Job Title: The Slayer Project
Rank: A rank
Player Requirements: Be accompanied by Haretsa and at least one other mage B rank or higher. Max team of 3 mages. 400 words per post with a minimum of 45 posts.
Job Requirements: Capture the Slayer Project Lead alive for interrogation and rescue the kidnapped civilians. (The boss will appear after 12 dice rolls if you do not end up rolling him)
Job Location: Phoenix Mountains
Job Description: There have been several reports of people being abducted from their homes in Karakuri City, nestled cozily in the middle of the Phoenix Mountains. There is strangely no evidence left behind that would indicate any form of a break in or struggle in any of the homes; the people are simply there one minute and the next they’re gone. Entire families have gone missing all at once, resulting in little to even no witnesses in some cases. The only thing that anyone has gotten from the witnesses is that it looked like the victims were merely swallowed into the darkness. Investigators have very little manpower to spare and aren’t exactly the most skilled of fighters, so they’ve sent out a request to the guilds for any aid they can offer just in case things get out of hand with whatever is the culprit. Having sensed a strange disturbance in Karukuri when she was there not too long ago, Haretsa decides to help with this investigation since she may have just sensed the one responsible while she was in that very city. It will be up to her and whoever she decides to bring with her to stop those responsible for the disappearances and bring the residents of Karakuri City back home safely.
Enemies:
Weak:
Hired Guards: Hired muscle that tend to patrol the area in packs of three. They tend to carry a variety of different firearms, explosives, and knives between the three of them (all up to the player what each one has) and are rather determined to keep you from messing with their paycheck. Each one takes a combined total of 2 A ranked spells worth of damage to take down. They may not be mages, but they sure know how to fight them.
Normal:
Project Scientists: A pair of two of your not so run of the mill scientists. While they may have pristine white lab coats, messy hair, and glasses, these scientists are also highly skilled mages who wield rather strange magics. Each scientist takes 4 A ranks worth of spell damage to take down. They may mention that they’re a part of some “fascinating” project, but they never really explain what that is.
Pick whatever magic you’d like each individual scientist to have per roll:
Dissection Magic: A magic that possess’ a single purpose; to nullify, disassemble, and analyze other magics. Scientists with this magic are typically not the greatest one on one fighters, specializing in stopping your attacks and studying their contents on a molecular level while the other scientist sets about attacking you.
Poison Make Magic: Wielders of this magic can take any kind of poison you can think of and turn it into a solid construct of a weapon or even an animal. The animals made by this magic tend to be reptilians, but other than that the poison’s effects and weapons are all up to the player. Their spells will deal A ranked damage
Portal Magic: A magic capable of creating two dimensional rifts, or portals, allowing for feats from the transportation of oneself across large distances to redirecting an opponent’s attack right back on top of them! The scientist with this magic will constantly be trying to send your spells or even you yourself flying right back to your friends. However, there is a noticeable 3 second delay between their ability to place portals, so use that time to your best advantage!
Plant Make Magic: You’d think these guys would rather be botanists than aiding someone with kidnapping. Scientist’s with this magic tend to focus on ensnaring you in thorny vines before sending large, plant like monstrosities to assault you while you’re stuck. Hitting their dynamic make magic with water is just asking for trouble as it will only increase the damage they deal by 50% for that post. Any sort of fire or cutting instrument is extremely useful though. Their spells will deal A rank damage normally.
Strong:
Dragon Riot Mage (one per roll): A mage who claims to be from some guild you’ve never even heard of called Dragon Riot. Since you’ve never heard of it, then these guys must be total pushovers, right? Well, not entirely. These mages wield a powerful lightning magic that focuses around rune placements and are capable of dealing both A and S ranked damage with their spells (mix it up a little!) These bastards take 6 A ranks worth of spell damage to take down for good. They will use any form of trickery and/or environmental advantage that they can get to keep you from getting to their boss, so be cautious.
Boss:
Slayer Project Lead Matthias:
Abilities:
Memorize: The primary ability of Matthias’ magic, he will analyze and copy one ability from you or your friends and even be able to use it with half the cooldown of the original; but it will deal one rank less damage as a result (obviously does not apply to copied D ranks). Once he finds a fancy in a new technique, he will instantly replace the older memorized technique in favor for the new one.
Lightning Dragon’s Spark Body: Matthias will quickly turn his body into electricity, doubling his speed and allowing him to phase through most attacks. This ability will last for 3 posts and has a 3 post cooldown.
Earth Dragon’s Mountain Hide: Matthias coats his entire body in a rocky armor, allowing him to withstand up to two A rank spells worth of damage before breaking. The armor isn’t perfect, so the last attack that hits the armor before it breaks will deal one rank lowers worth of damage to Matthias himself. Goes on a four post cooldown after breaking
Water Dragon’s Trident Horn: Propelling himself ford with blasts of water from his palms, Matthias forms a set of three razor sharp horns of water on his head in the shape of a trident before crashing into you head first dealing A rank damage. He knows it's rather hazardous to do from afar, so he’ll generally only do this when in decently close proximity to you. 5 post cooldown
Water Dragon’s Tidal Fang: Matthias will throw his hand out at you, quickly gathering a large 3 meter wide pool of water above you and your allies before causing it to slam down on top of you. The sheer force of the attack is enough to slam you down into the ground, dealing an extra C ranks worth of damage on top of the normal A rank damage if you’re under A rank. This attack is quite fast, so watch out for it. 3 post cooldown
Shadow Dragon’s Roar: Gathering shadows in his mouth by inhaling deeply, Matthias will unleash a 3 meter wide blast of shadow magic at you that can travel out up to 45 meters from his initial location. Once it hits something, the roar will explode in a 30 meter wide explosion dealing S rank damage. Has a cooldown of 4 posts.
Shadow Dragon’s Crushing Talon: Matthias will casually tap his foot on the ground, sending out a stream of magic through the shadows quietly to get the jump on you. Once in range, the magic will spring forth from behind you, forming a large shadow in the shape of dragon’s talon that will wrap around you. This spell can travel out to 40 meters away from Matthias’ casting location and is mostly to keep someone in place, but it will deal C rank damage to you each post and last for 5 posts. You can break out of it with either a display of an A ranks worth of power or if an ally hits the talon holding you with a B rank or higher spell. Matthias can move freely while you’re being held by this attack. Has a 4 post cooldown
Shadow Dragon’s Possession: Matthias’ most prominent Dragon Slayer move, he will send out a burst of energy through the shadows out up to 50 meters from his location. Once the shadow reaches Matthias’ target, it will latch on to their shadow and allow him to control them for 4 posts. Your allies will have to focus all their efforts to sending Matthias flying, as not only will he force the person under his control to fight for him, but he’s also developed quite the tenacity when performing this spell; requiring two A ranks worth of damage to be dealt to him before he’ll lose concentration and you’ll be free. He likes to pair this with Crushing Talon to imprison one party member of yours while taking control of the other. He cannot use other spells while this is active. He can also only force the possessed person to do spells that he’s seen them do. Be careful, because he can force you to damage yourself as well as your allies!! Has a 5 post cool down.
Reward:
45K Jewels and an extra A rank’s worth of experience (After bonuses)
Rank: A rank
Player Requirements: Be accompanied by Haretsa and at least one other mage B rank or higher. Max team of 3 mages. 400 words per post with a minimum of 45 posts.
Job Requirements: Capture the Slayer Project Lead alive for interrogation and rescue the kidnapped civilians. (The boss will appear after 12 dice rolls if you do not end up rolling him)
Job Location: Phoenix Mountains
Job Description: There have been several reports of people being abducted from their homes in Karakuri City, nestled cozily in the middle of the Phoenix Mountains. There is strangely no evidence left behind that would indicate any form of a break in or struggle in any of the homes; the people are simply there one minute and the next they’re gone. Entire families have gone missing all at once, resulting in little to even no witnesses in some cases. The only thing that anyone has gotten from the witnesses is that it looked like the victims were merely swallowed into the darkness. Investigators have very little manpower to spare and aren’t exactly the most skilled of fighters, so they’ve sent out a request to the guilds for any aid they can offer just in case things get out of hand with whatever is the culprit. Having sensed a strange disturbance in Karukuri when she was there not too long ago, Haretsa decides to help with this investigation since she may have just sensed the one responsible while she was in that very city. It will be up to her and whoever she decides to bring with her to stop those responsible for the disappearances and bring the residents of Karakuri City back home safely.
Enemies:
Weak:
Hired Guards: Hired muscle that tend to patrol the area in packs of three. They tend to carry a variety of different firearms, explosives, and knives between the three of them (all up to the player what each one has) and are rather determined to keep you from messing with their paycheck. Each one takes a combined total of 2 A ranked spells worth of damage to take down. They may not be mages, but they sure know how to fight them.
Normal:
Project Scientists: A pair of two of your not so run of the mill scientists. While they may have pristine white lab coats, messy hair, and glasses, these scientists are also highly skilled mages who wield rather strange magics. Each scientist takes 4 A ranks worth of spell damage to take down. They may mention that they’re a part of some “fascinating” project, but they never really explain what that is.
Pick whatever magic you’d like each individual scientist to have per roll:
Dissection Magic: A magic that possess’ a single purpose; to nullify, disassemble, and analyze other magics. Scientists with this magic are typically not the greatest one on one fighters, specializing in stopping your attacks and studying their contents on a molecular level while the other scientist sets about attacking you.
Poison Make Magic: Wielders of this magic can take any kind of poison you can think of and turn it into a solid construct of a weapon or even an animal. The animals made by this magic tend to be reptilians, but other than that the poison’s effects and weapons are all up to the player. Their spells will deal A ranked damage
Portal Magic: A magic capable of creating two dimensional rifts, or portals, allowing for feats from the transportation of oneself across large distances to redirecting an opponent’s attack right back on top of them! The scientist with this magic will constantly be trying to send your spells or even you yourself flying right back to your friends. However, there is a noticeable 3 second delay between their ability to place portals, so use that time to your best advantage!
Plant Make Magic: You’d think these guys would rather be botanists than aiding someone with kidnapping. Scientist’s with this magic tend to focus on ensnaring you in thorny vines before sending large, plant like monstrosities to assault you while you’re stuck. Hitting their dynamic make magic with water is just asking for trouble as it will only increase the damage they deal by 50% for that post. Any sort of fire or cutting instrument is extremely useful though. Their spells will deal A rank damage normally.
Strong:
Dragon Riot Mage (one per roll): A mage who claims to be from some guild you’ve never even heard of called Dragon Riot. Since you’ve never heard of it, then these guys must be total pushovers, right? Well, not entirely. These mages wield a powerful lightning magic that focuses around rune placements and are capable of dealing both A and S ranked damage with their spells (mix it up a little!) These bastards take 6 A ranks worth of spell damage to take down for good. They will use any form of trickery and/or environmental advantage that they can get to keep you from getting to their boss, so be cautious.
Boss:
Slayer Project Lead Matthias:
- Matthias:
Abilities:
Memorize: The primary ability of Matthias’ magic, he will analyze and copy one ability from you or your friends and even be able to use it with half the cooldown of the original; but it will deal one rank less damage as a result (obviously does not apply to copied D ranks). Once he finds a fancy in a new technique, he will instantly replace the older memorized technique in favor for the new one.
Lightning Dragon’s Spark Body: Matthias will quickly turn his body into electricity, doubling his speed and allowing him to phase through most attacks. This ability will last for 3 posts and has a 3 post cooldown.
Earth Dragon’s Mountain Hide: Matthias coats his entire body in a rocky armor, allowing him to withstand up to two A rank spells worth of damage before breaking. The armor isn’t perfect, so the last attack that hits the armor before it breaks will deal one rank lowers worth of damage to Matthias himself. Goes on a four post cooldown after breaking
Water Dragon’s Trident Horn: Propelling himself ford with blasts of water from his palms, Matthias forms a set of three razor sharp horns of water on his head in the shape of a trident before crashing into you head first dealing A rank damage. He knows it's rather hazardous to do from afar, so he’ll generally only do this when in decently close proximity to you. 5 post cooldown
Water Dragon’s Tidal Fang: Matthias will throw his hand out at you, quickly gathering a large 3 meter wide pool of water above you and your allies before causing it to slam down on top of you. The sheer force of the attack is enough to slam you down into the ground, dealing an extra C ranks worth of damage on top of the normal A rank damage if you’re under A rank. This attack is quite fast, so watch out for it. 3 post cooldown
Shadow Dragon’s Roar: Gathering shadows in his mouth by inhaling deeply, Matthias will unleash a 3 meter wide blast of shadow magic at you that can travel out up to 45 meters from his initial location. Once it hits something, the roar will explode in a 30 meter wide explosion dealing S rank damage. Has a cooldown of 4 posts.
Shadow Dragon’s Crushing Talon: Matthias will casually tap his foot on the ground, sending out a stream of magic through the shadows quietly to get the jump on you. Once in range, the magic will spring forth from behind you, forming a large shadow in the shape of dragon’s talon that will wrap around you. This spell can travel out to 40 meters away from Matthias’ casting location and is mostly to keep someone in place, but it will deal C rank damage to you each post and last for 5 posts. You can break out of it with either a display of an A ranks worth of power or if an ally hits the talon holding you with a B rank or higher spell. Matthias can move freely while you’re being held by this attack. Has a 4 post cooldown
Shadow Dragon’s Possession: Matthias’ most prominent Dragon Slayer move, he will send out a burst of energy through the shadows out up to 50 meters from his location. Once the shadow reaches Matthias’ target, it will latch on to their shadow and allow him to control them for 4 posts. Your allies will have to focus all their efforts to sending Matthias flying, as not only will he force the person under his control to fight for him, but he’s also developed quite the tenacity when performing this spell; requiring two A ranks worth of damage to be dealt to him before he’ll lose concentration and you’ll be free. He likes to pair this with Crushing Talon to imprison one party member of yours while taking control of the other. He cannot use other spells while this is active. He can also only force the possessed person to do spells that he’s seen them do. Be careful, because he can force you to damage yourself as well as your allies!! Has a 5 post cool down.
Reward:
45K Jewels and an extra A rank’s worth of experience (After bonuses)