- Job Details:
Job: The Sunny Tower of No Return
Rank: B
Player Requirements: B-Ranked Wizard(s) or above, or 2 C-Ranked Wizards 250 word per post requirement. Thread must be at least 30 posts long.
Job Requirements: Bring home your clients daughter. Must defeat either the Sun Mages, or the Archmage of the Sun. May cause other enemies too flee until one of the two becomes available. Scale the Mystic Tower's 50 floors.
Job Location: Mystic Tower
Job Description: The Mystic Tower stands untouched and unappropriated, at large. Any who venture there never seem too return. Although mysteriously, letters still get sent home too loved ones as if they've found some new meaning in life. Your client's daughter has left for the Mystic Tower after being curious, and fell victim too this very situation. Her parents are incredibly worried about her, and have received disturbing letters in which it seems as if she's praising the sun. They want you too go there, and bring her home. Realizing the risks, they'll pay heftily for her safe return too Magnolia.
(Note: Character Names, and Boss and Enemy Names Are Up Too You)
Enemies:
Weak: Initiates of the Sun x10 (These new comers too the Order of the Sun haven't truly mastered their magic yet. A lot of them are very young and may be easily intimidated. Some are extremely bold and brazen though, and will not be dissuaded easily. They can make their fists and feet glow with sunlight too strike at their opponents, but that's about it. It takes two hits too down each initiate. They may flee if you display a level of magic that's way beyond them, likely deciding too leave the Order of the Sun all together if convinced.)
Normal: Apprentice of the Sun x5 (These young wizards are students of the Sun-Make school of the tower, and show great potential and skill already. They can augment their physical attacks, and fight with potent martial skill. They will augment their hands, arms, legs, and body with Sun-Make magic too strike you. They will also fire bolts of sunlight, that quickly emerge from their hands and smash through objects, these deal C-Ranked damage, as they are not skilled enough for the homing streams of sunlight yet. It takes four direct hits too bring each down. They may flee if you display magic above A-Rank.)
Strong: The Sun Mages x2 (These two wizards are draped in desert like attire, of gold and silver wrappings. Their Sun-Make magic is incredible. It allows them too fly at high speeds, and strike with hand-to-hand combat with amazing levels of martial arts skill. They are highly skilled fighters and attack with 4 "Damage Die" each time they attack. The sunlight that surrounds their body results in unpleasant burns if struck. They can also fire streams of sunlight that fan into the air and then home in on you. If hit, they deal B-Ranked damage. They are incredible gymnasts and will show as much when dodging, even while flying. Though they will not fly at all times. It takes 10 hits too bring each of these two down. Their attacks pierce through all darkness oriented abilities with ease.)
Boss: Archmage of the Sun (This guy is draped in insane robes, with a golden crown on top of his head, glittering constantly. He levitates around, swooping through the area and releasing incredibly powerful blasts of white hot sunlight from his hands and body. He is excellent at countering magical effects, and if he rolls a block then NO effect of your magic will get through. He is somewhat vulnerable too physical attacks, if you can get him out of the air and down too your level...and then make it past his insane Sun Magic. His palm blasts of sunlight travel at high speeds, and will home in on you. You must dodge them at the last second too evade, any failed block results in B-Ranked damage, and a very uncomfortable and painful burn on the spot. His Sun-Make magic pierces through all darkness oriented abilities without hesitation. His ultimate attack, which he will use every 5 posts results in him gathering copious amounts of sunlight into himself as he begins too shine brightly. He unleashes streams of sunlight that soar through the area and slam through nearly anything in their path. These deal A-Ranked damage and will disorient you for a few posts after being struck unless you have some form of healing magic. Any form of Healing will help you remain oriented. He takes 15 hits too topple.)
Reward: 15,000 Jewels
... Mashyuu and Rocky stepped aboard the Tailspin, a ship owned by a team that included Sabertooth member Kite. Slung over Mashyuu's shoulder was a large brown bag that was filled with both rocks and a few sets of clothes to change into. His brown boots clacked against the metal of the ship's floor. Already Mashyuu both loved and hated the thing and it hadn't even started to fly yet. He wasn't sure why but the brown haired Dragon Slayer felt like he was going to be sick. Mashyuu dropped down on a single orange cargo pant covered knee and rubbed Rocky behind the ear. "Alright boy, this is the first job we have done with more than one other team member.... Aside from the one over seas... So lets give it our all."
Swiftly Mashyuu stood up and started to explore the ship cautiously. In his left hand was a flyer for the job the three Wizards had agreed to do and once Mashyuu found what he assumed was the central meeting room of the ship he placed the flyer down, face up on the table and reviewed it again. The job seemed simple enough, save the clients daughter and return with her. However Mashyuu wasn't sure how the group was supposed to get inside the tower. Mashyuu looked around and realized he was alone for the moment but someone had let him on the ship. Carefully he reached into his bag and grabbed a single sharp rock and called out. "Hello! Is anyone there?"
While he waited for a response Mashyuu looked around for a pen and paper and grabbed a piece up and started to go over what he knew about the woman in question. The woman was roughly five foot seven inches tall, had straight black hair was slender and had green eyes. Her name was Miyo. Aside from that the team really didn't know much but it was a start at least.
WC: 323
- Mashyuu Status:
HP: 200/200
MP: 100/100
Magic Regen: 5 posts- D rank spells:
- C rank spells:
HP: 150/150
Stone Spew:
Spiked Stones: