Job Title: The Spectacular Jail Break: Act Two
Alignment: Dark
Rank: 100 Year
Job Type: Normal
Job Location: Wakusei Portals
Solo Word Count: 11,000 words
Group Word Count: 22,000 words
Additional Requirements: Must have completed “The Spectacular Jail Break: Act One” here
Job Description: This is the more daring and epic climax of this mission. Somehow, by whatever devious means, you have obtained access to the Etherhedron. However, whatever methods you have chosen will present you with some annoying problems:
The above problems are annoying, but they are not the worst you will face. On getting transported to the extradimension of the Etherhedron, you realize that the very space dampens magic power, making it impossible to cast high-level spells or use any great “magic” abilities. Everything that is considered as “spells”, even if they are ICly technology or some other aspect, is severely weakened. Only Etherhedron technology works at full capacity (if you can exploit this somehow, well for you). What this means is that spells can be utilized for plot abilities only, provided the plot ability is not powerful. In combat, if need be, consider spells to be as effective as B rank spells, at the very best. However, there are a few “magic holes” (it’s up to the player to determine their locations, but they cannot be many; a maximum of three) wherein magic can be freely used. Nevertheless, any effect of magic that extends beyond the hole is canceled. (OOC information: holes should be situated in discreet locations, otherwise, it is expected that wardens will easily find them, and block them off). Teleportation can occur between two holes, but one cannot teleport into any part of the prison where there is no hole. Also, teleportation out of the Etherhedron, even from the safety of a magic hole, is impossible. Identification of these holes should be role played logically; one cannot get into the Etherhedron and instantly sense the presence of these holes.
The size, climate, structure, and setting of the prison are up to the player. It can be a city, standard prison system, jungle biome, complex series of alien intestines, etc. The state of the prison is organized anarchy, which is carefully monitored by the wardens. Their word is law, and they can mete out any punishment they deem fit, even if it is capital (unless the chief warden thinks otherwise). Other than that, they allow the inmates here to build their hierarchies and do as they please, more or less. Inmates must stop whatever they are doing and stand still when wardens appear. Those who disobey are usually made examples of, so that the others would be wise and behave themselves when the wardens approach them. As a result of this system, inmate on inmate violence is common, and expect many snitches and sell-outs, just to curry favors from the wardens. It’s a dog-eat-dog world in there. Surveillance is carried out by powerful cameras set in many locations... but it seems cameras cannot oversee every dark corner now, can they? Normally, the cameras are hidden, so how you identify them (if you want to do that) is up to you.
Using your wits, resources, and luck, hopefully, accomplish your mission of assassination/rescue (or both), and get out of the Etherhedron before you are caught. Oh yes, one last problem: the Etherhedron can be opened from within, expectedly, and there are ships in the hangar bay, which can be used to flee the polyhedral prison. However, if you attempt to escape in this manner, alarms will blare out as an unauthorized exit is made (unless you can pull off authorizing your escape somehow, and that power lies with the chief warden alone). The Etherhedron will suddenly begin to move through space, pursuing your craft, and it moves faster than whatever tin can is placed in the hangar bay (yes, the spacecraft in the hangar were made to be slower than the Etherhedron for certain reasons). You must escape your pursuers, otherwise, the Etherhedron will collide with your ship and assimilate it, and that will be the end of you and the ship. Everyone wants to be a part of something bigger than themselves, but trust me, this is not the way to do it.
Enemies:
Reward: 200,000 Jewels and some badass bragging rights.
~credit to Digit v2
Alignment: Dark
Rank: 100 Year
Job Type: Normal
Job Location: Wakusei Portals
Solo Word Count: 11,000 words
Group Word Count: 22,000 words
Additional Requirements: Must have completed “The Spectacular Jail Break: Act One” here
Job Description: This is the more daring and epic climax of this mission. Somehow, by whatever devious means, you have obtained access to the Etherhedron. However, whatever methods you have chosen will present you with some annoying problems:
- If you chose to get arrested after incurring the attention and wrath of the Etherhedron head honchos, you will be collared with a restraining device that has the wherewithal to zap inmates, turning them into epileptic wrecks. Good luck with being sassy to your jailors. Also, there is that stupid machine that chronicles your magic as you come in (whether you like it or not), so the wardens have an idea of what you’re capable of. Thankfully, it does not go into details.
- If you chose to somehow take the place of Etherhedron staff, you will realize that the staff positioned on Earthland serve as transporters of criminals, and not wardens. An extended stay in the Etherhedron will be met with the utmost suspicion. They expect you to drop the baddie and get out.
The above problems are annoying, but they are not the worst you will face. On getting transported to the extradimension of the Etherhedron, you realize that the very space dampens magic power, making it impossible to cast high-level spells or use any great “magic” abilities. Everything that is considered as “spells”, even if they are ICly technology or some other aspect, is severely weakened. Only Etherhedron technology works at full capacity (if you can exploit this somehow, well for you). What this means is that spells can be utilized for plot abilities only, provided the plot ability is not powerful. In combat, if need be, consider spells to be as effective as B rank spells, at the very best. However, there are a few “magic holes” (it’s up to the player to determine their locations, but they cannot be many; a maximum of three) wherein magic can be freely used. Nevertheless, any effect of magic that extends beyond the hole is canceled. (OOC information: holes should be situated in discreet locations, otherwise, it is expected that wardens will easily find them, and block them off). Teleportation can occur between two holes, but one cannot teleport into any part of the prison where there is no hole. Also, teleportation out of the Etherhedron, even from the safety of a magic hole, is impossible. Identification of these holes should be role played logically; one cannot get into the Etherhedron and instantly sense the presence of these holes.
The size, climate, structure, and setting of the prison are up to the player. It can be a city, standard prison system, jungle biome, complex series of alien intestines, etc. The state of the prison is organized anarchy, which is carefully monitored by the wardens. Their word is law, and they can mete out any punishment they deem fit, even if it is capital (unless the chief warden thinks otherwise). Other than that, they allow the inmates here to build their hierarchies and do as they please, more or less. Inmates must stop whatever they are doing and stand still when wardens appear. Those who disobey are usually made examples of, so that the others would be wise and behave themselves when the wardens approach them. As a result of this system, inmate on inmate violence is common, and expect many snitches and sell-outs, just to curry favors from the wardens. It’s a dog-eat-dog world in there. Surveillance is carried out by powerful cameras set in many locations... but it seems cameras cannot oversee every dark corner now, can they? Normally, the cameras are hidden, so how you identify them (if you want to do that) is up to you.
Using your wits, resources, and luck, hopefully, accomplish your mission of assassination/rescue (or both), and get out of the Etherhedron before you are caught. Oh yes, one last problem: the Etherhedron can be opened from within, expectedly, and there are ships in the hangar bay, which can be used to flee the polyhedral prison. However, if you attempt to escape in this manner, alarms will blare out as an unauthorized exit is made (unless you can pull off authorizing your escape somehow, and that power lies with the chief warden alone). The Etherhedron will suddenly begin to move through space, pursuing your craft, and it moves faster than whatever tin can is placed in the hangar bay (yes, the spacecraft in the hangar were made to be slower than the Etherhedron for certain reasons). You must escape your pursuers, otherwise, the Etherhedron will collide with your ship and assimilate it, and that will be the end of you and the ship. Everyone wants to be a part of something bigger than themselves, but trust me, this is not the way to do it.
Enemies:
- Inmates:
- They aren’t really much of a big deal, now that they have only weak magic to rely on, but the same applies to you too (other factors being equal), so be careful. You don’t need to fight them; in fact, you may even recruit some to your cause, if you’re charismatic enough.
Enemy Rank: Normal
- Faction Leader:
The faction leaders are inmates who have climbed the power food chain to sit at the top of the hierarchy. They usually have strong combat magic or some other effective ability and have trained their bodies to fare very well in a fight. While they are expectedly proud, they are careful around the wardens, who can easily overthrow their regimes. The factions can be as many as the player wishes. They tend to clash on recruiting new entries to the Etherhedron who show promise.
Enemy Rank: Strong
- Etherhedron Warden:
They usually move about in groups of five, including a commanding officer, with three usually coming close, while the other two stand at vantage points with powerful sniper rifles. Their tech and armor classify as S rank. They make regular patrols, monitoring the inmates and looking out for those pesky holes. Magic utilized by Etherhedron wardens is up to the player.
Enemy Rank: Strong
- Chief Warden:
Actually, the chief warden is useless against high-ranked mages, being more or less a normal person. However, it is his bodyguards that confer on him the power he wields. One is a skilled mage (consider their spells and stats to be at H rank) who wears a “disinhibitor” that allows full use of their magic in the Etherhedron, and the other is an android with similar stats. They follow the warden wherever he goes. Authorization rests with the warden, and he must approve before any request is carried out. For the most part, he resides in his well-protected Etherhedron Fortress, and rarely ventures out of it. The fortress can be anywhere of the player’s choosing, but it must be a secure location.
Enemy Rank: Boss
Reward: 200,000 Jewels and some badass bragging rights.
~credit to Digit v2