Rank: A Rank
Player Requirements: Can't be from a Dark Guild, Thread must be a minimum of 50 posts long, each post being a minimum of 500 words. Minimum of 3 mages must partake on this job.
Job Requirements: Defeat the boss
Job Location: Calm Sea
Job Description: The Fell Dragon has struck once again!
For those of you who don't know, the Fell Dragon is a being of another world. Wether we'd call it god, demon, or dragon is beyond us, because it seems to be a combination of the three. It likes to call itself a dragon, however. Every time this dragon supposedly dies, it is sent back to its original world, only to return to terrorize us once again. If this being is left alive, its roar of death will ravage the land, and the human race will be brought to extinction.
The dragon itself is nigh invincible. Its size is that akin to an entire country, with its body being indestructable. The only part of its body where it can be hurt is a body - the human it possesed for its vessel - that rests on its head. If you kill that body, you kill the dragon. Do not worry, that body is not innocent. It willingly let itself be possesed by the Fell Dragon to seek destruction on the world. This person's body is beyond arrest. It can only be purged.
The dragon is currently above the Calm Sea, killing every human there (which consists of vacationers and pirates) with its intense power. The only thing you need to do is find a way to get atop its head, where you can attempt to defeat it. All hope lays in your hands. Oh, last thing. A cult follows the Fell Dragon to the ends of the earth. The Fell Dragon brainwashed them, tricked them into thinking they have transcended humanity. The Fell Dragon will summon members of the cult to fight you, or to use as meatshields.
Enemies:
Enemies are not rolled for. During the first person's post when on the Fell Dragon's back (once you actually get up there it starts) 4 of each enemy type minus the boss get spawned. This continues every time that first person's post comes, and enemies do stack. Ie if you didn't defeat a few Berserkers, mpre will still spawn anyways. Also, no enemy is mandatory to defeat but the boss.
Weak: Paladins - Balanced units on a horse. They have no exploitable downfalls, however have no admirable assets as well. They will fight to the best of their ability to protect the Fell Dragon. They deal A Ranked damage with their swords.
- Abilities:
- Ability 1: Aegis + (Always halve spell damage)
Ability 2: Swordbreaker (This unit can not be hit by swords)
Normal: Berserkers - These guys hit hard. Really hard. I mean really REALLY hard. Their downfalls are their bad vitality, taking only 4 A Ranks worth of damage before falling, and the fact that they aren't the deftest people around. They have bad accuracy, but hit hard enough to make up for it. Deal 1 and a half S Rank damage with their mighty axes.
- Abilities:
- Ability 1: Counter (All melee damage against this person is dealt back to the attacker)
Ability 2: Axebreaker (This unit can not be hit by axes)
Ability 3: Rally Strength (This unit can make all ensmies deal 25 extra damage for 1 post, however the Rallier can't attack)
Strong: Generals - Indestructable walls that are people. Their only flaw is their weakness to spell damage and they're slow as hell. They all carry a lance and deal S Rank damage upon hit. They have 10 A damage's worth of HP.
- Abilities:
- Ability 1: Pavise + (Always halve melee damage)
Ability 2: Luna (Once every 3 posts, deals 50% extra damage)
Ability 3: Rally Defense (Makes every enemy take 25 less damage during that post, however the Rallier can't attack)
Boss: The Fell Dragon - The vessel that the Fell Dragon used to inhabit its body. It wants nothing more than the destruction of mankind... For some reason. The body is no longer alive, normally mortal wounds such as headshots or stabs to the heart are no more than fleshwounds to it. It won't move from the spot it's in, however it will speak to the characters and make conversation before the official battle begins. The Fell Dragon can't move from its spot, making it bad at dodging. This doesn't mean it finds no way to defend itself. It will summon the other enemies still alive to take hits for it. He will stop at nothing to find you destroyed. It takes 20 A Ranks worth of damage to take the Fell Dragon down.
- Abilities:
- Ability 1: Dragonskin (Makes every attack do 50% of what a normal attack of its kind would do. In essence, it: Nullifies damage from counter-based skills, and also nullifies damage from any spell or ability or effect that would make you deal bonus damage. Nullifies DoT and other poisonous abilities. Nullifies bonus damage from Dragonslayers, demonslayers, godslayers, and weapons that also give such abilities. Also halves ALL damage.)
Ability 2: Anathema + (The target for this unit's spell has its speed reduced by 70% during the attack, drastically lowering their ability to dodge)
Ability 3: Ignis (Adds half of (spell rank) melee damage to the damage of the spell. Activates once every 4 posts. Example: Fell Dragon uses Expiration, so it will add 1/2 of H Rank melee damage to the damage of Expiration)
Ability 4: Pavise + (Reduces all melee damage by half [this makes total damage -75% when doing melee damage])
Ability 5: Rightful God (Every other Ignis, the cooldown is reduced by 3 posts.)
- Spells:
- Spell 1: Expiration - The Fell Dragon's vessel raises its hand, then the actual dragon's head gets raised. The dragon roars, and a thousand spikes made of pure evil energy comes from its mouth like a breath attack. Deals H Rank damage, and will use once every 2 posts.
Spell 2: Thoron - A spear of lightning comes from the vessel's hand. Deals A rank damage, and will be used twice per post.
Spell 3: Decay - The actual dragon's head raises, and it releases a breath of noxious gases. The gas deals S rank damage just from breathing it in alone, but also heals the vessel by 40 damage. Will be done once every 4 posts.
Reward: Every member gets the Title (if you don't have one) - "The Tactician"
Also
One member out of the group may get the weapon Falchion. The others each get a Book of Naga.
- Falchion:
- Name: Falchion
Rank: Legendary (+)
Type: Sword
Description:- Image:
*Can't break (if dur. reaches 0 then the damage it deals goes down to 0 and its abilities are nullified. No bonus damage from rank or abilities will be added.)
*Can stab as well as slash
Weaknesses:
*Feels harder to use against lance weilding foes
*Limited to CQC
*Can't be used to block as effectively as, say, a Zweihander
Abilities:- Evil Wyrmsbane:
Name: Evil Wyrmsbane
Rank: Scales with user up to A Rank
Duration: Passive
Cooldown: None
Description: The sword deals a permanent 25% increase in damage to dragons, half-dragons, wyverns, wyrms, or any other being that is akin to dragons. It also deals a permanent 25% increase in damage to demons, demonic beings, half demons, possesed humans, monsters, or anything else akin to demons.
Strengths:
*Permanent bonus in damage
Weaknesses:
*Only works against dragonic and demonic foes
*Damage doesn't stack on top of each other if an enemy is both dragonic and demonic
- Rightful King:
Name: Rightful King
Rank: Scales with user up to B Rank
Duration: Passive
Cooldown: None
Description: Every spell below B Rank has its cooldown reduced by 1 post. If the weilder is C rank or below, it's every spell below their rank.
Strengths:
*Reduces cooldown of spells
Weaknesses:
*Only reduces cooldown of spells C Rank and below
*Doesn't reduce cooldowns to lineages, weapon or armor abilities, unique abilities or any other cooldowns that aren't in the users magic
- Book of Naga:
- Name: Book of Naga
Rank: Legendary
Type: Tome
Description:- Image:
*Can be easily transported, as it is a book
*Smack someone on the head with this and it'll hurt. MAKA CHOP!
Weaknesses:
*Pretty big for a book, limiting conceal-ability
*It's a book. One fire spell and it goes bye-bye.
*Hitting someone with the book only causes pain, not any HPs worth of damage
Abilities:- Naga's Truth:
Name: Naga's Truth
Rank: Scales with user up to A Rank
Duration: Instant
Cooldown: None
Description:- Image:
Strengths:
*Effective source of ranged damage
*Ignores the effect of spells and abilities that reduce melee damage. Ie if a spell reduces melee damage by 10, the Book would not be reduced.
Weaknesses:
*Must be read aloud to be used
*The opponent must nearly be entirely idle when using the book. The orb of light is only 3 meters in diameter. If you step out of those 3 meters you can avoid the attack.
*Only ignores spells that specifically target melee damage. If a spell reduces all types of damage, then the Book would be reduced
- Wyrmsbane:
Name: Wyrmsbane
Rank: Scales with user up to B Rank
Duration: Passive
Cooldown: None
Description: The ability Naga's Truth deals a permanent 25% increase in damage to dragons, half-dragons, wyverns, wyrms, or any other being that is akin to dragons.
Strengths:
*Permanent bonus in damage
Weaknesses:
*Only works against dragonic foes
*Only adds the boost in damage to that ability, not of, let's say, every attack
Last edited by Kissos on 17th August 2016, 11:53 am; edited 5 times in total