Job Title: Brimstone Keep
100y
Player Requirements: Two H-rank players on the same team; Others may join if this condition is met up to 5 maximum.
Job Requirements: 35k WC total or 17k per player.
Job Location: Castles & Towers (General)
Job Description:
The reasons are entirely variable.
At some point early in the job the job will see the applicants going through a portal to semi-pocket dimension located within Earthland's mantle in a massive cavern which has smoke for clouds and hiding the rocky top of the cavern making it almost appear to be outdoors, completely obscured from sight and divination.
There in the land is rocky with stone and iron structures and populated by giant golems.
Enemies
______________________________
Notes: • All enemies are golems and take half damage from magic attacks and of course are not susceptible to effects targeting something they do not have; Souls, blood, flesh, bones, nerves, joints, ect.
• All golems resist fire and bludgeoning damage.
• All golems will reanimate after being destroyed at the end of the destroying player's following post if their Inferno Core is not destroyed; a fiery orb somewhere inside their body that only appears after they are defeated. Inferno Cores have 50hp and when destroyed they have a meltdown resulting in a 50 meter explosion after 2 seconds causing S-rank damage. They can only be destroyed by hand.
• Any fire seen in the Brimstone Keep and wielded by the inhabitants is kindled by the Tormentor's Flame. Contact with fire, even consuming it as a slayer, causes 50 points of psychic damage and making them 25% more vulnerable to psychic damage (stacks).
- Spoiler:
Weak:- Spoiler:
- Bloodstone SavageS | 500 | 10meters tall (Hunched)___________"Wild enemies that move with violence in every step and brimming with aggression. They attack all out in brute simplicity."
Ability: All damage they deal is drained, healing the Savage.
Stats: Strength: +75%. Power: +0%. Speed: +50%.
Moves:
• Slam: The Savage slams a target heavily with its arms or body to deal heavy bulk damage. Attacks with an additional 50 base damage on a melee strike and gains 20ft of knockback; which if knocking them into a solid surface deals an additional 50 damage to the target and what they hit.
• Shred: The Savage claws at a target with a strong rake, shredding flesh and steel. Melee strike Ignores armor and resistances.
• Leap: The Savage jumps at +250% speed to somewhere within 150 meters. Their next attack within the same beat does an additional 25 base damage.
• Prey: The Savage makes a quick sudden attack at any enemy that shows their back to the Savage or otherwise tries to move away or flee, gaining a free attack against them that causes mild paralysis reducing their movement speed by half.
Normal:- Spoiler:
- Bloodstone StriderH | 600 | 90 meters tall_____________"Lumbering giants that walk tirelessly spreading flames throughout entire countrysides. They attack with sustained fire. A single one may bring disaster to whole nations if not stopped."
Ability: Firewalker: Flames ignite all around the Strider, anything flammable catches flame within 500 meters of it, and the heat causes 50 burning damage per post to those in the same area.
Stats: Strength: +50%. Power: +50%. Speed: +0%.
Moves:
• Wildfire: From the Strider arm spews a 50m/s 150 meter long torrent of naplam causing 100 burning damage on contact, and an additional 50 damage later in the same post, and at the start and end of each subsequent post of the effected enemies or player. Clinging naplam lasts 3 posts.
• Incinerator: Any enemy that gets within the confines of the Strider's cage-like body suffers an intense heat like a glimpse into the core of a star. Enemies within the Strider take 500 burning damage per post.
• Nova: From the Strider's core swells a raging fireball that then bursts out from within it, a fireball expands at a rage of 50 meters per second expanding to 500 meters in diameter / 250 away from it. It deals 200 damage on contact and then contracts back towards the strider, to deal its damage again.
• Far Step: The Strider steps in an intended direction and space visibly wrinkles to collapse in towards the strider, before unfolding again once it has taken the step, allowing it to take steps that are 1km long; the distance between being passed over and igniting in accordance with Firewalker.
Strong:- Spoiler:
- Bloodstone ReaperH | 700hp | 12meters tall______________"Terrifying hunters that kill incessantly, brutally efficient and fight with sudden ferocity to rip through enemies like they were intensely addicted to it and can never get their fix. It wields red crystals that glow with heat which it uses like war picks to attack with piercing blows from its four limbs and six wing-like protrusions. Attacks not with magic but with might; all attacks deal physical damage of its attacks times the number of limbs that hit."
Ability: Daystalker: The Bloodstone Reaper becomes invisible at will, broken by attacking and immediately regaining it after the attack is complete. It produces no sound. Any time it catches an enemy off guard it deals double damage.
Stats: Strength: +50%. Power: +0%. Speed: +200%.
Moves:
• Rend: A single powerful blow from four or more of its limbs that pierces hard before ripping outwards, capable of reducing an elephant into gibbletts. +200% strength for the attack; ignores armor and damage resistances.
• Ravage: A rapid flurry of stabbing limbs, gaining an extra +500% speed for 5 seconds in which its limbs are a blur.
• Reap: The Bloodstone Reaper deals a finishing blow to any enemy at 20% HP or less and recovers HP equal to the slain creature's maximum HP.
• Reach: The creature seems to shake and shudder, hunching, before it releases a burst of bloodstone spikes from within itself as a ranged attack within 200 meters striking each enemy within range with a long spear-like spike that has a total damage of 150 and impales those hit, pinning them to the any thing behind them or to the ground behind them moving them up to 15ft to reach a surface. Deals added damage if one impaled target is thrown to another target.
Boss:
- Spoiler:
- Cerasine the Forge Witch
H | 950hp | 5'10"
_____________"A prodigy of her art, Cerasine made a pact long ago with Eris for power, and gained volcanic magic as a result. Through Eris's teachings, she also learned ritual craft and applied the power of creation to her magma to learn to create with stone and steel, and uses this to create golems. If Eris is on this job: An unknown third party has blocked Cerasine's pact, while it still exists it is isolated leaving her vulnerable and hidden from Eris. The outside influence has seized her mind through the vulnerability. Eris has responded immediately."
Ability: Command Order. All constructs within 100 meters of Cerasine have +25% damage resistance and deal 25% more damage with any instance of damage dealt.
Stats: Strength: +20%. Power: +50%. Speed: +30%. Resistances: Fire resistance, bludgeoning resistance.
Moves:
• Arise: Cerasine rolls a monster die. She spawns 10 weak, 5 normal, 2 strong, or 1 Boss depending on result. The golems fall from the sky in meteors causing an AoE effect equal to twice their height in radius and dealing damage equal to their listed rank, and burst from spherical meteors at the center. She can call them down upon any location she can see. She may roll three times when she first appears and take any two results.
• Meteor: Cerasine causes a large boulder of stone to rip itself from the earth and hurl itself in a flaming arc towards a target within an additional 100 meters of where it rose traveling at 50m/s to deal S-rank damage in a 5 meter area of effect as the boulder bursts into lava like a water balloon. Deals reoccurring damage on the following two posts as lava clings. The lava continues to cling despite incorporeal effects such as elemental bodies.
• Rupture: Cerasine causes a 100 meter wide area to be wracked by tumultuous earthquakes that cause a dramatic upheaval of the ground in a chaotic pattern, leaving the ground as difficult terrain that is hard to navigate without movement abilities or flight. Deals 50 damage per post to land based enemies in the area from bludgeoning damage and intense heat as through the cracks lava bubbles over. After 3 posts there is no more earth to stand on in the area as all land mass in the area of effect melts into a lake of lava, becoming a natural hazard doing the same damage as burning damage rather than bludgeoning.
• Sanctuary: Cerasine can disappear when within 10 meters of a golem. She can reappear within 10 meters of any other golem in the general location. She can take anyone along with her when she does this.
If Boss is rolled by Cerasine, the following is called:Brimstone TitanBoss | 800hp | 190 meters tall_____________"A mountainous golem of iron glowing hot with internal magma that spews out from channels throughout its body at its will, one arm baring a searing blade and the other a mace riddled with lava channels. The earth shakes with each of its steps, a living fortress."
Ability: Living Fortress: Each general "Part" of the titan has its own separate HP, no one part is more critical than another though each may have its own uses. The Torso has x4 HP of the other parts.
Stats: Strength: +500%. Power: +100%. Speed: -80%. Resistances: 75% resistance to all sources.
Moves:
• Left Arm: Crucible of Suns. The giant mace upon its left arm is hollow and shines with a molten ball within it, swirling in place, steam and smoke rising out from the many spike-like channels leading to its interior. The mace head itself has 800hp in its own right, and strikes with it have 50 base power for 300 damage on a hit, crushing and burning damage. Along the path of its movement streams a flood of magma causing an 80 damage per post to those within 20 meters of it and 120 on contact.
• Right Arm: Core Lance. A large lance-like sword in its right hand has a blazing ball of fire within it at its base and a long chute functioning as a blade, the end point having a hollow hole leading down through it. It can cause 150 slashing damage or 200 piercing damage depending on how it is used, and each usage causes a jet of lava gushing out from the tip of the lance like a geyser, which can be used on its own as a ranged attack within 400 meters (Accounting for an arc trajectory). The lava does 150 damage on contact and reoccuring at the end of the post in which they took the heat, and again at the start and end of their turns if they do not shed the clinging lava somehow.
• Head: Molten Crown. The Brimstone Titan can command earth, allowing it to freely alter the terrain within 500 meters to create walls, fissures, pillars, craters, or so on. As well as alter the state of earth into a molten form, and may call earthen material towards it in order to repair 200hp worth of damage per post.
• Legs: The Titan's legs hum deeply with power that keeps the titan stable in any terrain and always anchored in the most beneficial way to it, as well as stabilizing the ground within 500 meters of it preventing outside manipulation. It is immune to any form of knockback or forced movement effect.
If Strong is rolled by Cerasine, the following is called:Brimstone KnightH | 700hp | 20 meters tall________________"Steadfast giants, patient and bold. Living walls, Brimstone Knights guard an area with utmost efficiency and once set to task few forces can stop them from carrying out their command."
Ability: No Pass. Within 500meters of the Brimstone Knight, no being or objects are capable of performing teleportation effects. When the Knight's shield is raised, no effect can pass behind the Knight or manifest on the other side of it if the caster is in front of it. This includes movement abilities, and even speed buffed movement; though they resume standard speed for their rank. The Knight cannot be moved against its will (Not that it has a will).
Stats: Strength: +100%. Power: +0%. Speed: -50%.
Moves:
• Ward: The Knight can deflect any spell or projectile that strikes its shield, sending it back at the user.
• Cleave: The Knight's blade passes through all obstruction ethereally, leaving behind searing burns along the path it travels to inflict burning damage but no slashing damage. Base power of 50.
• Recoil: In response to any action taken within 30 meters, including entry into that range, a narrow jet of lava can gush from the Knight at 50m/s to deal 25 damage, repeating at the end of the post in which they took the hit and at the start and end of each subsequent post for 3 posts unless the clinging lava is shed somehow.
• Burst: The Knight is capable of sudden explosive bursts of movement at its leisure, each burst giving it a +500% speed boost for a single action, including the speed of its strikes or its own movement, typically done to intercept enemies that attempt to pass.
If Normal is rolled by Cerasine, the following is called:Brimstone WarriorS | 500hp | 5 meters tall________________"Martial golems wielding chained blades with ruthless precision. Lone Brimstone Warriors can challenge armies of mere men."
Ability: Seeking Blade. The ranged attacks of the Brimstone Warrior defy physics and natural order. They retain full strength at the end of their reach with their chain and can be wielded at said range as though it were a polearm, and the trajectory of their blades can be altered twice midflight. They have a max length of 50 meters. They can create a new Seeking Blade at will.
Stats: Strength: +50%. Power: +0%. Speed: +50%.
Moves:
• Sunder: Whenever the Seeking Blade meets resistance, Sunder is used to cause it to burst forward and continue along its intended path, bypassing all obstruction to pass like a ghost causing 50 points of burning damage along the path of its movement dealing half-again the damage to armor and shields.
• Blade Storm: Four more chained blades appear from the Warrior's body and the Warrior becomes a whirlwind of blades at max reach as it moves, becoming a mobile AoE with each blade passing through obstruction as per Sunder. Lasts about 10 rotations for a potential total of 50 weapon strikes on a target in the area.
• Binding Chain: An enemy struck by a Seeking Blade may have the blade embed into them and cool off, partially molten steel hardening onto their body. They become weighed down by the chain slowing them by 20%. They are also Pinned if the other end of the chain catches on something or is deliberately anchored or held, the chain has 75hp.
If Weak is rolled by Cerasine, the following is called:Brimstone SoldierA | 250hp | 4 meters tall________________
Ability: Rank and File: Soldiers gain +20% damage and damage resistance when another soldier is on either side of them.
Stats: Strength: +25%. Power: +0. Speed: +0.
Moves:
• Sunder. Soldiers have Sunder, as per the Brimstone Warrior, but limited as they have no chain relying on normal melee.
Optional/Additional Boss:
- Spoiler:
- Spirit of IsolationBoss | 400hp________________"A shadowy ghost of a deity that haunts its way through realities like a specter, it is an ethereal lifeless thing see through in places, its body composed of thin weightless shrouds and hollow inside like the husk of some ancient aberration. It is referred to, by those who know of it, as the Spirit of Isolation. Weak and fragile on its own, its strengths lie in its absolute control over separation and the ability to break any bond"
Ability: Memory Eater: Those within 300 meters of the Spirit of Isolation lose a random memory each post, forget anything from that memory from all other memories, losing them as though they never existed; Forgetting the existence of a friend, foe, or family, or an important object or location.
Every time it eats a memory it gains 100hp and 20% damage resistance applied subsequently and not additive (20-40-60, but instead -20 -> -20 -> -20).
Stats: Resistances: The Spirit of Isolation cannot be harmed by nonmagical means.
Moves:
• Bond Break: The Spirit of Isolation breaks any bond it detects. Such as a connection between an individual and a magical item, any magical promises, any mental bonds natural or otherwise such as that of a knight to their king, a magical bond between a king and his land or duties, a sworn guardian and their charge, husband and wife, .... Or the bond of a Mage to their Magic, severing their access to their Mana Pool or a similar resource. The bonds must be remade as they were originally; retaking an oath or so on. Severed MP naturally wants to recover so it will reconnect itself after 7 posts; or until you relearn/retrain it naturally (OOC choice).
• Disassembly: The Spirit of Isolation casts a cone of light from its center mass that breaks down all non-living matter into its base elements. Items lost must be remade from scratch; or from said base elements somehow.
• Isolate: The Spirit of Isolation distorts reality to separate all enemies from their allies by layering them onto separate layers of reality, where they are the only living(Or otherwise) creature in existence, though the Spirit of Isolation (More an anomaly than a being) still exists in the same state and location throughout each of the layers. They remain alone in their layers until the Spirit of Isolation is killed.
• Null: The Spirit of Isolation erases an attack or ability. That attack or ability cannot be used again until relearned or regained some way.
• Manipulate: The Spirit of Isolation creates a bond on a target to link it to the Spirit of Isolation. The target becomes subservient without even consciously thinking about it; For whatever the reason they feel they must protect the Spirit of Isolation from those that would harm it.
It can only have one such bond at a time and selects a new target every 2 post cycles.
Reward: 180,000 jewels.
Last edited by Eris on 22nd May 2017, 1:56 pm; edited 1 time in total