Job Title: The haunting Part V: Stabalization
Rank: SS
Player Requirements:
-S rank mage
-2 mages minimum at this point (wont survive with less)
-May solo if H-rank
-At least One participant must have done part 1-4 of the haunting.
Job Requirements:
-Stabilize the portal complete
-Kill anything that escapes the portal during stabilization.
-45 total posts(bare min will no doubt be more) with at least 400 word minimum
-MUST roll to fill the stabilization gauge. If you've rolled at least 10 times and it is 75%-100% filled, you may summon the boss.
-Can only roll as instructed in the description. Meaning no rolling more than 2 dice. (First dice =class of monster, second = the type of which of the three to use)
Job Location: Unknown Lands(deep under the spooky forest in a cavern system)
Job Description: Before you even DARE try to enter the gate keeper's portal, you've found its highly unstable, causing something called 'rift mutants' to appear. Except one thing. These rift mutants have been strengthened by the fight against the gatekeeper. Its terrifying to deal with and most mages will need help at this point to try and stabilize the portal. The job here is to stabilize the portal by destroying the rift mutants that appear out of the portal. However this portal is so unstable that almost anything can come out of it. The portal room is easily 100meters wide as the portal is in the center and is 10meters tall, 4 meters wide. If you enter the portal before it is stabalized you are take 25% your HP instantly, but have no 'physical damage' done as you're sent flying towards the wall
First off upon approaching the portal you notice it begins to spark and make an annoying humming sound. Before any stabilization can be started roll a Fire-water-earth dice. This will indicate the current 'element' the rift mutants begin to appear out of the portal as stabilization. No slayer can consume these elements unless they can consume celestial magic(God slayers) occurs.
If water: These are typically more aquatic looking and the portal drips a bit. They take 25% more electrical/wood magic damage, but fire is 50% less effective. The water cannot be frozen or used by any mages.
If Fire: The portal begins to catch on fire the room gets a lot more hot as it emits a bit of smoke. Water/ice does 25% more damage, but wind is 50% less effective. Lastly the creatures here do burn damage that add 10% of the damage extra upon hitting. (I.e C-rank +10% = new damage)
If nature: These rift mutants are highly defensive, all damage is reduced by 25% besides fire/sound damage which Fire does +25 while sound does base damage. Nature are woodland like rift mutants that have a sapling ability that upon killing, they leave a D-rank sapling that can hardly do 'anything' as it just gets in your way, possibly hurting you if you allow it. These saplings can do 1/4th D-rank damage, ignoring all defenses so as long as it touches you.
Now, onto how you roll monsters. You roll 2 Monster dice max at any one time. See you roll two and then read the enemies on what you've gotten. The first roll tells you which enemy class to use. The second will tell you what one of the 3 to use.
Each 'defeat' of the enemy fuels your 'stabilization gauge'
Weak = 5%
Normal = 8%
Strong = 11%
Boss = 14%
Stabilization gauge guide:
less than 25% Stabilized = Anything above normal is ignored so upon rolling your first dice is either going to be counted as weak or normal(if you roll weak or Strong then it is weak. If you roll Normal or Boss then it is Normal) Your second dice will be what type of enemy from that class you will recieve. Example I roll Boss as my first dice, and then weak as my second. I will refer to 'normal' spoiler, and find what 'weak' indicates.
Less than/At 50% Stabilized = Boss is unable to be rolled upon your first dice, if it is rolled refer to 'strong' instead. HOWEVER upon reaching 50% . ROLL a fire-water-nature dice, and refer to the rules about that. The portal changes and alters to that element. If you roll the same element, ignore it and go for the one it is weak against (i.e you rolled fire first, then on this roll you hit fire again, so now it turns to water)
Less than/at 75% stabilized = Finally, the portal changes again when you hit 75%. This time it is the last element that you havent encountered (I.e you encountered fire and water, then now the portal changes to nature) Boss-Boss roll is unable to be rolled. If you roll it, then please refer to Boss-Strong
Above 75% but less than 100% = The portal has began to be so unstable that you may now if you've gottten your 10 rolls in you can spawn the Boss-Boss
Enemies: First dice = Class / Second dice = Type
Weak:
-100k Jewels
-1 free Pet for all who partook. See details below
-Access to part VI
-Your life still in tact
-a few possible scarred memories about portals
-Hatred of this mission possibly.
-Confusion of the rewards because of LOL rewards such as this one
This pet is a non-combat pet, and will always flee upon combat using the 'rift' phase ability. This pet does NOT count for the max pets you may have. This pet may be almost anything so long as it is along the likes of a void/portal/rift/ect... kind of pet. It has no abilities other than
Rift Phase: A fleeing technique that upon combat the pet will warp away completely. This means even if it is suddenly attacked by unreasonable means, the pet will always sense it, and be able to escape.
The pet is fluff and not required to be kept. Must be apped!
ALTERNATIVELY the free pet may be turned into a combat pet(will take up a slot) and what happens is it takes your current pet and upgrades it to Legendary(+) status while having 'warped' the poor thing in some way. Loses the 'rift phase' ability and is replaced with(doesn't take a slot for this ability)
Chaos Changed: The rift warped this pet in a strange way. Magic that deals with dimensions/time and portals or alike are 25% less effective against this pet.
Rank: SS
Player Requirements:
-S rank mage
-2 mages minimum at this point (wont survive with less)
-May solo if H-rank
-At least One participant must have done part 1-4 of the haunting.
Job Requirements:
-Stabilize the portal complete
-Kill anything that escapes the portal during stabilization.
-45 total posts(bare min will no doubt be more) with at least 400 word minimum
-MUST roll to fill the stabilization gauge. If you've rolled at least 10 times and it is 75%-100% filled, you may summon the boss.
-Can only roll as instructed in the description. Meaning no rolling more than 2 dice. (First dice =class of monster, second = the type of which of the three to use)
Job Location: Unknown Lands(deep under the spooky forest in a cavern system)
Job Description: Before you even DARE try to enter the gate keeper's portal, you've found its highly unstable, causing something called 'rift mutants' to appear. Except one thing. These rift mutants have been strengthened by the fight against the gatekeeper. Its terrifying to deal with and most mages will need help at this point to try and stabilize the portal. The job here is to stabilize the portal by destroying the rift mutants that appear out of the portal. However this portal is so unstable that almost anything can come out of it. The portal room is easily 100meters wide as the portal is in the center and is 10meters tall, 4 meters wide. If you enter the portal before it is stabalized you are take 25% your HP instantly, but have no 'physical damage' done as you're sent flying towards the wall
First off upon approaching the portal you notice it begins to spark and make an annoying humming sound. Before any stabilization can be started roll a Fire-water-earth dice. This will indicate the current 'element' the rift mutants begin to appear out of the portal as stabilization. No slayer can consume these elements unless they can consume celestial magic(God slayers) occurs.
If water: These are typically more aquatic looking and the portal drips a bit. They take 25% more electrical/wood magic damage, but fire is 50% less effective. The water cannot be frozen or used by any mages.
If Fire: The portal begins to catch on fire the room gets a lot more hot as it emits a bit of smoke. Water/ice does 25% more damage, but wind is 50% less effective. Lastly the creatures here do burn damage that add 10% of the damage extra upon hitting. (I.e C-rank +10% = new damage)
If nature: These rift mutants are highly defensive, all damage is reduced by 25% besides fire/sound damage which Fire does +25 while sound does base damage. Nature are woodland like rift mutants that have a sapling ability that upon killing, they leave a D-rank sapling that can hardly do 'anything' as it just gets in your way, possibly hurting you if you allow it. These saplings can do 1/4th D-rank damage, ignoring all defenses so as long as it touches you.
Now, onto how you roll monsters. You roll 2 Monster dice max at any one time. See you roll two and then read the enemies on what you've gotten. The first roll tells you which enemy class to use. The second will tell you what one of the 3 to use.
Each 'defeat' of the enemy fuels your 'stabilization gauge'
Weak = 5%
Normal = 8%
Strong = 11%
Boss = 14%
Stabilization gauge guide:
less than 25% Stabilized = Anything above normal is ignored so upon rolling your first dice is either going to be counted as weak or normal(if you roll weak or Strong then it is weak. If you roll Normal or Boss then it is Normal) Your second dice will be what type of enemy from that class you will recieve. Example I roll Boss as my first dice, and then weak as my second. I will refer to 'normal' spoiler, and find what 'weak' indicates.
Less than/At 50% Stabilized = Boss is unable to be rolled upon your first dice, if it is rolled refer to 'strong' instead. HOWEVER upon reaching 50% . ROLL a fire-water-nature dice, and refer to the rules about that. The portal changes and alters to that element. If you roll the same element, ignore it and go for the one it is weak against (i.e you rolled fire first, then on this roll you hit fire again, so now it turns to water)
Less than/at 75% stabilized = Finally, the portal changes again when you hit 75%. This time it is the last element that you havent encountered (I.e you encountered fire and water, then now the portal changes to nature) Boss-Boss roll is unable to be rolled. If you roll it, then please refer to Boss-Strong
Above 75% but less than 100% = The portal has began to be so unstable that you may now if you've gottten your 10 rolls in you can spawn the Boss-Boss
Enemies: First dice = Class / Second dice = Type
Weak:
- Weak class:
Weak: Minor stabilization : Congrats the portal made a spark in the right direction. You gain the 5% for stabilizing the portal for free but its increased by 2% for this roll only. Guess luck was in your favor.
Normal: Rift Whelp. These have to be the easiest fuckers you've ever dealt with, though they're not the weakest in the world. They take B-rank worth of melee damage to kill, and they're typically in a group of 2-3. These things are so simple to kill for a mage of the required caliber to kill and they appear as a variety of appearances, no set appearance though they're no bigger than 1ft tall.
Strong: Rift Horror : Yellow dark eyes and mouth, sphere shaped body with a strange gas coming from them. They appear in groups of 2-3 and take A-rank worth of melee damage to kill but heres the thing. They take half damage from non-physical damage, and additonally half damage from magic(so 1/4th if non-physical magic). They seem to reject magic fairly well and oddly enough though they appear ghost like, they hold no elemental weakness disregarding the Elemental roll you rolled. The only setback this provides is that upon rolling these all players lose 1% mana regardless as when they break from the portal mana is siphoned.
Boss: Setback!: Yup take your current rift gauge and reduce it by 5% instead. This is due to one of the mages(or yourself) putting too much unstable magic into it trying to stabilize. The result is this set back and additionally x4 Rift Whelps have spawned in result to it. You will NOT be setback if you are over 50% If you ARE over 50% then cut the rift whelms # down to 2.
- Normal class:
Weak: portal implosion : The portal creates a detonation suddenly and abruptly causes an massive C-rank detonation starting from the portal, it can be blocked be it expands up to 30meters outwards. Lastly... it doesn't affect any of the rift mutants
Normal: Rift stalker(x2): annoying, they are strengthened whelps. They are of the RPer's imagination(i.e no set appearance) They spawn in groups are always counting at B-rank Mages +50 speed +50% strength. They're typically very much adept in the element of the rift that is current in use, and can fire a small projectile of B-rank spell power
Strong: Rift stalkers(x6): Read above, this simply spawns more
Boss: Rift break: The portal seems to crack slightly, losing 5% of your rift gauge (disregard if at 50% or higher). Though it spawns Ten strange figures. Humaniod, and you've faced these before, but its rift powered this time. Tall black cloaked figure, pale skin albino even. Deep yellow and green eyes, almost zombie like in movement, except they hold something more dangerous this time. They're empowered. Their hp is able to withstand up to 2 A-rank damage, and deal C-rank upon hitting you. These are spawned in groups of 5 in the portal room, except they dont come from the portal. Seems the rift break caused them to start in the hallways(prior job) and walk towards your position, quickly cornering you in the massive portal room.
- Strong class:
Weak: Rift Chaos: Know those spawns from warhammer 40k? How they're predictably mutant like? Yeah? Well these are nothing like that. They typically make NO sense to the point of thye have no organs, no eyes, no obvious way to see, smell, hear or anything but some how they do. They can have one to ten arms, multi legged, or not even look normal at all, they're at least at one time humanoid except now they're resilient. x10 are spawned at one time, and more so they provide a dangerous aspect to deal with. They're B-rank mages in all aspects except no magic, and their melee damage is unarmed. They swarm to win. Lastly roling this reduces your rift gauge by 5% unless you are 75% or higher. If you are 75% or higher, cut the number spawned down to x5. Cannot take you below 50%
Normal: Reverse!: You cannot talk right, your words come out backwards. Your spells buff you in a reversed way. This lasts for 2 post. The rift seems to have changed too much. You think and can cast normally but when you try to openly talk sentences are constructed backwords (I.e : Hi how are you, the sun is yellow *turns into* Yellow is sun the, you are how hi) Obviously spells cast this way wont work because the words are out of order. Even if you try to talk backwards now you speak in reverse such as Yellow *Turns into* wolley.
Strong: Rift hellion: Blood from the demon gatekeeper protecting the portal from before has been fused with the portal and this is the result. The 'rift hellion' They are FAST they count as A-rank mage speed, but B-rank everything else. x2 of these spawn at once. They can strike with A-rank melee damage. Better hope you're prepared. (APPEARANCE)
Boss: Rift hellion group: Hope you're even more prepared now. They spawn in a group of x4 though they lost some speed for number and only are as fast as B-rank now instead.
- Boss class:
Weak: Reset: Perhaps one of the good things about being unstable is this portal restores all mana and health of all party members upon rolling this. You feel refreshed, encouraged but wait. Something is wrong. Every spell is now on CD for 1 post. Good luck.
Normal: Rift swarm: x20 Rift whelps appear(refer to weak-Normal) Good luck
Strong: Rift Hoard: x15 Rift horrors appear(refer to weak-Strong) Good luck
Boss: The Rift Boss: The portal instantly stabilizes upon beating the boss but this boss isn't normal. It appears humaniod, 6'2 in size, athlete style build. All your fighting, all your struggles, everything has lead up to this. The boss knows every spell you used in the fight except it only has 25% the effectiveness. A 3rd party(Can be anyone) is required to jump in at this point to RP the boss's actions(If the 3rd party is shown to be 'letting you win' too easily, then a mod may step in).The boss's hp is considdered X-rank, but the boss himself is only as strong as an S-rank mage .Upon boss fight you must list all spells you have used, and the boss gets the following abilities:
-Ability 1: Rift change : The controller of the boss will roll a fire-water-nature dice and the portal will turn into that, as well as the boss becomes infused with that element. This can happen at any time to mix things up any way. However the changes will only happen after the dice roll, so no changing attacks mid roll.
-Ability 2: Spawning. The boss may spawn a large portion of rift mutants using a 'summon gauge. Weak = 10% / Normal = 20% / Strong =40%. The boss may trigger any roll from weak/normal/strong Class summons creatures(cannot access boss type) and nothing else I.e : Weak class> Strong type = rift stalkers(x6). However this may only happen once ever 5 posts. Cannot trigger anything other than the rift mutant creations.
-Ability 3: Rift rend: Roll 5 damage dice. If more hits come out misses, then the area suffers 'rift tear' which reduces future hp by 5%. However this can only be used 1 time a thread. If all are 'hits' then the damage is doubled. The catch is, this is 'temp damage' and its called 'rift damage'. Each player keeps track of their 'rift damage' next to their hp, and if they try to heal, they must heal away the rift damage first. Except it works on a 2:1 ration. 2hp healed=1rift damage removed. All rift damage must be rremoved before healing takes place. If more misses are than hits. The boss suffers and loses half health. This is a 'must use' ability before the 3rd post by the boss.
-Ability 4:Lineage tear: Oh yeah, the pinnacle of chaos. Chaos is fickle however, and chaos is destructive. The controller can roll 3 lineage dice and ALL players must choose from it. That becomes their new lineage for the thread. This also gives the boss a lineage to work with. Hope you're ready for this, custom lineages are affected differently. They may instead choose the lineage of any other player(Not themselves or the npc controller) in the thread.
-Rift weapon: Its simple. The rift boss uses a Mythical grade weapon in terms of damage and durability, no abilities attached.(Upon death of boss the weapon is gone. No free mythical weapons for you)
-Open the rift: The boss may use open the rift and roll 2 monster dice(ignore boss rolls and count them as Normal.) This may happen once a thread. The 2 dice act like as if you had rolled them (i.e if the boss rolls Normal - Normal then you get a couple of rift stalkers to face)
-Chaos is fickle: survived this long? Congrats. After the boss has been around for 5 posts, it vanishes and you've won. The Job is completed and you've stabilized the portal Guess chaos is fickle after all.
-100k Jewels
-1 free Pet for all who partook. See details below
-Access to part VI
-Your life still in tact
-a few possible scarred memories about portals
-Hatred of this mission possibly.
-Confusion of the rewards because of LOL rewards such as this one
This pet is a non-combat pet, and will always flee upon combat using the 'rift' phase ability. This pet does NOT count for the max pets you may have. This pet may be almost anything so long as it is along the likes of a void/portal/rift/ect... kind of pet. It has no abilities other than
Rift Phase: A fleeing technique that upon combat the pet will warp away completely. This means even if it is suddenly attacked by unreasonable means, the pet will always sense it, and be able to escape.
The pet is fluff and not required to be kept. Must be apped!
ALTERNATIVELY the free pet may be turned into a combat pet(will take up a slot) and what happens is it takes your current pet and upgrades it to Legendary(+) status while having 'warped' the poor thing in some way. Loses the 'rift phase' ability and is replaced with(doesn't take a slot for this ability)
Chaos Changed: The rift warped this pet in a strange way. Magic that deals with dimensions/time and portals or alike are 25% less effective against this pet.
Last edited by Raiza on Sat 3 Oct 2015 - 20:21; edited 1 time in total