elytra
a beetle may or may not be inferior to a man
— WELCOME TO THE REACH !
modern fantasy heist.
modern fantasy heist.
01. introduction.
To Whom This Message May Be Received,
You may be wondering who I am and perhaps why I am reaching out to you. For the first question, I unfortunately cannot answer in order to retain my anonymity in this delicate matter, which I hope you can understand. For the second, I ask something in return: have you ever craved to be something more than what you are? To exceed your current bounds and do the impossible?
I believe the answer to be yes. After all, every person receiving this letter has reached a mastery of their craft, the point where most would say that full potential was fulfilled. You've accomplished much through sheer ambition, but that ambition which drives you is what I assume keeps you from being content with your current status and longing for something else.
If that is not the case, if I am wrong, you can stop reading here and delete this message. If I'm right, I have one more question for you: do you want to be the catalyst that brings true magic back into the world?
The job pays well. All those who accept are invited to meet at the Crossroads bar in the Reach, table 4, on Sunday at 1 pm sharp. All those who are comfortable with their lives and wish for nothing more are wished well on their solitary journeys.
Regards,
Q
You may be wondering who I am and perhaps why I am reaching out to you. For the first question, I unfortunately cannot answer in order to retain my anonymity in this delicate matter, which I hope you can understand. For the second, I ask something in return: have you ever craved to be something more than what you are? To exceed your current bounds and do the impossible?
I believe the answer to be yes. After all, every person receiving this letter has reached a mastery of their craft, the point where most would say that full potential was fulfilled. You've accomplished much through sheer ambition, but that ambition which drives you is what I assume keeps you from being content with your current status and longing for something else.
If that is not the case, if I am wrong, you can stop reading here and delete this message. If I'm right, I have one more question for you: do you want to be the catalyst that brings true magic back into the world?
The job pays well. All those who accept are invited to meet at the Crossroads bar in the Reach, table 4, on Sunday at 1 pm sharp. All those who are comfortable with their lives and wish for nothing more are wished well on their solitary journeys.
Regards,
Q
02. explanation.
Welcome to The Reach, a modern heist with a magic twist! In this world, true magic has been driven out of existence for the most part, with those who can use it being hunted down and taken to undisclosed locations and true magical objects being held under lock and key by powerful people, whether in private collections or within museums. The only hint of magic that remains is runework, which is (simply put) magic coding and has been put in everything from phones to home security. Its far less powerful and much more restricted than real magic, meaning that it can only be used for the most mundane of things.
Of course, when something is locked away, that only makes it all the more tempting. Players in this group would take up the roles of different criminals, strangers to each other, who have been called together for one purpose: to steal true magic objects from their current owners and hand them over to a mysterious benefactor who promises to pay a lot for them. Its dangerous and even stupid, but for whatever reason, all those who receive a letter agree to the job.
This rp will mainly focus on inter-character relationships and how they develop from being absolute strangers to having to work together, but will also have the fun bonus of like...magical, modern crime. Because who doesn't like magical modern crime? If interested, please read the rules quickly and then post your interest in this thread. The offered roles are also available below the rules section.
OOC
Character Applications
Lore
Of course, when something is locked away, that only makes it all the more tempting. Players in this group would take up the roles of different criminals, strangers to each other, who have been called together for one purpose: to steal true magic objects from their current owners and hand them over to a mysterious benefactor who promises to pay a lot for them. Its dangerous and even stupid, but for whatever reason, all those who receive a letter agree to the job.
This rp will mainly focus on inter-character relationships and how they develop from being absolute strangers to having to work together, but will also have the fun bonus of like...magical, modern crime. Because who doesn't like magical modern crime? If interested, please read the rules quickly and then post your interest in this thread. The offered roles are also available below the rules section.
OOC
Character Applications
Lore
--img here
[/comment]
03. rules.
RULE 01. This roleplay is for those who can write around 2 paragraphs; we're not aiming for novella, but a little detail is appreciated! Quality is appreciated over quantity, though.
RULE 02. There is no posting order, but players are expected to post at least once a week, preferably more. If you can't, please just let me know; life happens and I'll always be understanding about it. This rule is just to keep the group running smoothly and avoid stalling due to ghosting.
RULE 03. Be polite OOC and engage with other players; I want this to be a fun experience in and out of character! While characters can be rude to each other, players shouldn't be.
RULE 04. This is not first come first serve and I will be choosing characters based on how well they fit the roleplay. This is not meant to stress anyone out! Its simply to make sure the group vibes well! Users can create multiple character sheets for different roles, but only one character per person will be accepted. I am entirely willing to work with people to polish up their characters and offer suggestions!
RULE 05. Real life FCs and descriptions are accepted; please do not use anime or drawings.
RULE 06. Please read and heed the lore; its not too long and its sort of important.
RULE 07. Be open to failure! Characters will not always succeed, and not every plan will go right. If everything went right, then it wouldn't really be that fun.
RULE 08. Have fun, above all, because that's why we're here
RULE 02. There is no posting order, but players are expected to post at least once a week, preferably more. If you can't, please just let me know; life happens and I'll always be understanding about it. This rule is just to keep the group running smoothly and avoid stalling due to ghosting.
RULE 03. Be polite OOC and engage with other players; I want this to be a fun experience in and out of character! While characters can be rude to each other, players shouldn't be.
RULE 04. This is not first come first serve and I will be choosing characters based on how well they fit the roleplay. This is not meant to stress anyone out! Its simply to make sure the group vibes well! Users can create multiple character sheets for different roles, but only one character per person will be accepted. I am entirely willing to work with people to polish up their characters and offer suggestions!
RULE 05. Real life FCs and descriptions are accepted; please do not use anime or drawings.
RULE 06. Please read and heed the lore; its not too long and its sort of important.
RULE 07. Be open to failure! Characters will not always succeed, and not every plan will go right. If everything went right, then it wouldn't really be that fun.
RULE 08. Have fun, above all, because that's why we're here
04. roles.
THE SAFE CRACKER / HACKER The safe cracker / hacker is an expert at getting into security systems and getting safes open, magic or otherwise. Their knowledge of runework, while impressive, is specifically focused on one thing: breaking the runelines without blowing something up. When it comes to ruining an enchanted item or system or tweaking it beneficially for the group, they are the one to go to. [ items allowed: 1 enchanted item pertaining to job ] [ status: TAKEN BY
elytra
]
THE RUNEWORKER An expert in enchantment and runes, the runeworker can take mundane objects and with time, effort, and focus turn them into something unique and magical. While anyone can technically enchant an object, the rune worker is much less likely to make mistakes when doing so. [ items allowed: on-the-go enchantment kit ] [ status: OPEN ]
THE CONMAN Charming and good with a disguise, the conman is more likely to talk someone out of their money than outright steal it. They are also the most likely out of the group to take up the role of 'inside man'. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE BURGLAR Once security is down or an opening has been found, the burglar is talented with sneaking into places and avoiding being caught. Light on their feet and quick-thinking. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE PICKPOCKET Unlike the burglar, the pickpocket steals things from people directly. Good with slight-of-hand tasks like taking a watch from someone without them noticing or even planting something in someones pockets. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE MUSCLE The muscle is the role that takes care of getting rid of witnesses or other issues. They also have the wonderful job of simply looking threatening. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE GETAWAY DRIVER When things get messy and the group needs to get out quick, that's where the getaway driver comes in. Usually an expert in driving many vehicles, they know their way around the streets (and waterways) and know how to get a good car chase going. [ items allowed: 2 vehicles of choice, 1 can be enchanted ] [ status: OPEN ]
THE WILDCARD The wildcard is either a true magic user or a person who has come across a true magic item. Unfortunately, the ability to control this magic is lacking, meaning there's a high chance that something will end up going wrong. [ 'items' allowed: either ability to use true magic or 1 true magic item ] [ status: OPEN ]
THE DEMOLITION EXPERT If something needs to get detonated, the demolition expert is the go-to person for it. Knowledge on explosives and the like makes them perfect for bigger, rougher distractions as well as making quick- albeit messy -getaways. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE INSIDE MAN The inside man is the one who gets into wherever is being broken into beforehand, usually by getting a job there. They might even have a job at the first heist location, a casino, in the beginning of the roleplay. They would the one to figure out guard schedules and worker habits, and may even help during the actual heist. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE ARCHITECT The architect is the one with the blueprints and knowledge of different entrances and exits in the building, and would likely work with the burglar to figure out how to get them in and with the safe cracker / hacker to figure out where security is and then how to take care of it. They figure out the layouts of the buildings. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE MEDIC Sometimes, things go wrong. Very wrong. In the case of a heist going south and someone getting hurt, the medic is there to help them either get up and running again or to ease the pain enough to get them out of situations. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE RUNEWORKER An expert in enchantment and runes, the runeworker can take mundane objects and with time, effort, and focus turn them into something unique and magical. While anyone can technically enchant an object, the rune worker is much less likely to make mistakes when doing so. [ items allowed: on-the-go enchantment kit ] [ status: OPEN ]
THE CONMAN Charming and good with a disguise, the conman is more likely to talk someone out of their money than outright steal it. They are also the most likely out of the group to take up the role of 'inside man'. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE BURGLAR Once security is down or an opening has been found, the burglar is talented with sneaking into places and avoiding being caught. Light on their feet and quick-thinking. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE PICKPOCKET Unlike the burglar, the pickpocket steals things from people directly. Good with slight-of-hand tasks like taking a watch from someone without them noticing or even planting something in someones pockets. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE MUSCLE The muscle is the role that takes care of getting rid of witnesses or other issues. They also have the wonderful job of simply looking threatening. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE GETAWAY DRIVER When things get messy and the group needs to get out quick, that's where the getaway driver comes in. Usually an expert in driving many vehicles, they know their way around the streets (and waterways) and know how to get a good car chase going. [ items allowed: 2 vehicles of choice, 1 can be enchanted ] [ status: OPEN ]
THE WILDCARD The wildcard is either a true magic user or a person who has come across a true magic item. Unfortunately, the ability to control this magic is lacking, meaning there's a high chance that something will end up going wrong. [ 'items' allowed: either ability to use true magic or 1 true magic item ] [ status: OPEN ]
THE DEMOLITION EXPERT If something needs to get detonated, the demolition expert is the go-to person for it. Knowledge on explosives and the like makes them perfect for bigger, rougher distractions as well as making quick- albeit messy -getaways. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE INSIDE MAN The inside man is the one who gets into wherever is being broken into beforehand, usually by getting a job there. They might even have a job at the first heist location, a casino, in the beginning of the roleplay. They would the one to figure out guard schedules and worker habits, and may even help during the actual heist. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE ARCHITECT The architect is the one with the blueprints and knowledge of different entrances and exits in the building, and would likely work with the burglar to figure out how to get them in and with the safe cracker / hacker to figure out where security is and then how to take care of it. They figure out the layouts of the buildings. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE MEDIC Sometimes, things go wrong. Very wrong. In the case of a heist going south and someone getting hurt, the medic is there to help them either get up and running again or to ease the pain enough to get them out of situations. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
code by
leviathan.
(oh my god thank you for this code its so nice)
(oh my god thank you for this code its so nice)
01. introduction.
To Whom This Message May Be Received,
You may be wondering who I am and perhaps why I am reaching out to you. For the first question, I unfortunately cannot answer in order to retain my anonymity in this delicate matter, which I hope you can understand. For the second, I ask something in return: have you ever craved to be something more than what you are? To exceed your current bounds and do the impossible?
I believe the answer to be yes. After all, every person receiving this letter has reached a mastery of their craft, the point where most would say that full potential was fulfilled. You've accomplished much through sheer ambition, but that ambition which drives you is what I assume keeps you from being content with your current status and longing for something else.
If that is not the case, if I am wrong, you can stop reading here and delete this message. If I'm right, I have one more question for you: do you want to be the catalyst that brings true magic back into the world?
The job pays well. All those who accept are invited to meet at the Crossroads bar in the Reach, table 4, on Sunday at 1 pm sharp. All those who are comfortable with their lives and wish for nothing more are wished well on their solitary journeys.
Regards,
Q
02. explanation.
Welcome to The Reach, a modern heist with a magic twist! In this world, true magic has been driven out of existence for the most part, with those who can use it being hunted down and taken to undisclosed locations and true magical objects being held under lock and key by powerful people, whether in private collections or within museums. The only hint of magic that remains is runework, which is (simply put) magic coding and has been put in everything from phones to home security. Its far less powerful and much more restricted than real magic, meaning that it can only be used for the most mundane of things.
Of course, when something is locked away, that only makes it all the more tempting. Players in this group would take up the roles of different criminals, strangers to each other, who have been called together for one purpose: to steal true magic objects from their current owners and hand them over to a mysterious benefactor who promises to pay a lot for them. Its dangerous and even stupid, but for whatever reason, all those who receive a letter agree to the job.
This rp will mainly focus on inter-character relationships and how they develop from being absolute strangers to having to work together, but will also have the fun bonus of like...magical, modern crime. Because who doesn't like magical modern crime? If interested, please read the rules quickly and then post your interest in this thread. The offered roles are also available below the rules section.
OOC
Character Applications
Lore
03. rules.
RULE 01. This roleplay is for those who can write around 2 paragraphs; we're not aiming for novella, but a little detail is appreciated! Quality is appreciated over quantity, though.
RULE 02. There is no posting order, but players are expected to post at least once a week, preferably more. If you can't, please just let me know; life happens and I'll always be understanding about it. This rule is just to keep the group running smoothly and avoid stalling due to ghosting.
RULE 03. Be polite OOC and engage with other players; I want this to be a fun experience in and out of character! While characters can be rude to each other, players shouldn't be.
RULE 04. This is not first come first serve and I will be choosing characters based on how well they fit the roleplay. This is not meant to stress anyone out! Its simply to make sure the group vibes well! Users can create multiple character sheets for different roles, but only one character per person will be accepted. I am entirely willing to work with people to polish up their characters and offer suggestions!
RULE 05. Real life FCs and descriptions are accepted; please do not use anime or drawings.
RULE 06. Please read and heed the lore; its not too long and its sort of important.
RULE 07. Be open to failure! Characters will not always succeed, and not every plan will go right. If everything went right, then it wouldn't really be that fun.
RULE 08. Have fun, above all, because that's why we're here
04. roles.
THE SAFE CRACKER / HACKER The safe cracker / hacker is an expert at getting into security systems and getting safes open, magic or otherwise. Their knowledge of runework, while impressive, is specifically focused on one thing: breaking the runelines without blowing something up. When it comes to ruining an enchanted item or system or tweaking it beneficially for the group, they are the one to go to. [ items allowed: 1 magic item pertaining to job ] [ status: TAKEN BY elytra ]
THE RUNEWORKER An expert in enchantment and runes, the runeworker can take mundane objects and with time, effort, and focus turn them into something unique and magical. While anyone can technically enchant an object, the rune worker is much less likely to make mistakes when doing so. [ items allowed: on-the-go enchantment kit ] [ status: OPEN ]
THE CONMAN Charming and good with a disguise, the conman is more likely to talk someone out of their money than outright steal it. They are also the most likely out of the group to take up the role of 'inside man'. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]
THE BURGLAR Once security is down or an opening has been found, the burglar is talented with sneaking into places and avoiding being caught. Light on their feet and quick-thinking. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]
THE PICKPOCKET Unlike the burglar, the pickpocket steals things from people directly. Good with slight-of-hand tasks like taking a watch from someone without them noticing or even planting something in someones pockets. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]
THE MUSCLE The muscle is the role that takes care of getting rid of witnesses or other issues. They also have the wonderful job of simply looking threatening. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]
THE GETAWAY DRIVER When things get messy and the group needs to get out quick, that's where the getaway driver comes in. Usually an expert in driving many vehicles, they know their way around the streets (and waterways) and know how to get a good car chase going. [ items allowed: 2 vehicles of choice, 1 can be enchanted ] [ status: OPEN ]
THE WILDCARD The wildcard is either a true magic user or a person who has come across a true magic item. Unfortunately, the ability to control this magic is lacking, meaning there's a high chance that something will end up going wrong. [ 'items' allowed: either ability to use true magic or 1 true magic item ] [ status: OPEN ]
THE DEMOLITION EXPERT If something needs to get detonated, the demolition expert is the go-to person for it. Knowledge on explosives and the like makes them perfect for bigger, rougher distractions as well as making quick- albeit messy -getaways. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE INSIDE MAN The inside man is the one who gets into wherever is being broken into beforehand, usually by getting a job there. They might even have a job at the first heist location, a casino, in the beginning of the roleplay. They would the one to figure out guard schedules and worker habits, and may even help during the actual heist. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE ARCHITECT The architect is the one with the blueprints and knowledge of different entrances and exits in the building, and would likely work with the burglar to figure out how to get them in and with the safe cracker / hacker to figure out where security is and then how to take care of it. They figure out the layouts of the buildings. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE MEDIC Sometimes, things go wrong. Very wrong. In the case of a heist going south and someone getting hurt, the medic is there to help them either get up and running again or to ease the pain enough to get them out of situations. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
To Whom This Message May Be Received,
You may be wondering who I am and perhaps why I am reaching out to you. For the first question, I unfortunately cannot answer in order to retain my anonymity in this delicate matter, which I hope you can understand. For the second, I ask something in return: have you ever craved to be something more than what you are? To exceed your current bounds and do the impossible?
I believe the answer to be yes. After all, every person receiving this letter has reached a mastery of their craft, the point where most would say that full potential was fulfilled. You've accomplished much through sheer ambition, but that ambition which drives you is what I assume keeps you from being content with your current status and longing for something else.
If that is not the case, if I am wrong, you can stop reading here and delete this message. If I'm right, I have one more question for you: do you want to be the catalyst that brings true magic back into the world?
The job pays well. All those who accept are invited to meet at the Crossroads bar in the Reach, table 4, on Sunday at 1 pm sharp. All those who are comfortable with their lives and wish for nothing more are wished well on their solitary journeys.
Regards,
Q
02. explanation.
Welcome to The Reach, a modern heist with a magic twist! In this world, true magic has been driven out of existence for the most part, with those who can use it being hunted down and taken to undisclosed locations and true magical objects being held under lock and key by powerful people, whether in private collections or within museums. The only hint of magic that remains is runework, which is (simply put) magic coding and has been put in everything from phones to home security. Its far less powerful and much more restricted than real magic, meaning that it can only be used for the most mundane of things.
Of course, when something is locked away, that only makes it all the more tempting. Players in this group would take up the roles of different criminals, strangers to each other, who have been called together for one purpose: to steal true magic objects from their current owners and hand them over to a mysterious benefactor who promises to pay a lot for them. Its dangerous and even stupid, but for whatever reason, all those who receive a letter agree to the job.
This rp will mainly focus on inter-character relationships and how they develop from being absolute strangers to having to work together, but will also have the fun bonus of like...magical, modern crime. Because who doesn't like magical modern crime? If interested, please read the rules quickly and then post your interest in this thread. The offered roles are also available below the rules section.
OOC
Character Applications
Lore
03. rules.
RULE 01. This roleplay is for those who can write around 2 paragraphs; we're not aiming for novella, but a little detail is appreciated! Quality is appreciated over quantity, though.
RULE 02. There is no posting order, but players are expected to post at least once a week, preferably more. If you can't, please just let me know; life happens and I'll always be understanding about it. This rule is just to keep the group running smoothly and avoid stalling due to ghosting.
RULE 03. Be polite OOC and engage with other players; I want this to be a fun experience in and out of character! While characters can be rude to each other, players shouldn't be.
RULE 04. This is not first come first serve and I will be choosing characters based on how well they fit the roleplay. This is not meant to stress anyone out! Its simply to make sure the group vibes well! Users can create multiple character sheets for different roles, but only one character per person will be accepted. I am entirely willing to work with people to polish up their characters and offer suggestions!
RULE 05. Real life FCs and descriptions are accepted; please do not use anime or drawings.
RULE 06. Please read and heed the lore; its not too long and its sort of important.
RULE 07. Be open to failure! Characters will not always succeed, and not every plan will go right. If everything went right, then it wouldn't really be that fun.
RULE 08. Have fun, above all, because that's why we're here
04. roles.
THE SAFE CRACKER / HACKER The safe cracker / hacker is an expert at getting into security systems and getting safes open, magic or otherwise. Their knowledge of runework, while impressive, is specifically focused on one thing: breaking the runelines without blowing something up. When it comes to ruining an enchanted item or system or tweaking it beneficially for the group, they are the one to go to. [ items allowed: 1 magic item pertaining to job ] [ status: TAKEN BY elytra ]
THE RUNEWORKER An expert in enchantment and runes, the runeworker can take mundane objects and with time, effort, and focus turn them into something unique and magical. While anyone can technically enchant an object, the rune worker is much less likely to make mistakes when doing so. [ items allowed: on-the-go enchantment kit ] [ status: OPEN ]
THE CONMAN Charming and good with a disguise, the conman is more likely to talk someone out of their money than outright steal it. They are also the most likely out of the group to take up the role of 'inside man'. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]
THE BURGLAR Once security is down or an opening has been found, the burglar is talented with sneaking into places and avoiding being caught. Light on their feet and quick-thinking. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]
THE PICKPOCKET Unlike the burglar, the pickpocket steals things from people directly. Good with slight-of-hand tasks like taking a watch from someone without them noticing or even planting something in someones pockets. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]
THE MUSCLE The muscle is the role that takes care of getting rid of witnesses or other issues. They also have the wonderful job of simply looking threatening. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]
THE GETAWAY DRIVER When things get messy and the group needs to get out quick, that's where the getaway driver comes in. Usually an expert in driving many vehicles, they know their way around the streets (and waterways) and know how to get a good car chase going. [ items allowed: 2 vehicles of choice, 1 can be enchanted ] [ status: OPEN ]
THE WILDCARD The wildcard is either a true magic user or a person who has come across a true magic item. Unfortunately, the ability to control this magic is lacking, meaning there's a high chance that something will end up going wrong. [ 'items' allowed: either ability to use true magic or 1 true magic item ] [ status: OPEN ]
THE DEMOLITION EXPERT If something needs to get detonated, the demolition expert is the go-to person for it. Knowledge on explosives and the like makes them perfect for bigger, rougher distractions as well as making quick- albeit messy -getaways. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE INSIDE MAN The inside man is the one who gets into wherever is being broken into beforehand, usually by getting a job there. They might even have a job at the first heist location, a casino, in the beginning of the roleplay. They would the one to figure out guard schedules and worker habits, and may even help during the actual heist. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE ARCHITECT The architect is the one with the blueprints and knowledge of different entrances and exits in the building, and would likely work with the burglar to figure out how to get them in and with the safe cracker / hacker to figure out where security is and then how to take care of it. They figure out the layouts of the buildings. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
THE MEDIC Sometimes, things go wrong. Very wrong. In the case of a heist going south and someone getting hurt, the medic is there to help them either get up and running again or to ease the pain enough to get them out of situations. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
TAGS: smolfluffball
Last edited: