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| *'''Location:''' Frieza Planet #384 | | *'''Location:''' Frieza Planet #384 |
| *'''Client:''' Trunks | | *'''Client:''' Trunks |
− | *'''Status:''' <font color=red>Open</font>
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− |
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− | *'''Participants''':
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− | ** Participant 1
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− | ** Participant 2
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− | ** Participant 3
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− | *'''Synopsis''': First short sentence for the mission description.
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− | <toggledisplay>
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− | :Mission Paragraph 1
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− |
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− | :Mission Paragraph 2, so on and so forth.
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− | </toggledisplay>
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− | ===Operation #251: A Chilling Reunion AKA Eric's Character Dies Like This Were The Finale===
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− | *'''Description:''' The Sorceress [[Evia]] has felt something disturbing among the Frozen North. ''Dimensional Disturbance Detected''.
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− | *'''Rank:''' B
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− | *'''Genre:''' Type of Mission
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− | *'''Location:''' Bagonia, Largias Continent
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− | *'''Client:''' Contact Name
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| *'''Status:''' <font color=red>Open</font> | | *'''Status:''' <font color=red>Open</font> |
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Revision as of 20:23, 14 January 2016
This page explains the missions available to the members of the Inn, as well as how well they pay.
To know what else the PARADIGM Agents have discovered, refer to the Investigation Log.
Mission Rankings
PARADIGM ranks missions on a D to S system to signify the urgency and scale of the mission. The descriptions of the rankings are as follows.
D Rank Missions: Missions of a standard cleanup/containment nature. The danger is localized, the threat is of a relatively small scale, and the mission can be handled by roughly any agent worth their salt, albeit some might need help.
Payment: 1,000 dollars. (100,000 ¥)
C Rank Missions: Missions which are of a more serious threat level, actually requiring a bit more than standard action, which can have farther reaching consequences, such as affecting an entire city or area. The dangers involved in this type of mission can vary by the number or the nature of the threat, and are to be taken seriously by all but the strongest of agents.
Payment: 5,000 dollars. (500,000 ¥)
B Rank Missions: More serious missions, the kind which can have far-reaching consequences. Often a precursor to something larger and PARADIGM is taking preventative measures, or something of a small-scale disaster. Powerful single targets or organized groups qualify as B Rank missions, and agents are advised to come prepared for the worst.
Payment: 10,000 dollars. (1,000,000 ¥)
A Rank Missions: Missions of this rank are of a deadly serious nature. An entire country or region is at risk, the danger is widespread or immediate, and things have to be handled decisively and with high risk. Incredibly powerful single opponents with dangerously organized groups or armies might be involved, or actual natural disasters on a country-wide scale. All agents are ordered to proceed with caution, and to end this ASAP.
Payment: 25,000 dollars. (2,500,000 ¥)
S Rank Missions: Missions for the strongest and most qualified of agents. S Rank missions are of a planetary scale, and the threats are numerous, widespread and incredibly dangerous both on a personal and organizational scale. Several high-ranking agents are required for these kinds of missions, and the urgency is directly proportionate to how widespread the danger is. These might be time and resource consuming missions, and all agents are ordered to be ready to be involved for an extended amount of time.
Payment: 50,000 dollars. (5,000,000 ¥)
SS and SSS Rank Missions: Missions of an S rank which are on a scale yet unseen. Possibly galactic or universal scale. Expect the apocalypse if a mission of this rank is ever attempted, and all agents are to participate. Note: Any mission which gains the SS rank means it was an S Rank that was not accomplished, so the dangers are doubled or tripled, at least, and all agents are to take up arms and participate.
Payment: 100,000 to 500,000 dollars. (10,000,000 to 50,000,000 ¥)
Mission Template
This is to help people figure out how to post their mission in an easy to read format.
===Operation #Number: Mission Name===
*'''Description:''' Simple description of the mission
*'''Rank:''' Rank Goes Here (SSS/SS/S/A/B/C/D)
*'''Genre:''' Type of Mission
*'''Location:''' Where mission takes place.
*'''Client:''' Contact Name
*'''Status:''' <font color=red>Open</font> or <font color=green>Closed</font>
*'''Participants''':
** Participant 1
** Participant 2
** Participant 3
*'''Synopsis''': First short sentence for the mission description.
<toggledisplay>
:Mission Paragraph 1
:Mission Paragraph 2, so on and so forth.
</toggledisplay>
- For Genre, it's pretty much what you feel the mission is. People have used Intel / Mytery / Political / Magical / Drama / Martial Arts / Adventure / Spiritual / Espionage / Sci-Fi / Fantasy / Action / Horror / Comedy / Survival / Mature / Supernatural so far.
- The : indents the paragraph. Also, you do not need to use the BR or P codes for breaks and paragraphs. Just spacing with enter and using : at the beginning is enough.
- Toggledisplay is finicky, so it has to be on its own line. If it's on a line with something else, it may cause issues. Toggledisplay is what hides the bulk of your synopsis to keep the page a bit more manageable.
Available Missions
Operation #240: The God of Rock Demands You, Drive Faster
- Description: Three Lost Vikings need help winning a race to garner favor from the God of Rock so that they can go home.
- Rank: C
- Genre: Rock 'N' Roll Racing/The Lost Vikings
- Location: Planet Valhalla
- Client: The Voice of the God of Rock, aka the Metaltron: Ozzie
- Status: Open
- Participants:
- Participant 1
- Participant 2
- Participant 3
- Synopsis: First short sentence for the mission description.
[show details]
- Mission Paragraph 1
- Mission Paragraph 2, so on and so forth.
Operation #247: Resurrection of O?
- Description: A dimensional incursion has happened on the world from Mission 239. Agents are to investigate and get ready for a hard battle, as before.
- Rank: A
- Genre: Fighting
- Location: Frieza Planet #384
- Client: Trunks
- Status: Open
- Participants:
- Participant 1
- Participant 2
- Participant 3
- Synopsis: First short sentence for the mission description.
[show details]
- Mission Paragraph 1
- Mission Paragraph 2, so on and so forth.
Operation #259: The Adventure you Never Imagined Until Today
- Description: Agents are following yet another Kin of Grimoire, this time to a small mountain town.
- Rank: C
- Genre: Action/Comedy/Imagination
- Location: Dallurn (Ethion)
- Client: Juraia Nexus
- Status: Open
- Participants:
- Participant 1
- Participant 2
- Participant 3
- Synopsis: Agents, given information by Erigor, follow a red haired Kin by the name of Rurose, rumored to be seeking ancient ruins dating back to the time of the Library of Infinity.
[show details]
- Mission Paragraph 1
- Mission Paragraph 2, so on and so forth.
In Progress
Missions which agents have begun but have not yet been completed. Used for long-term and particularly complicated missions.
Completed Missions
These are the missions already completed by the members of the Inn.
Season One - Missions Completed #1-50
Season Two - Missions Completed #51-100
Season Three - Missions Completed #101-150
Season Four - Missions Completed #151-200
Season Five - Missions Completed #201-250
Operation #252: Part Man, All Model
- Description: A new drug ring masquerading as a bar has popped up, after changing hands. Make people run, then trash the place.
- Rank: C
- Genre: Beat 'Em Up
- Location: The End
- Client: Dylan Copeland
- Status: Closed
- Participants:
- Synopsis: It was a psychobilly freakout!
[show details]
- Mission Paragraph 1
- Mission Paragraph 2, so on and so forth.
Operation #253: Turf War
- Description: The results of Operation #252 have borne fruit - into a huge turf war!
- Rank: B
- Genre: Widespread Beat 'Em Up
- Location: The End
- Client: Dylan Copeland
- Status: Closed
- Participants:
- Synopsis: The turf war between the Malheureux Family and Don Pergolesi raged across The End...
[show details]
- Mission Paragraph 1
- Mission Paragraph 2, so on and so forth.
Operation #254: Act of the Disappearing Lacrima
- Description: A wizard's guild is looking to outsource some of its jobs as trouble builds in the area, starting with bandits!
- Rank: C
- Genre: Action/Comedy
- Location: Acalypha, Dallurn Continent
- Client: Juraia Nexus
- Status: Closed
- Participants:
- Synopsis: A recent magical-supplies shop was stolen from in Acalypha, and the client wishes PARADIGM to catch the thieves!
[show details]
- PARADIGM traveled to the Soaring Heights guild in Acalypha, where they met with the Guild Master Juraia Nexus. Here, the guild master explained to them in simple terms Dallurn was a place of adventuring wizards who would often take up jobs for the people to quell various troubles or perform various investigations. Recently, by either coincidence, coordination, or opportunity, a sudden surge of troubles had grown and were starting to overwhelmed the guilds in place. Juraia explained that because of this, they were looking for more help, and had chosen to hire PARADIGM after making somewhat recent contact with the organization. For their first job, while the majority of Soaring Heights wizards were already out on different jobs, Juraia asked them to track down a stolen shipment of lacrima (magical batteries) that had been swept away from a caravan earlier in the morning. He provided a map of where the caravan was attacked and let the party be on their way.
- The party managed to track down the thieves fairly easily, as the bandits had made a camp in the nearby woods while preparing to transport the mass amount of crates further. As PARADIGM charged, they were beset upon by a firing line of magic-gun wielding thugs, and a forest full of traps. Through a show of power, however, the team managed to bust into the midst of the bandit camp where two rogue wizards revealed their faces - Totomaru, a fire-controlling wizard wielding different 'flavors' of fire in his attacks, and Trisabelle, a woman who could make her body turn to water and seemed particularly moody about her general surroundings. What began as a gentleman's agreement turned prank swiftly escalated into a hectic combat with their pair, though the Agents were able to overwhelm Totomaru with fair ease, leaving Trisabelle to retreat in a show of cowering after seeing hints of lightning magic amidst the group. Who these two are or why they were aiding the bandits is yet to be seen, but Totomaru now rests with Acalypha's guard as prisoner for further questioning.
Operation #255: Bandits, Now with less Orange Fire
- Description: PARADIGM has spoken with Totomaru about the whereabouts of further bandits, and has been hired to follow up!
- Rank: B
- Genre: Action/Comedy/Vacation
- Location: Dallurn (Ethion)
- Client: Juraia Nexus
- Status: Closed
- Participants:
- Synopsis: Totomaru revealed that he and Trisabelle are part of the Elemental Four, wizards from a recently disbanded guild, and that the four of their team fell in with bandits as a result of losing said guild. Trisabelle and the two others, Sol and Erigor, are said to be with the other bandits in an old castle a train ride away from Acalypha.
[show details]
- The group took a train ride out of Acalypha up to one of the northern stops, and there went eastwards through the woods towards the mountains, where they found the old keep Totomaru had promised was the bandit's main hideout, and where they would likely find the remaining Elemental Four. The team of Agents decided for a two pronged approach. The three ninjas went to scout out the numbers in the castle and see who was present, and effectively sealed off their armory to prevent the bandits from gunning up when the time called for it. After giving them some forward time, the other trio of Argentia, Crono, and Genevieve walked to the front and demanded to parley with Erigor, the Elemental Four wizard said to be strong in wind, and said to be the one who pushed the group to join up with bandits. Erigor seemed unimpressed with offers to stand down and rejoin the guild structure after their own had been disbanded. As a result, he challenged the group to prove they were more than flies by overcoming a task of his choosing.
- The team accepted his challenge - which was to best the Resort Casino Guardian Golem AKA The Jackpot MK2. The strange golem, equipped with a magic slot machine, assaulted the heroes and even sent Genevieve and Crono on vacation! Seeing the way the combat was flowing, the prior scouts jumped into the fray to assist Argentia, Crono, and Genevieve. The fight quickly turned in PARADIGM's favor as a result. However, Erigor was not pleased by this surprise. In mixed response to this, he begrudgingly agreed to continue parley with them, but took a firm stance of his hatred of the guild system under the magic council. He allowed Trisabelle and Sol to surrender without argument, but, packed his own things and left the castle in turn. The Agents decided to let him, rather than forcing an apprehension. This brought the entirety of the bandit group, their stolen cargo, and the bandit's keep under PARADIGM's control (aside from Erigor) and they wrapped up easily from there.
Operation #256: Cry above the Clouds
- Description: A distress call has activated from an tall tower known as the Library of Infinity.
- Rank: B
- Genre: Action/Adventure
- Location: Library of Infinity, Dallurn
- Client: Wendy Marvell
- Status: Closed
- Participants:
- Synopsis: The Library of Infinity, a massive magical tower of knowledge near Dallurn's capital, has sent out a distress call. Sources of the disturbance are unclear, but only PARADIGM can answer it in haste!
[show details]
- Wendy Marvell, member of Soaring Heights, made an urgent call to PARADIGM. Upon arrival, she gave a (though brief) history of the Library of Infinity - a tower library that stretches into the clouds, that's said to have been there since before the kingdom of Dallurn was established. After a recent visit to the library alongside a small PARADIGM escort, Wendy was given a beacon to communicate with the tower's guardians - the Astral Tomes, for the purpose of updating her if new information of her goal came in. Unfortunately, the first call she received from them was not an update of information, but instead, a mysterious call for help that swiftly cut off after. Knowing the tower was an entire train-ride away, she opted instead to call PARADIGM in the hopes that they could head there quicker and find out the issue.
- Upon arrival to the tower, the group was greeted by a pink haired girl who introduced herself as Melody, but really only informed them that she wasn't supposed to speak to strangers when they tried to inquire further. The tower's guardians, the astral tomes, were nowhere to be seen. With words barred, the group tried to move onwards, but that's when Melody decided to take action - she called a trio of the tomes, Elanore, Astrid, and Desirae to her side, and it swiftly became apparent they were under some form of control. Genevieve managed to sense that another with an odd presence similar to Melody's was up at the tower's top, and realizing that this was an effort to delay interference, took flight upwards and took Crono with her, disappearing for the duration of the coming conflict below.
- Down below, Agents Hanako and Zack squared off against the two guardian tomes and Melody, while Desirae seemed content to watch and cheer on her 'comrades'. Elanore, the Tome of Knights, weaved different blade magic at the agents, while Astrid, Tome of Heroes, harnessed odd martial arts, magic shielding, and general toughness to assault, while Melody peppered the battlefield with strong additions of emotion and sensory joining. Despite being outnumbered, however, the Agents managed to come out with a victory over the trio, with Melody forced to flee to the higher reaches of the tower.
- The ascent to the top of the tower, even with her speed, took Genevieve the majority duration of the conflict below. Still, she and Crono managed to breach the top just in time to confront a second woman tampering with the tower's inner workings, summoning Argente to her defense. While the scuffle was brief, the woman escaped with Argente's core. In a decisive moment, however, Genevieve managed to use her prowess in astral tampering, managed to strip Argente out of the core proper and infuse her into the tower, leaving the woman with only a shell of power unknowingly.
- The Agents swiftly regathered at that point, with the Astral Tomes back in control of their senses - and stuck around long enough to crush the magical gemstones the mysterious visitors had implanted that gave them control of the tower's systems and tomes. The only clues they had to the identity of the pair upon exit were the name of the girl, Melody, and the fact that she wore the same Emblem on her arm that Erigor from Mission 255 had among his possessions that Agent Kamen had prior scouted.
Operation #257: Your Best Magitek Knightmare
- Description: Weird figures in black with glowing yellow eyes have been seen wandering the area. Their location has been narrowed down to an abandoned slum-like building near the outskirts of Zozo.
- Rank: A
- Genre: Fantasy/Action/Comedy/Romance/Drama
- Location: Near Zozo, FF6 World (Pre- World of Ruin)
- Client: Terra Branford
- Status: Closed
- Synopsis: The group met up with Terra Branford at the outskirts of Zozo, a place notorious for hoodlums and gangsters.
[show details]
- After being briefed of the situation, the group proceeded to a derelict building that was located in the center of some strange, magical-infused mist. Once inside the building, the group (after a few wrong steps) managed to get to the second floor where they encountered a group of Black Mages with various devices that they had stolen from around the world. There was a Magitek Armor, a weird headpiece, some mummified bodies, and a coffin. A fight broke out between the agents and the black mages as the black mages tried to open the coffin.
- Shinshi and Zack intercepted the coffin and were able to knock it all the way to the basement floor of the building. Meanwhile, the agents continued to fight the black mages and eventually were able to defeat them. Down below in the basement, Shinshi and Zack had accidentally opened the coffin and a mummified body fell out which was quickly filling out into a non-mummified young man. The man then identified Shinshi as his 'mother' and as the group continued to question him, they quickly found out that the Man seemed to have no memories. Shinshi then named the man Kintaro 'Tyrannosaurus' Seta and the group then decided to take some pictures of the devices in the building and then meet back up with Terra Branford. After meeting with Terra, she asked for Kintaro to come back with her to meet the returners and then would get back to the agents if there was any other new information. Agents Shinshi and Shaila also agreed to stay and watch over Kintaro in the meantime as everyone else returned.
Operation #258: The Runner's Lullaby
- Description: Agents head to North Station in pursuit of Melody and the other mystery attacker on the Library of Infinity. But there's other oddities surrounding the town.
- Rank: C
- Genre: Action/Comedy
- Location: Dallurn (Ethion Continent)
- Client: Juraia Nexus
- Status: Closed
- Participants:
- Synopsis: Agents went chasing after Melody and Ultear who were to meet with Erigor, but instead found their 'runner' in the woodlands aiding orphans. The mysterious girl finally shed some light into the goals of their enemies.
[show details]
- After some investigation at the Library of Infinity, Agents learned that the Library's attackers - Melody, a girl controlling emotion, and another (later found to be named Ultear) who seemed capable of reversing some aspects of time - were set to go meet with Erigor from Mission 255. The recording they viewed in the Library of Infinity revealed that he was hunting a 'runner' from their group, and that they were going to meet him in Clover Town at North Station. The Agents made way there with haste at hopes of an intervention.
- Rather than stumbling into Melody, Ultear, or Erigor however, the group came across some commotion surrounding a place known as Mother Mae's Orphanage - an orphanage run by a single old woman, who claimed children were being kidnapped away into the night out from under her, despite even a posting of policemen each night. The Agents took interest with this affair, and offered to watch the foster home that night, asking to be shown around the home to familiarize themselves for the night's affair. What they quickly uncovered, however, was that the children were in relative fear of their foster caretaker, and that she used the orphans for work in assembling clothing with some excuses of legitimacy. Others discovered the likely escape route, and putting all together, it was clear that the children were voluntarily taking flight - though it was unclear from whom they were receiving their help from still. And so they waited for nightfall to see for themselves.
- What came upon them in the night was the children leaving as expected, alongside an unexpected lullaby and harp playing from a mysterious transparent girl flittering through the trees. Her song put the guards to sleep and seemed to lift the fears from the children in question, who followed her off through the woods and into a camp of tree-houses and an open fire roasting a boar. There, the girl's transparency faded and she stood in full figure, greeting the new children into the camp. Her sincerity to them seemed legitimate, and so after some observation, the group opted to approach her openly.
- While protective of them from the strangers, those who knew the Agents from the foster home quickly vouched for them as being friends, and so the children's caretaker introduced herself as Emilia, who was indeed the runner from Melody's group - giving them a name as the Kin of Grimoire. She introduced them to the group's overarching goal - to create the Perfect Wizard, though for what intent it was unclear. When they asked about who was to the Wizard, she revealed that she was one of the early attempts at such, but was 'broken' from the process. Just after revealing that the group had some hands on Magnolia Island, however, Erigor himself found the campsite and attacked fiercely.
- Throughout the fight, Erigor seem fixed on a strange rage, up until the moment he was finally put under and subdued. Given the state of panicked children, PARADIGM made a generous exception in allowing the orphans to be brought to Agent Genevieve's world, Saillune, while Erigor was detained with PARADIGM headquarters, and Emilia was left in the care of Soaring Heights, the client guild of the surrounding affairs. The next steps were obvious - with both Erigor and Emilia now at their fingertips, there is surely information to be found for their next steps.