Fairy Tail RP

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    Twilight's Nest

    Admin
    Admin

    Lineage : Admin
    Posts : 958
    Guild : Staff
    Cosmic Coins : 100
    Dungeon Tokens : 100
    Mentor : Seijin
    Experience : 100,000,000

    Character Sheet
    First Skill: Admin Magic
    Second Skill: Mod Magic
    Third Skill: Dev Magic

    Twilight's Nest Empty Twilight's Nest

    Post by Admin 7th July 2014, 3:40 am

    Job Title: Twilight’s Nest

    Rank: 10 Year

    Player Requirements: 2 S-Ranked or one H Ranked Mage(s). Maximum of 3. Must be S Rank or above to participate.

    Job Requirements: Kill the Master Vampire and take back the locket of the client. The Vampire Lord has taken over the Haunted Guild in the Cursed Land and it’s up to you and your group to defeat all who stand in the way of your goal. In the abandoned hallways of the Haunted Guild, which has been that way since the incident, creatures of the night have turned it into their home. Must make at least 1 monster roll every five posts while inside the Haunted Guild unless fighting monsters, then the counter resets. Example: Rolling a monster on the 4th post of the job and you are fighting for 6 posts, you do not have to roll on the 10th post.  350 words minimum per post and the thread must be at least 60 posts long.

    Job Location: Haunted Guild

    Job Description: A powerful Vampire gone good has written a job that everyone chooses to ignore because of the powerful threat that awaits whatever foolhardy group that *does* take it. He has knowledge that a nest of Vampires resides inside of the Haunted Guild in the Cursed Lands and wants a group of mages to take out the Master Vampire who rules over all of the fledglings under him. It is for revenge and for the locket that once belonged to him, but was taken when he was kicked out of the nest for going against the word of the master. Though they’d never kill their own kind, they had no problem exiling the man who has promised a grand reward for anyone to infiltrate the nest and take his locket back. Throughout the halls of the Haunted Guild, screams of the tormented mages who once resided there can still be heard, putting the vampires to sleep who consider them to be lullabies, though most would consider it shockingly unsettling. You’ll have to fight your way through hordes of hell hounds, thralls, and fledgling vampire to get to the guild master’s chamber, which is the master resides. The halls will be blood stained as you make your way through them, the blood belonging to the thralls they use to feed off of. Each of the Vampires have an innate weakness to fire, lightning, and silver. Despite them though, they are also immune to physical attacks that aren't inflicted with a silver weapon. Come prepared, as your client will be waiting for you outside of the Haunted Guild and will even provide each mage in your group with a silver dagger, use it wisely. This is the beginning of a migration that these monsters have had from Sin... What could have caused this is the first question that would come to most minds, though it shall be revealed in the times to come.

    Enemies:
    Weak: Vampire’s Thrall – 20 find you and attack immediately. They are essentially the livestock of which the Vampires remorselessly feed off of. They vary from young Fioran woman to the manliest of Joyan cat folk. Although one is more likely than the other, it doesn't mean these creatures skip some races over others. They each have a favored blood type though, so that could potentially influence who they choose, not that it matters much. The thralls don’t use magic and are as pale as the moon that always seems to hover above the cursed land. There is no more humanity left inside of these empty shells, only blood, as they lost their lives the moment they were enslaved by the heartless creatures you have come to hunt. Alone they aren’t much of a threat, but in large groups like the ones that always seem to find you, they can do some real damage and easily overwhelm one or two mages. Each take a B-Ranked spell’s worth of damage to defeat.

    Normal: Shadow Beast – 10 of these have picked up your scent and materialize out of the darkness in the hallways, showing only their piercing red eyes to those who have earned their wrath. The Shadow Beasts are the loyal companions to the Vampires and come from where they came from, Sin, around the same time as well. They always travel together in groups, such as a pride of lions, or a pack of wolves. Because of this, they are quite coordinated and have no trouble at all in tearing a target to pieces. With the strength and speed that comes second only to their Vampire masters, the Shadow Beasts are quite the force to be reckoned with. On top of their teamwork in order to take down prey, they also have power over very basic blood magic, meaning they will infect anyone they draw blood from with a disease that lasts five posts and weakens the target by halving their speed and strength. Each takes at least an A-Ranked and a half spell’s worth of damage or equivalent to take down.

    Strong: Vampire Fledglings – Don’t let the name fool you. Just because they are fledglings doesn't make them any less powerful. Without any effort at all, the 5 Vampire Fledglings that have ambushed you are capable of tearing even the most competent mage to shreds, they are truly a terrifying enemy. With completely black eyes, these demons from Sin are able to use advanced blood magic. The effects of this magic include what the Shadow Beasts can do and so much more. Advanced blood magic spells include the ability to point their hand at a target who has been inflicted with a wound that drew blood and absorb 5% of their health and magic power for themselves. Not only that, but they can also use the blood of their target against them, creating sharp spikes from a single drop of blood on the floor. Of course, being the kind of monster that they are, they also come equipped with natural weapons. The natural weapons include razor sharp fangs that can pierce a jugular and drain the blood of their victim faster than they realize what’s going on, the power to hypnotize weaker mages and non-mages to do their bidding, and claws that could cut through flesh better and faster than a hot knife through butter. Of course, even an enemy that seems so powerful such as these have their weaknesses. As stated previously, the Vampires are weak to fire, lightning, and light magic, taking a whopping 50% increased damage effect from the aforementioned elements. This increase in damage also applies to weapons made of silver, though unless you have your own, longer weapon, the dagger will put you into melee range for them as well. If you are already bleeding through an open wound, this battle will become much harder, so it’s highly advised that you do not let that happen under any circumstances. On top of all the other effects, they can also point at a target with an open wound and cause even more bleeding than normal, reducing their health by 5% each post for 2 posts before the wound closes. Each fledgling can take 2 S-Ranked spells or equivalent worth of damage before falling in battle.

    Boss: Master Vampire – Being the Master Vampire, he has full control over every aspect of the forbidden magic of blood. Not only can he use all of the spells of the creatures mentioned prior with the same magic, he has his own tricks up his sleeves, so extreme cautioned is advised. As powerful as the client is, he still doesn't compare to the strength that the “Count”, as his Vampires refer to him as, has. Not only is he capable of picking up objects that weigh a couple tons and move at speeds that are difficult to follow with regular eyes, he can also use spells that cause quite drastic things to happen to this target. One example is summoning a pack of Shadow Beasts to help him, which he will do once every five posts if there are no Shadow Beasts currently in the fight. Other than summoning, he can also point to an enemy with an open wound and send an infection into their blood that will paralyze them for two posts and cannot be healed away. Though this spell is quite powerful, it will only be cast once in the whole fight, so you needn't worry THAT much, but you should still worry. Other spells of his include pointing at an enemy with an open wound and causing their blood to become thinner, which will cause any small or medium laceration which may not be like a big deal bleed tremendously, which will kill you if not taken care of with a healing spell or even cauterizing the wound. The Count will use this spell three times over the course of the fight. Once his health is reduced to 50%, he will begin to use more of his stronger absorption spells on you and your group, healing for up to 10% while stealing your life force at the same time. To do this, he will fire a spike of blood at your chest and if it lands, the leeching will begin, but if it misses, he will need two posts to recharge the spell, which is the cool down. Like the other vampires, he has a weakness to light, lightning, fire, and silver, so make sure you bring a mage with one of these elements with you, as the client will mention it in the job page. It’s going to take 15 S-Ranked spells worth of damage or equivalent to take him down, and it’s more than likely going to be a looooooong fight. You will automatically encounter him after 45 posts if you haven’t rolled him already.

    Reward: Upon bringing the client back the locket from around the Count’s neck, he will reward you with one of two things. One is 250k jewels right on the spot, no questions asked, take it and go. Or, you could choose the other option which is much more interesting. The client will offer to turn you into a Vampire, but will consider this as payment and will not give you the jewels should accept this offer. Being a Vampire has its positives and negatives, just like anything. During the day, you will feel weaker unless you have recently (in the last three IC days) fed on the blood of a human, animal or beast and will suffer a 75% decreased speed and strength penalty (This can be avoided by being indoors or wearing very heavy clothing from head to toe). You also have an innate weakness to light, lightning, fire, holy, and silver, taking an extra 50% damage from each. But, you have an innate strength to shadows, darkness, and unholy magic, taking 50% reduced damage from these sources. At night or in the dark, you will gain the ability to see perfectly clear as well as double your speed and strength. You will also get the power to use very basic blood magic (at the level of a Shadow Beast) and have the option of changing your primary magic to blood magic for free. Strangers will also look at you with odd looks since your eyes will change to a complete black at night or when you are blood starved. If any do choose this, they cannot turn into any other mythical beast that other jobs may allow them to turn into. (Those that are already have some kind of alternative bloodline may not choose to become this creature. Example: You are already part demon or part angel UNLESS you give up that bloodline. Note that you cannot switch back or switch to another if you do this)

    (This job can only be taken once per person)

    - Credits to Zenshin for job creation.

      Current date/time is 21st November 2024, 1:28 pm