Job Title: A Crisis in Magic!
Rank: B-S. The job is ranked the same as the highest participating mage's rank (for a group of mixed rank mages). Or, it is one rank above the players' ranks, if all of them are the same.
Player Requirements: Minimum of 4 mages, each of a different magic category (must have approved magic!). Available categories are summoning, requip, make-magic, slayer magic, and takeover magic. Mages with custom/unlisted magic are allowed if they have a categorized secondary magic or if there are already at least 4 mages of the required types already on the mission. No more than 6 mages may participate. No mage may be more than 1 rank away from any other on the job. No mage ranked S or above may participate. No mage may be more than 1 rank away from the mission's rank.
For example, a group could consist of 1 A-Rank Celestial Spirit mage (category 1), 1 B-Rank Torrent God Slayer (2), 1 B-Rank Diamond-Make mage (3), 1 B-Rank Purple Illusions mage, 1 A-Rank White Dragon Slayer, and 1 B-Rank user of ExQuip: The Samurai (4). The mission would be ranked A.
Job Requirements: Depending on the rank of the mission...
B Rank: At least 10 posts per character, each of 300 words or more. Roll at least 5 non-boss dice, may auto-spawn bosses after.
A Rank: At least 15 posts per character, each of 350 words or more. Roll at least 10 non-boss dice, may auto-spawn bosses after.
S Rank: At least 20 posts per character, each of 400 words or more. Roll at least 20 non-boss dice, may auto-spawn bosses after.
Please keep in mind that this job may not be done by "word count" and must fulfill all "post count" requirements.
Job Location: Pergrande Kingdom
Job Description:
Reward: Depending on the rank of the mission...
B Rank: 25K Jewels each and either a legendary armor or double XP.
A Rank: 40K Jewels each and either a legendary(+) armor or double XP.
S Rank: 55K Jewels each and either an artifact armor or double XP.
Equipment rewards cannot exceed available slots.
Completion of this mission gives no fame for purposes of IC achievements, such as positions or just general reputation (except perhaps among fellow job participants). However, your character will forever be on the red alert list of the Pergrande Kingdom's military and have a kill-on-sight order issued on their head. There is also the promised jewel reward and some armor if you insist to the clients that it was a tedious job and absolutely not a learning experience. You also get put on the clients' telephone list in case they would like to enlist in the future on an envoy to Sin.
Rank: B-S. The job is ranked the same as the highest participating mage's rank (for a group of mixed rank mages). Or, it is one rank above the players' ranks, if all of them are the same.
Player Requirements: Minimum of 4 mages, each of a different magic category (must have approved magic!). Available categories are summoning, requip, make-magic, slayer magic, and takeover magic. Mages with custom/unlisted magic are allowed if they have a categorized secondary magic or if there are already at least 4 mages of the required types already on the mission. No more than 6 mages may participate. No mage may be more than 1 rank away from any other on the job. No mage ranked S or above may participate. No mage may be more than 1 rank away from the mission's rank.
For example, a group could consist of 1 A-Rank Celestial Spirit mage (category 1), 1 B-Rank Torrent God Slayer (2), 1 B-Rank Diamond-Make mage (3), 1 B-Rank Purple Illusions mage, 1 A-Rank White Dragon Slayer, and 1 B-Rank user of ExQuip: The Samurai (4). The mission would be ranked A.
Job Requirements: Depending on the rank of the mission...
B Rank: At least 10 posts per character, each of 300 words or more. Roll at least 5 non-boss dice, may auto-spawn bosses after.
A Rank: At least 15 posts per character, each of 350 words or more. Roll at least 10 non-boss dice, may auto-spawn bosses after.
S Rank: At least 20 posts per character, each of 400 words or more. Roll at least 20 non-boss dice, may auto-spawn bosses after.
Please keep in mind that this job may not be done by "word count" and must fulfill all "post count" requirements.
Job Location: Pergrande Kingdom
Job Description:
- Job Description:
- A group of wealthy and magical (but not powerful) citizens from Bellum have decided that they want to spread the joy of magic everywhere rather than taking the approach of looking down on non-magic users like the majority of their brethren. (Although due to the conflict against popular opinions, they have decided to hire foreign mages to avoid drama with their fellow countrymen.) They have been successful in sending envoys even to Stella, where nearly everyone seems to be suspicious of mages. However, the group has yet to find people courageous enough to travel to Sin (this is the next mission, if you complete this one!).
More importantly in addition, the travelers to the Pergrande Kingdom have been forcefully arrested and are in great danger. Your mission is to rescue the mages who are currently locked in a dungeon, waiting to be executed. The date is set for a month's time, but nobody has heard a word about how often the prisoners will be fed or given water, so... you'd better hurry! Public executions aren't popular enough that the monarchy will care whether the mages die before the time.
The citizens from Bellum have managed to create a teleportation device, but in order to operate it, a burst of magic from different users is needed. This is because the drawback was designed to work with the magical displays the teachers intended to put on in each country. By bringing people with various abilities, those foreign to such would be able to see that there is something in magic for everybody. On account of this, the contraption requires at least four mages with magics pertaining to the basic categories (deemed to be such by the group from Bellum) to work.
Your goal is to break into the prison and release the four mages who are imprisoned there. On the way, you will face great resistance in the form of copious amounts of enemies and also numerous defenses and barriers, all charmed with anti-mage spells (ironically enough). When you finally break into the holding cells, you will find that the captured mages are... not so much of prisoners as they are allies to the Pergrande. Serious brainwashing and torture have resulted in the mages considering themselves to only be weapons for the royal family. They've been ordered to kill you all and then commit suicide, to wipe out all traces of magic in the kingdom. The call for help and threatening issue of an order of execution were all just part of a gigantic trap.
Just in case they can somehow regain their senses later, you'll have to incapacitate them without actually causing lethal or permanently impairing damage. They'll be trying to kill you, however, and there are guards on your tail, too! It's nice you brought one or two extra allies along to keep them company while you subdue the affected mages. Unless of course, you didn't... in which case, you'll have to deal with them all at the same time!
- Enemies:
- Please remember that you may choose between enemies to deal with while rolling, for plot purposes, but if you encounter strong enemies you must have one of them be the Army Commander and if you encounter normal enemies you must have one of them be the Party Leader.
Weak:
Scout - Lowly worker in the forces, lightly armed. Deals damage two ranks under the mission's, with daggers that can fit in the palm of one's hand. Appear in groups of 3.
Trainee - New recruit into the kingdom's army. Is equipped with leather armor and a short sword, with which damage one rank below the mission's can be dealt. Appear in groups of 6.
Normal:
Party Leader - The head of the recon and scouting forces. Wears leather armor and deals damage one rank below the mission's using dirks.
Mercenary - The hired warrior from a neighboring country or from anywhere, really. Deals mission ranked damage with a great variety of weapons and is armed with a small shield and varying types of leather gear. Appear in groups of 5 but fight alone.
Soldier - Ordinary troops who call the Pergrande Kingdom home. Fight uniformly with comrades. Deal mission ranked damage with broadswords or longswords and have steel armor. Appear in groups of 5.
Archer - Trained in basic archery, wielding crossbows that deal one rank under the mission's with each bolt but do additional damage by the piercing effect (.25 mission ranked damage more). Shoot at their own paces, so no clouds of arrows flying across the sky in sync. Not armored. Will flee if you charge them while they are reloading. Appear in groups of 10.
Anti-Mage (AM) Shield - A double layered, invisible barrier that prevents mages from going through. Each layer breaks under mission ranked damage but upon destruction summons 10 archers. May be flown over but cannot be touched without being burned for pitiful (maybe .5 D Rank max) but extremely painful damage.
Strong:
Veteran - A fighting pair that watches each other's backs and prefers to attack 2v1. Uses a variety of weapons dealing damage one rank above the mission's; these weapons include knives, swords, maces, and more, but not spears. Are not honorable (will fight dirty). Appear in groups of 2.
Anti-Mage (AM) Wall - A quadruple layered wall, invisible and towering over all the buildings. Deals mission ranked damage to any mage trying to pass through, and the structure continues high into the sky and below the earth. Each layer requires 3x mission ranked damage to break.
Fortress Guard - A specially trained combatant who wields a broadsword, a set of secondary knives, and possibly a double headed axe depending on the soldier. All weapons deal mission ranked damage with the exception of the axe, which deals double mission ranked damage but moves at a slower pace. Appear in groups of 8 (out of which at least 2 will use an axe).
Army Commander - A lazy old fart who deals damage one rank above the mission using a longbow. Has superb aim and little reload time compared to crossbow archers. If you get close, switches to a broadsword. Automatically summons 2 Fortress Guards per post he remains. Cannot be killed but will flee for 20 posts if his HP drops below 5%.
Boss:
Boss - Reflects the category type of the mage he/she facing and is ranked one level above his/her opponent. Uses various spells similar to the player's character. Will follow the mirror magic character and must be fought 1v1. Takes realistic damage to kill and realistic injuries to knockout, so be careful. Appear in groups of 4 and may only appear once. Each boss automatically summons 3 Fortress Guards upon arrival, which may be fought by 5th or 6th mages participating. The guards will continue to be summoned if there is additional mages beyond 4; if not, they will "trust in the corrupted mages to finish off the intruders."
Reward: Depending on the rank of the mission...
B Rank: 25K Jewels each and either a legendary armor or double XP.
A Rank: 40K Jewels each and either a legendary(+) armor or double XP.
S Rank: 55K Jewels each and either an artifact armor or double XP.
Equipment rewards cannot exceed available slots.
Completion of this mission gives no fame for purposes of IC achievements, such as positions or just general reputation (except perhaps among fellow job participants). However, your character will forever be on the red alert list of the Pergrande Kingdom's military and have a kill-on-sight order issued on their head. There is also the promised jewel reward and some armor if you insist to the clients that it was a tedious job and absolutely not a learning experience. You also get put on the clients' telephone list in case they would like to enlist in the future on an envoy to Sin.