- Jerb:
- Job: Afternoon Freakout
Rank: C
Player Requirements: Thread must be at least 20 posts long. C Ranked Wizards or Above. Or a combination of two D Ranked Wizards or more. 250 Words Minimum Each Post.
Job Requirements: Stop the paranoid Wizard and his cronies from attacking civilians in the market. Stop him before he's able too harm or kill 15 people. Must defeat ONE group of Henchmen or Cocky Fire Wizards and either the Insane Fire-Make Wizard, or the Mind Wizard. 3 wizards Max Allowed on this Mission / Job.
(Note: If you roll for the Mind Wizard and he appears, the Insane Fire-Make Wizard's spell will be broken, and he will flee the scene in horror of what he's done alongside any Henchmen, or Cocky Fire Wizards, who will also be freed from the spell, as the Mind Wizard is interested in fighting you with no help, on his own.)
Job Location: Oak Town
Job Description: A wizard is loosing his mind slowly, but surely in Oak Town. You've arrived on the scene shortly after a mission was hurriedly posted on the board. For the past few days, a Fire Wizard has been heading too the market with his band of wizards and attacking innocent civilians, claiming that they're Demons. It would appear that he's under some form of enchantment or spell that's controlling his mind. He still has his intelligence and still, he and his minions are a huge threat too those around them.
(Note: At the end of each round, he will roll a random Fire spell against a nearby group of civilians, a single civilian, or a shop / establishment. If you roll a miss, it misses. If you roll an attack, it lands and you loose 1 out of the 15 individuals you're supposed too protect.)
(Note: The name of the Wizard, and or his group of cronies is up too you.)
Enemies:
Weak: Henchmen Fire Wizard x3 (These guys use D-Ranked Fire Spells, mostly Fire Balls and Fire Streams that don't do too much damage. They can catch things on fire however. They go down in usually one hit, two at the most of any rank.)
Normal: Cocky Fire Wizard x3 (These guys use C-Ranked Magic, and are very skilled. They sling AOE fire spells at you, along with normal fireballs and fire streams. They take four C-Ranked hits each too defeat.)
Strong: The Insane Fire-Make Wizard (The source of the problem. A young wizard with a long blue coat with red runic markings on it. He has face length blue hair that sweeps around his face, with a deranged look and a constant toothy smile that just screams "I'm insane.", he uses a plethora of C-Ranked spells at rapid speed, and has a B-Ranked AOE fire spell that will deal incredible damage if you're hit by it. At the end of every turn, he rolls a "Damage Die" too see if he harms / kills one civilian or a nearby building / establishment. Takes 15 C-Ranked hits too defeat.)
Boss: Mind Wizard (The REAL source of the trouble in Oak Town, this guy brought the Insane Fire-Make Wizard under his control with his magic, so beware. He's a force too be reckoned with. If he appears, he will attempt too bring the civilians under his mind control, and force them too attack you. He uses Darkness-based magic along with his psychic abilities. Each round, he rolls a "Damage Die" if he misses, then he doesn't bring anyone under his control, if the Attack goes through then a group of civilians will attempt too impede your fight against him. Takes 20 C-Ranked hits too destroy. Will shield himself with Darkness-based magic, and strike with blasts of Shadows, and cause whipping shadows too jump from floors/walls/alleyways. Is very quick, and can have clouds of darkness lift him off the ground too get aerial and fight from rooftops. Good luck. His spells are C-Ranked, and B-Ranked.)
Reward: 5000 Jewels
’This place could use a bit of sprucing up,’ the woman noted when they cleared the platform. Despite the train’s receding smoky scent something a bit crisp and “burnt” continued to hang in the air. The reason remained simple enough as black smudges and crisped portions of buildings and road had yet to be replaced or properly scrubbed from previous encounters from some fire mage gone “mad” or so the job detailed. His handiwork painted portions and even some of the milling people could be spotted sporting bandages here and there, everyone a little too wary for Rohma’s liking.
The raven haired woman was used to being on alert during her travels, aware from a young age that the world wasn’t the friendly place some people would lead one to believe. No, as researchers of history and archeologists of dig sites Rohma’s parents taught her at a young age about the dangers of bandits, smugglers, and other sorts. To have this town acting the same way an inadequately protected team acted…felt rather disheartening to her. She very much preferred the more upbeat feeling of these hubs despite a minor lookout for the occasional thug or thief.
Hands unintentionally brushed one of the holsters of her pistols, unconsciously reaffirming their comforting presence for when things went wrong. They’d inevitably have to in order for the group to deal with the miscreants. ”Well…things sound all right for now…” the wanderer rubbed the back of her head beneath her thick ponytail, eyes averting down a street, ”doesn’t seem like this guy has any set “show time” so to speak, ‘least not one the job mentioned. We could split up, see if we find anything and in the meanwhile maybe question people about this weird fellow. Find out what he looks like if nothing else.” Likely caused by panic, but the paper Copy chose off the job board mentioned very little beyond “fire magic” for the guy, not even a photo included in this instance. Then again the very hand writing came off as panicked, as though the writer hastily and choppily put it together to get it out there as fast as possible. Details often fell by the wayside in such states.
Not exactly a natural born leader, Rohma decided to lean towards Rowan and Copy's preference. She might be used to going alone on things, but team work held its merits with Wolfe and she didn't exactly want to leave the new guy without some support - whether or not he'd admit as much aloud.
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