Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    [Grim Hersey] Delirium

    avatar
    Guest
    Guest

    [Grim Hersey] Delirium  Empty [Grim Hersey] Delirium

    Post by Guest 14th September 2016, 11:01 am

    Job Title: Delirium [GH]
    Rank: B
    Player Requirements: 400 wpp,  25 post total.
    Job Requirements: Grim Heresy.   May be repeated.  This is a semi-covert mission,  do not reveal yourself.  Wear masks and disguises, but neither your general public appearance nor your Grim appearance (Unless disguised normally).
    Job Location: Bosco, Albion Prime
    Job Description:  A new drug has been developed fresh from Exalt and is hitting the districts of Albion Prime.  Some Grim Heresy members are tasked with distribution in the more middle class districts or in the Shades,  the lower rungs of society with opposition from Meridian, a vigilante group of Ex-Peacekeepers looking to do some good who reach out where the city authorities refuse to go,  or through alleged corruption chose not to.   They are on an active anti-drug campaign in the district the Grim(s) are set to distribute in and keep a keen lookout for signs of crime.  

    Your objective is to deliver the shipment of Delirium,  contained in a metal briefcase the size of a laptop,  to an establishment that will sell them either in alleys or in clubs, parties, or illicit pleasure houses.    The place is being watched however.   When you arrive you must roll Monster Dice once per post, plus one roll per full round of posting.  

    After exploring the location you were supposed to meet and seeing the Meridian soldiers you may determine that the recipient is not present,  having gone into hiding or was taken by Meridian.  After defeating two Meridian soldiers you may hear comms chatter coming from a broken or knocked off helmet suggesting the location of where the recipient is hiding,  or where they are being held.    After three more defeated enemies you may find the person and attempt to rescue them.   After three more defeated enemies from that point,  Meridian is fought off and the area is secured.  

    Fight smart,  because Meridian does,  and they have some serious tools at their disposal.  

    Enemies: 
    http://djahal.deviantart.com/art/Galaxy-Saga-applibot-UPR-Soldiers-385794238
    http://djahal.deviantart.com/art/Galaxy-Saga-applibot-UPR-Soldiers-advanced-387556487
    Weak:
    Initiates-
    Less experienced soldiers who turned shortly after finishing their Peacekeeper training.
    250hp each, 20% damage resistance to all physical attacks.  Immune to gas attacks and blindness/deafness.   They have uncanny accuracy with their combat rifles and use them intelligently and work together as a team. 
    Their combat rifles deal 50 damage per burst,  firing at 750m/s in straight lines.  They're designed not to penetrate too far by essentially exploding inside of the first thing they hit. 
    They can fire seven bursts,  which can be done in the span of ten seconds,  before reloading for five seconds.    They have side arms that deal 15 damage per shot firing up to seventeen shots within 5 seconds, reloading for 2.5 seconds.  

    They can deploy mobile shields which negate 75 damage before breaking,  covering a 2 meter bubble that can shield allies to their left and right,  and they will alternate uses.   They can do this once every other post per soldier. 

    They have a grenade that can be thrown up to 70 meters away exploding on impact or set to either delay or proximity (within 5 meters).   It detonates in a 15 meter explosion of 100 damage.   Each soldier carries one.

    Normal:
    Recruits-
    Same as Initiates but have 300 hp,  30% damage resistance and deal 5 more damage per attack,  shields an extra 15 damage, and they carry two grenades.

    Strong:
    Veterans-
    Same as Initiates but have 350hp, 40% damage resistance,  deal 10 more damage per attack, shields an extra 30 damage,  carries three grenades,  and can for one use load up special smart rounds allowing the Veteran to never miss a shot in line of sight and unload all seven bursts in one full auto spread.   Damage is spread to multiple enemies in the same line of sight evenly.  

    Boss:
    Team Leader-
    Same as Veterans, but have 375 hp with 50% damage resistance.   Deals 15 more damage per attack.  Shields an extra 40 damage.  Carries four grenades.  Has two uses of Smart rounds.  
    Capable of teleportation once per player post in reaction to threats or to get in range of something.   Is invisible for 5 seconds after or before a teleport.    The Team Leader's sidearm shoots darts that deal 25 damage per post when hit and reduce speed by 20% per post for 5 posts,  up to 100% at 5 posts which puts the target to sleep.   Six shots per reload,  which takes just a moment.  Multiple darts don't stack.   This is a chemical effect that attacks the nerves of a target.

    Reward:
    Delirium.  You receive your own little supply of Delirium for your own purposes.   Delirium is a small vial containing a stack of ten tablets that can be swallowed or placed into a drink, dissolving in seconds into a clear, odorless, tasteless form.  
    Delirium exaggerates all colors in the area and generates a feeling of bliss and intense arousal.  A reddish haze seems to waft off of all living things you can see, which can negate camouflage and invisibility,  and you seem to be able to smell living things within 60 meters. (120 if the wind is blowing from that direction).   All pleasure is amplified and pain becomes pleasure with no ability to feel fear, only desire.   It induces some measure of confusion and paranoia in those who resist the euphoria.

    Delirium only has 10 uses before you run out.  Delirium may be traded or given to others in a topic with you.

    -- Credit to Eris

      Current date/time is 7th May 2024, 8:52 am