- Original Job:
- Job Title: Counter Strike!
Rank:
B Rank
One Time Only
Player Requirements:
1 or 2 B rank mages or 2-4 C rank mages
Must be either in a Dark/Neutral Guild, or Guildless
Job Requirements: Completed Assassination Contract: The Copycat Gang
You must roll the Monster Dice 20 times (no more, no less)
The Boss will only spawn if a Boss Dice is rolled (this is to prevent an overdose of perfect scores)
Posts:
Must Contain 30 posts minimum
300 words each
Job Location:
Serene Cliff
Job Description:
The magic council received word of your actions against The Copycat Gang, while not approving of your decision to rid the world of them, and taking disdain in asking for your cooperation, the magic council has made a request of you to apprehend, or terminate the leader of a group of bandits who may be linked to them.
The magic council has located a large encampment inside of Serene Cliff that hosts a great deal of bandits being trained to use magic. The magic council believes this is linked because one of the men you slayed was capable of using magic quite well, and he most likely learned it here. Your job, as dark or guildless mage, is to enter the encampment and lay waste to all magic using bandits you find. There is an additional bounty if you're able to bring back the boss, and another bounty if you bring him back alive.
Enemies:
Weak: 5x Recruits
These maggots are useless here, all they do is take up space. They're hardy and strong, and good with their daggers. These will take 5 hits of B ranked attack to bring to their knees. By all means, kill them the magic council doesn't have room in their prisons for more garbage.
Normal:1x Novice
These fellows are able to use magic to an extent, and are pretty arrogant about their new power. They're not as powerful as their superiors, but they will give you a hard time. These will take 5 hits of B ranked attacks to bring to their knees. The choice to kill them or let them live is yours. The type of magic these monsters use is determined by the 'Fire-Water-Earth' Dice.
Strong: 3x Wizard Bandits
These wizards use magic equal in power to your own, and they have been training their bodies to withstand the force of their own magic. They're physically, and mentally tough and able to withstand all forms of mind control of equal or lesser rank. They use offensive, defensive, or support magic and travel in balance teams of 3 with each member using one of the types. However, they are limited in power as their training is incomplete, and only know 2 spells each. Each of these guys takes 7 B ranked attacks to defeat, and will use each of their spells 1 time each.
Offensive: Use the Block Dice to determine if these hit you
Fire Ball - The wizard fire a ball of fire at you, if successful you take B rank damage and suffer a burn losing 2% HP for 3 posts. This can stack if multiple Wizard Bandits are drawn.
Air Sword - The wizard uses a wave of air to slash you for B rank damage.
Defensive:
Earth Barrier - The wizard erects a large sphere around one of the three wizards protecting them, this sphere is only large enough to protect one of the three, and will only go down once the other two are defeated. While in the sphere, that wizard cannot use his/her magic. This sphere will shatter immediately if put around you or your allies.
Wind Barrier - The wizard uses a gust of wind to deflect one of your own spells back to the wizard who casted it, dealing the rank of that spell and a half to the wizard. (Block Dice will determine if you're hit or not)
Supportive:
Liquid Assist - The wizard uses water magic to allow his/her allies to take 1 extra hit of damage.
Wind Assist - The wizard uses wind magic to speed up the other two by 50%
Boss:
CONGRATULATIONS! YOU'VE ROLLED THE BOSS!
Unfortunately, when you arrive at his chambers you find a note slapped to the wall with a black dagger attached.
"Cheers mate! You've discovered my whereabouts. Let's play hide and seek now, you're it!"
the letter reads and has a picture of a camel doing the harlem shake drawn under the note for added insult.
Reward:
-15,000 jewel
- an additional 10,000 jewel if the boss is rolled as well as a bonus hit of XP
- the ability to do "The Hunt for Red Raktuber"
Seikatsu informed the group that he refuses to go at it alone, and that they'd have to call in someone to help him. The council asked who Seikatsu would want to go with him, Seikatsu decided to make it the worst possible thing, the ultimatum in demoralizing request. "I want you to give me someone capable, unafraid to do what must be done. Send me someone from...." Seikatsu gave a menacing smile with the pause. "...Savage Skull." he said, lamenting in the ability to put the Magic Council in further humiliation. They tried to refuse the request, but Seikatsu turned the job down twice, on the third try the council accepted, begrudgingly.