Job Title: The Beacons
Rank: 100 Year Job
Player Requirements
- At least 1 Wizard Saint
- At least 1 S rank or above mage
- Only 1 A rank mage may accompany the others, but they are not required to take the job
- Maximum of 6 mages of S rank or higher, and one A rank
- Minimum of two mages, one S-Rank and one Wizard Saint
- At least 450 words per post
- Minimum of 15 posts per mage in each thread
Job Locations ~The job locations are in this following order exactly~
- Shadow Island
- Thunder Island
- Sphere Island
- Crescent Island
- Galuna Island
- Snowfall Island
- Divide Island
Additional Job Information: Once the minimum post count for each mage has been reached, the boss will automatically appear. You must defeat the boss, which will activate the beacon. After the beacon is activated, you must create a new thread one the next island in the order [if you beat the Shadow Island boss, you would create the next thread on Thunder Island and so on]. It would go that every time you activate a beacon, a bright light blinds you characters and you appear on the next island. At the start of each new thread, you must put the link to the previous one [for grader convenience] and continue from where you left off. Furthermore, the act of teleporting from one island to the other rejuvenates all MP and HP. Each beacon is located at various locations on the island that will be stated in the description of its boss. All of the HP on the monsters is determined by how many spells worth of damage they can take. For example, since the "Gromlins" on Shadow Island can only take one S-Ranked spell worth of damage, their HP would be 1600 [check power levels in "Magic Rules"] and will be defeated once they've been hit with the equivalent of that or more in spells. On this job, special rules regarding blocking have been placed. When a monster rolls the "BLOCK" dice and your attack lands, it will deal half damage. As an example, if "Mage A" hits a "Gromlin" with an S-Ranked spell, but the "Gromlin" blocked, the spell will only deal 800 damage. Every single boss is a physical manifestation of the island's unique trait in one way or another.
Job Description
Oh no... The magic council has just found out that each of the seven beacons in the islands of Fiore have been deactivated by seven mysterious, but powerful entities. They don't even know what happens when these beacons are turned off for too long. These beacons were put into place by the first archmages of Fiore to seal a certain force away, for good reason too. Archmages were, and still are, the very pinnacle of magic power, and it took all seven of them turning their own, living bodies into the most powerful kind of seal possible to cast out a single door located at the heart of Fiore, the capital.
As a precaution to make sure none of the beacons get deactivated at the same time, they all scattered into the seven different islands of the seas surrounding the country and found their way through the islands most difficult to reach places. But, it seems that the prophecy foretold in the oldest scripts of recorded history is finally coming to fruition. Hidden from the public, the overseer of the magic council himself, Count Sparrow, has seven different colored gems that perpetually glow in his private quarters, one for every different beacon, and if even one goes off, he is required by oath to call upon the services of a Wizard Saint. This is because Wizard Saints are very close to status of archmage, they are the most powerful type of mage in this generation. Only Count Sparrow and his predecessors know of this, however, as not a single soul outside the head of the magic council has even heard of these "Sacred Gems" as they've been dubbed.
So now, the chairman of the council has called upon you to restore all the beacons before the prophecy advances, which, by a rough translation, will do so in only a single day after the beacons have all been deactivated. You may take a small group with you, but the smaller the better, as very, very few have ever had the privilege of even hearing rumors of rumors of a job remotely similar to this.
Enemies
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Shadow Island
-All monsters on the Shadow Island take double damage from lightning or light spells, but half damage from darkness or shadow spells-
Weak: Gromlins x4 (B-Ranked)
These tiny creature are no higher than your knee height, as compared to "The Shrouded", how are all six feet tall. Though small in size, they pack a punch with their clubs, dealing a single B-Ranked spell in damage every time they swing the things. Like the rest of the monsters, they have been spawned by The Dark Minotaur, so they have that same, shadowy look to them. Standing at three feet tall, their clubs are almost as big as they are! Although they can deliver hits, they don't take them well, so they can only take 1 A-Ranked spell worth of damage.
Normal: The Shrouded x2 (B-Ranked)
Even though these guys are B-Ranked, they are no joke. They look like a mysterious traveler who has been wrapped up in rags and a turban as if he had just come from a desert. In reality, it's just a hollow shell of dark magic and malice, the perfect combination to ruin any mages day. The Shrouded all use two scimitars to attack that deals B-Rank damage on every swing, so it's advised to take them out quick. It should take 1 A-Ranked spells worth of damage to defeat these guys. You must always roll twice every time they attack, once for each scimitar.
Strong: Shadow Bull x2 (A-Ranked)
These resilient creatures are spawned from the vast magical energy that Voolvurk radiates from further inside the cave. They are exactly what they sound like, huge bulls made of the same shadow enemy as the one they were spawned from. The Shadow Bulls deal A ranked damage when they charge and are quite fast. Though, these are very linear attacks, so are very easy to dodge, but if it does hit you, prepare for massive internal damage. Shadow Bulls are able to take 1 S-Ranked spells before going down, so be wary.
Boss: Voolvurk, The Dark Minotaur (SS-Ranked)
Voolvurk, The Dark Minotaur is a towering combination of half man half bull that will attack on site and is located at top of the island. The creature itself is responsible for the deactivation of the "Shadow Island's" beacon, causing it to become dormant and has basically turned itself into the key to activate it once again. This hybrid is made completely out of a black, shadowy substance and has glowing, perpetually glaring, red eyes. It looks almost as though a silhouette of a Minotaur took form and became a massive, six meter tall, figure that has immense physical strength. In total, this monster can take up to 10 S-Ranked spells worth of damage before falling.
- SPELLS:
Dark Stomp (A-Ranked): With immense physical strength comes great potential to preform amazing feats. In combination of his magic power and sheer power, the Minotaur jumps five meter into the air and shoots back down, causing a huge shock wave in the vicinity, knocking mages off balance, and possibly tripping any that may be around. If this attack does hit dead on, it will shatter a bone. Anything below an A rank shield or equivalent will also shatter.
Shadow Bull's Rage (S-Ranked): Voolvurk will automatically cast this once half of his total hp has gone down. He will go completely mad and yell at the top of his lungs before going into a frenzy. His total speed will triple and increase his physical strength drastically as well. To compare this to a situation, he will basically appear as a huge blur whenever he moves, appearing at his target location in the blink of an eye. Downsides of using this is that the bull is much more reckless, cannot use other spells, and will be stunned for a post after the duration is over, in which it cannot attack nor block. The duration for this spell is three post.
The Reckoning (S-Ranked): Oh man, good luck to those who couldn't defeat Voolvurk while he was stunned from "Shadow Bull's Rage", because once the stun is over, and he hasn't been defeated, this spell will activate. All shadows in a 50 meter radius are controlled by him and can be used against his opponent. If and when The Dark Minotaur brings his opponents shadows to life, they will need to fight themselves, basically, on top of the Minotaur himself. These "shadow" clones are the same rank and have the same spells as whoever they came from.
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