- job:
- Job Name: The Bo’s Great Herd
Job Rank: A-tier
Job Location: In the Plains
Job Reward: 500 XP and Favor for your side, Winning side gets B-tier magic tool, losing side gets 30,000 Huang. Advantage on side follow up raid against/with Tenza
Job Prerequisites: N/A
Job Overview: Across the northern plains the large expanse of gathered and conquered tribes the Bo begin to rage battle across various village fronts. In order to coalesce their power, to show they can be a nation amongst the rise of change. By taking down the remaining tribes and chiefs that oppose them they can finish establishing their villages, and their blood peace. Wage your side in these battles and find out the fate of the North Plains.
Special Job Requirement: Pick your side, the first side with two-player completions wins the advantage.- Spoiler:
- Enemy Name: Bo Archers x10
Enemy Tier: D-tier
Damage Required to Defeat: D-tier
Description: The Basic archers of the Bo clan, often the back line of their forces and a standard in both war and invasion tactics. Being well armored in traditional leather and bamboo armor leading to coned iron helmets. Carried upon their backs are their long bows and a defensive saber at their sides.
Abilities:- Step Shot-The Bo clan member performs a shot with their bow at an opponent’s foot while the target is running. The arrow can fly up to 40m doing D-tier damage.
- Herd Volley- Two or more Archers fires arrows at a concentrated point up to 50m away in a 3m diameter, they unleash a volley unto that area, doing C-tier damage for each archer involved in the ability.
- The Greatest Tactic- The archer jumps back 5m to flee from incoming damage.
Enemy Name: Bo Horse Scout x10
Enemy Tier: C-tier
Damage Required to Defeat: C-tier
Description: A general unit that has a bond with the Bo’s stout but strong native horses. These riders are adorned in black and red bamboo plate armor with tasseled helms. These lightly armored individuals are mostly mobile units to gather info and harass enemies. Not direct combat but very important to their clan’s military strategy. The horse has C-tier movement speed.
Abilities:- Run Around- The horse rider swerves around an enemy in a 10m diameter while kicking up earth blowing it inward toward the diameter to create a dust cloud blinding those within the 10m diameter for 2 posts or until cleared.
- Stamping Prance- The horse prances forward 5-10 before leaping 5m to land on a target to deal C-tier damage.
- Body Block- The user rolls to the side of their horse, allowing the creature to block the attack with it’s dense muscles blocking up to C-tier damage.
- Stampede Call- The horse riders up to 2 or more charge up to 30m on their horse, having the creatures stomp with enough force to send rock out 4m to each of their sides and front at the end of the charge dealing B-tier damage. Each additional rider adds their dimensions besides ranges, along with dealing an additional B-tiers worth of damage.
Enemy Name: Bo Calvary Elites x8
Enemy Tier: B-tier
Damage Required to Defeat: B-tier
Description: These are the heads of their cavalry units, just before Lieutenants and generals they are trusted with most combat operations. Experienced in mounted and polearm combat they are a force to be reckoned with for their dangerous efficiency. Wielding 3m long glaives with thick blades 36cm in width they carve up their foes. Their horse has B-tier movement speed.
Abilities:- Stone Slicer- While rushing forward 10m on their horse the user swings upward with their glaive, reaching into the earth below to deal a massive blow on the first target slicing through to deal B-tier damage.
- Dust up- The rider slices their glave into the earth creating a dust cloud 10m long and 5m in diameter blocking the vision of those within for 2 posts and hits them with rocks dealing D-tier damage each post.
- Lotus Block- The user spins their glaive with intense force to block incoming attacks up to B-tier in damage.
- Great Storm of the Herd- The Elites charge forward in a massive stampede of 3 or more of them. The kick up the earth, knocking up stone with their glaives as well while charging 20m forward creating a dust cloud filled with shard of rock, this cloud is 15m in diameter all around and goes forward an additional 20m from their riders dealing A-tier damage to those caught up in at after the charge. Each rider adds an additional 5m to the cloud size.
Enemy Name: Bo Noyan
Enemy Tier: A-tier
Damage Required to Defeat: A-tier and Destroy A-tier Armor
Description: The lords of 1,000 warriors, just under the generals of the Bo they carry with them their troops and their fierce souls. Armed with the newest in weaponry stolen from the Kou’s abandoned camps was the fire lance. Along with this they carry glaives, sabers from Balbadd. Upon their back, a bow sits as well, a composite one used for the farthest and fastest of targets. Armed in the clans black and red bamboo armor with leather padding. Along with this they wear black iron shoulder guards, gauntlets and grieves. Their helmet is of a similar metal with a tusked face mask. Atop hangs a long silk ribbon of red and yellow. They themselves can run at B-tier movement speeds, their Fire Lance does A-tier damage, their glaive B-tier, their Sabers B-tier and their bow C-tier with a 80m range. They also have a horse mount 2m tall, a Hybrid between northern horses and a Bo clan horse, It can run at A-tier movement speeds. Bow
Abilities:- Dragon Fumes- The Noyan ignites the powder in their fire lance causing a burst of fire and ash 10m long and 3m wide in diameter dealing B-tier damage instantly and then C-tier damage over two posts as burns.
- Salamander Spit- The user pours oil on a weapon or ammo, this is a special combat that is highly combustible. They strike it creating a volatile flame that will deal A-tier damage to the first thing it hits, burning them intensely. Range depends on the weapon.
- Great Steppe Sweep- Using a bladed weapon of any kind the user spins the weapon around to parry incoming damage of A-tier.
- Cloud Piercer- Using all of their might the user aims at a target with their bow, pulling back with extra might to increase the bows average range launching an arrow 100m forward to deal B-tier damage to the first thing struck.
- Grass Sea Command- An ability the Npc always uses within the job, they command their army to charge at a target, consumings a massive 100m wide and 50m long stretch the stampede deals A-tier damage and it also creates a dust cloud in the same dimensions blinding those who get caught in it for four posts.
- Step Shot-The Bo clan member performs a shot with their bow at an opponent’s foot while the target is running. The arrow can fly up to 40m doing D-tier damage.
Or- Spoiler:
- Enemy Name: Andu Tribe Archers x10
Enemy Tier: D-tier
Damage Required to Defeat: D-tier
Description: A group from the northwestern plains area, having hard of Tenza’s plan for the plains, have sent auxiliary archers to various nomadic groups in hopes to gain alliances along with preventing an advance. Dressed in elk furs in overcoats and tight deerskin pants, on their backs they carry simple recurve bows with robin feathers decorating them. They deal D-tier damage and can fire 60m.
Abilities:- Quick Shot- The archer shoots an arrow 20m forward at a targets chest to deal D-tier damage.
- Feather Step-The archers steps to the side 5m to avoid incoming damage
- Robin’s Pecks- The user launches two arrows 60m away at a targets head, each arrow does D-tier damage. Additional archers can join in adding their damage together in a successive volley.
Enemy Name: Chara Tribe Shadows x10
Enemy Tier: C-tier
Damage Required to Defeat: C-tier
Description: A tribe from the southern plains by the Jade dragon mountains. Wearing grey silk wraps around their faces, bagging pants and tight fitting, sleeveless top of the same material. On them they carry chakrams they can throw up to 30m that deal C-tier damage. These are the remnants of a destroyed tribe. Wanting revenge on the Bo their remaining warriors have carried their signature weapon hoping to have their chance.
Abilities:- Moon Toss- The user tosses their Chakram 30m forward to hit a target and deal C-tier damage.
- Limb Catcher- When an enemy comes in for an attack the user sticks the chakram around it bringing it down with all the strength doing C-tier damage.
- Shadow Caller- The user throws down a black powder bomb covering them in it and creating a cloud 10m in diameter which stays in place, the user blends in with the cloud fully and those inside cannot see, it lasts for 2 posts.
- Crescent Song- The Shadows from one to all ten throw their chakrams in an arc that goes 6m out at its farthest coming back to line up at 40m away doing B-tier damage, if one throws the others follow the lead trying to line up their shots.
Enemy Name:Han Tribe Falconers 4x
Enemy Tier: B-tier
Damage Required to Defeat: B-tier and B-tier for the Falcon
Description:A small group of highly trained warriors from the Han tribe, a group on the eastern side of the Jade dragon mountains that has recently been freed since the civil war. This tribe of warriors only sends some of their best, their falconers are great with a bow and with a mighty falcon to watch the skies above them. Their bows have a 100m range and deal B-tier damage. They were silk robes with leather straps and they wear matching tight fit pants with woven sandals.
Abilities:- The Air’s Aid- The Falcon Swoops towards a projectile up to 20m away of B-tier of damage and grabs it for a brief moment to redirect the object at a target up to 40m away. Can be used on allies’ shots.
- Talon shot- The user shoots a hooked arrow at a target up to 100m away dealing C-tier damage on the initial impact, the arrow stays in the target and cannot be removed without dealing C-tier damage to the target again.
- Smoke shot- The user fires an arrow up to 80m away, upon impact it creates a smoke cloud 50m tall and 5m in diameter blocking the vision of those within for 3 posts.
- Falcon Volley- The user shoots an arrow 50m into the air, the falcon grabs it and flies it to a target up to 120m away, they slam the arrow in the target dealing B-tier damage then they peck the wound dealing additional B-tier damage. If one starts this ability the rest will follow.
Enemy Name:Kou Xiaowei
Enemy Tier: A-tier
Damage Required to Defeat: A-tier + A-tier borg
Description: A magician capable of flying around, commanding a unit of 1,000 warriors this magician is one of the highest-ranking military units with the Kou military. With their skills being diverse recent deployment has shown some of Kou’s magically inclined to help lead the charge. With Silk robes, leather armor with iron plates they carry with them a ringed staff to act as their magic conduit, the staff seems to be made of gold and black iron.
Abilities:- Shock Call- The user slams their staff against the ground using lightning magic to generate a current which sends out an electromagnetic burst around them in a 10m diameter. Those who get caught within are paralyzed for 4 posts.
- Rings Toss- The user uses metal magic on their staff to disconnect one of their rings, attracting metals to cause it to grow up to 20m in diameter, flying up to 50m away. Upon hitting a target it wraps around them constricting with intense force to squeeze them with A-tier force to crush them.
- Mercury Lash- The user flings their staff creating a whip of mercury through metal magic, the whip is 10m long and does B-tier damage on initial strike, and it enters the blood doing D-tier damage over 4 posts.
- Great Ram Shield- With metal magic the user forms a thick metal disc 50m in diameter, on the front of it is the visage of an angry ram’s face. This great shield is capable of blocking A-tier damage.
- The very model of a metal modern army- Used once in the thread no matter what. The user focuses on their army’s weaponry, enhancing their weapons and armor with the visage of silver dragons. They command all 1,000 troops to charge up to 50m in a 100m wide and 40m long formation dealing A-tier damage to anything caught in their stampede.
- Quick Shot- The archer shoots an arrow 20m forward at a targets chest to deal D-tier damage.
The High Priestess of the religious order known as the Flames reach was currently preparing for battle in the Great Plains area. There was talk about a large clan that was known as the Bo were prepping to conquer the opposing tribes to make themselves stand out as a nation. Apparently, they are going to war against the combined forces of the tribes that remained. Gilles had decided that this would prove to be a great chance at making connections with the Bo clan and introduce her religion amongst them. She was now preparing with her top fighters, Husk and Dawn, leaving Dusk2 behind since she served as the head of the Magno branch of the order.
They would leave only bringing a few items with them such as her metal vessel, Keb, and her sword of eternal warmth. This and rations to keep them fed and hydrated as they make their way to the heart of the plains. They were prepared for whatever was to happen but also knew that there would be much that they weren’t entirely prepared for. This was the first time that they were going into an actual battle, before this it was only fires and murder, almost sporadic in nature. This time they very well could end up looking members which is why they were keeping the group small. All of their fighters were just about half for their order and the rest had yet to be properly trained.
By the time that they had finally made it to the heart of the Great plains the battle had already started. The Bo clan was on the far side of the battlefield while the tribes were much closer to the trio that had just arrived. Gilles would grin eagerly as she looks around trying to spot where to start. About 300 meters away she had spotted a group of archers that were targeting the Bo clan from a great distance. She had decided that it was probably best for them to go for the archers first in order to relieve some of the pressure on the Bo Clan. They would start running aiming directly for the archers. However, once they got about halfway they would be intercepted by another group.
A chakram was flying towards the High Priestess when Husk jumps in front of her using his guard to block it. They would soon find themselves surrounded by a group of ten fighters all armed with chakrams which were weapons unknown to the leader of the cultists. The groups would eye each other before going straight into combat. There was no need for words in the middle of this warzone, it was clear to both sides who the enemies were and that was all that they needed to know. Half of the group would use their crescent song to throw their chakram at the group. Dawn would use 4 wall of a thousand blades to block 2 of the chakram with his razor magic while Husk uses his guard to block a third, wincing in pain as he feels the blade cut into his flesh, thankfully it wasn’t deep enough to cause serious injury. Gilles would manage to block one with an upgraded shrikes thorns to completely stop one of the chakram but cried out as the 5th one slices her chest open. She would activate her blade of eternal warmth causing it to turn a searing blue followed by her wings of internal flames. She would rush to one end of the circle going quickly as she slices 3 of the assassins in quick succession. The cuts were not lethal but that was all she needed as soon the cuts would burst into flames spreading quickly over their bodies. No matter how seasoned they were this would still unsettle to rest of the group leaving an opening for the others to take advantage of. Husk would run up to one using his piercing jab, creating a hole in the throat of the assassin. Dawn would use his guillotine cutter to cut down another enemy. After seeing half of their numbers cut down the rest would use their shadow callers to create cloud of smoke before fleeing in order to regroup and strategize to defeat this new group of enemies.
Seeing how they were now alone they would continue to make their way to the group of archers that had yet to leave their current position. This time they would find themselves uninterrupted on their path to the archers. The closer that they got they would notice that there were two distinct groups of archers there. The larger one seemed to be strictly archers while there was a smaller group of probably 4 that seemed to be a bit stronger and had birds circling them, falcons perhaps. They would wait to try to find an opportune time to swoop in and attack. They were currently unaware that there were enemies on their side of the battlefield. It was crazy to believe that a small group would bury themselves deep in enemy line and the shadows had yet to sound alarms to alert the armies of the tribes.
However, one again they would be interrupted before they can attack. They would hear thunder like footsteps and notice that a whole army was charging straight at them. They would quickly line up in order to take the stampede head on, Gilles in front, Husk in the middle and Dawn in the rear. Dawn would start by creating a wall of thousand blades with his razor magic directly in front of the trio formation. Husk would then wrap his arms around gilles to form a guard with his thick arms while she uses her shrikes thorns once again to create a shield of hair in front of them. The 1000 man army would crush through the barriers with ease and still manage to stampede through the trio albeit with reduced damage. They would find themselves surrounded by the shadows once again and this time they were accompanied by a magician that was flying up above them. Gilles would fly up into the air to the same level as the magician. While on the ground level the inner circle members would handle the 5 shadows. They would aim a moon toss at both of them with would be blocked why a guillotine cutter and a guard from the duo. Another guillotine cutter would cut down one of the shadows while Husk would move behind a shadow and use a suplex in order to slam them into the ground. They would then make quick work of the remaining people using a mix of spells and punches to defeat them.
Up above Gilles was busy fighting the Kou Strategist. The magician would use their mercury slash which would be blocked by a third sustain of the shrikes thorns that was increased in power. She would then rush forward with her wings of flam thrusting her sword out straight at the magicians chest just to be blocked by a borg. A type of magic she had never seen this type of magic before and was taken back a bit. Yet, the sword would be strong enough to shatter that borg of the strategist. The magician would attempt to move back then use their ring toss to throw a 20 meter ring at the cultist. This is when she would use her Bertilak creating a cyclone of birds made of ice scaling it twice to increase its since in order to counter the ring. She would grin seeing that they were on equal footing at least for the moment. Dawn would use his own cyclone of razor magic to attack the magician from below while Gilles pushes through the shattered borg, running the magician through with her artifact sword.
Seeing their leader catch in a pyre of flames would send fear and nerve through the 1000 soldiers that were summoned by the strategist causing them to lose confidence in themselves making them flee though keaving the rest of the army there still including the archer which is where they would head net, this time not waiting for someone else to interfere. Up from above where they could not see Gilles would cast her grasp of flames increasing the range so that hundreds of hands made of fire would reach out grabbing the archers and burning them. Most of the archers would fall leaving the 4 falconeers standing but they would not have a chance to react as a cyclone of ice and razor magic appears finishing them off.
Gilles and the trio would smile triumphantly as they had defeated all of the important looking targets. Perhaps this would help them gain favor with this mysterious Bo clan.
Stamina 140/220
magoi 90/180
- abilities used:
- Shrike's Thorns
Tier: B
Class: Body Manipulation
Type:defensive/offensive
Range: Close
Requirements/Drawbacks: Needs hair, leaves the user unprotected from behind.
Scaling: Defense. Takes 1 tier more damage for each 10 stam spent.
Sustain: 0
Cool Down: 3
Cost: 30 stamina
Description:
The user's hair grows till it touches the ground then moves in front of the user forming a harden wall of spikes made of hair. The wall can take up to C tier damage and can deal C tier damage if a physical body comes in contact with it.
Cyclone of fluttering wings
Tier: C
Djinn: Bertilak
Theme: Asura (Fire+Ice+Life)
Type: offensive
Range: Medium
Requirements/Drawbacks: THe user must shout out the name of the spell and have thier hands in the form of a bird.
Scaling: Aoe(5meters for 10 magoi)
Sustain:0
Cool Down:2
Cost: 20 magoi
Description:
By placing their hands together in the shape of a bird towards their target a 10 meter cyclone of birds made of ice form circling up to 10 meters high as well. This cyclone can be formed up to 30 meters away and deals c tier cutting damage. If the birds are destroyed icy air will burst out dealing d tier frost damage.
Grasp of the Flames
Tier: C
Djinn: Bertilak
Theme: Asura(fire+Ice+Life)
Type:supplementary
Range:Medium
Requirements/Drawbacks: THe user must shout out the name of the spell and have their hands slam into the ground.
Scaling: Aoe(5meters for 10 magoi)
Sustain: 0
Cool Down:2
Cost: 20 magoi
Description:The user slams both palms into the ground, covering a diameter of 20 meters around her hands made of ice that are covered in fire will from from the ground flailing around. If someone besides the user is in this circle the hands nearest them will grab them dealing c tier burning damage and will hold them till broken by c tier or greater strength. If the hands are destroyed icy air will shoot out dealing d tier frost damage.
- items:
- Name: Blade of Eternal Warmth
Tier: A-tier
Type: Magic Artifact
Magic Type: Heat
Appearance: A sword 1m long, with the handle being 36cm of that length. It's an ancient blade, made of tempered iron, with an ebony handle wrapped in leather. The leaf-shaped blade has a magic symbol at its widest point. Once having belonged to an ancient king it glows upon activation. Ir has design elements of the previous culture that inhabited the land of Magnostadt, with bands and 6 pointed stars being a common pattern on the weapon.
Function:
Unyielding Fever- For 20 magoi to activate | 10 magoi to sustain the user can heat up the blade causing the metal to glow blue, doing A-tier damage to those, igniting them upon touch. One sustain can stack, causing the blade to glow white-hot instead.
Name: Wings of Internal Flame
Tier: B-tier
Type: Magic Weapon implant
Magic Type: Living Flame [Life + Heat]
Appearance: Taking the form of a spinal implant, made of silver and ruby, with a magic circle on it. This 30cm in diameter object is afixed in the middle of one's vertebrae, being unable to be used as a weapon until it's function is active.
Function:
Burning Grace- For 10 magoi to activate | 5 magoi to sustain the user harnesses the power of living flame, creating burning wings melded with their body. These flames are capable of being used like a limb for combat purposes, the flames being as intense as the persons current strength and their movement being equivalent to tier, capping at B-tier
Djinn: Bertilak
Theme: Asura(fire+ice+life)
Type: Cowl Hood
Appearance: a 2.5meter long brown cowl that is connected to a shoulder strap. made of metal fibers that classify it as a metal vessel
- NPCs:
- Name:Dawn
Tier:C
Damage Required to Defeat: C
Description: Dawn is a magician formerly of magnostadt who had become a priest going around helping out the tribes that Lived in the plains. Eventually he was tasked by the order of priests with torturing tribesmen and others for information and to force people to join their religion. He found that he enjoyed this and would keep torturing people for fun after he left the priesthood to go on a killing spree with the former pit fighter known has Husk. He focuses on using razor magic.
Weapons: A cane that is 1.5 meters tall and is mahagoney and used as a staff for the magician.
Traits:
Abilities:
wall of a thousand blades: The user casts the spell by shouting the name and forms a 5 by 5 meter wall consisting of razor magic. Anyone that comes in contact with this magic will receive c tier cutting damage in the form of several small cuts.
Cheese Grater: The user makes a cutting motion two times with their staff sending two jets of razor sharp wind up to 10 meters that will slice off small pieces of flesh for 1 d tier each for a total of 1 c tier.
Guillotine cutter: The caster makes a cutting motion with the staff sending a meter long slice of razor magic up to 5 meters aiming for a target's limbs or head dealing c tier cutting damage.
One thousand Cuts: The user create a 10 meter tall twister of razor magic around themselves dealing c tier cutting damage to those that come in contact with it.
Name:Husk
Tier:C
Damage Required to Defeat: C
Description: Husk was a former pit fighter in the plains near magno. He was a personal fighter for a leader of a group of bandits that was trained as his person war dog. A war dog is a fighter that is the top of the groups fighting slaves. normally they fight for the entertainment of income of the bandits but they are also used to fight other bandit groups by having the war dogs fight eachother. War dogs can win their freedom if they win 100 of these battles against other war dogs. It took 10 years but he eventually won his freedom and decided to leave the group. After a couple of years of traveling he found he still craved fighting and when he met Dawn they formed a quick friendship finding a common interest in killing.
Weapons:
Traits: Hardened muscles(c): After years of fighting most of his life his muscles have harden to where d tier physical damage such as weapons or fists bounces off of his body.
Abilities:
Piercing jab:The user forms their hand into a blade like shape with they fingers together and hand straight. They thrust their hand out to plunge it into the target for c tier damage.
Suplex:The user grabs their target then bends back wards while holding onto the target to slam their head into the ground for c tier damage.
2 tiered punch:The user punched with the top knuckles of their hand followed by quickly closing their fist completely to form 2 hits in 1 punch dealing 2 d tier damage.
Guard:The user flexes their muscles and forms a cross guard with their arms to block up to c tier damage.