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    100 Year Mission: Beacons and Prophecies ( Steigmaz, Zeno )

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    Zeno
     
     

    Administrator- Chatbox Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- H-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Master [1000]- Senior [500]- Novice [250]- Hero- Villain- Have Seijin On Your Friends List- Have NightDrivenEn7 On Your Friends List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- 1 Year Anniversary- Player -
    Lineage : Spirit Link
    Position : None
    Posts : 1060
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 33
    Experience : 337,500

    Character Sheet
    Character Name: Zeno Sombras
    Primary Magic: Major Arcana
    Secondary Magic: Minor Arcana

    100 Year Mission: Beacons and Prophecies ( Steigmaz, Zeno )

    Post by Zeno on 21st August 2013, 9:58 am


    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.
    [center]
    =====================================================================


    ___________________________________________________________________
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    Zeno
     
     

    Administrator- Chatbox Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- H-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Master [1000]- Senior [500]- Novice [250]- Hero- Villain- Have Seijin On Your Friends List- Have NightDrivenEn7 On Your Friends List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- 1 Year Anniversary- Player -
    Lineage : Spirit Link
    Position : None
    Posts : 1060
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 33
    Experience : 337,500

    Character Sheet
    Character Name: Zeno Sombras
    Primary Magic: Major Arcana
    Secondary Magic: Minor Arcana

    Re: 100 Year Mission: Beacons and Prophecies ( Steigmaz, Zeno )

    Post by Zeno on 7th September 2013, 12:05 am

    The welcoming committee of shifting shadows greeted Zeno as he stepped off the boat. He looked up at the sky and saw strange formations of clouds filtering the light that passed through layer after layer. The shadows were everywhere, they only varied in opacity. The Eclipse Soul guildmaster took a deep breath, knowing he would have to leave the sea breeze behind where they were going. The Magic Council had made it very clear.

    "Reactivate those beacons and make sure all those creatures are taken care of... Properly. There is a reason we chose you for this task."

    Zeno had only nodded before receiving the document with all the details. He had understood the importance of the mission from the tone of Count Sparrow's voice. In that moment, he did not question orders. He knew exactly what they needed him to do and whatever the truth was, he would figure it out on the scene. It would not be the first time the council would have lied to him. After all, they knew he was very capable of taking care of things. So he was very suspicious of the one they had decided to send with him.

    Kairi.

    Zeno had worked with this man once before. The first impression that man had made back then would certainly last. Especially after what Slaine had told him in confidence after the meeting with the council.
    "Be careful. While I was laying low, I did some... background checks. Steigmaz and Kairi... Those names are tied together somehow. Whether they are the same person. I am not entirely sure, but I would still bet on it. Them sending him with you instead of me on a mission like this.. Just be very very careful and prepared for anything. The enemy might be on both fronts."

    With that in the back of his head, Zeno made sure he was always aware of his surroundings. This was bound to be quite a journey. Full and unwavering focus was required.

    Paranoia? Hell, it would not be a misplaced thing. If Slaine is right, it would be entirely justified.

    The first stop was Shadow Island. The beacon was located deep inside the forest, only accessable by passing through a cavern that would lead them to some sort of grove. The creatures listed in the document were Gromlins, beings called The Shrouded, Shadows Bulls of sorts and a charming Dark Minotaur called Voolvurk. They would have there hands full and this was only the first island in line.

    Zeno turned around and stared at the waves for a brief moment. He flicked his wrists to check his hidden blades briefly. His armor fit well around him and Retribution was well attached to his hip. He was ready.

    "Whenever you're ready, Kairi. We haven't got all day."


    ___________________________________________________________________
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    Steigmaz Yoverin

    Player -
    Lineage : Magician's Spirit
    Position : None
    Posts : 70
    Guild : Magic Council
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Himself
    Experience : 0

    Character Sheet
    Character Name: Steigmaz Yoverin
    Primary Magic: Dark Recreation: Eternal Subordination
    Secondary Magic: Absolute Seith Magic

    Re: 100 Year Mission: Beacons and Prophecies ( Steigmaz, Zeno )

    Post by Steigmaz Yoverin on 7th September 2013, 2:26 am

    The day marked the birth of extinction. Steigmaz had made his way by ship towards the massive island basked in darkness. He knew that the level of danger on exhibit today was unlike any he had seen before. They were to take back each of the islands surrounding Fiore. Each had become overrun by creatures which were only sung in song and read about in novels. Most of which thought to have not existed since the don of ages upon ages, here they stood. Ready for anything, and everything. Steigmaz was not going to risk his life for something without value, and it was for that reason he studied extensively for the quest before him. Eyes which had absorbed knowledge at such pace that he impressed all. Now ready, he waited as the boat docked. His malice growing from zero to one percent. It was bound to enlarge. Perhaps soon.

    Taking a step off the rig he walked onto the grass below him, and peered into the sky, small cracks of light illuminated the island enough to keep many of his comrades at bay. His arm was wrapped in bandages carefully, he knew that it would come in handy today, irregardless of what happened down the road. "Tch, no need to rush. Soak in the scenery a bit, you know you've not been on a vacation in awhile. Such a beautiful Island, is it not? Shadow Savior?" He stated for a moment and then grinned a bit. Given the lead on this campaign he carefully made his way deeper into the island, using a trail often used by the many adventurers whom had occupied the island over the past few hundred years, tales of great treasure were fairly common around here after-all. The Soul-Bound Usurper kept his tempo, noting the presence of another.

    In actuality i it was multiple presences. Making their way towards his location, and some whom had already been in the area. They were instantly hostile to the duo of men, smirking for a moment the young and spruce male faded into a waltz, slinging his hand upwards he decapitated the first beast whom had gotten close to him. Quickly mocking this action twice more before a being was able to harm him. One of the less beings, the Gromlin, was able to wack him in the side, and it hurt, but he shrugged it off and leaped backwards. "Well, at least they are happy to see us. The state of things seems just as bad as we surmised. But we will need to go deeper into the jungle before we can truly understand the state of things here." He stated towards Zeno. When all enemies would die, he would walk beside the mage.


    Enemies Remaining
    Weak: 4
    Normal: 5
    Strong: 0
    [ Boss: Alive ]


    - [ 1 ] -


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    NPC

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    Re: 100 Year Mission: Beacons and Prophecies ( Steigmaz, Zeno )

    Post by NPC on 7th September 2013, 2:26 am

    The member 'Steigmaz of Desierto' has done the following action : Dice Rolls

    #1 'Monster Dice' :


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    #2 'Damage Dice' :


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    #3 'Block Dice' :


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    #4 'Damage Dice' :


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    #5 'Block Dice' :

      Current date/time is 24th June 2017, 3:15 am