The offer to go out and kill some humans seemed like just the thing she needed. Granted, the task was not one that catered to her clan, but then again, she didn’t care. It was not dull work, it was fear harvesting, something enjoyable. But she would need an escort. Anyone would do really. Any- Wings and a lion like tail, the boil looked strong enough. If need be she could toss him to the humans. “You.” She pointed at him, almost calling him halloweener. “Initiated. I have a task that needs doing. You will join me.” There was no room for discussion because Lan did not discuss her decision. “We will be causing a blight.” She looked at his clothes. “And wear something befitting a… ally of these clans. I will see you at the upper portal gate, fifth from the door in one hour.”
No. Room. For. Discussion.
OOC
[ Task of Famine: ] The Blight
This task requires a group of AT LEAST three initiated members (students or Horsemen), to a max of five members. They may go anywhere in the Human World using the portal catacombs in the Lair. These catacombs lead to small human world towns only. All players must follow these steps to successfully create a blight and then harvest the Fear from the starvation, death and paranoia that results in it.
gaia_crown [ Step 1: ]
- You must first create a parasite, something from the Human world that you will infect with Fear so that it mutates to do as intended: destroying crops. Make sure your parasite is not too powerful: some clan members fail entirely at this stage because they lack subtlety. It is not about instantly destroying a victim but gathering as much Fear from them before they die. Setting is key.
- Have one team member/ the leading member/ first person who posts, choose a parasite for your team (ie: rats, crows, locusts are fairly common, or you can try some more exotic options like crocodiles, etc etc, but also remember HUMAN WORLD LOCATION is key for what kinds of parasites). Now all team members will roll ONCE as directed below, imbuing the creature with a little bit of their Fear/ redirecting their Fear to the creature
- Rp out all results as usual
Roll a 6-sided dice: Famine members can roll 1d4 (4-sided dice) instead. This determines your Fear imbued amount that you give to the chosen parasite. After ALL team members have rolled, add up all the dice roll amounts, add the modifiers below, and THEN match to results:
- If you have 3 members you have a +6 modifier
- If you have 4 members you have a +3 modifier
- If you have 5 members you have a +0 modifier
Results (after adding EVERYONE's dice rolls and adding the modifier):
0 - 5: You have a LEVEL 4 creature. It practically wipes the board
6 - 10: You have a LEVEL 3 creature. It is rather powerful, and destroys crops rather easily
11 - 15: You have a LEVEL 2 creature. It is decent, and will do its job, with a moderate amount of Fear concentration.
16+: Your creature has EXPLODED FROM TOO MUCH FEAR. :T You end up with a backup Famine locust that the clan has given you for emergency use in case you fail. It kind of sucks and you feel miserable and sad and disappoint.
gaia_crown [ Step 2: ]
Now it is time to release your creature out into the crops! It is working! The crops are turning a sickly, mottled colour. However, the humans are freaking out and trying to destroy your creature! This is where you must intervene.
Roll 2d6-sided dice: Famine clan members can get a natural +2 attack modifier to their creature/parasite. You need to roll three times.
- The FIRST dice roll determines the attack of your creature, the SECOND 2d6 the attack of the human. You need to help by making your creature strong too!
- If your creature is level one, you get no attack modifier
- If your creature is level two, you get a +1 attack modifier
- If your creature is level three, you get a +2 attack modifier
- If your creature is level four, you get a +3 attack modifier
- IF your creature's final attack including modifier is WEAKER than the human's rolled attack power, your PARASITE/creature DIES.
- Label at the bottom of your post in OOC quotes SUCCESS if your creature defeated the human or FAILURE if they were killed instead. Now it is time to tally results for the ENTIRE TEAM.
- Add a + 2 modifier for each team member on your team (so instead of 0-3, it would be 2- 5)
LESS THAN 2 creature deaths: It's okay you're doing fine! You manage to gain +3 Fear Points for EVERYBODY on your team!
3- 5 creature deaths: Well, you've seen better, your blight will continue to grow thankfully. You manage to gain +2 Fear points for everybody on your team!
6- 8 creature deaths: You've seen better days but it could be worse. You might spread a tiny amount of Fear. +1 Fear points
9+ creature deaths: All your creatures die, or are soon finished off. Weak. You get no Fear points :T
This task requires a group of AT LEAST three initiated members (students or Horsemen), to a max of five members. They may go anywhere in the Human World using the portal catacombs in the Lair. These catacombs lead to small human world towns only. All players must follow these steps to successfully create a blight and then harvest the Fear from the starvation, death and paranoia that results in it.
gaia_crown [ Step 1: ]
- You must first create a parasite, something from the Human world that you will infect with Fear so that it mutates to do as intended: destroying crops. Make sure your parasite is not too powerful: some clan members fail entirely at this stage because they lack subtlety. It is not about instantly destroying a victim but gathering as much Fear from them before they die. Setting is key.
- Have one team member/ the leading member/ first person who posts, choose a parasite for your team (ie: rats, crows, locusts are fairly common, or you can try some more exotic options like crocodiles, etc etc, but also remember HUMAN WORLD LOCATION is key for what kinds of parasites). Now all team members will roll ONCE as directed below, imbuing the creature with a little bit of their Fear/ redirecting their Fear to the creature
- Rp out all results as usual
Roll a 6-sided dice: Famine members can roll 1d4 (4-sided dice) instead. This determines your Fear imbued amount that you give to the chosen parasite. After ALL team members have rolled, add up all the dice roll amounts, add the modifiers below, and THEN match to results:
- If you have 3 members you have a +6 modifier
- If you have 4 members you have a +3 modifier
- If you have 5 members you have a +0 modifier
Results (after adding EVERYONE's dice rolls and adding the modifier):
0 - 5: You have a LEVEL 4 creature. It practically wipes the board
6 - 10: You have a LEVEL 3 creature. It is rather powerful, and destroys crops rather easily
11 - 15: You have a LEVEL 2 creature. It is decent, and will do its job, with a moderate amount of Fear concentration.
16+: Your creature has EXPLODED FROM TOO MUCH FEAR. :T You end up with a backup Famine locust that the clan has given you for emergency use in case you fail. It kind of sucks and you feel miserable and sad and disappoint.
gaia_crown [ Step 2: ]
Now it is time to release your creature out into the crops! It is working! The crops are turning a sickly, mottled colour. However, the humans are freaking out and trying to destroy your creature! This is where you must intervene.
Roll 2d6-sided dice: Famine clan members can get a natural +2 attack modifier to their creature/parasite. You need to roll three times.
- The FIRST dice roll determines the attack of your creature, the SECOND 2d6 the attack of the human. You need to help by making your creature strong too!
- If your creature is level one, you get no attack modifier
- If your creature is level two, you get a +1 attack modifier
- If your creature is level three, you get a +2 attack modifier
- If your creature is level four, you get a +3 attack modifier
- IF your creature's final attack including modifier is WEAKER than the human's rolled attack power, your PARASITE/creature DIES.
- Label at the bottom of your post in OOC quotes SUCCESS if your creature defeated the human or FAILURE if they were killed instead. Now it is time to tally results for the ENTIRE TEAM.
- Add a + 2 modifier for each team member on your team (so instead of 0-3, it would be 2- 5)
LESS THAN 2 creature deaths: It's okay you're doing fine! You manage to gain +3 Fear Points for EVERYBODY on your team!
3- 5 creature deaths: Well, you've seen better, your blight will continue to grow thankfully. You manage to gain +2 Fear points for everybody on your team!
6- 8 creature deaths: You've seen better days but it could be worse. You might spread a tiny amount of Fear. +1 Fear points
9+ creature deaths: All your creatures die, or are soon finished off. Weak. You get no Fear points :T
Kurotomato