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Reply { Rebellion } -- WEEK 2 HUMAN WORLD (Jobs RP/minis only!)
[Job Listing] Guard (Yakov Petrov)

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baby_gwing rolled 3 4-sided dice: 1, 2, 2 Total: 5 (3-12)

baby_gwing

Fanatical Raider

PostPosted: Wed Jun 21, 2017 4:21 am


Quote:
[ 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 ]
User Image - Blocked by "Display Image" Settings. Click to show. +1 Raffle Ticket (you can only claim a MAX of 3 per player this way!)
User Image - Blocked by "Display Image" Settings. Click to show. +5 Currency
User Image - Blocked by "Display Image" Settings. Click to show. +1 Arcana Bonus
gaia_crown +1 RARE UNIQUE CLOTHING PIECE RELATED TO THIS JOB (LINK COMPLETED THREAD HERE)

baby_gwing rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Wed Jun 21, 2017 4:22 am


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


Time to earn his keep now that Edict had her eyes on him. Yakov told himself as he headed into the briefing room at the embassy building that was located in Melbourne. "Ok. Give me a run down of the current situation here." It seemed that there was word going around the local populace that the embassy didn't quite agree with some of the free healthcare benefits that they were entitled to and was working on convincing the government of that. Something that was absolutely ridiculous and beyond the capacity of what an embassy should be doing really but what did the general populace know when agitation, anger and fear gripped them so. The local authorities had been notified but it would take a couple of hours for them to arrive to defuse the situation so the embassy was pretty much on its own until then.

"Barricade the gates and doors, let no one in." It was really too bad that Edict didn't pick the best person for this job as base defence was something that a Moon hunter would be more adept at instead of him. Nevertheless, Yakov would do his best and hopefully the embassy would still be standing by the time the authorities finally got their asses here to calm the populace.

He was there when the bomb was sent over the wall. The embassy didn't have any bomb specialists on site so the next best thing to do was to have a brave soul pick it up and try to send it back whence it came from. Which was what Yakov did, only that it was a couple of seconds too late for the bomb exploded just as it crossed the wall, taking out the main gate along with the guards who were barricading it.

Odd = failure
Embassy HP = 750

baby_gwing

Fanatical Raider

baby_gwing rolled 2 4-sided dice: 1, 1 Total: 2 (2-8)

baby_gwing

Fanatical Raider

PostPosted: Wed Jun 21, 2017 4:23 am


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!)

Odd = Failure x 2
Embassy HP = 250
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{ Rebellion } -- WEEK 2 HUMAN WORLD (Jobs RP/minis only!)

 
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