Job Title: The Fallacy of Mankind: Final Stage: NEMESIS
Rank: 100 Year Job
Player Requirements: 4+ SS-Rank wizards, Legal/Neutral
Job Requirements: Make it through the gauntlet, collect the three pieces, forge them together, get to Nemesis, and Kill him. MUST have Boss roll, must Have 3 Normal rolls, must have 9 Damage/Block rolls, 50000 word count. Must have 1 Strong roll.
Rank: 100 Year Job
Player Requirements: 4+ SS-Rank wizards, Legal/Neutral
Job Requirements: Make it through the gauntlet, collect the three pieces, forge them together, get to Nemesis, and Kill him. MUST have Boss roll, must Have 3 Normal rolls, must have 9 Damage/Block rolls, 50000 word count. Must have 1 Strong roll.
- Job Location:
- Sombras Manor
- Job Description:
- After the Final meteor touches down, (leaving a magmatic landscape outside Era), a blurred black form calls itself Nemesis, and says that It called all of the natural disasters and apocalyptic situations up to now were called down by itself. It says that if you wanted to enact revenge for those that were slain or injured by these calamities, come to Sombras Manor, which it took over. Arriving at the manor, Nemesis appears before you once again and says. "Good Luck" before vanishing again. In the main room, there are three hallways. You look down the halls, and you see traps, upon layers of traps. and at the end of each, a floating fragment of blue-silver metal, and once you have all three, you can see they form a wine cup.
You explore the manor, and you find a passage with forge sounds coming from the end, but 5 golems block your path. After passing these golems, you find an automated forge, with three input slots. After re-forging the cup, you go back to exploring, and cannot find anything. So, at the end, you try to leave, and once you reach the foyer ( the room just after the entrance to the manor) the cup brakes, and you are sucked down into a room with Nemesis in the center. Nemesis beckons you forward...
- Job Bonus:
Cooldowns: All cooldowns are halved at Nemesis' zone, and any cooldowns that are enacted from prior uses in any zone previous to the zone in story. ( if you used magic in one zone, the cooldown is removed, and this is not retroactive [You cannot recover cooldown by moving between zones, except when you are moving forward in the story. If you return to a previous zone, any cooldowns from the zone you're in is added onto the cooldowns you had from the zone you were just in. The cooldowns are removed in story arc forward motions.])
- Job Negatives:
Magic Use: Magic cooldowns are indefinite until you move onto the next zone. (From the main house and the Halls, to the Forge, to battling Nemesis.) until you reach Nemesis, when this negative is rescinded.
Added effect: When Damaged, participant takes 1/2 of that damage over three posts, again though, is not applicable.
Lethargy: MP is reduced by half in all zones excepting the Nemesis zone.
- Enemies:
- Weak:
- Poisoned Arrow Trap: Placed at the end of each hall, after stepping on a pressure plate, if hit, , it will deal 6 S-rank Damage, though easily dodged, but if hit will deal 3 poison S-Rank Damage.
- Normal:
- Three Halls Traps and Magic: To reach a piece of a blue-silver white wine cup at each end, you have to evade the traps. The traps include: an invasion of Ethernano, Nerve toxins, and a set of flame traps. Three block/Damage rolls each are necessary unless a spell allows them teleportation or imperturbability, or the like. ( things that allow the bypass of damage.) Each of these traps deal 5 S-Rank Damage solo. These damages go through most resistances, except those who specifically give immunity, and Slayers cannot eat these.
- Strong:
- x5 Golems of Immovability: These massive golems block the path that moves forwards to the forge needed to re-forge the cup. These massive hulking Metal monsters require 15 SS-Rank Damage, and are immune to most magic, exempting Fire, Earth, and Metal magics. These guys don't attack, but rather are just massive roadblocks.
- Boss:
- Nemesis- The Unknown master of Calamity. Nemesis is all but immune to magic, exempting Light, Celestial, Fire, and Electric magic. He is a master of Dark, Shadow, and Chaos Magic, and is nigh-imperturbable in regards to these magic attacks. Nemesis is beastly in terms of health, surviving a whopping 50 SS-Rank Damage, but will also be constantly, and consistently dodging all attacks, except those that involve the entire battlefield. Nemesis has a Shadow magic attack that causes your shadow to rise up and "fight" you, more like attack you. These deal 8 S-Rank damage per hit, and will attack you three times. He will, during this attack, fall into the floor, and move around you, laughing maniacally, causing 4 S-Rank Psychic Damage. He will then use Chaos magic to recreate the force of natural disasters found all over the world. He recreates Volcanos, Tornados, and Lightning Storms, dealing 6 S-Rank Fire, Wind, and Electrical Damage, respectively. Finally, he uses Dark magic to create a black hole, Dealing 120 S-Rank Damage to those caught by it (Caught inside), and 16 S-Rank Damage to those unable to defend or respond. He is also weak to all Slayer types, and therefore, and is especially weak to White dragon, White God, and White and Dark Demon Slayers.
Last edited by Aera Tylidae on 18th October 2016, 6:57 pm; edited 2 times in total