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Zoobey
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Magical Incubator

PostPosted: Wed Jun 25, 2014 5:23 pm
JOB CLASS TEST

Training.

This is the bread and butter of the Four Clans, how each horseman is part of an army, and an army themselves. On order for horsemen to be CERTIFIED IN THEIR JOB CLASS they must take a test in order to prove their skill in that field. Once they do, they will obtain a bonus ability for completing this test. A horseman may take this test multiple times if they wish, if only as a means to test their strength, but they will need to pass regardless in order to be CERTIFIED.

Horsemen who do not take test are considered "legacies" of their job class. It means the retain their old title as whatever job class they were in but do not inherit the NEW abilities below.

Only a horsemen that has passed the test below for the respective job class they are TRYING FOR inherit the NEW abilities. Legacy horsemen do not have any of these new abilities, regardless of year. That means Y1 OR Y2 horsemen still have to do the test!

You may change job classes if your horsemen tries for another job class and PASSES WITHIN their faction.

Some job classes have different requirements. Make sure you fulfil all requirements before taking the test


OOC: HOW TO TAKE JOB CLASS TEST


gaia_crown [ STEP 1] Search for the job class you want your horsemen to qualify in. If your horseman is already of that class ie: they are a Famine Sage, they are considered "legacy" and have no famine sage abilities. In order for them to get the famine sage abilities, they have to pass the test below. Look for the requirements of that class.

gaia_crown [ STEP 2] If your horseman fulfills all listed requirements they can go ahead and create a [JOB TEST PRP] in the horsemen subforum HERE. They must take this test solo, but other horseman can "sit in" on this RP and watch/ comment/ cheer/ etc etc. If there are two sages for example, both can participate.

gaia_crown [ STEP 3] Copy the job test form in the spoiler tag.

gaia_crown [ STEP 4] If you pass you are done! Go ahead and pick up the OOC ability. This now applies to your character as a passive ability for your horsemen, in the same way students have learned abilities. If you fail, make a new thread, and try again next time!

gaia_crown NOTE: If you finish a job class test and your horseman decides they want to change their class again, that's okay! You can go ahead and take another job class test, which will count as their official job class if they pass.
 
PostPosted: Wed Jun 25, 2014 6:16 pm
CONQUEST JOB CLASSES:


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gaia_crown [ Noble - Conquest ]:

Requirements to take job class test:
- Must have completed 2 horsemen tasks from the NEW given tasks
- Must have completed 2 horsemen spars or battles with anyone
- Must have over 50 RP points
- Must have at least participated in one meta event OR GM rp

Noble passive ability: Your horseman can create a temporary portal to anywhere in the human world (other than Deus Ex of course) and back. They can only carry themselves though
- In battle, if they miss, they can roll again.

The TEST:


[size=11]You are are brought to the [b]labyrinth of no return[/b]. Your goal is to grab the [b]hidden treasures[/b] inside the labyrinth while avoiding traps and reach the end. Collect at LEAST 3 out of the 5 hidden treasures. BEWARE. This test is VERY difficult.

[b]HP:[/b] If your HP reaches zero it is GAME OVER.
[b]THE MAP:[/b] Your horsemen starts at tile [b]1[/b] (make a mental tally this is their starting zone in the event. Their goal is to reach the exit at tile [b]50[/b].

- Roll 1d20. Add the amount you rolled to your total tile number until you hit tile 50 or over. Match your dice roll to the events below.
[b]Rolling 1-2:[/b] An obstacle falls on you! You lose -5 HP!
[b]Rolling 3-4:[/b] Traps fall from the bottom and nearly impale you! You lose - 10 HP!
[b]Rolling 5:[/b] You find a [b]hidden treasure[/b]!
[b]Rolling 6:[/b] A giant axe lands and neatly beheads you! You dissipate. You have to start all over again.
[b]Rolling 7:[/b] Nothing happens
[b]Rolling 8:[/b] You find a [b]hidden treasure[/b]!
[b]Rolling 9:[/b] Nothing happens
[b]Rolling 10:[/b] You find a [b]hidden treasure[/b]!

[b]GOAL:[/b] Roll 1d10 and add your rolls until they are greater than 50. In addition, have at least 3 treasures collected.
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]NOBLE PASSIVE ABILITY:[/b]

[b]Noble passive ability:[/b] Your horseman can create a temporary portal to anywhere in the human world (other than Deus Ex of course) and back. They can only carry themselves though
- In battle, if they miss, they can roll again. [/size]





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gaia_crown [ Scholar - Conquest ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have interacted with at least one Halloween citizen or Hunter
- Must have over 25 RP points

Scholar passive ability: Your horseman can now archive all information they have seen in their books for logging, and let others view them like a movie, much like a "pensive" from Harry Potter. They may also archive the memories of other horsemen who come to them, creating a library of memories that people can view or share (when archiving in rp form you can just have the character viewing the memories react to the memories given).
- In battle, you may change their dice modifier to -5 for 2 turns once per battle.

The TEST:


[size=11]Scholars must be versed in all forms of knowledge and intuition. They are brought forth to the great library in the Conquest archives and asked to find 10 specific books in two minutes.

[b]Time:[/b] If your time reaches zero it is GAME OVER.
[b]THE MAP:[/b] Your horsemen starts at [b]120 seconds[/b] (make a mental tally this is their starting zone in the event. Their goal is to get ten books before 0 seconds hits.)

- Roll 1d10. Every time you roll a dice, subtract 5 seconds from your tally. Match your dice roll to the events below.
[b]Rolling 1-2:[/b] You find an interesting book involving some [i]very naughty relationships[/i] but it is not what you are looking for.
[b]Rolling 3:[/b] You find a book!
[b]Rolling 4:[/b] You find a book!
[b]Rolling 5:[/b] You find a great hidden treasure that whispers to you and promises power, but it is really not what you are looking for in this text.
[b]Rolling a 6:[/b] A giant axe lands and neatly beheads you causing you to drop ALL your books!
[b]Rolling a 7:[/b] You find a book!
[b]Rolling a 8:[/b] You find a book!
[b]Rolling a 9:[/b] You manage to find a book that is close to what you are looking for, but this version has the wrong retelling of the proper events. You spend extra time trying to read it. -10 seconds.
[b]Rolling 10:[/b] You find 2 books!

[b]GOAL:[/b] Find 10 books before time runs out!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]SCHOLAR PASSIVE ABILITY:[/b]


[b]Scholar passive ability:[/b] Your horseman can now archive all information they have seen in their books for logging, and let others view them like a movie, much like a "pensive" from Harry Potter. They may also archive the memories of other horsemen who come to them, creating a library of memories that people can view or share (when archiving in rp form you can just have the character viewing the memories react to the memories given).
- In battle, you may change their dice modifier to -5 for 2 turns once per battle. [/size]






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gaia_crown [ Artisan - Conquest ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have ICly created one piece of artwork
- Must have over 10 RP points

Artisan passive ability: Your horseman can bring to life one of their pieces of art to do their bidding for a small period of time. If it is a painting the painting comes out of the canvas itself and moves as if real. This lasts only for 5 minutes. They may also create paintings for others to use (but these cannot be used in battle) to up to two others max.
- In battle, you may summon that piece of artwork into battle. Roll an extra 1d6 once per battle as additional damage you do to your opponent.

The TEST:


[size=11]Artisans pride themselves for their love of the arts. They must go to the tea ceremony gallery and create their most beautiful work of art with the supplies given.

[b]Mechanic:[/b] This is a two step event:[/b] Part 1, you must roll for supplies, part 2 you must make them! If your horseman doesn't get enough points for their work, they fail this test!

[b]PART 1: Rolling for supplies:[/b] Roll 2d8 and match your results to the supplies below. If you get double, you get double that supply. Now your artisan has to figure out how to make it! All supplies are paired with [b]chisel instruments and paper[/b]

[b]Rolling a 1:[/b] Calligraphy pen
[b]Rolling a 2:[/b] Watercolours
[b]Rolling a 3:[/b] Clay
[b]Rolling a 4:[/b] Origami Paper
[b]Rolling a 5:[/b] Block of wood
[b]Rolling a 6:[/b] Bead set
[b]Rolling a 7:[/b] Yarn
[b]Rolling a 8:[/b] Leather

[b]Part 2:[/b] Making the items! Roll 1d8 and see which bonuses you get for using those supplies. Match your dice roll to the result. IF your horseman owns that supply and it is on their roll, they get the points. Ie: I roll 1 and I get Calligraphy. In Part 1, I also rolled Calligraphy. I get +2 points. You can roll up to 5 times, each time representing the steps you take to get the desired product of whatever yoru horsemen decides to make/paint with their items. When the 5 turns are over, if you get +4 points overall, you pass! Otherwise you fail!

[b]Rolling a 1:[/b] Calligraphy pen bonus + 2 points!
[b]Rolling a 2:[/b] Watercolours bonus + 2 points!
[b]Rolling a 3:[/b] Clay bonus + 2 points!
[b]Rolling a 4:[/b] Origami Paper bonus + 2 points!
[b]Rolling a 5:[/b] Block of wood bonus + 2 points!
[b]Rolling a 6:[/b] Bead set bonus + 2 points!
[b]Rolling a 7:[/b] Yarn bonus + 2 points!
[b]Rolling a 8:[/b] Leather bonus + 2 points!

[b]GOAL:[/b] Get + 4 points overall!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]ARTISAN PASSIVE ABILITY:[/b]

[b]Artisan passive ability:[/b] Your horseman can bring to life one of their pieces of art to do their bidding for a small period of time. If it is a painting the painting comes out of the canvas itself and moves as if real. This lasts only for 5 minutes. They may also create paintings for others to use (but these cannot be used in attle).
- In battle, you may summon that piece of artwork into battle. Roll an extra 1d6 once per battle as additional damage you do to your opponent. [/size]




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gaia_crown [ Imperial Soldier - Conquest ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have done 1 PVP battle with any faction
- Must have over 5 RP points

Imperial Soldier passive ability: Your horseman can craft one long ranged weapon to use. If they already have a weapon, they can modify their existing weapon into a long ranged one.
- In battle, you may summon that weapon in battle. It does +1 additional damage for the first 3 turns you use it.

The TEST:


[size=11]Imperial soldiers are warriors first and foremost. They must show their abilities in mastering the warrior arts.

[b]Destroy the targets!:[/b] Straw targets have been placed all over the practice field. Your horseman must destroy at least 10 of them in the given [b]60 seconds[/b]

[b]Roll 1d6:[/b] Subtract that from 60 seconds AND match your rolled results to the dice rolls below. If your character hits [b]0 seconds[/b] and they have not destroyed [b]10 targets[/b] it is GAME OVER

[b]Roll a 1:[/b] Miss! You missed the target by a far. Try again!
[b]Roll a 2:[/b] You hit yourself instead! Ouch!
[b]Roll a 3-6:[/b] Target hit! Good job!

[b]GOAL:[/b] Get 10 targets before you hit 0 seconds!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]IMPERIAL SOLDIER PASSIVE ABILITY:[/b]

[b]Imperial Soldier passive ability:[/b] Your horseman can craft one long ranged weapon to use. If they already have a weapon, they can modify their existing weapon into a long ranged one.
- In battle, you may summon that weapon in battle. It does +1 additional damage for the first 3 turns you use it. [/size]




FAMINE JOB CLASSES:


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gaia_crown [ Sage - Famine ]:

Requirements to take job class test:
- Must have completed 2 horsemen tasks from the NEW given tasks
- Must have completed 2 horsemen spars or battles with anyone
- Must have over 50 RP points
- Must have at least participated in one meta event OR GM rp

Sage passive ability: Sages can camouflage themselves, hiding even in plain sight. This allows them to listen to any conversation at close range. HOWEVER, if the level of the horsemen or opponent is higher than the sage's, then the sage will be caught and/or heard! If their level is the SAME, the opponent should roll 1d6 each time they say anything. If they roll even, they spot the hidden sage!
- In battle, they can halve the damage of any NON FEAR/CHARGE ATTACK MOVE

The TEST:


[size=11]You are are brought to the [b]labyrinth of no return[/b]. Your goal is to grab the [b]hidden treasures[/b] inside the labyrinth while avoiding traps and reach the end. Collect at LEAST 3 out of the 5 hidden treasures. BEWARE. This test is VERY difficult.

[b]HP:[/b]If your HP reaches zero it is GAME OVER.
[b]THE MAP:[/b] Your horsemen starts at tile [b]1[/b] (make a mental tally this is their starting zone in the event. Their goal is to reach the exit at tile [b]50[/b].

- Roll 1d10. Add the amount you rolled to your total tile number until you hit tile 50 or over. Match your dice roll to the events below.
[b]Rolling 1-2:[/b] An obstacle falls on you! You lose -5 HP!
[b]Rolling 3-4:[/b] Traps fall from the bottom and nearly impale you! You lose - 10 HP!
[b]Rolling 5:[/b] You find a [b]hidden treasure[/b]!
[b]Rolling a 6:[/b] A giant axe lands and neatly beheads you! You dissipate. You have to start all over again.
[b]Rolling 7:[/b] Nothing happens
[b]Rolling 8:[/b] You find a [b]hidden treasure[/b]!
[b]Rolling 9:[/b] Nothing happens
[b]Rolling 10:[/b] You find a [b]hidden treasure[/b]!

[b]GOAL:[/b] Roll 1d10 and add your rolls until they are greater than 50. In addition, have at least 3 treasures collected.
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]SAGE PASSIVE ABILITY:[/b]

[b]Sage passive ability:[/b] Sages can camouflage themselves, hiding even in plain sight. This allows them to listen to any conversation at close range. HOWEVER, if the [b]level[/b] of the horsemen or opponent is higher than the sage's, then the sage will be caught and/or heard! If their level is the SAME, the opponent should roll 1d6 each time they say anything. If they roll even, they spot the hidden sage!
- In battle, they can halve the damage of any NON FEAR/CHARGE ATTACK MOVE[/size]





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gaia_crown [ Scavenger - Famine ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have interacted with at least one Halloween citizen or Hunter
- Must have over 25 RP points

Scavenger passive ability: Your horseman may summon a mount-sized insect to do their bidding. They can also give others one as well, to up to two other horsemen, but others cannot use them in battle.
- In battle, you may summon the insect. Roll an extra 1d6 once per battle as additional damage you do to your opponent.


The TEST:


[size=11]Scavengers must be versed in all forms of knowledge and intuition. They are brought forth to the great sand dunes in the Famine quarters and asked to find 10 rare treasures in two minutes.

[b]Time:[/b] If your time reaches zero it is GAME OVER.
[b]THE MAP:[/b] Your horsemen starts at [b]120 seconds[/b] (make a mental tally this is their starting zone in the event. Their goal is to get ten treasures before 0 seconds hits.

- Roll 1d10. Every time you roll a dice, subtract 5 seconds from your tally. Match your dice roll to the events below.
[b]Rolling 1-2:[/b] You find an interesting treasure involving some [i]very naughty relationships[/i] but it is not what you are looking for.
[b]Rolling 3:[/b] You find a treasure!
[b]Rolling 4:[/b] You find a treasure!
[b]Rolling 5:[/b] You find a great hidden book that whispers to you and promises power, but it is really not what you are looking for in this text.
[b]Rolling a 6:[/b] A giant axe lands and neatly beheads you causing you to drop ALL your treasure!
[b]Rolling a 7:[/b] You find a treasure!
[b]Rolling a 8:[/b] You find a treasure!
[b]Rolling a 9:[/b] You manage to find a piece of treasure that is just buried too deep in the sand. You waste time trying to dig for it. -10 seconds.
[b]Rolling 10:[/b] You find 2 treasures!

[b]GOAL:[/b] Find 10 treasures before time runs out!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]SCAVENGER PASSIVE ABILITY:[/b]


[b]Scavenger passive ability:[/b] Your horseman may summon a mount-sized insect to do their bidding. They can also let give others one as well, up to two other horsemen, but others cannot use them in battle.
- In battle, you may summon that insect into battle. Roll an extra 1d6 once per battle as additional damage you do to your opponent. [/size]






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gaia_crown [ Alchemist - Famine ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have ICly created one piece of artwork
- Must have over 10 RP points

Alchemist passive ability: Your horseman can create potions using Fear they reap in battle. Every single time they get a successful hit in a battle from NON horsemen, they get +1 Fear points. They can create a variety potions with those Fear points. Each of these last only 1 hour. These can be shared or given to others.
+2 Fear points: You can make a potion that makes you tiny (1 inch)
+ 3 Fear points: You can make a potion that disguises you as a Halloween creature
+4 Fear points: You can make a potion that disguises you as a Human
+5 Fear points: You can make a potion that turns you into a nest of insects, instead of just one.
+10 Fear points: Will cure any status ailments, including horrific Insanity for a temporary period of time.
- In battle, your horsemen can simply summon an explosive potion that does +1 extra damage for 3 turns.

The TEST:


[size=11]Alchemists must show their mixing and matching prowess.

[b]Mechanic:[/b] This is a two step event:[/b] Part 1, you must roll for supplies, part 2 you must make them! If your horseman doesn't get enough points for their work, they fail this test!

[b]PART 1: Rolling for supplies:[/b] Roll 2d8 and match your results to the supplies below. If you get double, you get double that supply. Now your artisan has to figure out how to make it! All supplies are paired with [b]a base alchemy kit[/b]
[b]Rolling a 1:[/b] Insanity
[b]Rolling a 2:[/b] Fear
[b]Rolling a 3:[/b] Joy
[b]Rolling a 4:[/b] Grace (Thanksgiving)
[b]Rolling a 5:[/b] Chocolate
[b]Rolling a 6:[/b] Human blood
[b]Rolling a 7:[/b] Bones
[b]Rolling a 8:[/b] Feathers

[b]Part 2:[/b] Making with the items! Roll 1d8. Match your dice roll to the result. IF your horseman owns that supply and it is on their roll, they get the points. Ie: I roll 1 and I get Insanity. In Part 1, I also rolled Insanity. I get +2 points. You can roll up to 5 times, each time representing the steps you take to get the desired product of whatever your horsemen decides to make with their items. When the 5 turns are over, if you get +4 points overall, you pass! Otherwise you fail!
[b]Rolling a 1:[/b] Insanity +2 points!
[b]Rolling a 2:[/b] Fear +2 points!
[b]Rolling a 3:[/b] Joy +2 points!
[b]Rolling a 4:[/b] Grace (Thanksgiving) +2 points!
[b]Rolling a 5:[/b] Chocolate +2 points!
[b]Rolling a 6:[/b] Human blood +2 points!
[b]Rolling a 7:[/b] Bones +2 points!
[b]Rolling a 8:[/b] Feathers +2 points!

[b]GOAL:[/b] Get + 4 points overall!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]ALCHEMIST PASSIVE ABILITY:[/b]

[b]Alchemist passive ability:[/b] Your horseman can create potions using Fear they reap in battle. Every single time they get a successful hit in a battle from NON horsemen, they get +1 Fear points. They can create a variety potions with those Fear points. Each of these last only 1 hour. These can be shared or given to others.
+2 Fear points: You can make a potion that makes you tiny (1 inch)
+ 3 Fear points: You can make a potion that disguises you as a Halloween creature
+4 Fear points: You can make a potion that disguises you as a Human
+5 Fear points: You can make a potion that turns you into a nest of insects, instead of just one.
+10 Fear points: Will cure any status ailments, including horrific Insanity for a temporary period of time.
- In battle, your horsemen can simply summon an explosive potion that does +1 extra damage for 3 turns. [/size]




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gaia_crown [ Colony Soldier - Famine ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have done 1 PVP battle with any faction
- Must have over 5 RP points

Colony Soldier passive ability: Your horseman can craft one polearm weapon to use. If they already have a weapon, they can modify their existing weapon into a polearm one.
- In battle, you may summon that weapon in battle. It does +1 additional damage for the first 3 turns you use it.

The TEST:


[size=11]Colony soldiers are warriors first and foremost. They must show their abilities in mastering the warrior arts.

[b]Destroy the targets!:[/b] Straw targets have been placed all over the practice field. Your horseman must destroy at least 10 of them in the given [b]60 seconds[/b]

[b]Roll 1d6:[/b] Subtract that from 60 seconds AND match your rolled results to the dice rolls below. If your character hits [b]0 seconds[/b] and they have not destroyed [b]10 targets[/b] it is GAME OVER

[b]Roll a 1:[/b] Miss! You missed the target by a far. Try again!
[b]Roll a 2:[/b] You hit yourself instead! Ouch!
[b]Roll a 3-6:[/b] Target hit! Good job!

[b]GOAL:[/b] Get 10 targets before you hit 0 seconds!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]COLONY SOLDIER PASSIVE ABILITY:[/b]

[b]Colony Soldier passive ability:[/b] Your horseman can craft one polearm weapon to use. If they already have a weapon, they can modify their existing weapon into a long ranged one.
- In battle, you may summon that weapon in battle. It does +1 additional damage for the first 3 turns you use it. [/size]





WAR JOB CLASSES:


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gaia_crown [ Chieftain - War ]:

Requirements to take job class test:
- Must have completed 2 horsemen tasks from the NEW given tasks
- Must have completed 2 horsemen spars or battles with anyone
- Must have over 50 RP points
- Must have at least participated in one meta event OR GM rp

Chieftain passive ability: Chieftains command the skies, attacking from above. They can change their mount into large flying EAGLE FORM (or any BIRD OF PREY ONLY) and command it to attack/others/ fetch things/ have it act as a secondary assistant for as long as they'd like. In their second stage (if your horseman is elder horseman) they can turn themselves into eagle form as well.
- In battle, you you may roll 3 of your dice instead of 2 for a regular attack one turn by summoning your mount/eagle into battle.

The TEST:


[size=11]You are are brought to the [b]tree labyrinth of no return[/b]. Your goal is to destroy the [b]wooden targets[/b] inside the labyrinth while avoiding traps and reach the end. Destroy at LEAST 3 out of the 5 wooden targets. BEWARE. This test is VERY difficult.

[b]HP:[/b]If your HP reaches zero it is GAME OVER.
[b]THE MAP:[/b] Your horsemen starts at tile [b]1[/b] (make a mental tally this is their starting zone in the event. Their goal is to reach the exit at tile [b]50[/b].

- Roll 1d10. Add the amount you rolled to your total tile number until you hit tile 50 or over. Match your dice roll to the events below.
[b]Rolling 1-2:[/b] An obstacle falls on you! You lose -5 HP!
[b]Rolling 3-4:[/b] Traps fall from the bottom and nearly impale you! You lose - 10 HP!
[b]Rolling 5:[/b] You find a [b]wooden target[/b]!
[b]Rolling a 6:[/b] A giant axe lands and neatly beheads you! You dissipate. You have to start all over again.
[b]Rolling 7:[/b] Nothing happens
[b]Rolling 8:[/b] You find a [b]wooden target[/b]!
[b]Rolling 9:[/b] Nothing happens
[b]Rolling 10:[/b] You find a [b]wooden target[/b]!

[b]GOAL:[/b] Roll 1d10 and add your rolls until they are greater than 50. In addition, have at least 3 wooden targets collected.
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]CHIEFTAIN PASSIVE ABILITY:[/b]


[b]Chieftain passive ability:[/b] Chieftains command the skies, attacking from above. They can change their mount into large flying EAGLE FORM (or any BIRD OF PREY ONLY) and command it to attack/others/ fetch things/ have it act as a secondary assistant for as long as they'd like. In their second stage (if your horseman is elder horseman) they can turn themselves into eagle form as well.
- In battle, you you may roll 3 of your dice instead of 2 for a regular attack one turn by summoning your mount/eagle into battle.[/size]





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gaia_crown [ Executioner - War ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have interacted with at least one Halloween citizen or Hunter
- Must have over 25 RP points

Executioner passive ability: Your horsemen may carry TWO weapons with them at a time. These can be summoned in and out of battle/ can appear on the official art.
- In battle, you may summon that extra weapon into battle. Roll an extra 1d6 once per battle as additional damage you do to your opponent.


The TEST:


[size=11]Executioners must be swift to strike where needed, and excel in all forms of battle. They must navigate the great plains and locate and eliminate five wooden targets.

[b]Time:[/b] If your time reaches zero it is GAME OVER.
[b]THE MAP:[/b] Your horsemen starts at [b]120 seconds[/b] (make a mental tally this is their starting zone in the event. Their goal is to get ten books before 0 seconds hits.

- Roll 1d10. Every time you roll a dice, subtract 5 seconds from your tally. Match your dice roll to the events below.
[b]Rolling 1-2:[/b] You find what looks like a wooden target but it is actually just a log....
[b]Rolling 3:[/b] You find a wooden target!
[b]Rolling 4:[/b] You find a wooden target!
[b]Rolling 5:[/b] You find a great hidden book that whispers to you and promises power, but it is really not what you are looking for in this text.
[b]Rolling a 6:[/b] A giant axe lands and neatly beheads you causing the course to reset!
[b]Rolling a 7:[/b] You find a wooden target!
[b]Rolling a 8:[/b] You find a wooden target!
[b]Rolling a 9:[/b] You manage to find a piece of treasure that is just buried too deep in the sand. You waste time trying to dig for it. -10 seconds.
[b]Rolling 10:[/b] You find 2 wooden targets!

[b]GOAL:[/b] Find 10 wooden targets before time runs out!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]SCAVENGER PASSIVE ABILITY:[/b]


[b]Executioner passive ability:[/b] Your horsemen may carry TWO weapons with them at a time. These can be summoned in and out of battle/ can appear on the official art.
- In battle, you may summon that extra weapon into battle. Roll an extra 1d6 once per battle as additional damage you do to your opponent. [/size]






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gaia_crown [ Warrior - War ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have ICly created one piece of artwork
- Must have over 10 RP points

Warrior passive ability: Warriors can craft their own weapons made out of animal hide and bones/ metal. They do this by gathering the supplies or looting from the slain/ taking trophies. From the items they take, they can then craft their own weapons and give them to others. Any weapons they craft can be used in the official art as well as the horseman's "updated official" weapon look. All weapons are imbued with Fear from the smiths which make them almost impossible to break.
Battle ability: For each additional War warrior in battle, add + 1 to your attack (not including yourself).

The TEST:


[size=11]Warriors must be good at battle, but must be able to craft weapons as well.

[b]Mechanic:[/b] This is a two step event:[/b] Part 1, you must roll for supplies, part 2 you must make them! If your horseman doesn't get enough points for their work, they fail this test!

[b]PART 1: Rolling for supplies:[/b] Roll 2d8 and match your results to the supplies below. If you get double, you get double that supply. Now your warrior has to figure out how to make it! All supplies are paired with [b]a base weapons smithing kit[/b]
[b]Rolling a 1:[/b] Leather
[b]Rolling a 2:[/b] Bone
[b]Rolling a 3:[/b] Copper
[b]Rolling a 4:[/b] Wood
[b]Rolling a 5:[/b] Iron
[b]Rolling a 6:[/b] Feathers
[b]Rolling a 7:[/b] Tough cord
[b]Rolling a 8:[/b] Dragon scales

[b]Part 2:[/b] Making with the items! Roll 1d8. Match your dice roll to the result. IF your horseman owns that supply and it is on their roll, they get the points. Ie: I roll 1 and I get Insanity. In Part 1, I also rolled Insanity. I get +2 points. You can roll up to 5 times, each time representing the steps you take to get the desired product of whatever your horsemen decides to make with their items. When the 5 turns are over, if you get +4 points overall, you pass! Otherwise you fail!
[b]Rolling a 1:[/b] Leather +2 points!
[b]Rolling a 2:[/b] Bone +2 points!
[b]Rolling a 3:[/b] Copper +2 points!
[b]Rolling a 4:[/b] Wood +2 points!
[b]Rolling a 5:[/b] Iron +2 points!
[b]Rolling a 6:[/b] Feathers +2 points!
[b]Rolling a 7:[/b] Tough cord +2 points!
[b]Rolling a 8:[/b] Dragon scales +2 points!

[b]GOAL:[/b] Get + 4 points overall!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]WARRIOR PASSIVE ABILITY:[/b]

[b]Warrior passive ability:[/b] Warriors can craft their own weapons made out of animal hide and bones/ metal. They do this by gathering the supplies or looting from the slain/ taking trophies. From the items they take, they can then craft their own weapons and give them to others. Any weapons they craft can be used in the official art as well as the horseman's "updated official" weapon look. All weapons are imbued with Fear from the smiths which make them almost impossible to break.
Battle ability: For each additional War warrior in battle, add + 1 to your attack (not including yourself). [/size]




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gaia_crown [ Queen's Soldier - War ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have done 1 PVP battle with any faction
- Must have over 5 RP points

Queen's Soldier passive ability: Your horseman can craft one trap weapon to use to snare opponents in Lairs/ during battle. A trap is used up once someone enters it.
- In battle, you may create a trap in battle. It does +1 additional damage for the first 3 turns you use it.

The TEST:


[size=11]Queen's soldiers are warriors first and foremost. They must show their abilities in mastering the warrior arts.

[b]Destroy the targets!:[/b] Straw targets have been placed all over the practice field. Your horseman must destroy at least 10 of them in the given [b]60 seconds[/b]

[b]Roll 1d6:[/b] Subtract that from 60 seconds AND match your rolled results to the dice rolls below. If your character hits [b]0 seconds[/b] and they have not destroyed [b]10 targets[/b] it is GAME OVER

[b]Roll a 1:[/b] Miss! You missed the target by a far. Try again!
[b]Roll a 2:[/b] You hit yourself instead! Ouch!
[b]Roll a 3-6:[/b] Target hit! Good job!

[b]GOAL:[/b] Get 10 targets before you hit 0 seconds!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]QUEEN'S SOLDIER PASSIVE ABILITY:[/b]

[b]Queen's Soldier passive ability:[/b] Your horseman can craft one trap weapon to use to snare opponents in Lairs/ during battle. A trap is used up once someone enters it.
- In battle, you may create a trap in battle. It does +1 additional damage for the first 3 turns you use it. [/size]






DEATH JOB CLASSES:


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gaia_crown [ Priestess - Death ]:

Requirements to take job class test:
- Must have completed 2 horsemen tasks from the NEW given tasks
- Must have completed 2 horsemen spars or battles with anyone
- Must have over 50 RP points
- Must have at least participated in one meta event OR GM rp
- Should be a female character

Priestess passive ability: Priestesses can invoke Trance, to view a "distorted reality" involving your character through dreams. That means in rp they can put your character to sleep and that character can then create a prp and/or orp where they can create an AU version of themselves and/or other characters with those characters. You can RP out the AU as you wish. The scenario for the AU is up to you.
- In battle, you you may create an illusion that slows the opponent down. A target opponent's dice modifier is - 10 for the next turn.

The TEST:


[size=11]You are are brought to the [b]labyrinth of illusions[/b]. Your goal is to find all the [b]broken mirrors[/b] inside the labyrinth while avoiding traps and reach the end. Collect at LEAST 3 out of the 5 broken mirrors. BEWARE. This test is VERY difficult.

[b]HP:[/b]If your HP reaches zero it is GAME OVER.
[b]THE MAP:[/b] Your horsemen starts at tile [b]1[/b] (make a mental tally this is their starting zone in the event. Their goal is to reach the exit at tile [b]50[/b].

- Roll 1d10. Add the amount you rolled to your total tile number until you hit tile 50 or over. Match your dice roll to the events below.
[b]Rolling 1-2:[/b] An obstacle falls on you! You lose -5 HP!
[b]Rolling 3-4:[/b] Traps fall from the bottom and nearly impale you! You lose - 10 HP!
[b]Rolling 5:[/b] You find a [b]broken mirror[/b]!
[b]Rolling a 6:[/b] A giant axe lands and neatly beheads you! You dissipate. You have to start all over again.
[b]Rolling 7:[/b] Nothing happens
[b]Rolling 8:[/b] You find a [b]broken mirror[/b]!
[b]Rolling 9:[/b] Nothing happens
[b]Rolling 10:[/b] You find a [b]broken mirror[/b]!

[b]GOAL:[/b] Roll 1d10 and add your rolls until they are greater than 50. In addition, have at least 3 wooden targets collected.
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]PRIESTESS PASSIVE ABILITY:[/b]


[b]Priestess passive ability:[/b] Priestesses can invoke [i]Trance[/i], to view a "distorted reality" involving your character through dreams. That means in rp they can put your character to sleep and that character can then create a prp and/or orp where they can create an AU version of themselves and/or other characters with those characters. You can RP out the AU as you wish. The scenario for the AU is up to you.
- In battle, you you may create an illusion that slows the opponent down. A target opponent's dice modifier is - 10 for the next turn.[/size]





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gaia_crown [ Guardian - Death ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have interacted with at least one Halloween citizen or Hunter
- Must have over 25 RP points

Guardian passive ability: You may select one priestess to "serve" during your time. You and the priestess will be able to communicate with each other telepathically. You will also share her ability of Trance if she has one (and use it yourself).
- In battle, you may summon your weapon into battle. Roll an extra 1d6 once per battle as additional damage you do to your opponent.


The TEST:


[size=11]Guardians must be swift to strike where needed, and excel in all forms of battle. They must navigate the great plains and locate and eliminate five wooden targets.

[b]Time:[/b] If your time reaches zero it is GAME OVER.
[b]THE MAP:[/b] Your horsemen starts at [b]120 seconds[/b] (make a mental tally this is their starting zone in the event. Their goal is to get ten books before 0 seconds hits.

- Roll 1d10. Every time you roll a dice, subtract 5 seconds from your tally. Match your dice roll to the events below.
[b]Rolling 1-2:[/b] You find what looks like a wooden target but it is actually just a log....
[b]Rolling 3:[/b] You find a wooden target!
[b]Rolling 4:[/b] You find a wooden target!
[b]Rolling 5:[/b] You find a great hidden book that whispers to you and promises power, but it is really not what you are looking for in this text.
[b]Rolling a 6:[/b] A giant axe lands and neatly beheads you causing the course to reset!
[b]Rolling a 7:[/b] You find a wooden target!
[b]Rolling a 8:[/b] You find a wooden target!
[b]Rolling a 9:[/b] You manage to find a piece of treasure that is just buried too deep in the sand. You waste time trying to dig for it. -10 seconds.
[b]Rolling 10:[/b] You find 2 wooden targets!

[b]GOAL:[/b] Find 10 wooden targets before time runs out!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]SCAVENGER PASSIVE ABILITY:[/b]


[b]Guardian passive ability:[/b] You may select one priestess to "serve" during your time. You and the priestess will be able to communicate with each other telepathically. You will also share her ability of Trance if she has one (and use it yourself).
- In battle, you may summon your weapon into battle. Roll an extra 1d6 once per battle as additional damage you do to your opponent. [/size]






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gaia_crown [ Jewelcrafter - Death ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have ICly created one piece of artwork
- Must have over 10 RP points

Jewelcrafter passive ability: Jewelcrafters can craft their own jewelry and armour made out precious stones created from Fear and metal. From the items they take, they can then craft their own weapons and give them to others. Any items they craft can be used in the official art as well as the horseman's "updated official" accessories look. All accessories are imbued with Fear from the smiths which make them almost impossible to break. Certain jewels you collect also have bonuses:
Fire opal: Successfully KO a Hunter to create a fire opal made of Fear. Craft this to give your horsemen one chance to resurrect with full HP without dissipating. Can only be used once (per time you craft it).
Ruby: Successfully KO a student to create a ruby made of Fear. Craft this to give your horsemen one chance to create a portal back home. Can only be used once (per time you craft it).
Sapphire: Successfully participate in 3 spars to create a ruby made of Sapphire. Craft this to give your horsemen one chance to enslave a human for an hour. Can only be used once (per time you craft it).

Battle ability: For each gemstone you own, add +1 HP to your HP (max of 5 gemstones).

The TEST:


[size=11]Jewelcrafts must be able to craft all sorts of accessories.

[b]Mechanic:[/b] This is a two step event:[/b] Part 1, you must roll for supplies, part 2 you must make them! If your horseman doesn't get enough points for their work, they fail this test!

[b]PART 1: Rolling for supplies:[/b] Roll 2d8 and match your results to the supplies below. If you get double, you get double that supply. Now your warrior has to figure out how to make it! All supplies are paired with [b]a base weapons smithing kit[/b]
[b]Rolling a 1:[/b] Tigers Eye
[b]Rolling a 2:[/b] Lapis Lazuli
[b]Rolling a 3:[/b] Copper
[b]Rolling a 4:[/b] Wood
[b]Rolling a 5:[/b] Glass beads
[b]Rolling a 6:[/b] Steel
[b]Rolling a 7:[/b] Tough cord
[b]Rolling a 8:[/b] Lucky kitsune tail

[b]Part 2:[/b] Making with the items! Roll 1d8. Match your dice roll to the result. IF your horseman owns that supply and it is on their roll, they get the points. Ie: I roll 1 and I get Insanity. In Part 1, I also rolled Insanity. I get +2 points. You can roll up to 5 times, each time representing the steps you take to get the desired product of whatever your horsemen decides to make with their items. When the 5 turns are over, if you get +4 points overall, you pass! Otherwise you fail!
[b]Rolling a 1:[/b] Tigers Eye + 2 points!
[b]Rolling a 2:[/b] Lapis Lazuli + 2 points!
[b]Rolling a 3:[/b] Copper + 2 points!
[b]Rolling a 4:[/b] Wood + 2 points!
[b]Rolling a 5:[/b] Glass beads + 2 points!
[b]Rolling a 6:[/b] Steel + 2 points!
[b]Rolling a 7:[/b] Tough cord + 2 points!
[b]Rolling a 8:[/b] Lucky kitsune tail + 2 points!

[b]GOAL:[/b] Get + 4 points overall!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]JEWELCRAFTER PASSIVE ABILITY:[/b]

[b]Jewelcrafter passive ability:[/b] Jewelcrafters can craft their own jewelry and armour made out precious stones created from Fear and metal. From the items they take, they can then craft their own weapons and give them to others. Any items they craft can be used in the official art as well as the horseman's "updated official" accessories look. All accessories are imbued with Fear from the smiths which make them almost impossible to break. Certain jewels you collect also have bonuses:
Fire opal: Successfully KO a Hunter to create a fire opal made of Fear. Craft this to give your horsemen one chance to resurrect with full HP without dissipating. Can only be used once (per time you craft it).
Ruby: Successfully KO a student to create a ruby made of Fear. Craft this to give your horsemen one chance to create a portal back home. Can only be used once (per time you craft it).
Sapphire: Successfully participate in 3 spars to create a ruby made of Sapphire. Craft this to give your horsemen one chance to enslave a human for an hour. Can only be used once (per time you craft it).

Battle ability: For each gemstone you own, add +1 HP to your HP (max of 5 gemstones) [/size]




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gaia_crown [ Ashen Soldier - Death ]:

Requirements to take job class test:
- Must have completed 1 horsemen task from the NEW given tasks
- Must have done 1 PVP battle with any faction
- Must have over 5 RP points

Ashen's Soldier passive ability: Your horsemen can turn their mount invisible. Oooh ahhh.
- In battle, they may use stealth to attack the opponent. This gives them always the priority first attack in PVP. (pvp only)

The TEST:


[size=11]Ashen's soldiers are warriors first and foremost. They must show their abilities in mastering the warrior arts.

[b]Destroy the targets!:[/b] Straw targets have been placed all over the practice field. Your horseman must destroy at least 10 of them in the given [b]60 seconds[/b]

[b]Roll 1d6:[/b] Subtract that from 60 seconds AND match your rolled results to the dice rolls below. If your character hits [b]0 seconds[/b] and they have not destroyed [b]10 targets[/b] it is GAME OVER

[b]Roll a 1:[/b] Miss! You missed the target by a far. Try again!
[b]Roll a 2:[/b] You hit yourself instead! Ouch!
[b]Roll a 3-6:[/b] Target hit! Good job!

[b]GOAL:[/b] Get 10 targets before you hit 0 seconds!
[b]UPON COMPLETION:[/b] You have done it! Your horseman gains the [b]ASHEN SOLDIER PASSIVE ABILITY:[/b]

[b]Ashen's Soldier passive ability:[/b] Your horsemen can turn their mount invisible. [i]Oooh ahhh[/i].
- In battle, they may use stealth to attack the opponent. This gives them always the priority first attack in PVP. (pvp only)
[/size]



Update Notes
1/12/15: The most difficult job class tests (Sage, Priestess, Chieftain, Noble) have been made easier!
    - Required tiles are now 50, down from 100.
    - The chance to get treasure has been increased to 3/10, up from 2/10.
 

Zoobey
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Magical Incubator

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