Solitary Task Mechanics
SOLITARY CONFINEMENT
gaia_crown [ LOCATION ]
gaia_crown [ SETTING ]
gaia_crown [ MISSION ]
gaia_crown [ MECHANICS ]
Step Two: Determine how alert the tourists are today.
Step Three: Plant your traps
gaia_crown [ BONUS MECHANICS ]
gaia_crown [ REWARDS ]
gaia_crown [ LOCATION ]
The Donker Gat in the Castle of Good Hope, South Africa
gaia_crown [ SETTING ]
"A 17th century star fort and present day historical monument, the Castle of Good Hope is home to a "dark hole" once used for solitary confinement. Many humans were also put to torture there, and the barrier between the worlds is thin because of it. Hunters periodically perform random searches of the site, but they are only conducted at night. Members of our community should take it upon themselves to infest the area in and around Donker Gat during the day to avoid direct encounters with our human enemies."
gaia_crown [ MISSION ]
This fort has proven to be an excellent spot to plant the seeds of FEAR. It would be a shame to lose it to petty squabbling by being obvious, even if it is in your nature. By taking on this task, you are agreeing to attempt a covert infestation designed to produce FEAR at a later date. It might be frustrating knowing you will not be present to witness the results of your efforts, but know that it is for the good of the Clans.
gaia_crown [ MECHANICS ]
Step One: Choose your method of attack
You will subtract these alert points every time you roll in Step 3. You don't have to maintain a post order to set traps, so if someone rolls a high number here, they can sit out of trap setting for the most part, responding to other horsemen in their group without rolling instead. ICly, these attack methods are handed out by a senior horseman, so your character is well within their rights to dislike or be bad at what they have been asked to do.
Roll 1d4: (Famine horsemen do not have to roll - see bonuses.)
- 1: Auditory (-1 alert point per turn)
Bangs, hisses, unintelligible whispers. Elder horsemen can create distinct sounds and strings of whispered words that make sense.
2-3: Visual (-2 alert points per turn)
Flashes of light and wispy, disembodied shapes. Elder horsemen can set up specific hallucinations, but they are still soundless.
4: Physical (-3 alert points per turn)
Whispers of air across the backs of human necks, shoulder taps, phantom elbow nudges. Elder horsemen can set traps that cause pain.
Step Two: Determine how alert the tourists are today.
One person on this mission should generate a random number between 15 and 20. This, plus any Conquest bonuses, is the total number of alertness points for this attempt. This number represents how many times the humans touring and protecting the area may be alerted to your presence before they seek you out and you must flee. The higher the number is, the better. This number applies to the entire group.
Step Three: Plant your traps
Remember that you are setting up traps that will be deployed at a later date. If you touch, whisper at, or dance around in front of any humans today, you are just increasing the likelihood that they will see you. Your goal is to set five traps (complete five successful rolls) without depleting your alert points.
Roll 1d100: (Add the alert point penalties you rolled in Step 1 to what you roll here for every turn.)
- 1-10: Just as you're finishing up a trap, an elderly woman stumbles upon your handiwork, pausing with curiosity in her eyes before moving on. (-1 alert point)
11-25: After setting a trap that you're particularly proud of in an out of the way restroom, you move toward the exit only to stumble across a pair of humans entering the room. They look around nervously as you exit. (-2 alert points)
26-40: You begin setting up a trap at the end of a dead end hall only to be confronted by a confused guard dog. Luckily, your illusion remains in place as you scamper out of the way. (-3 alert points)
41-50: You stray away from the cells and into the main area of the fort, thinking it might be beneficial to plant some traps in the open. When you do, however, a small human notices something is amiss and runs to its parents for comfort, causing a ruckus in the process. (-4 alert points)
51-65: At first, the stairwell seems like a good place for a trap, but just when you finish setting it, a trio of giggling girls run through the area, going eerily silent and shuddering as they pass you. (-3 alert points)
66-80: A large number of people pass by the darkened corner where you've chosen to house your trap, but they barely pause at all before moving on. Excellent spot! (-1 alert point)
81-95: A grizzled maintenance man making his rounds manages to sneak up on you while you're working. He mutters something about the 'heebie jeebies' before moving on. (-2 alert points)
96-100: Deep in the Donker Gat, you set a stealthy trap without a single interruption. (no change in alert points)
gaia_crown [ BONUS MECHANICS ]
Please apply these bonuses based on your clan:
Famine: May choose any method of attack. Any you choose will have -1 alert point.
War: May roll 2d100 for every turn in Step 3 and take the better of the two rolls.
Death: For their first two rolls in Step 3, Death horsemen don't take alertness penalties from their actions, just their attack methods (the number rolled in Step 2).
Conquest:For every Conquest horseman present, add three points to the alertness score from Step 2.
gaia_crown [ REWARDS ]
+1 Additional RP points for completing this RP!