- The Mission:
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:
MATTHIAS:
The head of what he refers to as The Slayer Project, Matthias is the one personally responsible for the kidnappings in Karakuri. He appears to be in his mid twenties and is an extremely confident yet analytical man. Matthias will generally ask you to fight outside of their hideout so that you can all have more room to fight. Well isn’t that very gentlemanly of the bastard? He takes his time to analyze you and your allies abilities as well as fighting styles and possess the inhumane ability to copy them to a near flawless degree because he is a Copycat Mage. He has memorized quite a few dangerous techniques thanks to the training his “master” gave him; Dragon Slayer techniques. The primary element he employs is Shadow Dragon Slayer magic, which is how he managed to kidnap people so effectively, but he has several at his disposal. This combined with memorizing your own spells makes Matthias incredibly dangerous. While deadly force has been authorized, you NEED to take him alive to find out who this “master” of his that he keeps mentioning is and where that person is. Matthias takes a grand total of 12 A ranks worth of spell damage to take down.
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)
created by DragonPantsu
NOTES TAGS. #KINGOFFRIEDCHICKEN 1/45 WORDS. 920 STATUS. NOTES. https://www.youtube.com/watch?v=tgaQHHJMDtA | "Behold, the intricate and subtle weaving of my cunning arcane . . . ah, screw it. Burn a lot!" - Haretsa After she had handed the flyer with the mission details to Ardere and watched Evelyn depart from the tavern, Haretsa made her way back up to her office to gather her things together. Haresta had been given this space the size of a small house to be her office as a gift for becoming one of the guilds Aces, or “Heads of the Hydra” as Ardere called them, and she was adjusting to the space rather nicely. She had a sizeable bedroom, her own personal kitchen, a bathroom, and plenty of open space to hold parties, meetings, or even sleepovers. However, this was merely only one half of her office. The other was located deep within the side of one of the nearby mountains and was only accessible via a teleportation lacrima that she had set up in her bedroom. Rushing into her room, Haretsa grabbed hold of the crimson lacrima and shielded her eyes from the bright glowing light that quickly enveloped her entire body to bring her down to her workshop. Once the light had faded, the cream haired Dragon Slayer took a deep breath to inhale the incredible aroma of molten heat, oil, and various other smells that filled her entire sprawling workshop. Ardere had built this place himself alongside the guild hall just for Haretsa and it couldn’t be any better. The forge along the northern wall of the workshop was massive enough for her to work with ridiculously sized pieces of metal should she ever need to and had the nice touch of a large dragon head sculpted out of rock hanging above it. While this place was fairly empty for the time being and only possessed her current essentials, Haretsa was sure that this place would be filled to the brim with all kinds of different inventions and metals in no time. Walking over to the large workbench near the forge, Haretsa gave a smile as she looked over the five items that she had lying on it. ”Alright boys and girls, we ready to head out?” Haretsa asked, grabbing the golden bracelet that had belonged to her mother and securing the jewelry around her left wrist. She then began to make strange snoring noises before shaking her head in what seemed to be disappointment. ”Of course you would be asleep, Flect. When are you ever NOT sleeping?” the girl sighed as she picked up her gun scythe that was currently in its compact mode. ”How about you, Scisara? You feeling better after the upgrades I gave you?” ”I feel like I could cleave a mountain in two, my dear.” the weapon responded as Haretsa bobbed it up and down slightly as if it were actually talking before placing in its holster about the back of her waist. Haretsa then began to slide on two large, golden, and rather technological looking bracelets, with the left fitting securely over the top of the one she currently had on. ”WELL IT’S ABOUT DAMN TIME!! I’VE BEEN WAITING TO BLAST SOME FOOLS IN THE FRIGGIN FACE EVER SINCE THAT JACKWAGON FROM THE PRIORY TORE ME TO PIECES!!!” a brash, familiar voice shouted that echoed throughout the workshop. ”It’s good to have you back, Blamo. I missed you…” Haretsa spoke rather softly, tenderly petting the large bracelets. ”EW GROSS. STOP GETTING ALL MUSHY WITH ME, DAMMIT!!” With her gear all prepped and ready, Haretsa picked up the last device she had set on the table. It was a small communications device powered by a miniature lacrima that fit rather unintrusively and hidden within her ear. Once it was in, Haretsa headed the hulking machine that stood gloriously in the center of the workshop. ”Alright Ragna, time to wake up now!” she exclaimed, the large, cat like machine’s eyes flashing a flaming red in response to the young girl’s voice. The machine then began to move and look around for the source of the voice. ”Down here big guy!” Haretsa spoke softly this time, knowing the beast could hear her thanks to the device in her ear. The mech turned and knelt down slowly so that his head was touching the ground and facing Haretsa directly. ”Hello!” the machine spoke enthusiastically, waving its tail back and forth rapidly like a happy little puppy. ”Hiya Ragna! Do you know who I am and who you are?” Haretsa asked the machine. ”You’re Haretsa Shikon, 18 and a half years old, 198 lbs, and member of the Infinity Hydra mage guild. I am designation HSIH-04 X9 Ragnarok; also known as Ragna! I am your liger mech pet… what’s a liger mech?” Ragna asked, tilting his large head in slight confusion. Ragna’s A.I might have come across as rather unintelligent, but Haretsa had programmed him to be curious and have the open mind of a youth; much like herself. ”I’ll explain that to you sometime later. You’re not really a pet to me. You’re more like a child to me than anything, so I guess I’m your mommy! Now come on, we have a job to get to!” Haretsa exclaimed, about to open up Ragna’s cockpit before he started to look at her extremely confused. ”Mommy? Aren’t you a little small though? Wait… how big AM I?!” Ragna exclaimed in confusion, rolling around on his back to try and get a sense of just how big he really was. ”Oh boy… I should have figured you’d need time to adjust after being booted up for the first time… this could take a while.” |