![Guild Hall and Information 6HKdbk8](https://i.imgur.com/6HKdbk8.png)
Guild Info:
Guild Goal: Infinity Hydra is a guild of conviction. The conviction of this guild; to stop and take down dark guilds. While this is considered part the Rune Knight's jobs, Infinity Hydra as a guild can get an inside look at dark guilds without the Council's permission. Through requests and reconnaissance, we avoid vigilantism narrowly. Do not think we defy the council or the rune knights in any way, but we can do some things they cannot do. Waging war on the dark guilds through a legal manner, we devote our lives to keeping Fiore and all of Earthland safe. While the knights uphold all laws, Infinity Hydra specializes in one area; fighting or resisting dark guilds. Justice is something considered highly within this guild, and it is something all of the members acknowledge or strive to give. Whether it be stopping crime or murder, those who commit evil will receive justice. While this guild does not condone actively killing even dark mages, if forced to do so it is allowed.
The reason for this is the guild was established on the basis that the council can only do so much to stop the crime and terror that the country may experience, while the guild is more free to roam and do as they wish. This is a guild of Freedom, and Adventure. While it is primarily devoted to taking on dark guilds, the guild freely promotes any good doings of any kind. Taking on any missions a normal legal guild, the only difference is the focus on taking on missions that involve dark or rogue guilds, be it bandit guilds or mage guilds. Much like the Samurai in Midi, they value honor and the power of the sword. (Doesn't have to be a sword, can be any weapon or just magic, but fighting in general)
The reason Infinity Hydra is called so, is because there is no limit to how hard they will try to protect the people they care about, and the people of Fiore in general. The Hydra was chosen as the guild's symbol, because when a hydra's head is cut off, two more grow in it's place. That is what the guild was created to be like, a hydra. If one member of this guild is beaten, the idea is that two more will arise to take their place. The ideal could also be taken as; this guild will not stop to complete it's goals. No matter how many times you beat us down, we will get back up again.
Guild Status: Legal
Guild Creed: "You can remove one head of the hydra, but two more will appear in it's place..."
Location: Mountain Village
Guild Tattoo:
- Spoiler:
Guild Spells:
- Guild Spells:
- Hydra’s Fang (Head of Justice):
- Name: Hydra’s Fang (Head of Justice)
Rank: H+
Type: Offensive/Supportive
Duration: 8 posts
Cooldown: Usable once per thread
Description: The Head of Justice holds their hand over their guild tattoo as it shines with a bright light; summoning forth a large sword roughly 5 meters long and weightless, made of a pure and holy light. Deals H ranked damage. (Resembles this) With this sword in hand, there is very little that Head of Justice cannot cut; the blade being capable of cleaving through any non-magical surface like it was butter and is capable of slicing most S ranked spells in half. The light shining off from the blade is a terror to the unholy/undead as well as a comfort to those of the guild. Any enemies slain by this will be disintegrated, as well as any limbs but off by it.
Strengths:
Deals 100% extra damage against demons/undead/unholy beings
The blade will only hurt those that the Head of Justice deems as an enemy, allowing him to cut through an allies body to reach an enemy without harming the ally.
Can cleave through S rank and lower spells.
Weaknesses:
Deals 50% less damage to holy/angelic beings
Only usable once per thread
Melee weapon offering no ranged capabilities whatsoever.
Cannot cleave through any H rank or higher spell.
- Hydra’s Scales (Head of Resilience):
- Name: Hydra’s Scales (Head of Resilience)
Rank: H+
Type: Defensive/Utility
Duration: 7 posts/Until broken
Cooldown: Usable once per thread
Description: Gathering a large amount of light in their hands, the Head of Resilience is capable of doing one of two options. The first is to cast the spell on themselves, coating themselves in a scale like suit of armor made of light that is incredibly durable beyond what any smith can even hope to accomplish. The user can provide this armor to themselves and three other guild members, or an entire structure that the guild members are in. This shield can take up to an H rank spell per person, but 3 H ranks if just on the one.
Strengths:
Resists 100% more damage from demonic/undead/unholy sources
The light of the armor is capable of taking the full brunt of two H rank spell’s (or equivalent amount of damage) while keeping the Head of Resilience unharmed before breaking.
When cast, the Head of Resilience is capable of cutting the durability of the light armor in half once (only resisting 1.5 or half an H rank spells worth of damage depending on how many are shielded) to let out a bright burst of light from himself that is capable of blinding anyone within a 50 meter radius around them for 3 posts.
When spread out, the light is capable of taking the damage of one H rank spell (or equivalent damage) before breaking, keeping up to three other guild members safe.
Weaknesses:
Resists 50% less damage from holy/angelic attacks
The Head of Resilience may only cast this spell on himself or on his allies, never both and he cannot switch between the two choices.
When cast on guild members, the Head of Resilience is limited to using A rank or lower spells for the duration of this spell due to the concentration required
Can only protect up to 3 guild members, including one's self. A full structure counts as the other two spots if you protect yourself.
The other guild members do not gain the ability to potentially blind people with the bright flash.
- Hydra's Rage (Head of Destruction):
- Name: Hydra’s Rage (Head of Destruction)
Rank: H+
Type: Offensive
Duration: Instant
Cooldown: Once per thread
Description: Tapping their foot or smashing their fist down into the ground, the Head of Destruction will pour an insanely large amount of holy light magic into the ground that spreads out up to 130 meters around them. The ground in that large area begins to crack and split apart with rays of light shining through the cracks before erupting into a large beam in the shape of a hydra head that rips up to 150 meters into the skies above; all while the roars of an enraged hydra can be heard echoing for miles throughout the surrounding area. This beam of destruction will damage anyone and anything unlucky enough to be caught in it aside from the Head of Destruction. This will incinerate all structures within the burst of light, turning them to dust.
Strengths:
Deals 100% more damage to anything of the demonic/undead/unholy variety.
Incredible range and damage, dealing H rank damage to anything within 30 meters of the caster while dealing 75% of that to everything else in the spells range.
Capable of blinding up to 4 enemies for 3 posts each due to the brilliance of the light.
Those within the 30 meter radius to the caster will not only receive full H rank damage, but will also have the light seep into their bodies and explode outward violently; eradicating 15% of their MP away.
Weaknesses:
NOT FOR USE IN POPULATED AREAS!!
Costs 35% mp to cast as opposed to the usual 20% of an H rank spell
Deals 50% less damage to holy/angelic beings.
Is capable of severely damaging allies as well as enemies.
Requires a surface to use.
Guild Hall:
Outer: The guild hall, designed by Ardere himself is based off of a castle that could be found in Midi. Being in the Mountain Village, the castle is in the village with several floors. Based off a traditional Midi castle, it is layered like a temple. The roof for each floor resembles that of a traditional tower. The structures are made of strong concrete reinforced with steel, which is a more modern touch. The rest is made of traditional wood. The ace of resilience is in charge of defenses, and ultimately all floors even with each ace having a floor they use. There are several buildings attached to the main guilds that include free housing for the members if they wish, with very nice rooms like at least a 4 star hotel. It is obvious no expense was worried about when making the hall.
- Spoiler:
Floor 1-Hall/Tavern: The bottom floor is the large guild hall were the guild rallies for battle, and the tavern where many comes to drink or guild parties are held. This can be used as a large ball room if needed. The bar serves all drinks, not just traditional Midi style drinks. The inside is very traditional, with wood and vibrant colors like sakura flowers. The second floor can easily be seen due to the winding stairs. There are several privates rooms that can be used to eat in, like a restaurant would have. The ace of justice is the primary user of this floor.
- AI System:
- R.A.I.N.E. = Robotic analytical intelligent nano equipment
Looks like this: http://cdn.pastemagazine.com/www/blogs/lists/Jihl.jpg
Its a fully functioning AI, that can interact with anyone that is in the database. (basicly all members of the guild)
In the guild hall in the four corners of the room a small lacrima orb will be placed ceiling corners, and they will project the 3d image of her when she is called upon.
Each member will have a portion of the hard drive that only each of them can access. Except the Admin/guild leader (only for emergency purposes)
They can add anything, put anything, or record anything they want n their portion of the harddrive. The person can activate the system by making a left swiping motion and a projected keyboard and screen will appear in front of them (think like archive magic) when they are done they can swipe left again and it goes away
Floor 2/3-Training Grounds/Armory: The second and third floors are where mages come to train, the rooms lined with anti magic metal they are quite resistant. Any weapons or pets the guild keeps are also put on these levels. The ace of destruction is primarily the user of this floor.
- Spoiler:
Floor 4-Master and Heads's Offices: This floor is where the guild master's office is, and the heads of the hydra's offices. Each head and the master is free to choose what is inside of his office, and who comes in or out. Descriptions are not needed, as they can change per user.
Last edited by Fire King Ardere on 17th June 2016, 4:10 pm; edited 1 time in total