Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    The Decrepit Mansion

    avatar
    Guest
    Guest

    Locked The Decrepit Mansion

    Post by Guest 22nd September 2016, 5:20 pm


    Job Title:
    The Decrepit Mansion

    Rank:
    S

    Player Requirements:
    At least 2 A-ranks or 1 S-rank.

    Job Requirements:
    Minimum 20,250 Words.

    Job Location:
    Pergrande Kingdom

    Job Description:
    Any wizard in their right mind knows to avoid the country of Pergrande at all costs, as the nation is beyond just anti-magic. They will persecute and attack magic-users, but such a client is not afraid to take that risk. The client is a small community on a rather desolate street, and at the end of the road there lies a Decrepit Mansion.

    The giant house appeared old, broken, and worn, decaying in all aspects. Around it lies mist and an aura of gloom. Despite the weather being moderate upon arrival, as soon as you walk into the yard, the sky appears to be white and vacant, with clouds and fog shrouding out the brightness of the sun. Word has it that once somebody walks in, they cease to come out. On a few occasions, people have returned, but something about them has dramatically changed. Regardless, the people are frightened, and find themselves unable to demolish the ancient and rotted structure. They go against the laws of their land to send out a job flier to all magical guilds, dark or legal, and allow even guildless mages to assist.

    If you dare to enter the Decrepit Mansion, you will notice that on the interior, it is not old and worn at all; it appears as though it was recently refurbished. The lighting is dim, and there are candles and fireplaces lit. The air is empty and still, and the space is as silent as the grave. As you keep going, you will find that the mansion goes on seemingly forever, as if it is its own world and nation. The windows are too foggy to see through, but you can no longer sense the realm of Pergrande or Earthland around you. The doors and windows are shut and locked. There is no way out. Walls and furniture are unable to be destroyed, and do not act as any sort of shield for you.

    As you venture onward, trying to solve this mysterious case or find an exit, a strange event will take place, and you will be condemned to follow the rules of the Mansion. Enemies will try to get in your way and thwart you. Stay in their domain too long and you will soon join them. Who makes the laws and restrictions of their world? You had better find out and stop them, or else become a part of their Decrepit Mansion.

    Mysterious Events:
    After you have entered the Decrepit Mansion, you must pick from the six options below to use for the time you spend IC in the mansion. You may either roll one of these, or pick which will best fit the story you have in mind.

    one --
    If you choose or roll Number One, you will die on the spot. Your HP will reach zero, and you don't go unconscious; you will be killed. You may either consider your mission a failure, and go to the Sacred Shrine, or you may use any other death revive option you might have with an ability or lineage. Your other choice is to give up your physical body and continue on through the Decrepit Mansion as a spirit. You cannot use items or weapons, and your physical strength will drop to zero. However, you may still use magic and can fly at will. Upon exiting the mansion, your physical self will be revived, as well as your equipment.

    two --
    If you choose or roll Number Two, your magic's effectiveness will drop. You will only have 50% MP to use as a base, and cannot regenerate magic power. Along with this, your magic damage, range, and effects are -50% less effective. Upon exiting the Decrepit Mansion, this will be undone.

    three --
    If you choose or roll Number Three, you will experience your magic take the element and effects of the opposite. If you have fire, you will use ice or water. If you have air, you will use earth. If you have shadow, you will use light. If your magic is unique in element, please make up an opposite. Not only has your element swapped, however, but your personality has as well. You are now the complete opposite of yourself- if you were good, you are now evil, and so on.

    four --
    If you choose or roll Number Four, you have the worst fate ahead of you. You have become a puppet of the boss, and are either consciously or unconsciously working against your allies. As the thread progresses you may start to turn on them completely, and in the end will assist the boss and the enemies in destroying the strangers of the Decrepit Mansion. Upon leaving the place or defeating the boss, you will come back to your senses.

    five --
    If you choose or roll Number Five, nothing happens. Only one person out of the entire party is permitted to select this option. If you absolutely want to add something, why not genderbend? However, if a five is chosen, the enemy has decided to leave you alone... for now.

    six --
    If you choose or roll Number Six, you will be changed into another creature. This can be a smaller mythical creature or any natural animal. You will remain in this form throughout your time in the Decrepit Mansion, and will be unable to handle any equipment, which mysteriously disappeared. You can still use your magic, and will regain your original form and equipment once you have left the Mansion.

    Enemies:
    Weak:
    10x lost souls --
    Those who went missing in the Decrepit Mansion and have survived so far now have lost their minds. They may mistake you for a spirit, and try to attack you, or will go after you regardless from spirits possessing them. You can choose to save them, knock them out, or kill them. They take 5 S rank hits to take down, and deal A rank damage.

    Normal:
    3x vengeful psyche --
    Having been bound to the Decrepit Mansion for so long, these angry spirits who can take any form seek to destroy anything in their midst. They are mindless, tortured individuals who have lost their reasoning, and only want revenge. They are immune to physical attacks and take 10 S rank hits to take down each, and deal S rank damage.

    Strong:
    2x spirits --
    These spirits are not like any other spirits. They are unique beings who can shapeshift, possess, mind control, and try to trick you. You can try to reason with them to get their help, but it is ultimately up to them. To gain their 'help', you must convince them that you are more entertaining alive than screaming out as they slowly torture and kill you. They take 20 S rank hits to take down, and deal H rank damage.

    Boss:
    silica --
    The current Queen of the Decrepit Mansion, even if she was not so originally. She is a childlike spirit who is able to control any kind of magic she wishes, or you wish to give her. She moves very swiftly, and deals H rank damage per strike. She takes 30 S rank hits to take down, and can attempt to possess or mind control a single person at a time to turn against the others.

    If you defeat and spare the Queen, she will allow you to leave the Decrepit Mansion along with anyone else who is trapped.

    If you kill the Queen, the power holding the endless Decrepit Mansion together will dissolve, and the structure will begin collapsing. The openings are unlocked, however, so you may try to escape if you are fast enough. Most likely, those left behind will be killed in the destruction.

    Reward:
    -- 50,000 Jewels
    -- If you spared Queen Silica, you get the thanks and renown from the people in that small Pergrande Community for saving their friends and family.



    -- Credit to Izayuki

      Current date/time is 23rd November 2024, 9:14 pm