherished and occasionally shared with outsiders. Your horseman has been selected to show off one of the human-friendly aspects of their clan's culture. In traditional clothing, they'll be expected to introduce a small group of humans. It can be a class or demonstration, a display or lecture of sorts. Quote: No rolls needed. You can choose to focus on what they teach or simply handwave that and focus on any troubles or successes your character has with the group instead. If you'd like detailed information to draw on, this is a link to horseman job classes, the canon tower, and the spoilers in this post include many many classes that involve each clans culture before the islands were destroyed.
[ UPON COMPLETION ]
+1 Raffle Ticket (you can only claim a MAX of 3 per player this way!)
+5 Currency
+1 Arcana Bonus
[ 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 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)
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Posted: Wed Jun 14, 2017 6:21 pm
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