This is a character(s)-focused followup to Alarm. It's mostly a character-focused side story and chill hangout thread with a lot of talking and character interactions.
The thread has technically already started. The purpose of this LFG is mainly to make sure your character's entry makes sense.
In the post below, explain how your character gets swept into this story.
Plot Hooks:
Be reached out to via by Clarissa or one of her contacts
As fall turns and winter looms, a sense of unease hovers over the people of Arcia. But as the long dark approaches, a Starcalled tradition rises - Halloween. And one Lander in particular has an idea to raise spirits in the wake of Szofrit’s attack and the destruction of MITHRA. All he needs are a few actors to play the parts in a show to dazzle the masses, and he's not picky about who he hires...
But when you arrive, you don’t find the advertised “premium experience”. Instead, it’s a half-hearted show in an emptied warehouse… with a very barebones depiction of the path the Starcalled forged towards the Dragonship.
The Machine Mother’s Conquest!
The Machine Mother rises, and her mechanical hordes ravage the land! Raise your blade against her dark children and end her tyranny once and for all! Can you achieve what the Starcalled could not?
Adults: 40g. Children 13 and under: 25g.
Refreshments provided. Suitable for all ages!
Maybe you really need the money (assuming you get paid), maybe you’re bored, maybe you looked at the truly terrible script and want to correct an injustice. But the show must go on, and the crowds are already here. How things turn out is up to you, but you're being paid to give a premium experience.
...you are getting paid, right?
Where is the boss, anyway...?
OOC
Type: Semi-freeform Battlemap: No Difficulty: Casual Death: Disabled
A silly little challenge where you've been hired to work at an event inspired by Willy's Chocolate Experience and other such things.
Planned to take maybe 5-6 cycles, with a hard cutoff at 10 (god forbid). Will be using 3.09 rules, but you won't need a sheet.
The Seventh Sealing Team are an elite Starcalled squad of MIT Fixers who are in charge of security operations.
They handle the hardest of the hardest jobs in the MIT Taskforce:
…keeping things out, and harder still, keeping things in…
MIT Sealing Teams fight using unique techniques designed to quickly and decisively end battles through teamwork, squad tactics, and overwhelming force.
They’re like a fantasy commando or swat team.
Content Inspirations: Arknights / Resident Evil 2: 4th Survivor / Rainbow Six / MGS Peace Walker / Left 4 Dead
Game Mode Explanation:
This is a rogue-lite dungeon crawler based on quickly dealing with enemies before they can get out of hand. Progress through various maps with your squad-mates to complete your mission.
The canon-level of this content is "Top Secret" it could have happened in the background of the main story, but probably didn't.
To play, you'll be creating a squad member NPC. You can post on any account you would like to earn rewards for.
The Mission:
The Good Smiles have mobilized to finish the job of sealing Mithra I.
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SBR: White Stripe (Siege Bolt Rifle) // Range: 4
Long Barrel (Passive): Cannot be used in melee or adjacent to hordes.
Heavy Recoil (Passive): -5 to a save of your choice on firing.
Piercing Rounds (Passive): Excess damage to break bars can spill over.
Eraser (Special Action): 1d3 x 1d5 + Enhancer damage.
Nesting (Normal Action): Gain Advantage on Eraser. Gain +5 to a save of your choice.
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MEL: Good Night (Combat Knife) // Range: Melee-Adjacent
Agile (Passive): +3 to a save of your choice when attacking.
Piercing Thrust (Passive): Excess damage to break bars can spill over.
Eliminate (Special Action): 1d3 x 1d3 + Enhancer damage.
Eliminate II (Passive): Roll 1d10 after attacking, if the target has this hp or less, they’re defeated.
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Codename: Joy Nature: No-nonsense Hobbies: Reading book Appearance: Face full of scars, blonde short hair, muscular with big stature, tan skin, blue eyes. Perks (2):
- CQC: Can employ an additional Stratagem when engaged in melee. - Quick Strike: Eliminating a target allows another action. Triggers once. Loadout (7):
- MEL: Good Night (Combat Knife) + Enhancer - RBP: Ripple (Rapid Bolt Pistol) + Enhancer - EG: Helgarden (Explosive Grenade) - Point Break - Dig In Saves (5):
- Breach Tactics (Fort) - 2 - Scout Tactics (Reflex) - 1 - Field Tactics (Will) - 2 Squad Stratagem:
- Point Break: Grants self and squad attack advantage against an enemy for one turn. - Dig In: If you don't move, gain an action.
This is a super starcalled society, with 100% of these weirdos possessing some uncanny ability.
Our villages swirled with chaos and confusion following the appearance of the bozos, and then, we had an idea. We'd call those who fight for us and help solve our problems Heroes.
Oh, by the way! This is the story of how I became The Greatest Guild Manager in History!
-Emma Peasea
Content: The Ultimate DM Campaign of many sprawling softball quests. Party Size: 1-4 Speed: Updates about once or twice a week. Difficulty: Laid back. Expect dumb minigames and sometimes light battle encounters. Genre: Slice of Life, Adventure, Low Stakes, Comedy Canon Level: Terrasphere Legends. It probably happened. Maybe.
Welcome to The Remote-Central Frontier: The Home of the Remote-Central Adventurer Guild Branch, Bed, Breakfast, Notary, Bank, Community Center, and Post Office.
Currently understaffed, underfunded, and overwhelmed, this super important little wing of The Adventurer's Guild machine takes on the quests nobody is willing to do. Mainly, because they're the really annoying ones. And, because they have no choice.
A lander girl from the farming boonies with big dreams of living the city girl life. Was tricked into working in an even more remote location on the edge of human civilization.
Has big dreams and even bigger problems. But's she's not willing to pack it up and go home to the pea farm just yet...
Looks up to Cessia. Unlike Cessia, she's just a little bit lazy. Or maybe a lot.
Or rather, your character.
Of course you have your own part to play in this. All the parts really, as the outcome of this story (supposedly) relies on you...
Choose an Origin Story:
1) Hey, you're finally awake:
You woke up one day after Emma found you on the Guild House steps. She nursed you back to health. Haphazardly. You don't remember why you're here or understand why you would want to help out around this place, and yet, you do.
2) Lion's Share (of Oofs):
You lost a bet at a Lion's party-tournament and now you're helping out---out here in the boonies. Because the locals are complaining that their quests aren't getting done. Do it for the little guy.
3) MIT-igation:
In the wake of the "troubles" and the "explosions" you took a promising deal from the MIT council to get a new research space or office. Unfortunately, it's a rental room and Emma's your landlord. MIT apparently wanted to try an experiment and see what it was like without you around. So far, they're liking the results.
4) Adventuring, in a sense:
The Adventurer's Guild gave you a "special" quest within a quest. If you can solve all the quests out here, they'll consider your quest complete. Then you can receive your reward. And maybe a rank up. Totally. That's totally on the table.
5) Exploring the possibilities... of survival:
Everyone died. Or, at least, you thought they did. They're out there, you just know it. And you're right, because that's the kind of story this is. You walk around with a photo and go "Hey have you seen these people?" with a very serious look.
6) "I live for this!" "Why?!":
You love the slow life. Or, you wanted to face a true challenge and have finally met your match out here where you find lost cows every day.
7) You're part of the Monster Hunter faction:
Nobody ever joined it, so of course this one's locked. Silly~
What happens here:
The Remote-Central Adventurer's Guild House (RC-AGH) gets shipped all the quests that other Guild Houses don't want to deal with. It's a dumping ground like how bad mail people throw away mail. Stuck with them, The RC-AGH does everything it can to clear out the inventory and hopefully find something more interesting and profitable to do. That never happens for long.
Quests will be released and voted on as Plu comes up with ideas. There will be a plotline sometimes when Plu remembers it.
The outcome of these quests can be influenced by the party. Just so long as it fits the tone.
Players can drop in and drop out the adventure. It's based around silly quests.