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Jobs Available
Title: A Dire Situation
Client: Malgrave
Type: Sellsword
Difficulty: 90
Job Length: Three Days
Reward: Nine Platinum Five Gold Five Silver
Bonus: Pelt of the Great Beast
Risk: Injury
Description: "We've received rather serious news from the Kasurian Capital of Malgrave. The woods around the Old Wyrmme Ruins, which lie directly inbetween our town of Knightsborrow and Malgrave, have become infested. The animal wildlife around the site has begun magically involving, much of it doubling in size. Their tendencies become more malicious too as it's clear they are no longer attacking to hunt or take territory but purely to kill. Large wolves, bears, even non violent animals such as rabbits, have become aggressive. We've been asked to send an expedition in to the woods to get to the middle of it and put an end to it. However, this job is not without risks. Just about everything in there could overpower the average human or furre, and all of it will want you dead."
Title: In to the Caverns (Chart the Flying Island 1.5)
Client: Zelanze
Type: Exploration (Cartography / Treasure Hunting)
Difficulty: 80
Job Length: One Day
Reward: Seven Platinum
Bonus: Artifact Made from Levistone (Sellable for two platinum)
Risk: Injury (Hazards), Time (One hour for every ten below 160)
Description: "When I was reviewing Lao's map work on the floating island I discovered that the caverns he found near the volcano extend deep in to the mountains. With the information regarding a possible culture I believe that people once lived on this island and explored or, potentially, even lived in these caves. There has to be something left of their culture, some part of them still around. I would like for someone to map out the depths of these caverns and keep a look out for any treasure. Be weary though, I have reason to believe these caverns are not just deep but also hazardous. Worse yet, far enough below the surface will be nothing but pitch black. Without a light source you wont be able to climb back out..."
Title: The Bard's Journey
Client: Haystrum; The Travelling Bard
Type: Entertainment
Difficulty: 50
Job Length: Six Hours
Reward: Five Platinum
Bonus: A copy of your heroic tale, signed by the Haystrum himself on 70 or above.
Risk: Injury (from hazards)
Description: "It can be hard to find real, true inspirations. I always try to draw my stories from real events, actual stories of adventurers and explorers braving the elements. I've had trouble finding my muse lately however, and would like to tag along with an explorer on their journey. The hazardous and most oft' avoided trail down the nearby mountain range should do nicely for a fanciful tail, especially with the dangers and rumors of monsters it provides! Make your journey exciting, give me a tale to tell and I will make you a legend!"
Title: Roadways
Client: Tilgore
Type: Exploration
Difficulty: 70
Job Length: Four Days
Reward: Eight Platinum, Five Gold
Bonus: None
Risk: Injury, Materials
Description: "Tilgore is recovering well and we've quickly reached some level of fame with their populace. After some research, many of their more astute citizens believe that the Basilisks likely came by the nearby aptly named Haunted Desert. In order to understand more about it they've requested we send a few capable adventurers to map it out as well as document any monster activity or truly supernatural activity." - Zelanze
Title: Sea Swallows All
Client: Moorim
Type: Relief
Difficulty: 70
Job Length: Two Days
Reward: Seven Platinum, Five Gold
Bonus: Commendation
Risk: Time and Materials
Description: Moorim was recently struck hard by a tsunami off of the southern coast of Kasura. Portions of their city have been damaged and destroyed, many people are left without homes or shelter and even more injured. A group very skilled in offering relief efforts is needed desperately.
Title: Sea Sickness
Client: Port Lathora
Type: Relief (Medical and Supplies)
Difficulty: 50
Job Length: Eight Hours
Reward: Three Platinum
Bonus: Questionably Legal Valuables
Risk: Loss of Materials
Description: "A recent mysterious illness among the sailors who pass through our port has become a serious contention. At this rate, Lathora will lose reputation as a safe port for travel. Their chest and arms seem to turn green and their eyes are unfocused and often crossed. They howl in pain in the night then don't remember it in the morning. Please help these poor souls!"
Title: Building Roads
Client: Kasurian Commission
Type: Labor
Difficulty: 60
Job Length: One Full Day
Reward: Six Platinum
Bonus: Plaque on Pathway
Risk: Time and Materials
Description: "As the revival of the trade route near the town of Knightsborrow has been revitalized these last few years the King's Commission has seen fit to increase the quality of the row. As House Balestra is largely responsible for the clearing and reviving of this pathway we found it most suitable that you should be the ones that would construct the stone roadways."
Title: Establish Trade Agreements
Client: Zelanze
Type: Mercantile
Difficulty: 40
Job Length: One Hour
Reward: Three Platinum
Bonus: Higher class Stalls at Fifty. Mysterious knickknacks.
Risk: Time
Description: "Knightsborrow continues to grow thanks to being right off the trade route. Active again thanks to Windthor's and other's efforts to help establish trade. Our recent forays and successful wartime campaigns have also helped spread House Balestra's name. Now is the time to move and petition for exclusive trades and use of our route. If we're successful here then the funding for further expansions of our little city will no doubt flow in from trade"
Title: Something to A-Spire Too
Client: Mage's Tower
Type: Labor
Difficulty: 80
Job Length: Two Days
Reward: Eight Platinum
Bonus: Magi-Tech Trinkets
Risk: Time, Materials, Injury
Description: "The Tower has come to recognize House Balestra and their work. As such, we would commission them over traditional city or local constructors for this task. We need a spire built to exact specifications just off of our regular property for delicate magics. If any portion of the spire is off, even just slightly, the aetheric energies we are manipulating could fail catastrophically! You don't need knowledge of magic for this job, but you will need steady and precise hands."
Title: Rematch!
Client: Carson
Type: Sellsword
Difficulty: 60
Job Length: One Hour
Reward: Five Platinum
Bonus: Ornate Dagger
Risk: Injury
Description: "Carson had expressed interest in fighting someone in the House. She's heard of people who are actually proficient with a blade and not just guys who punch things and win by sheer dumb luck. Which, I can't blame her. She'll accept the challenge of anyone, but preferably she wants to clash swords with someone, and she'll be training and practicing until then, so expect her to fight harder than last time. Her House is willing to reward out House (If we win again) with a decent pile of gold, and a dagger made by their local blacksmith with an engraving of the Balestra herald." -
How it All Works
Once you have your characters proficiencies set up you may select any job available on the list above. Jobs can be taken alone or as a group, allowing for you to either write your own story or roleplay out the events of the job. The key component to whether you succeed or fail on the job is the d100 roll.
Either before or during the job (if you're roleplaying it and would rather make the roll at a deciding moment!) you make this roll for the jobs difficulty number and then add +5 for every point you have in the related proficiency to the roll. If you have more than one player you add the rolls together, with subordinate characters only adding half their roll. Increasing your odds of hitting the target significantly, but the reward must also be split evenly. If you succeed, than the job is a success! Otherwise, the job is a failure.
Once the job is complete, post the results for it on the forum (thread upcoming). Your total reward from all your combined jobs and your succeed/fail rate will be kept up with to track how you're doing! Furthermore, the more you do a job of the right kind the better you get at it. So if you repeatedly take entertainment jobs, you will gain a rank in entertainment.
Slave characters: taking a solo job will be accompanied by an NPC handler, most likely Zel's daughter Ariel. A young woman with long golden hair usually wearing a dress and a rapier on her hip. She can be very confrontation and tends to erupt in French rants when upset. She has some magic affinity and will keep the characters in line.
Mulligans:Every character starts with one Mulligan: A free reroll for a failure. This represents a close call during the job, something that very nearly caused them to fail. Mulligans refresh every 25 platinum worth of reward, referred to as "buying a mulligan"
Job Frequency: The limit is one job every 24 Hours + Job Length with your own discretion on to injury related delays. However, the real restriction is that you may only take a new job once you have finished the rp or story related to your previous job. This is to keep there from being any kind of backlog. -
Specific Details
Job Types Include:
Sellsword:-
Guard Work
Monster Hunting
Competitions
Combat of any kind
Mercantile-
Blacksmity
Alchemy
Trading
Any Trade Skill
Buying/Selling
Exploration-
Dungeoneering
Cartography
Treasure Hunting
Anything involving adventuring
Relief Work-
Medical
Supplying
Entertainment-
Parades
Shows
Displays of any kind
Labor-
Reconstruction Efforts
Building
Repairs
Proficiency Rank Details:
One Star: Your character has experience or is trained in this skill to some degree-
Sellsword: Your character is a trained combatant.
Mercantile: They are a trainee in the related trade skill
Exploration: They have been off the beaten path enough times to know how to survive.
Relief: They have base medical and emergency knowledge
Entertainment: Their friends think they are hilarious.
Labor: They've done some basic labor work
Two Star: Your character has significant experience and/or has completed formal training on this-
Sellsword: They have regular experience in combat
Mercantile: They've handled quite a few trades and feel confident in your ability
Exploration: Miles under the belt, experience out in the rough on their own doing the work
Relief: Regularly applied medical and relief knowledge
Entertainment: Character has hosted or been a notable part of multiple events
Labor: More than just the local handyman, character is growing quite adept and heavier jobs
Three Star: Your character is Exceptionally Proficient and has been doing this for years-
Sellsword: Your character is an expert in combat and is no stranger to the battlefield
Mercantile: Competition just can't keep up, likely years under the belt
Exploration: The character has been to the highest peeks and the lowest depths, yet still yearns for more
Relief:
Entertainment: The star of the show! This character probably has a leading act
Labor: Character's knowledge and deft hands make him the most reliable for physical labor
Four Star: Your characters skill in this field is Above Exceptional and you are arguably the best in your field-
Sellsword: "The Best in the Land", someone that is not easily matched by even the most confident.
Mercantile: Skill enough to sell water to a drowning man, can bend any deal or trade to their favor.
Exploration: This character has stood on land nobody else has and seen sights people only dream of
Relief: The savior of the people. Sheltered them from the worst storms, healed them from the worst wounds.
Entertainment: More than just a leading act, your character has probably devoted their life to entertainment. People actively seek their shows or displays
Labor: If the concept exists, your character can build it
Five Star: Your character has fully realized their potential in this field.-
Sellsword: Should you stand before the mountain, it is the mountain that would wish to retreat
Mercantile:
Exploration: Should a Deity stand before him, your character would tell him of sights they could barely fathom.
Relief: When death himself goes to claim the lost with disease or elements his biggest fear is you
Entertainment: If all the world could attend your dance, all the world would give a standing ovation
Labor: If the concept does not exist, your character would still build it.Difficulty Threshholds (Calculated after subtracting your proficiency bonus from the total)
0-25: This job is simple and well within your characters abilities
26-45: The job has some potential issues but your character is more likely to succeed than fail
46-55: This job is a toss and could go either way
56-70: Your character is taking a risk, this is a difficult job they are more likely to fail than to succeed
71-99: Work that requires exceptional bravery just to undertake
100+: Entirely unreasonable requests. Nomatter what it pays it isn't worth it.Advancement
You gain another star of proficiency in a field for
every cumulative (New Rating * 100) of difficulty
points. So:-
From 0 to 1 = 100 difficulty points worth of jobs
1 to 2 = 200
2 to 3 = 300
3 to 4 = 400
4 to 5 = 500
Possible Risks
Injury: The lower you roll on your dice the more severe your character is injured. This is a risk for Sellsword and Exploration work-
Double the target number: No Injury
+30 or more: The character is only superficially injured.
+20-30: The character has minor injuries that are barely noticeable.
+10-20: They are noticeably injured in ways such as deep cuts or bruises.
+/- 0-10: Character is very injured, may have deep lacerations or cracked bones.
-10-20: Your character is injured enough that he may be bedridden and in very significant pain
-20-30: They are definitely bedridden and may be in constant pain
-30 or more: The injury is near life threatening
Time: Lower rolls mean the job will take significantly longer. For every ten below twice the target number add the noted amount of time to the job. This kind of risk could show up on about any job!
Materials: On mercantile, relief, or even entertainment work a surplus of material may be required. The cost of operations is always low enough to be covered by the reward, but you don't get paid if you fail! This risk represents a loss of materials on job failure.
Ridicule: Failure on an Entertainment job may very well lead to damage to your pride! In some ways, maybe just as hazardous as the injury risk, the lower you roll underneath the target number the more negative the reaction from the audience is.
Death of Client: By nature many jobs are taken for the protection or benefit of those that cannot help themselves. Either down with severe illness, protection from some monster, or maybe they require you find some magical instrument that is the key to saving them. Either way, this means that the client will die on failure.