068 - Missions 1
Missions:
The Old Blood
Faction: Hawthorne | Difficulty: HEROIC
Threat: 6/10 | Conflict: 4/10 | Reward: 4/10
While looking for clues on a History of Hawthorne test, an old secret passage through a brick wall out in "old town" acting as a gateway to another realm with an abandoned town overlooking a lake with an abandoned castle full of ghosts in the middle, abundant with evidence of magic with animated objects and talking paintings. Minor magical creatures on the loose, illusory effects. It appears it was once home to the last known True-Wizard. Delve the castle, its halls and its dungeons to pry every secret you can. This wizard is related to the "First Witch" in some way.
Positives:
- The Witch and the Wizard appears to have had family here, with the most relevant looking old documents and paintings being about family matters. Eventually growing so large as to start a school for their progeny. If true, almost every Neutral witch may in fact be descendants from the Last Wizard, and the First Witch.
- You also uncover odd time paradoxes & anachronisms.
Inquisition
Faction: Watchers | Difficulty: EPIC
Threat: 9/10 | Conflict: 0/10 | Reward: 9/10
Only available to dedicated Watchers and very close allies. The Followers of the Apocalypse have called upon you for a serious and somber task. To take up the banner as an Inquisitor agent to hunt down Outsiders with extreme prejudice with full moral license to search and destroy, and obtain further leads by any means necessary. The full weight of Watcher influence and authority is granted on you, providing extraordinarily high levels of political and legal cover second only to Alphazon. You're given starting information of suspects and a newly printed Outsider text heralding a Dark Night planning a magical terror attack on Earth.
Positives:
- Outsiders are no longer human and are active threats to existence
Negatives:
- Be extremely cautious of observing aberrations and abominations
- Worse than death, your mind and soul are at risk, ego death.
+/- Your license grants you leeway, and you're expected to use it, and may make other enemies in the process.
Pretty Little Things
Faction: Hespatia | Difficulty: EPIC
Threat: 6/10 | Conflict: 6/10 | Reward: 9/10
You've recieved a contract by someone aliased as "The Collector", you're skilled enough to track down that they have a last name that ends in "-Stein" and that says enough. Powerful figure with hands throughout elite pockets. They're paying up to 3x the reward value directly in Kisses (20 million K) and with 5 billion USD. This is a bonus on top of 6 Reward Points. Their request...? They want one attractive female witch for each Elementalist magic, to least rank 5. They will pay K100,000 and $1mil for each individual captive delivered as you go along, gaining the rest on completion of the set. You can keep any spares you might get along the way.
Positives:
- ... The Collector doesn't care what condition you bring them in.
Negatives:
- Obviously, this causes serious faction conflict if you're caught.
- The witches and their allies wont go easily, expect fights.
+/- The Collector isn't new to the game, and can't be tracked down. If you cross them, don't expect to live long.
Darkside Crater
Faction: Lunabella | Difficulty: EPIC
Threat: 10/10 | Conflict: 0/10 | Reward: 10/10
Space suit optional. Culicarius is forming a task force to explore the perfectly smooth and spherical crater left by the condemned domain that was overtaken by Outsider abominations. He suspects something has gone wrong and is personally (with one of his clones) leading a strike team to explore the phenomenon. Something is blocking his divination, giving him concern, but the one thing he can see like a trapped lure; An old Lunabellan artifact thought to have been lost, calling him like a siren. It must be retrieved, but something clearly waiting at the bottom of that pit.. A corrupted Domain where realspace should be, twisted with aberrant magic.
Positives:
- You'll have a team of 3 other powerful witches not including you and Culicarius. Choose companions or make them up.
Negatives:
- You risk egodeath, or fates worse than death, if you fall to the abominations, as you run into twisted victims of Outsider corruption, both the pitiful, and the overpowering.
Courtship
Faction: Alliance | Difficulty: NOBLE
Threat: 0/10 | Conflict: 5/10 | Reward: 5/10
Throughout the Alliance, great families of powerful archfae houses form clans, tribes, and sovereign nations interwoven with millenia of generational contracts, pacts, feuds, and rivalries. The most notable being the twin coalitions of the Summer Court and the Winter Court as the two primary factions of the Alliance. Some key treaties between two high level houses within the twin courts are wearing thin and nearing the end of their duration. Tensions are rising as the future of the two rival houses wonder if they can even come to a resolution. A proposal has been made: A new contract be made, cemented through a marriage.
Positives:
- Represent the family you most closely align with, or be neutral.
- As an Alliance member yourself, you yourself might be the candidate for marriage on behalf of one of the families, this could be great opportunity to raise your standing among the courts.
Negatives:
- Beware of social missteps and courtly insults.
If you are the marriage candidate, you can customize the other by making a second build for them, and link a picture for them.
Fragments of Self
Faction: Outsiders | Difficulty: EPIC
Threat: 10/10 | Conflict: 0/10 | Reward: 10/10
Must have the Aberration perk. Far Gods aren't exactly known for their care of this human thing "Consent". One day you suddenly find yourself in front of a yawning chasm with the symbol of the Far God faction you associate with, a tendril of some manner (Chain, tentacle, wires, etc) pulls you through. You'll find yourself in a windowless labyrinthine dungeon-laboratory with no apparent authority figures but automatic systems (magic, technological, or in between) and jam packed full of abominations and horrors. There are a dozen duplicates of yourself and none of you know who is the original. Every day there is a new esoteric task required of you.
Positives:
- Tasks range from simple group games, to dangerous trials.
- You can encounter any manner of occult, thriller, or horror trope.
Negatives:
- While here, you & all clones have the Dysfunction complication.
+/- If you survive, you subjectively experienced 100 years, however when you return, only 1 week has passed.
The 100 years counts for Power progression.