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    [Onyx Moon] Cult of Primus: The Titan

    Kyran
    Kyran

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    Lineage : Inner Presence
    Position : None
    Partner : Gaia
    Posts : 643
    Guild : Meliora Vitae
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 29
    Mentor : Sol
    Experience : 1,302,466

    Character Sheet
    First Skill: Mystic Blood Beasts
    Second Skill: Flame God Slayer 2nd Gen
    Third Skill: Sky Demon Slayer 2nd Gen

    [Onyx Moon] Cult of Primus: The Titan Empty [Onyx Moon] Cult of Primus: The Titan

    Post by Kyran 5th June 2018, 5:30 pm

    Job Title: Cult of Primus: The Titan
    Rank: C
    Job Location: Tolgalen
    Solo Word Count: 2000
    Group Word Count: 3000
    Additional Requirements: Affiliated with the West Fiore Trading Company and/or Onyx Moon

    Job Description: This contract is for either side of the guild. The contract comes in the form of a frantic letter from an archaeologist/anthropologist team. Dr. Chloe Carter and Dr. Noya Boldrock have been researching two ancient cultures of Tolgalen. One of them, the Doriamu Dynasty, was renown for its use of technology in body modification. It was also known for human sacrifice. The 'worthy' were modified while the 'unworthy' were either sacrificed or turned into machines of war. A cult following the machine god, Primus, has uncovered the locations of five of the Doriamu's war machines--there is no mention of how the team knows this. Dr. Carter has managed to locate one of them which she fears the cult may be already trying to resurrect. The Titan, as her records show, was a massive amalgamation of bone and metal that could level towns. There was nothing telling the specific abilities of the Titan but Dr. Carter worries to the machinations of the cult. Especially since the heart of the Titan requires a human sacrifice to beat once more. She wants you to stop the cult from raising the Titan as well as the other four machines. Dr. Boldrock is attempting to uncover where the other four machines might be while you head to stop the Titan.

    Dr. Carter directs whoever takes the contract to a forest near the coast. Surrounded on three sides by ocean, the forest is impossible to sneak into unless you can get in from the air or scale the cliffs worn into the land by the sea. When you approach, you can see a giant magical circle hanging above the entirety of the forest. The circle is a deep red that casts bloody illusions down upon the forest below. Dark shadows dart between trees within. According to the letter, Dr. Boldrock believes that depriving the Titan of magic should prevent it from rising. Once again, the good doctor has no idea how to drain the magic or how to stop the Titan from receiving it. Should you fail to stop it from rising, the doctors wish for you to trap the Titan there in the forest. That will give them enough time to find a way to shut it down again. Hopefully.

    An unknown number of the cult hides within the forest and they have enhanced their numbers with augmented animals. The circle flickers whenever a cult member is knocked unconscious or killed. Any smart mage that spots this flickering will realize, the more cultists you take out the less likely the Titan will rise. You must take out 15 cult members to cause the magic circle to fail entirely and prevent the Titan from rising. Near the center of the forest, standing atop a large torso made seamlessly of metal and bone is the leader of the cultists. He is surrounded by some 20 robed figures but they are clearly not cultist. None of the robed figures make any move to stop you from engaging with the cult leader. If you hit one or push one over, its revealed to be a person held immobile by some kind of magic. You may knock the leader out to capture him or kill him. The choice is yours. The doctors made no mention of him so you may do with him as you please. If you defeat the leader without the Titan rising, you hear banging from inside the thing he was standing on. A person is revealed to have been inside upon opening it up. The other people around the Titan become free with the leader's defeat and any cultists that were still in the forest flee.

    If you cannot prevent the Titan from rising, do everything you can to prevent it from moving out of the forest. Provided you succeed in stopping the Titan, the letter will shimmer and reveal a location for you to pick up your payment.

    Enemies:

    • Ferrum Corvus x3: These creatures appear to be ravens or crows that have been modified with metal parts and some physical enhancement of muscles and bones. All the modifications are poorly done as if by an amateur or in haste. They serve as spies for the cult. Usually they'll hide in the trees, watching but when discovered, two will attack while the third flies away to warn any cult members it can find. Failing to defeat the one delivering the information usually results in an ambush for you. They also attack all together but only by the order of one of the cult members.
      Enemy Rank: Weak
      Enemy HP: 60 (Each Ferrum Corvus has 20 HP)
      Enemy Melee Damage: 12
      Enemy Speed: 40 MPH

    • Cult Members x5: Mages who have bowed to the might of Primus, these robed figures are powering the magic circle being used to raise the Titan. As such, they'll only come at you one or two at a time, calling or summoning the Ferro Meam or the Ferrum Corvus to aid them. They mostly use guns but a few will use swords and charge into melee. The swords and guns have been melded into the flesh of the cultists. They will also have other minor adjustments such as a bony brow, a metallic eye, a bracer fused with the bone in their arm, etc.
      Enemy Rank: Normal
      Enemy HP: Each cultist has 180 HP
      Enemy Melee/Ranged Damage: 20
      Enemy Speed: 30 MPH

    • Ferro Meam x2: These animals look to be furless wolves covered in an armor of metal fused to exposed bone with enormous paws. Their muscles also appear to have been enhanced. Upon their head, as part of a helmet-like construction, is a blue gem. They are intelligent to the point where they will bait their victims into an ambush or hit you with a sneak attack. They work well in pairs but fight poorly once one of them is cut down. The more Ferro Meam there are in an area of 60 meters, the more intelligent the creatures become. The creatures have a single spell:

      Spray of Iron
      Range: 30 meters  Speed: 30 MPS
      The Spray of Iron fires from the Ferro Meam's mouth, washing the range of the spell in sharp projectiles. The spell can pin an enemy against a tree or the ground. The Ferro Meam must be careful not to fire this spell at random as it can effect allies as well as enemies.  

      Enemy Rank:Strong
      Enemy HP: Each Ferro Meam has 240 HP
      Enemy MP: Each Ferro Meam has 90 MP
      Enemy Melee Damage: Claws and Jaws do 20 damage. A slam attack does 10 damage
      Enemy Spell Damage: 30
      Enemy Speed: 40 MPH

    • Eriguntar: The mad leader of this entire expedition, Eriguntar does nothing to hide his modifications. He wears only pants and boots allowing you to see his arms are two large metal-flesh with bone protrusions wrapping about the outside. His head has thin bits of decorative metal fused to the skin that seem to serve no purpose. He taunts you, questioning your intelligence and your ability to stop him. His arms become covered in flames the moment you move to attack him. Eriguntar is slow, probably from the weight of his arms. However, he uses his flames to enhance his speed for short bursts. He will also sling fireballs and attempt to hit you with his arms. Should you bring him down to half health, Eriguntar will summon up Ferro Meam or Ferrum Corvus to distract you. While those creatures attack you, he'll move to the robed figures to absorb their life force returning him to full strength.
      Enemy Rank: Boss
      Enemy HP: 240
      Enemy MP: 300
      Enemy Melee Damage: 20
      Enemy Spell Damage: 80
      Enemy Speed: 40 MPH

    Reward: 12,000 jewels, and access to Cult of Primus: Mechanical City, Cult of Primus: Robot Army, and Cult of Primus: Cyborg Drake


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