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A Test of Worth (Mission 2)

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A Test of Worth (Mission 2)

Post by Jinchu on Mon Nov 05, 2012 4:22 am

Mission Name: A Test of Worth
Guild: Rogue
Rank: B
Client: Officer Rogan Tsuno
Location: Falcon City
Mission Objective: The objective is to infiltrate and compete in an underground fighting tournament. This tournament makes a lot of dirty money on gambling and the fights are not monitored, leading to many mysterious and critical injuries at random hospitals usually during the night of each known tournament that has gone on. The mage for higher is being called to go through and win the proceedings that go on through the tournament to guarantee the organization running the operation are out of fresh fighters to withstand a police arrest. The mage must be prepared as the fighters in the tournament are fellow magic users. If they aren't strong enough they could get seriously hurt.

Tasks
• Meet up at the warehouse and sign up for the tournament as a Wild Card fighter. Mention catching a glimpse of one of the fighters that you will end up facing. (1-2 posts)
• Participate in the 1st fight against Flint Noran, the Wind Make mage. Win and rp proceeding to next round. (NPC fight)
• Participate in round 2 in a battle with Vince Frost, the Ice wizard. Win and rp proceeding to next round. (NPC fight)
• Participate in 3rd round against the other finalist Linda Feraline, The Beast Mimicry mage. Win and take championship as the top underground fighter in the competition. (NPC fight)
• RP witnessing the massive police invasion after winning, committing mass arrests without much resistance since all the top fighters are too gassed to protest. (1 post)
Minimum Word Count: 3000
Reward: 15000 Jewel | 180 EXP | N/A
NPC’s: 4

_____________________________________


Spoiler:
NPC Name: Officer Rogan Tsuno
NPC Orientation: Ally
NPC Magic: N/A
Weapons: Standard Police handgun and a bulletproof vest under his uniform
Personality:
Rogan is a very earnest man, a guy who likes the concept of using hard work to get where you want to be. He strives to protect people with his job and tries his best to do a well service to the citizens under his protection. He worries about the effects of the underground fights and how it is affecting the city climate. His goal is to be the next police chief one day, one step at a time

Motivation:
- Making the streets safe
- Stopping criminal organizations
- Getting the job done
Fears:
- Losing a suspect
- People getting hurt
- Not finishing a case

Spoiler:
NPC Name: Flint Noran
NPC Orientation: Enemy (D-rank Mage)
NPC Magic:
Wind Make: Life
Flint can use a single hand in various specific motions while applying magic to manipulate wind magic to take the shapes and motions of various living creatures. The abilities range from small, air current birds to massive wind creatures for different uses and purposes. The primary use is for basic attack and defense in accordance with his sword-style.
Spoiler:
Spells:
Wind Make: Aerial Rush (Base spell)
This spell allows Flint to send a gust of wind forward with a definitive push forward with a chosen hand. The gust turns into 3 pigeon sized birds rotating around each other in a single blast direction towards the target. If made contact with the opponent the blast could send them back 9-15 ft depending on weight. If directly hit then it could also leave bruising to the hit area. (Cooldown - 1)

Wind Make: Guarding Eagle (Base Spell)
Flint uses this spell in instances to defend against attacks he is unable to simply dodge or evade. To activate it he synchronizes his movement of bringing his arm up in front of him as a defensive stance. The wind moves with his arm and morphs into a solid, transparent eagle made out of the wind currents. The eagle’s body completely blocks direct attack to Flint and the wing-span stretches out to block 6 ft to each side. The eagle can withstand a single Tier 1 attack or two typical Base Spell attacks, any more damage and it disperses, only slightly slowing the dispersing attack down. (Cooldown - 2)

Wind Make: Predator’s Wing (Tier 1)
Flint crosses his arms, and then when activating his magic he sharply snaps his chosen hand down. This attack launches a speeding bird right for the target, wings outstretched forward for the diving shot. The bird is roughly the size of a chicken, only slender and agile. The edges of the wings on this bird are sharp and come together at the very tips to make a frontal arrow-head. This bird travels at a speed of 10m/s. The sharp wings are made to slash able to go an inch into the flesh, leaving bloody messes behind. (Cooldown - 2)

Weapons: 4'6" Katana. The handle is 1ft of its length and the blade is 1 1/2 inches wide.
Personality:
Competitive man, very focused on combat. Not so much as a bad guy as he is determined to do what he feels is needed to achieve his goals. He is not someone who would harm an unwilling fighter but as soon as the gauntlet is thrown he throws himself into action almost immediately without a consideration of holding back. A decent but rough individual who’s fighting style is centered on his sword skill. His style is like a fencer’s with quick flips of the wrist and good posture. He is still more abstract than that though, like his personality there is a greater flare of intensity and more mobility, especially when his magic is included.

Motivation:
- Money
- Competing in battle
- Perfecting his fighting style

Fears:
- To end up poor
- Going blind
- Famously strong fighters


Spoiler:
NPC Name: Vince Frost
NPC Orientation: Enemy (D-rank Mage)
NPC Magic:
Ice Magic
The user can manipulate Ice in many forms that suit their fancy, especially in a battle setting. Users of this art have vast options between offensive and defensive Ice-based spells. The freezing component is what is most useful among many situations due to foes usually unable to deal with the side-effects. Vince specifically has a resistance to cold, meaning he can handle the side effects of Ice being created while the opponent is left to suffer through while fighting.
Spoiler:
Spells
Frozen Fist (Base Spell)
Vince summons forth his magic to accumulate a thick coating of ice around his fists up to his elbows for striking. The end result is inch-thick Ice gauntlets for hand to hand combat which is useful since Vince lacks skill in natural close-range fighting. The damage these gauntlets can deliver is large bruises, even cuts from the knuckle edges and allows them to be hard and dense, giving the ability to be resistant to cutting and blunt damage (Only weapons of higher level than the spell can break through the ice). For prolonged use the spell costs magic to maintain (Cooldown - 2)

Ice Cannon (Tier 1)
Vince holds his hands out, one over the other and palms facing each other. There is about a foot’s distance between the hands and he activates his magic. A horizontal icy blue magic circle appears exactly between them, about 1½ ft in diameter. From the center of the circle an ice ball begins to sprout and accumulate, forming an ice sphere about 8 inches in diameter. Vince then launches the sphere towards his intended target at a speed of 10m/s. The ice ball fires like a cannon, leaving definitive deep bruises in the muscle and can give a hairline fracture to very weak bones such as the ribs. (Cooldown - 2)

Ice Bed (Tier 1)
Vince can call forth his magic while in a basic stance, using his ice as an advantage. A magic circle appears at his feet and ice is shot out as if seeping from out of his feet. That ice spreads to create a hard inch-thick sheet to a 15m radius from Vince. Once the spell is finished it remains there as manifested ice unless broken through by physical or magical methods. The ice is very slippery and hard, made to put opponents completely out of their element in a fight. Vince is affected by the slippery ice as well but being that this is his element he knows how to operate well with sliding and maneuvering on it. The hardness of the ice acts identical to a shield, only less intense. It requires 1 spell of equal level or 2 of lower level to break through. Once it’s been broken through once it is susceptible to natural battle wear and tear, usually not lasting very much longer. (Cooldown - 3)
Weapons: N/A
Personality:
Vince is a vocal character, really dramatic and opinionated. He has a competitive streak which is why he participates in underground tournaments and matches. He likes to be strong so he can demand respect from it. Vince is not someone with a submissive soul and likes to give blame for wins and losses on his magic, instead of giving credit or ridicule for his combat skill. Instead of being a fighter that is really good on the combat end he lets his magic make up for his physical lacking. In a social setting his behaviour suggests heavily that he was spoiled as a child.
Motivation:
- Being powerful
- Gaining Respect
- Obtaining the strongest magic
Fears:
- People that are expressively unimpressed with his combat level
- Losing
- Fire Magic

Spoiler:
NPC Name: Linda Feraline
NPC Orientation: Enemy (C-rank Mage)
NPC Magic:
Beast Magic: Fox Mimicry
Fox Mimicry is a magic that gives the user access to the many abilities that are potential for that of a fox. As a perk with this magic the user has heightened natural senses, the most obvious one is the sense of hearing, with the fox ears that naturally sprout out from the head. It is a very useful magic for high action fighters with a lot of offensive and speed-related options.
Spoiler:
Spells
Predator's Slash (Tier 1)
Linda is able to release her magic and quickly gain a magical growth of her nails, formed and sharpened into a vicious claw. With the development of the claw she gains a 20% speed increase for the use of attacking with it. Once she finishes an attack attempt, the claw and speed boost fade away. The claw can leave up to 1-inch-deep gashes/slashes in the skin. (Cooldown - 2)

Second Sense (Tier 1)
She can tap into her fox senses to the extreme. Upon activating her magic, Linda can sense the location of all personnel on the battlefield within a 10 meter radius of her. In addition to this she can sense when large quantities of magics are being used and are able to react with her pre-warning for magical attacks of Tier 3 level and up. For prolonged use it costs magic to maintain. (Cooldown - 1)

Fox-flicker (Tier 2)
Linda activates her magic to unlock extreme fox-speed. This is used as a defensive spell because of the lack of defense magic in the Fox-style arsenal. When attacked she can invoke her magic and flicker away to dodge and pop back in a couple second's time. This move is very effective for reversal tactics. (Cooldown - 3)

Beast Mimicry: Fox Mode (Tier 2)
To signify the move's activation Linda goes down to all fours, and a browny-red bestial magic circle forms on the ground beneath her. As soon as Linda begins to move the circle fades. When she invokes her magic her hair turns a little feral, standing on end and her fingernails sharpen to short claws, and teeth sharpen into short fangs. In this mode her speed increases by 60% and her strength by 40%. Her muscles harden so she is 20% less susceptible to physical damage. The fangs and claws can easily shred any normal clothing material and can cut through lesser metals with a bit of continuous slashing. For prolonged use it costs magic to maintain. (Cooldown – 5)

Weapons: She has a slight bit of armor made of light metals so she can still move quickly; partial gauntlets, breast plate, boots, hip guards. The armor lessens the effects of basic melee damage, not able to resist against magic or actual weaponry.
Personality:
Linda is a sassy and cheeky woman, very good at angering hotheads and putting opponents into unease just from her unimpressed and taunting nature. She is very open with her sexuality, relishing at the chance to make guys drool after her and this aspect of her is most obvious with her usual attire; scantily clad combat armor, a lot of skin showing. She loves to manipulate people in general, all in all, not a very nice girl but there are sometimes small glimpses of goodness and kindness inside her. It seems there are very few times that she is willing to let that show to anyone.

Motivation:
- Money (power)
- Getting under men’s skin
- Playing people for suckers
Fears:
- Being manipulated (latent fear)
- Demons (Heard too many stories as a child)
- Shadow/Darkness Magic (Reminds her of demons)

Participant: Jinchu Raizen


Last edited by Jinchu on Sun Nov 11, 2012 5:15 am; edited 4 times in total
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Re: A Test of Worth (Mission 2)

Post by Jinchu on Tue Nov 06, 2012 9:05 pm

All ready for review! BUMP!

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Re: A Test of Worth (Mission 2)

Post by Game Master on Wed Nov 07, 2012 12:24 am

This is a really well-made mission, however due to its moderate to high combat requirements (despite the enemy mages being your level [and one level above]) this is a B-Ranked mission.

I can approve this, but you probably won't be able to take it yourself as a D-Rank. You can take it with other players (probably 2 or 3) or wait until you're strong enough to take it on by yourself.
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Re: A Test of Worth (Mission 2)

Post by Jinchu on Wed Nov 07, 2012 1:53 am

I see. I understand what you mean I guess. But please can I at least be permitted to do a single solo attempt? If I fail then be taken in a partnership deal?

My reasoning is that I am only facing one at a time. I figured fighting them individually would allow it to classify as C-rank. I believe I can handle it because that is the case. If this can't be, could I at least be told what could be done to make it a C-rank mission?

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Re: A Test of Worth (Mission 2)

Post by Game Master on Wed Nov 07, 2012 2:37 am

If that's what you want, then yes you can take it. Be warned that it will be Death Enabled. You can die on this mission (according to Spitfire).

Yes, I understand that you'll be facing them one at a time, but since it is a tournament I'm going to guess that it will be continuous fighting (with 10 to 30 minutes break in between). Your mage will fight two mages of equal level (which I can see your mage winning; though weakened as the night progresses) THEN a mage at one tier higher.

As for trying to alter it into a C-Rank mission, it will be impossible. If you look at this currency & missions thread, C-Rank missions deal/fight with people who don't need magic to beat whereas in B-Rank missions you actually have a somewhat hard time fighting with the NPCs.

What you could do is make a chain-type mission (multiple missions that lead up to the ONE big mission).

You can start off at D-Rank mission(s) stating that you simply go as an audience member, but you're really getting information on the usual fighters. Create a C-Rank mission(s) in which you infiltrate their "outer social ring", then actually meet the trainers or something, gathering more Intel (like the different buildings they hold all the tournaments, names of high-end gamblers, etc.) to get yourself in the tournament. And this can be the B-Ranked mission in which they find you fit enough to enter the tournament as a wild-card.

That's what I suggest you do to gain EXP and rank up your spells, which, I think, would give you a better chance at winning the tournament and successfully completing the B-Rank mission at D-Rank.

Also, please state which City/Town is this mission taking place in.
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Re: A Test of Worth (Mission 2)

Post by Jinchu on Wed Nov 07, 2012 10:50 pm

Okay alright, I will make a first half of this mission to start off with. In the meanwhile could this one be approved as the B-rank mission, the second half.

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Re: A Test of Worth (Mission 2)

Post by Game Master on Wed Nov 07, 2012 10:59 pm

Of course.

A P P R O V E D
When you're done with your mission, please don't forget to link your mission thread here so that we know you're done (EXP will be rewarded) and then create your thread in the Jewel Collection forum (Jewels will be rewarded).

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