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Posted: Thu Jun 22, 2017 2:10 pm
[ 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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Meegane rolled 1 10-sided dice:
8
Total: 8 (1-10)
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Posted: Thu Jun 22, 2017 2:11 pm
Another guard duty she took to defend another Embassy. Wait, didn't she say it was a boring job? Yup, it was indeed quite boring. She would tell you that despite it was that boring, she won't exclude the possibility of rampage and chaos after last time's experience. There wasn't always a chance to see a heir rank changing into a monstrous horse. She was totally up for that, just because of that reason, she signed up for another job.
This time, she stationed at the Embassy located at Paris, France. From the Embassy, she could see the Eiffel tower, the famous landmark and a good place to bring your girlfriend there for a perfect date. Clidua wondered if any man would treat her a nice dinner there.
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Meegane rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Thu Jun 22, 2017 2:12 pm
The petite Moon raised her bat at the crude bomb but she accidentally triggered it with abrasion. In quick reaction, she tossed it over a grassland. At least no causalities, right? The guards looked at her with blames, telling her they shall have it defused or exploded under planned control instead of that. 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 HP: 1000 - 250 = 750
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Meegane rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Thu Jun 22, 2017 2:14 pm
Another brave person dared to knock down their door, and from the windows at upper floor, they could see the Embassy was surrounded by people holding torches and pitchforks. Oh well, time for plan B again. She ordered her co-workers to move all the big furniture items towards the doors and built a solid barricade over the doors to resist the force storming the doors. It's pro and con to have so many doors instead of just two honestly. Quote: 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!) HP: 750
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Meegane rolled 6 100-sided dice:
16, 64, 4, 97, 56, 33
Total: 270 (6-600)
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Posted: Thu Jun 22, 2017 2:18 pm
Didn't they inform other hunters for the spy mission? The petite Moon huntress disguised as a Death Clan horseman arched an eyebrow then squinted at the hunters hiding themselves into the crowd. She wondered if they were a group of newbies or there was a lack of communication between different bases. Anyway, she was a horseman and she needed to fend hunters off their territories...... Something like that. Thus, in front of her horseman co-workers, she picked them out and challenged them. She deliberately ran off to a less populated area, but an idiot wielded his giant weapon aimlessly. Obviously an under-educated trainee, she rolled her eyes as she dodged his attack and kept on moving. Not until they were alone, she told him her true identity. Quote: 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: 750 - 270 = 480
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Meegane rolled 1 100-sided dice:
28
Total: 28 (1-100)
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Posted: Thu Jun 22, 2017 2:19 pm
It seemed a normal thing for War horsemen to go berserk, the petite Moon quietly evaded his hooves with elegant moves and worked on soothing him. Quote: 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. HP : 480 - 28 = 452
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Meegane rolled 1 100-sided dice:
68
Total: 68 (1-100)
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Posted: Fri Jun 23, 2017 2:28 am
It wasn't very successful, the giant horse just happily stepped around, swatting its huge long tail at the wall. She had to try harder. Quote: 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. HP : 452 - 68 = 384
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Meegane rolled 1 100-sided dice:
41
Total: 41 (1-100)
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Posted: Fri Jun 23, 2017 2:29 am
Clidua finally soothed him after a while, what a trouble-maker. Quote: 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. HP : 384 - 41 = 343
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