CURRENT GOAL: GUILD CREATION.
Current guild goals will appear here.
+75,000 from Nekros.
+75,000 from Sayrn.
+20,000 from Roku.
+220,000 from Famine.
+35,000 from Beli.
+293,000 from Quinton. *Wants to be repaid eventually (Going to Beli)*
+1,100,000 from Daiki. *Needs to be repaid eventually*
+50,000 from Heero.
+25,000 from Tenchi.
+70,000 from Brennan.
+50,000 from Kyoden.
+580,000 from Aoi.
+1,400,000 from Sayrn. *Wants to be repaid eventually, for 800,000 rather than full*
Thank you all who have donated! I do appreciate it even if I'm not the best at expressing it!
Guild Info/Goal:
Grim Heresy is the guild offshoot from the Cult of Sin, also know as The Cult of the Undying. A group that could be described as satanic, but the object of their worship and desire is their goddess, a devil by the name Aae'phaelleris the Undying Goddess. A figure of chaos manifesting power over death from a fiery hell. Her followers pray for escape from mortality, to be given the gift of undeath, immortality, or the embrace of their goddess to live again in her halls should they die trying.
Grim Heresy is a more militant offshoot from the Cult of Sin in which those with power gather, whether they worship Aae'phaelleris or not but rather are in line with the ideology itself. Much like an organization devoted to terror, Grim Heresy's goal is to spread chaos itself. Infiltrate guilds both Light and Dark to seed discontent and provoke war between nations and guilds alike. Overt actions are sometimes called for as well, though may often serve a dual purpose in secret beyond the fireworks.
Grim Heresy enjoys the shadows, but they do not hide from the light of day. Supported by the long-standing network provided by the Cult of Sin and the knowledge that as they serve their place in the afterlife is assured or confidence that their goddess will not let them die. One thing is assured. Grim Heresy does not pull its punches, it aims to kill.
The aim of this guild is in the short term to cause bloodshed. Not just through their own hand, but by their actions. They want to make brothers turn against brothers. They want to see friends turn their back against each other, people against people, kings against kings, to see gods fall and civilization collapse.
In the end, they want to see the world brought to its knees and beg for a savior. Torn from the light of their gods they will in time beg for someone to take reign over the blood.
Grim Heresy does not care for the laws of the land as you might expect. Their only compass is the word of their goddess, Eris. Every member is bound to her and enters into her direct service. So long as their actions do not betray the guild and her word, all is welcome and applauded. Members can pursue their own goals and are encouraged to find something to desire and seek out. If one member has a task they feel is important they are accepted and will receive aid so long as the primary agenda persists, either from the guild's resources or other members.
In other words, Grim Heresy is very free with its members. So long as they perform some regular duties and are on call for important assignments they can do as they please, keeping in mind the Grim Heresy's motivations and the interests of the guild.
Anyone can attempt to join this guild, and to state the desire to do so can spare one from death at the hands of a member. But should one turn away from Grim Heresy, they face eternal torment beyond death. Escape or not, their memories lost to oblivion, torn from their minds as part of the punishment, a clause worked into all who join.
SEE GUILD PERKS for THE PACT. These serve as practically the only hard rules for the guild.
Guild Status: Dark.
Guild Creed: "There is no salvation but in blood" - The creed of Grim Heresy, representing their disdain for life and cult-like undertones painted with the belief in their necrotic afterlife. Even for those who do not worship, it is a call to violence. A grim reminder of the guild's motives. A note: They don't actively hate life. Not all of them, it's a personal thing. They just work to cause chaos, and where possible extinguish life to replace it with undeath.
The Physical Eternity is the concept of an unending existence in the flesh, as undead. Free from the shackles of the living.
Location: Sin: Temple of the Undying.
(Guild) Master: Eris | H-Rank.
If something ever happens to Eris, all themes remain and the position of Guild Master reverts to The Monarch, a figure who is considered the voice of "The goddess", speaking and acting for and in her name.
The Primarchs (Ace Positions):
(Titles may be granted as they come.)
Important: Ace positions here are substantial and are not given out willy nilly. Aces need to prove themselves in three ways:
To the Guild: Aces must have done significant things to further the goals of Grim Heresy.
To the World: Aces must have done significant things to impact the history of Earthland.
To Themselves: Aces must be strong and capable. Aces must be at least A-rank.
Aces will have significant influence and command over the guild below the Guild Master. They would not have limits on their authority over NPCs other than common sense and reason, and can command the normal NPC ammount even when not working directly in Grim Heresy's goals.
Once an Ace, they will remain Ace until such a time as they Ascend, abandoning Earthland and attaining their eternal place in the halls of their goddess, or until they Fall from glory.
If new individuals meet the three requirements for position as a Primarch, a new seat can be made.
When someone becomes a Primarch if the funds are available they may design their own Guild Spell to be purchased or replace an existing one that is not in use by another Ace. (Blasphemy is considered claimed by the GM, so one of the other two currently shown could be replaced. Note: An Ace can still also use Blasphemy, as normal.).
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The Harvesters (Ace-like):
A Sub-Ace position for B-ranks or higher who have well established themselves within the guild. OOC, do plenty of jobs, and don't forget to submit them to the scoreboard! Non-job deeds are also counted. Harvesters carry some added authority and carry more weight with the Master.
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The Undying (Members):
• Sayrn | C-Rank | Venom Demon Slayer | Doctor and Toxicologist | Draining / DoTs
• Daiki | B-Rank | Heaven god x Fallen Angel slayer(s) | ? | Glass Cannon
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The Death-Touched:
Affiliates who are collored, but are not actual guild members IC to one extent or another. They are treated as a guild member however for the purpose of abilities and OOC affairs. Such as spells that target or avoid guild members, and guild perks.
IC however they are kept at an arms length, so to say. They don't have as much stake in the guild and likewise the guild doesn't have much stake in them. They're like lone operatives or isolated cells of the organization that can both receive and give support.
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The Outer Hand :
Affiliates who are not colored / not actual guild members OOC to one extent or another. They may also be simple allies. This includes Seekers who are not officially a part of the guild OOC, but are still closer IC. Mostly due to not wanting to be colored for one reason or another. Death-Touched may benefit from some things due to being allied, but not from guild specifics.
They may not have any direct relation to Grim Heresy at all, but are considered allied.
• Famine | B-Rank
• Quinton | C-Rank
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The Waiting :
Those who have expressed interest in joining but have not yet done so (IC/OOC alike). OOC this is the list of people yet to do topics in which they join. This topic can even be a single post by them after talking with the guild master in PMs, Chatbox, or Skype, and then a confirmation post by the GM acknowledging it. Or it can be a full topic to see how it plays out. WARNING: Not recommended to just "Go with the flow" and wing it, otherwise the character could end up dead instead. Talk about things before hand a bit, to determine if they are a viable candidate for the guild in the first place (Ie: Would accept "The Pact" to join, for the most part is the only serious point.)
Please post within this topic or I may not be sure of your intentions and you may not have been added even though you expressed interest, but were not clear to me.
• Eevee | D-Rank | Heartstone Dragon Slayer | Foxy cuddles or Wolfy claws. | Aggressive
• Marcel | C-Rank | Ravenous Hand | - | -
• Arianna Belial | C-Rank | ??? | ??? | ???
• Nekros | C-Rank | Great Tree x Arc of Netzach | Bishi | Healing - Support
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Guild Tattoo:
Gfx work yet to be done.
The mark will be a somewhat elongated, somewhat clawed looking red hand.
Guild Color Potential:
Grim Heresy. FF0000.
Grim Heresy. 9f3900
Grim Heresy. ffc8c8.
Grim Heresy. e1b429.
The Temple of the Undying:
The main guild hall located deep within Sin itself centered in the harshest landscape available established many centuries ago, perhaps even before the Great Wall of Sin was built by Pergrande.
- Spoiler:
Exterior:
The grounds: The Temple is set in a hellish landscape of molten rock and burned bones. The volcanic terrain has been heavily accentuated with countless skeletons strewn about adding a layer of bone to the scene. A lone mountain towers nearby constantly spewing black smoke that hides the sun and rains ash down on the land.
The Temple itself is set within a smallish caldera where an ancient volcano once was, presumably the same volcano that towers nearby having migrated over the ages. Lava still flows through surrounding the temple, as a river from the main mountain feeds it. It is kept level by cracks and flows that run down the opposite side where there is a slope, revealing the caldera and the entire landscape beyond it towards the mountain to all be raised terrain. A singular massive highland plateau with sheer cliffs to one side.
Set into large stoney outcroppings are other buildings built by and for various attendees of the Temple and honored cultists. Members can order the construction of their own homes in a similar fashion.
The Building:
http://tyleredlinart.deviantart.com/art/Aegik-6-tile-evil-fortress-399954302
The building itself is a testament to evil overlord engineering. Spikey protrusions, elongated features, and lots of glowing red channels make up the Temple. Set over a lake of molten lava with a long stoney pathway leading up towards it the building is ominous and imposing. One is sure to hear the crunch of bone underfoot as they make their approach from the many remains like that which litter the grounds.
Interior:
• Ground Level (The Chorus): The ground level of the Temple is largely all wide open chambers with a central entrance room that splits off into a Left and Right wing. This entrance room tends to have a set up similar to a lobby.
• The Right wing is The Hall of Attainment- Serving as the primary meeting place of guild business the Hall of Attainment is where guild members will meet with leading officials to acquire assignments within the offices of the Augurs- Prophetic undead bound to ritual rooms. The Augurs foretell danger and are the source of Jobs. Any Job the guild might perform comes through the Augurs, regardless of what the job says, where the Augurs point the way to what must be done. The Augurs then themselves are able to use the action itself as a Pact to reward the mage when they return. (Unless the player wishes to do the job normally). Outside of the various chambers dedicated to different Augurs are the usual meeting rooms and armories.
• The left wing is The Hall of Respite- Serving as a secure place for downtime. The main block you enter is a large commons area full of tables and benches of various sizes on one end and couches on another. From this main chamber fans out 3 separate corridors.
One leads to a steamy great public bath the size of an olympic swimming pool surrounded by lockers and benches. Steam vents visible in the bottom of the pool heat it, and similar vents seem to easily dry off those who wish it in the corners and entrance. Two smaller similar areas break off from this, one is full of blood and the other is rocky stairwell leading out away from the temple closer to the lake outside, opening up to a pool of lava that seems intended for use as a bath.
A second corridor leads to kitchens staffed by skeletons that bring food out to the tables in the main area on demand. Though most the Cult of Sin and Grim Heresy are undead, some are not and those that are can still enjoy food or have peculiar needs that can be met here. It has a direct line in the back to lower levels where they can retrieve... cattle, and supplies.
A third corridor leads to a long hallway full of doors. Within the doors are beds that can provide a quick rest break, with or without succubi cuddle buddies.
A third corridor leads to The Hall of Doors. This busy corridor is filled with doors that when opened show only wall. When activated properly though, the doors can lead almost anywhere known to the activator. Cultists and Guild members alike utilize these doors to come and go.
• Both wings meet in a central grand council-meeting chamber that dominates the middle of the ground level in a much larger room full of pews facing a raised area with sixteen individual thrones. A huge throne is at the highest and central spot built into the back wall itself, it almost looks more ornamental than practical as though when constructed it was only a dream that their goddess would ever be among them. Three large but normal sized thrones are set below the larger one, and lastly twelve thrones in the fore row. The entire area is designed in a subtle crescent shape facing out to the pews. Before the thrones and in front of the pews is a central altar on a raised dais surrounded by emplacements for various additional effects or objects.
• Sublevel 1 (The Host): The level below the ground floor. There are two distinct divisions here. Taking its name as this level accommodates needs of the guild as a whole, on a deeper level than the basic needs met above. Storage, supplies, areas to work in, cages/cells, ect.
The southern area is dubbed the Halls of Song. This entire side is dedicated to many different rooms set up for different rituals, ceremonies, and simple torture. There are many cells scattered throughout the "Hall" for separate groups of captives. It is a labyrinth of pain here, as it gets its name from the screams that never seem to end, always nearby or in the distance. Within the Halls of Song you may find suitable practice for performing said rituals. Training is done here in these halls, where rituals open portals to areas within hell set aside for these things or prepare mental dreamstates and similar effects.
The northern area is dubbed the Halls of Plenty. This entire side is made up for storage space of various accommodations and includes cells similar to the Halls of Song. If you're held here however your fate is similar to that of a cow or a frog in a highschool science lab. If you're lucky you're just there for, well, reproduction purposes. You may be kept alive and bled. Or you may be hacked apart bit by bit or all at once like an animal at the butcher's block, though kept alive if only parts are needed at the time.
The storage here holds many various supplies needed for the performing of rituals, creation of chemical concoctions, tools for whatever tasks, and lots of paperwork regarding the history of the Cult of Sin and past dealings. Much of the paperwork is backed up in Archival stones but may have physical copies as well. Some rooms, with notably more sturdy doors and walls, would contain basic armaments. Weapons, armor, devices, and even less important artifacts or relics. Anything of particularly significant value however would not be locked away in the Halls of Plenty.
Almost all rooms here are well locked and secured and require granted access and you may need a special guide, as just like the halls of Song these Halls of Plenty are maze-like.
• Sublevel 2(The Veins): The Veins aren't an official part of the Temple itself, but are a series of old lava flows that form a chaotic expanse of tunnels going any which way and branching out. Entrances to the Veins dot the Halls of Song. Those who enter the Veins are unlikely to ever find their way out without aid, as the "Veins" aren't simple tunnels, but a deep sense of unease fills the place that slowly drives one to madness and the more you are inside, the more the walls start to seem composed of flesh and blood. The more they seem to writhe and move, even defying sane logic with tunnels closing and opening on their own revealing entirely new features or chambers previously unheard of. Perhaps you aren't mad afterall. It is said that these Veins can take you almost anywhere on Earthland. You may find yourself surfacing not back in the Halls of Song, but appearing in the Raging Volcanos in Fiore, the mountains of Seven, or an old geyser in Minstrel and so on. Try not to get lost.
The Veins main purpose is in its elusiveness. Many things are hidden down here. An old archive. Ancient treasures, important artifacts and relics. Long forgotten prisoners. Secret chambers.
Even the Twelve Liches of the Cult of Sin who have reigned for centuries would have their own individual understandings of how The Veins work, their own sort of "Filter" that allows them to navigate the Veins a certain way that the others cannot replicate. The couldn't share this "Filter" even if they tried, and would lead others if their specific "Filter" was needed. "Filters" are simply a sort of influence over the Veins, where their presence alters the way the Veins behave.
The Veins can be populated by mind-numbing horrors and unspeakable monsters the deeper you get AND the longer you spend within.
• Sublevel 3(The Pit): The Pit is an area presumably far below the Veins. Only accessible long after the Veins have gone from stone to flesh, the Pit is a singular massive cavern like a hidden valley one might say it is like a gigantic heart long since stilled. It's made of flesh and within is a whole landscape of bone, blood, and meat comparable to a thick jungle. Blood flows freely down and up the walls, dripping from the ceiling or up from the ground alike. There is no Up or Down here, being completely relative to the surface you are standing on. Randomly things will be seen to break from their surface's relativity and fall to the other side. It isn't common, but explains the dripping of blood, which is considerably more likely to 'fall'.
In this "The Pit" are many breeding grounds where demonic entities seem to thrive.
The Pit is similar to Fairy Tail's Tenrou Island. Monsters can be found here that would not respect the mark of Grim Heresy. Creatures here vary from A-rank to H-rank, perhaps even beyond. Bound the this area like a prison sentence.
The Velvet Society:
A club located on the border between Fiore and Bosco. Possible due to the official relations the Cult of Sin has worked into governments and business to create this new little economic zone.
- Spoiler:
Exterior:
This large building has two notable layers with separate entrances. Built into a hillside the top half of the building faces Bosco and has an entrance way on the hill top. A long tube-like "Subway" system reaches the facility out from the closest bubble-city Bosco is known for, tunneled deep below the ground to keep it safe and out of sight from the giant monsters that roam the lands.
Below the top layer facing Bosco is the bottom layer built into the side of the hellside and faces Fiore, which has a train station nearby and a fanciful walkway leading to the Fiore main entrance.
A massive barrier radiates up from the ground running right through the building, enveloping it. Fiore Rune Knights and Royal Guard alike run an outpost nearby on the Fiore side and receive special treatment from Velvet staff with free basic access to the facility when off duty keeping the Fiore side secure.
On the Bosco side there's a similar set up with an outpost for Peacekeepers who keep the Bosco side secure. Both sides run security checks on their respective sides to make sure nothing and no one from Fiore leaks into Bosco neither from Bosco to Fiore. There are more Rune Knights on the Bosco side and more Peacekeepers on the Fiore side.
Inside, however, is a cultural melting pot blending high magic with high technology in a borderless environment where both peoples mingle, sharing food and drink with song and dance.
http://img11.deviantart.net/7724/i/2015/055/f/7/scifi_club_euphoria_by_ayarne-d8jbibq.jpg
Interior:
VIP areas may exist that are not detailed here.
Important to remember: There are hallways and entry rooms that can separate all of this and guide someone to one area without entering another.
Top Floor- Euphoria: Dominated by softer blue and yellow lighting, Euphoria is a more sensual floor with essence mists that stimulate the senses and make everyone feel more pleasurable. The music here is more subdued. Food here is more about experiences and how the product feels to consume in a positive way. Focused around sensations of joy and serenity. It has its main dance floor surrounded by tables, inlets with tables and cushioned seating and veils to close them off, kitchens, a long corner bar, and entrance into VIP areas.
Bosco - Fiore levels: The main area of the Velvet Society are the two main levels connected to Bosco and Fiore. A top floor and a bottom floor. Large rooms with separate wings and balconies overlooking lower levels. It has one primary dance floor in the center of it all with smaller ones in various spots above. Multiple bars and offshooting restaurants and gift stores with government-accepted novelties from either of the two countries. Popular drinks and food from either of the two nations are served here and this is where the mass public mingle and dance, with the two Not-VIP but-kinda-VIP floors of Euphoria and Purgatory being more niche, though there are more VIP areas here in the Bosco-Fiore area as well. There is an arcade on the Bosco side and virtual reality pods, while on the Fiore side there are rooms saturated with magic and lacrima-devices allowing non-mages to play mage games.
There are private rooms that can be rented, both for club activities as well as stay-in rooms where people can spend the night or purchase for long term stays. Staff have their own rooms but can buy up to stay in the fancier rooms themselves as well. Guild members have to pay for the fanciest rooms, but can stay in the staff ones for free. Staff and guild members in general have free access to the basic stuff including drinks and food.
The Velvet Event Hall: A large wing projecting out to the side, set under the hillside itself underground, is the Event Hall. It is a single massive room capable of catering to thousands. It is used to host special events, such as conventions. Thanks to Territory lacrima in the walls, this Event Hall can be adapted for almost any purpose given time to set up (about 5 minutes), the Territory lacrima slowly redesigning the interior. When not altering the interior, for example becoming a ice rink, stadium, or indoor beach, the lacrima serve to protect the room. Powerful barriers prevent attempts at scrying or divination into the room and are capable of warding the room from outside attack or inside conflict (Allowing for battles to take place within).
So long as contest participants are implanted with a special mini lacrima, they can even monitor health, magic, damage levels, statuses, and regulate the magic of individuals in this way or that. But primarily it would link the barriers to their magic allowing even H-ranks to go all out without risk of damaging the interior or breaking through defensive barriers protecting onlookers.
Basement- Purgatory: Dominated by reds and oranges with harsher shadows, Purgatory is a more aggressive floor with essence mists that stimulate aggression and passion. The music here is more bass-ey and out there. The food here is more about being outlandish, strange. Even grotesque. Based on extravagance and spice, along with taboo. It has its main dance floor surrounded by tables, inlets with tables and cushioned seating and veils to close them off, kitchens, a long corner bar, and entrance into VIP areas.
The Door: At any point when it detects that no one without a Pact mark would see it, The Door can be called by touching a wall. The Door leads to literal purgatory, to an area in hell controlled by Grim Heresy. It's an interior establishment however, so you don't see the outside. Here there are all manner of taboos and affairs not suitable to even many of the VIPs and too risky to host within the main building itself where Rune Knights and Peacekeepers can keep watch. Here in this place there are more Doors that can lead to the main guild hall itself and other guild or Cult of Sin spaces.
You can expect to see rituals here, cannibalism, the selling of people, murder, and games that toy with life, and plenty of things that are certainly not PG-16 and best left undetailed. If you're foolish enough to enter while living, the only thing that may keep you safe is the Pact Mark.
The building itself is made of flesh and bone like it itself is one undead organism.
These are not official "guild perks" but are benefits individuals gain by joining as a result of other abilities and the like. Eris's abilities lend themselves very well to supporting a guild. Which is something I believe Zeno recommended in the past.
- Spoiler:
The Pact: The source of the majority of these perks. The Pact is the contract all members must sign in order to join. In signing, they accept a binding seal that ties them to the guild and gives them their "Guild Tattoo" Which is actually the mark of this pact itself. The terms of individual's pacts can be renegotiated in time, allowing more to be granted by the Pact and so on. But the standard pact to join dictates the following:
• You cannot act against the interests of Grim Heresy. (You cannot intentionally sabotage missions or plots. You cannot attempt to harm the guild as a whole or guild property, more than the usual rough housing.)
• You cannot divulge secrets of Grim Heresy. (You cannot tell or show someone where to find the Guild Hall, who members are, or any information about them unless permitted.)
• You cannot deny direct commands from a superior authority. You can, however, refute/question them, or report to that said superior authority's own superior authorities with concerns.
• Your soul belongs to Eris, the guild master. Meaning if you should die, you are contained in Eris's underworld/afterlife allowing her to easily resurrect you, and no other entities can claim your soul unless this contract is broken. OPTIONALLY: This can make the player character undead at their discretion. Unless an ability is dedicated to it however this is just cosmetic and a technicality.
• This contract can be willfully broken at any time. To do so is an exertion of willpower and almost difficult to do. Not something to do casually and certainly not by accident. Once that exertion is broken through, the contract breaks... And the individual in question loses all memory of Grim Heresy and all benefits gained from the contract. They are, however, now free. The Guild Mark vanishing from their body and their soul returning. Grim Heresy may hunt them down from then on, or kill them on the spot. This is situational. The broken contract already will usually make them not a direct threat to the secrecy of the guild or so on. It depends on their actions. It may be harsh to be hunted down by an organization you don't know anything about or know what you did.
Various terms and conditions can be altered and tailored to what is at hand. Generally however without what is shown here, you would be too much of a liability to involve in major guild activities and a security risk.
The Pact supersedes all other forms of oaths and promises. Other oaths or control effects that would attempt to make them break or go against the pact are negated unless of equal rank to Eris, the source of the Pact. In which case both effects negate one another temporarily alerting all parties relevant to some sort of breach.
Because of the nature of the Pact and how its mark serves as the "Guild Tattoo", it can be hidden or displayed at leisure. Fading or reappearing on their body. They can pass full body inspections without worry. It cannot be forcibly revealed/detected against their will.
NOTE: This Pact effects the OOC as a deal, by joining Grim Heresy you agree that you will not "Guild Hop". Once in, you're in, and cannot abandon the guild without a significant IC plot and reason to do so. This has less to do with trying to retain people, but everything to do with defending the In-Character themes and nature.
Prayer / Call Master: Any member of Grim Heresy and affiliates can say the guild master's name three times, and she will be able to offer her direct support, or send reinforcements your way. This is not an official "Guild Perk" but a perk anyone in the guild can benefit from.
Alternatively, this can just be used to ask for a portal to somewhere. To avoid annoying the Guild Master, do try to not abuse it. Consider it similar to radioing into HQ for air support or an air lift.
Pact Bond: Guild members are able to automatically sense other guild members and individuals baring the mark of Eris's contract unless otherwise noted. This works on sight, but can also infuse their aura, so if a member can sense another member's aura they could sense the mark itself as well.
Master's Touch: Guild Members can benefit greatly from their Guild Master's power. Eris can serve as an IC excuse for any change in appearance as Eris is very capable of remaking the bodies of those who follow her. If one body becomes compromised, or you simply desire another, all can come to Eris to have their bodies remade. New magics can be granted, train any secondary, "build" any boat or building, ect, and cure any curses or loss of limb.
Those who die have the IC excuse of resurrecting due to Eris bringing them back (via Sacred Altar as usual). They are called the Undying after all, which has literal meaning here.
Undying Servants: Guild members are able to, at their discretion, command a measure of the undead serving the same goals and agendas. So long as the member is doing so in the name of Grim Heresy and is in line with those goals, they are able to command an NPC force with authority based on their rank. These use the default summon rules for a summon of its rank, but do not have special abilities. Only used for determining basic damage and hp. At A-rank the undead can be other forms of undead other than basic skeletons.
D: 1 standard D-rank skeleton. C: 3 D-Rank skeletons. B: 4 D-rank skeletons 1 C-rank. A: 12 D-rank skeletons, 6 C-ranks, 2 B-ranks, 1 A-rank. S: 24 D-ranks. 12 C-ranks. 6 B-ranks. 3 A-ranks. 1 S-rank. H: 48 D-ranks. 24 C-ranks. 12 B-ranks. 6 A-ranks. 3 S-ranks. 1 H-rank.
These are not summons, but are actual physical assets. Only half the amount can be used in jobs, and treat the character as 2 ranks less. So an H-rank is considered an A-rank, and the normal A-rank amount is halved.
If there are multiple Grim Heresy members at once, half the amount each gains past the 1st member, halved a second time on the third, ect, rounding up.
Harvesters can call +50% the amount (round up). Aces/GM can call twice the amount.
Because they are not summons, they are treated as normal NPCs and have no special courtesies or OOC protections. Effects that could easily screw over NPCs easily screw over these; as they are NPCs.
Guild Spells:
- Grim Blasphemy:
Name: Grim Blasphemy
Rank: H+
Type: Defensive
Duration: Topic.
Cooldown: 2 topics.
Description:
Usage of this ability is done by focusing on the Pact Mark (The Guild Tattoo), which is augmented to appear more a skull with a ribbon of runes twisting out from its mouth and wrapping around and out from it forming a Celtic knot like pattern. Tight runes form in rows along the users body when performed by an ace. In doing so drawing out primordial knowledge in a form of pure understanding without language. Channeling this information you utter a word so profane that nature itself seems to recoil. Clouds in the sky eject themselves from the location as though being rushed away (Similar to when you put pepper in a bowl of water and then with dish soap on your finger poke the middle). Birds and animal life all flee from the area and every intelligent being feels a deep shudder run through them and a coldness takes hold. Warmth flees the land and light dies. The sun turns red in the sky, casting only dim crimson light on the land.
When Grim Blasphemy is used all access to higher powers is cut off. This negates and prevents the use of all Guild Spells, or Event powers that are not something a character could normally do. All unholy beings become immune to effects that specifically target or have advantage against them. (Immune to targeting, but just immune to the advantage if it doesn't specifically target the unholy).
Any immortal being can be slain as though mortal while Grim Blasphemy is in effect, baring in mind that PCs still require permission to kill. Such beings would feel this weakness, feel the mortality gripping them. Whether they despair or not is up to the individual but it may well certainly be unexpected.
Strengths:
• Prevents Guild Spells and similar effects.
• "Immortals" baring a Pact Mark, or the source of it, are spared the mortality.
Weaknesses:
• Prevents all allied Guild Spells as well.
• X-rank individuals can still use X-rank spells.
• PC's are still Plot-Immortal, requiring permission to kill all the same.
• This spell is incredibly obvious when used and all will be alerted to its presence, though they may not know what it is exactly only that something has happened.
- Grim Dawn:
Name: Grim Dawn
Rank: H+
Type: Support
Duration: Topic
Cooldown: 2 topics
Description:
Focusing on the Pact Mark, which is augmented to appear to more skull-like, horned, and demonic with a halo of runes backing it. Viscous rough claw-like bands of runes crawl out across the user's body when performed by an ace. The user channels the Pact's power to reach out and touch all those others with the mark of the pact. The user and all the others with the pact twitch as every bone in their bodies break off to one side moments before exploding in a shower of gore.
From their places are burning gates from which they emerge in a new body, a demonic body. A monstrous body. Members choose their own monstrous appearance and can make one user-ranked (Up to S) signature spell, or two Non-signature spells, and one passive (Or forgoe the spell(s) to gain another passive) all usable only when Grim Dawn is active.
This new body doubles their max HP and heals them to full, so if they had 100hp max they now have 200hp. They gain +200% in total that they can allocate themselves to Strength, Speed, Evasion/Reflexes, Mana, or more HP. This can also become regeneration for 25% per 2% regen, up to normal maximums. No more than 100% can be spent on a single stat. For every 20% debuff they choose to add, they can add an additional 10% buff that can go beyond the +100%.
Strengths:
• Makes all guild members ascend into a monstrous form, granting a bit of extra power.
• Ends any ongoing effects on the effected. Such as any damage over time, curses, debuffs, and so on.
Weaknesses:
• A very obvious effect, there is a clear change and the monstrous forms are very likely to draw attention and alert potential enemies.
• Ends any positive ongoing effects as well, such as any heals-over-time, shields, or requips. Does not end takeovers though, since takeovers are the focus of a takeover magic and it would be pretty unfair for them.
• Forms must be made ahead of time and are always the same. No making something up on the spot just to counter a specific enemy, made as a Pet app and posted in the pet section separate from other apps, and put up for approval. If no such app is made, their appearance can still change but they do not gain a passive or spell, and gain a flat +50% to all stats.
- Grim Reaping:
Name: Grim Reaping
Rank: H+
Type: Offense
Duration: 10
Cooldown: 2 topics
Description:
Focusing on the Pact-mark, which is augmented to look more like a skull that has been pierced by two crescent blades that come in from the eyes and curve out the mouth and highlighted by runes that drip from its sockets and jaw. Smooth crescent bands of runes crawl out across the user's body when performed by an ace.
When used this spell creates a huge scything motion out from the user that then cleaves the sky in two directly vertical to the caster, forming a clear divide in the sky. That divide splits apart like a great fissure. It is lit by flames and drips lava from the stony sides that are melting away inside of the crack, fires highlighting the edges in the sky.
From the crack above two colossal skeleton hands reach through, grabbing the edges of the fissure and widening it. Within, a massive burning eye can be seen as some deific entity of bone and flame tries to rip its way into the world. After one post, the fissure is wide enough both eyes can be seen like dim suns in the sky, all other light gone (No stars, moon, or sun visible, and the land dimly lit). It moves, a boney grin filling the view through the fissure as its jaw opens, and a suction fan be felt on all as the being tugs on the raw life force of all individuals in the area, dealing S-rank damage per post to all. This is pure essence of death and will heal undead while damaging the living. Those with a pact mark but not undead are not effected either way.
If they die to this effect, their pure essence and soul get stolen away, consumed by the being behind the fissure. Their souls locked in purgatory. This leaves behind empty bodies that become soulless husks that serve Grim Heresy without emotion, memories remaining but distant, like reading a boring book about a stranger.
Strengths:
• A pure damage spell that will kill most things quite handedly over time.
Weaknesses:
• The damage is less up front and relies on the reoccurring damage. Some things can intervene ending the reoccurring damage early one way or another on individuals.
• PCs can BS an escape clause of some sort so their soul is not locked in Purgatory, or is but they resurrect somehow as normal without their soul or something. Either leaving their previous body as the husk or somehow reclaiming it, or not becoming a husk in the first place.
WARNING: Flying up into the fissure itself results in near-instant death (Taking H-ranks worth of damage per second within 300 meters of the fissure, doubling per 100 meters closer). Don't do it. Most effects shouldn't be able to reach it in the first place. But it's supposed to be more of a cosmetic effect, in the upper atmosphere.
This isn't an intended effect but a hazard to note in case someone tries.
For safety reasons, teleportation or portal effects would be broken if they attempt to get with a mile of the fissure (Which as mentioned is in the upper atmosphere), and individuals flying/traveling somehow feel more and more sluggish, and increasingly more filled with fear the closer they get, pushing them to not approach.
Guild Pet- The Ash Wights:
- The Ash Wights:
Name: The Ash Wights
Rank: Guild
Species: Undead
Type: Guild Pet (Defensive)
Description:
The Ash Wights are a collection of burning undead skeletons who's bodies are heavily composed of molten plating, blackened cooled lava and charcoal form an armor-like coating around their black bones, warm from the fires that burn internally.
The Ash Wights are silent wardens that serve to protect the guild and the guilds assets. They can be found in important areas throughout the guild hall and guild safe houses out in the world. They are somewhat slow when in full physical form, but are capable of moving more speedily by deconstructing themselves and manifesting elsewhere.
Ash Wights hunger for flesh and if not given commands will seek out the living, attempting to box them in with molten walls and pursue them until they give up or otherwise cannot escape them to slowly burn them alive while consuming them.
Members can call the Ash Wights for aid. 2 Ash Wights can appear per rank of the guild member.
Abilities:
Innate:
Undead: Ash Wights are undead. They do not fatigue and do not sleep. They wont die of starvation though they desire flesh and can hunger. They are immune to "Critical hits" meaning all damage is just damage with no special benefit to where or how they are hit.
Guardians: Ash Wights have reduced physical offense and speed in favor of defense.
Pursuit Predation: Ash Wights are always aware of the location of an Ex-Guild Member for the first 24 hours, then if within 5 miles after that, and always know the general direction of where they last sensed them. They can sense anyone with a Pact Mark or Blazing Hand print from anywhere, and can lead guild members on a hunt. Enemies they have seen can be hunted similar to Ex-Guild members past 24 hours (Within 5 miles + general direction last sensed).
For plot reasons anyone who's blood comes in contact with an Ash Wight or an Ash Wight physically touches can be considered to have a Blazing Hand print for the purpose of predation. This doesn't have to always be a factor but it can crop up if desired for a topic. The victim in question having to be wary of Ash Wights hunting them and so on. Could make for a fun theme and stuff.
Gaze Bound: Ash Wights cannot move in physical form when being observed, and cannot assume ash form. If already in ash form, they become physical when witnessed (The physical form manifests in a way most beneficial in the given moment. Example: If they were near a ceiling their physical form will be anchored to the ceiling as though they were crawling across it). In return for this, their Ash form moves much faster, the transition between physical and ash is instantaneous, and they have incredible grip strength if they can grab someone. Individuals of 1 rank higher than the summoner of an Ash Wight or less cannot free themselves from its grasp without killing the Wight first. This would cause basic damage + burning damage (As seen in Molten Barrier).
Those with a Pact Mark do not freeze the Ash Wights when witnessed.
80hp. 33% damage resistance. 10 basic damage. They move at 1mph unless moving in ash form.
Less Ash Wights can be called, increasing HP by +50, basic damage by +3, and damage resistance by +3 for each Ash Wight rejected for the individual Ash Wights. (Instead of 2, 1. Instead of 4, 2, or 1, and so on.)- Spoiler:
Name: Ashen Defense
Rank: Variable
Description: The Ash Wights bodies can easily crumble into an ash form that glows with the heat of sparks and little embers allowing them to move at 333m/s with increased evasiveness. While ashy, they are immune to non-magical attacks and take 25% less damage from physical attacks. Allies within 25 meters can benefit from this as well, but move at their own speeds in return for also not being frozen when observed.
Strengths:
• Damage reduction and the only method of moving quickly.
Weaknesses:
• Attacks will pass through them easily in this form. Meaning they need to manifest their physical body if they want to try to block an attack or "take a bullet".
• They cannot do significant damage while in ash form. Meaning they need to manifest their physical body if they want to attack anything.
• Ash Wights cannot deal damage while in Ash form.
- Spoiler:
Name: Molten Barrier
Rank: Variable
Description: Ash Wights can conjure up 1ft thick walls 10 meters long, 3 meters tall. The barriers can deal damage equal to 10% of the health of the person who summoned the Wights if someone is in the way of the wall forming, as it appears in a glowing mess that solidifies into a stoney surface that has 21HP per rank of the summoner. It appears at a slow rate of 10m/s in straight or curved lines out from 1 point within 60 meters in any direction.
They can do this once per post, but the Wights themselves are hot and can deal 1/2 this damage on touch contact.
Strengths:
• Creates walls to help secure the area.
• Adds burning damage to physical contact.
Weaknesses:
• Less defense than normal defense spells due to the potential to cause damage.
• Formation of the wall can be interrupted by physical obstruction, including by someone damaged by it, leaving holes in the wall.
• This cannot be used while in Ash form.
- Spoiler:
Name: Entropic Ward
Rank: Variable
Description: Ash Wights can counter spells. Once per post per player (Not per wight, so once period.) the Ash Wight can nullify a single spell equal to the rank of the summoner (Up to S). The spell appears to decompose and become ash. It can do this to any spell within 60 meters of it. Whenever an Ash Wight counters a spell with this they regain HP equal to 1/2 the HP that would be spent to cast a spell of that rank by the mage who cast it or the mage who summoned the Ash Wights (Which ever is higher).
Strengths:
• Effective against weaker enemies.
Weaknesses:
• Can't effect spells that are entirely composed of energy. Such as Light spells.
• Can't effect personal spells, that only effect the user.
Name of Guild: Grim Heresy
Name of Guildmaster: Eris
Alliance: Dark
Location: Sin "Temple of the Undying"
Guildhall: See long winded description above. It is the Temple of the Undying. A dark temple built on a landmass in the middle of a molten lake, on a volcanic shelf heavy with lava flows, hidden from sight defended by undead monsters, the natural hazardous terrain, and the natural monsters of Sin around that.
Symbol: A somewhat elongated, somewhat clawed red hand. No gfx yet.
Special Upgrades: (A single Level 3 extension (Rules said "Or equivalent" of 2 Level 2 extensions. 1 Level 3 extension is LESS than equivalent)) The Velvet Society. Location in: Castles & Towers. Description above below Guild Hall. It is on the border between Fiore and Bosco.
Reason: Grim Heresy is a very natural extension of Eris's themes, as all the groundwork has already been in place and Eris was already making guild-like ties and relationships with individuals. It was a natural progression to make it become an official guild and would have existed in a similar fashion either way. In making it a guild however, it lends more support and draws more attention OOC.
Last edited by Eris on 3rd April 2016, 10:39 am; edited 83 times in total