N P C s
The Twelve.
The Council of ancient liches that have run the Cult of Sin for generations.The Twelve cannot be used IC except within the Guild Hall and surrounding property, unless approved by Staff for some purpose.
They are essentially the original leaders of the Cult of Sin forming a council. IC they should be respected if met, but are not a ruling body over Grims (GH and the Cult of Sin being independent of one another but intertwined)- The Twelve:
All:
Abilities ALL of the Twelve Share:
- Spoiler:
Undead: The Twelve are undead. They are immune to Death damage and any effect specifically targeting souls, blood, or organs. They take damage from healing spells.
HalfSpirit: The Twelve are partially considered a spirit-type undead. They are capable of flight and hovering, and are capable of phasing through material objects (Unless magical in nature such a as a stone wall spell). They take 75% less damage from nonmagical physical attacks and 30% less damage from physical spells (Such as a stone boulder, ice spike, or blade storm).
Command: The Twelve can directly command any undead entities of A-rank or less. They cannot be commanded by effects that would command undead in general so long as they have 25% HP or more remaining, and regain control of themselves if they heal past 25%.
1: Zot-Ca- Spoiler:
The Lich of Rot
http://0dibil.deviantart.com/art/LICH-269084727
650hp
Basic Attack: Poisonous gas balls that burst on impact into 3 meter clouds. They deal 35 damage each, and cause an additional damage equal to 3% the target's total HP per post for 2 posts. Beware, poisoning stacks per hit, and being its basic attack one can be it several times within one post.
Actives:
Plague Cloud: A billowing cloud of thick green smoke roils forward up to 120 meters a way (And capable of moving another 120 meters per post in any direction, reducing by 20 per post) filling a 30 meter area, growing by another 10 meters per post. It cannot be seen through, though someone with enhanced sight (Such as Eagle Vision) could see 10 meters into it.
It floods the area within twice it's area out from the initial cloud with a noxious stench that overpowers any other smell and possibly inducing vomit and intense nausia which is highly effective against individuals with enhanced smell.
This is just side effects to the actual effect of this ability.
The cloud itself with poison anyone on contact, not just through inhalation, dealing 50 points of damage per post. This increases by another 15 points of damage for every post they are within the cloud for any amount of time. Lasts for 3 posts, which only counts for posts in which they do not come in contact with the cloud.
Cloud lasts for 7 posts.
Rot Walkers: Zot-Ca is capable of summoning 3 "Rot Walkers". They are 15ft tall and radiate a Plague Cloud effect within 10 meters of themselves, leaving it as a trail wherever they walk that lingers behind them for 3 posts. They appear to be large zombies covered in boils and bits of them seem to just be melting with heavy rancid decay.
They have 120hp each. Zot-Ca gains 1 use of this ability every time he takes damage, allowing many Rot Walkers to be on the field at any given time.
Passives:
Decay: Any non-undead within 60 meters loses 5% HP per post and cannot regenerate HP.
Entropy: Any non-undead within 60 meters loses 5% MP per post and cannot regenerate MP.
Fetid Masses: 5 zombies rise from the ground each post with no special abilities. They have 75hp and deal 15hp damage with melee attacks. Their bites while not special, carry inneumerable natural diseases and are guaranteed to cause infection and sicken the body. If someone bit by a zombie dies within 7 days, they will become a zombie.
2: Ach-Delah- Spoiler:
The Lich of Light
http://seb-m.deviantart.com/art/Debt-to-the-Deathless-367507550
700hp
Basic Attack: Piercing rays of light about 3cm in thickness strike that deal 10 damage. Being light, they travel at the speed of light. It can fire them at a 1 per 1 second rate. They have absolutely no penetrating power. But they heat up a surface they strike with a value equal to its damage. When that value hits 50, the object is hot enough that it starts to take damage as normal in addition to causing damage on anyone in contact with it equal to the damage it itself is taking per post. With no defense or evasion against a target out in the open, this could deal up to around 200 damage per post of sustained fire.
Actives:
Blinding Glare: A flash of light that immediately lights the area for many miles. Everything nearby is washed away in a bath of light with the only warning being a flicker an instant prior to the flash. Night becomes day with this ability, blinding anyone looking towards Ach-Delah for five posts before their perception starts to slightly return at a rate of 10% per post, fading in from the red blurry masses of shapes they start with on the 5th. Natural HP regeneration and healing spells can heal this blindness using the % of health that would be healed as a % out of 100, and after the 5th post it counts as +10% per post in addition to any healing or regeneration, significantly reducing the duration.
A deafening clap accompanies the flash, but deafness only lasts 1 post, returning to half hearing on the second post, and more or less gone on the 3rd.
This can be used with a 10 post cooldown.
Sunbeam: Ach-Delah blasts a 25 meter area with a pure thick beam of radiant light, with an extended area of 25 meters beyond that where it's about 25% as bright of a beam. If the beam can come from the sky it deals double the damage, starting from 90 damage if it has to come from Ach-Delah herself. The beam will keep vaporizing anything that it can destroy, allowing it to punch through buildings. The beam is light speed, but it fades into existence, the area of the pillar shining merely like a flashlight at first before becoming increasingly more damaging for until it is full damage after 2 seconds.
This can be used once every 3 posts.
Light Dance: Ach-Delah is capable of light-jaunts in which she dematerialies her body in a direct ray from one point to another. This has no range but only goes in straight lines. It is sub-instantaneous, being light speed, but it leaves clear trails along its path where individual little strings of light seem to trail behind, as though taken apart piece by piece.
Passives:
Radiance: A brilliant shimmer around Ach-Delah reduces the accuracy of attackers by 50%.
Solar Souls: Undead spirit-type minions. Any time a Sunbeam hits a non-undead creature, one "Solar Soul" is created. Solar Souls look like 2 dimensional "Shadows" of light completely featureless in nature and outlined in a reddish glow like an event horizon. They move via their own Light Dances, but are only capable of movement when not being looked at directly including moments between blinks. They deal damage by colliding with individuals mid Light-Dance. The collision causes 120 damage as the victims body itself seems to partially dematerialize as though they started to light-dance. If this kills them, then the Solar Soul instead possesses the body permanently. If it doesn't kill them, the Solar Soul is destroyed.
They have 75hp to start out with, which is added to a possessed victim's remaining HP.
3: U'n-Khastch- Spoiler:
The Lich of Riches
http://seb-m.deviantart.com/art/Rite-of-the-Serpent-481955565
650hp
Basic Attack: On touch contact U'n-Khastch will deal 60 damage and part of the body or object in contact will become gold. Weighing them down and disrupting biological function reducing strength, speed, and evasiveness by 5% per hit + 5% per 25 points of HP difference between U'n-Khastch and the victim. The more % of loss, the more the victim is transformed into gold per touch. A low ranked individual would be completely transformed into a gold statue of themselves at once. If the % is not 100% it reduces by 25% per post. At 100% there is no cognitive function and they are not considered living. But they are not dead.
An S-ranked spell/effect designed to break enchantments and curses will free them. Healing -spells- but not passive regeneration will cure the gold transfomations before 100%, healing a % of the gold equal to the % of health it would heal.
Actives:
Gem of Power: U'n-Khastch is capable of creating a beachball sized cut gem that shines with the vibrancy and colors of every other major gem, Sapphire, Ruby, Emerald, Topaz, Diamond, Amethyst, with an opal orb in the center of the gem.
This Gem of Power hovers around U'n-Khastch at her whim within 30 meters and moves at 60 meters per second, and it cannot be destroyed.
U'n-Khastch can use it to block attacks, negating any high-energy effect or pure kinetic energy on contact and absorbing the stolen power.
U'n-Khastch is capable of mirroring any effect that it absorbs once for free and then spend MP from a pool of 100% to generate the effects herself. D=0%, C=2%, B=4%, A=8%, S=16%, H=32% She regains % when absorbing effects equal to the MP that she would spend casting it. If an effect doesn't have a rank, it's equal to the source of the effect.
Because of its size, indestructibility, and speed, the Gem of Power can be used as an offensive weapon to deliver 60 damage attacks almost like using a long flail that has no chain.
The Golden Guard:
http://seb-m.deviantart.com/art/Returned-Phalanx-MTG-400769656
U'n-Khastch summons five muscular undead creatures with ash-colored skin. They appear to be linked as one individual creature but are capable of separating when desired. They bare golden masks and weapons.
Each Golden Guard has 150hp and deals 50 damage per swing. They're capable of resisting A-rank force without budging. When they join together they add their HP to a total pool, and resist twice as much force per Guard in a merged wall. Two can resist S-rank force without budging and so on. Four can resist H-rank force.
They regain 20HP each per post, and heal equal to damage they deal. Damage dealt is returned to U'n-Khastch as well.
Golden Guards can be summoned in groups of six once every six posts until slain.
Passives:
Font of Wealth: U'n-Khastch passively produces gold particles in the air surrounding her within 100 meters. The quantity decreases the further away from her out to that maximum range.
80-100: gold dust. 60-80: gold flakes. 40-60: gold pebbles. 20-40: gold coins. 0-20: gold bars, bundles of coin, gold decor (Statues, dishware, vases, ect).
These particles can also bind with things in the surrounding area, to encase things in gold in addition to creating gold rubble.
Occasionally gemstones grow as well scattered among the gold.
This Font of Wealth can cover natural elements in the environment preventing slayers from accessing them.
Relics of History: U'n-Khastch has access to many forgotten relics from throughout history. Occasionally she can produce one once every 10 posts she can produce a Relic that has some advantage in a current situation. This allows her to deliver one extra effective ability or negate one effect once every 10 posts. To spare the Relic, it only exists for one post before being secured back away Requip style.
Serpents of Gold: U'n-Khastch has two serpents with golden scales by default. Whenever an enemy is defeated one serpent is created per rank of the defeated enemy, minimum one.
Serpents move at 15m/s across any surface and can burrow at the same speed. They deliver bites that count as U'n-Khastch's unarmed attacks, but only deal a base 20 damage. They have 80hp each.
4: Ghazanathei- Spoiler:
The Lich of Stone
http://austenmengler.deviantart.com/art/The-Cursed-King-513306476
900hp
Basic Attack:
Actives:
Passives:
5: T'techizuakaan- Spoiler:
The Lich of Sacrifice
http://seb-m.deviantart.com/art/Pontiff-of-Blight-367190263
580hp
Basic Attack:
Actives:
Passives:
6: Dep-Rolch'a- Spoiler:
The Lich of Darkness
http://raph04art.deviantart.com/art/Skeleton-Lord-518652713
650hp
Basic Attack:
Actives:
Passives:
7: Ekibbhol-Yog- Spoiler:
The Lich of Fantasy
http://sohlol.deviantart.com/art/Dark-Souls-2-Nashandra-Hand-of-the-King-513673222
650hp
Basic Attack:
Actives:
Passives:
8: Enignggothoth- Spoiler:
The Lich of Knowing
http://mitchgrave.deviantart.com/art/Red-449366373
550hp
Basic Attack: Enignggothoth has no special basic attack. However, any attack he uses strikes unerringly. Enignggothoth cannot miss. He only deals a flat 35 damage per hit, through melee or ranged attacks. He may utilize fists, daggers, and improvised weapons, or things that may be on hand.
Actives:
Enlightened Assimilation: Once every 10 posts Enignggothoth can highlight an enemy with a blazing halo of magical runes surrounding them in a variety of angles and points relative to them as well as himself. It lasts only a few moments and when it ends, Enignggothoth has a full rendering of their magic, combat experience, and fighting style. Enignggothoth may use all the spells they may use, and has a flat universal +50% against fighting that opponent.
When Enignggothoth uses this again the new target replaces the old, but Enignggothoth may still Scribe Scrolls and weave enchantments involving the past magics that he has Assimilated.
Inspired Premonition: Once every 7 posts Enignggothoth can completely avoid all attacks made since it's last post/actions.
Passives:
Foreknowing: Enignggothoth has a sense of all things to come and has a vast knowledge of past experiences to fallback on in any given situation. As a direct result he is incredibly difficult to hit, capable of near perfect prediction of actions and how to avoid them, and is incapable of being surprised. Enignggothoth has a +90% "Evasiveness" and "Reflexes".
Foreboding: Enignggothoth radiates knowledge himself, intentionally, allowing visions and feelings of all the different timelines where an individual met or meets their demise in the near future, filling them with uncertainty and dread. All enemies are at a flat -50% disadvantage to all exertions of willpower, courage, evasiveness, and accuracy. Even if they do not normally question themselves, the knowledge of all their failures weighs on them and makes realize that they've done this move or that move and failed already in some alternate life.
Story Hunters: Enignggothoth is not alone, but posses a host of his own servants, the Story Hunters. Story Hunters are faceless undead half-spirit creatures that look almost like stickfigures. They are capable of total invisibility and produce no sense otherwise. They produce no sound, no smells, no taste, and one cannot feel them. They are capable of delivering 20hp damaging attacks, the damage of which cannot be felt. Only noticed after the fact leaving one to wonder how or when it happened unless they saw it themselves.
They are fragile however, having only 50hp each. One may appear every 6 posts per enemy mage. (Two for two, four for four)
Story Hunters scour the world in search of information and knowledge. When they find a book or any sort of document or picture, they are capable of generating a perfect clone of of it which they use to replace the original. They are similarly capable of generating such items at their leisure, creating perfect images or written accounts of things they witness.
It's safe to assume there are always at least a few dozen in any given city, with a few in every town and one in every village, among the many scattered throughout exploring the roads and trails looking for hidden knowledge.
9: Elil- Spoiler:
The Lich of Life
http://apterus.deviantart.com/art/Forever-Burning-Heart-553206913
900hp
Basic Attack:
Actives:
Passives:
10: Chartha-Caul- Spoiler:
The Lich of Storms
http://www.deviantart.com/art/Sun-King-496940998
700hp
Basic Attack:
Actives:
Passives:
11: Nyiamathael- Spoiler:
The Lich of Beasts
http://nickhuddlestonartist.deviantart.com/art/Darkau-r-The-Undead-Dragon-King-383932676
750hp
Basic Attack:
Actives:
Passives:
12: Ich'Iquregl- Spoiler:
The Lich of Depths
http://borjapindado.deviantart.com/art/Hastur-el-Rey-Amarillo-318711325
650hp
Basic Attack:
Actives:
Passives:
____________________________________________________________
The Dark Tower- Spoiler:
The Dark Tower
“God's creatures who cried themselves to sleep stirred to cry again.”
― Thomas Harris, The Silence of the Lambs
Ship Description:The Dark Tower is a profane creation at the hands of ritual casters and crafted by the powers of demonic influence and unholy necromancy. This big ship is three thousand feet long from the giant skull grafted into the front of the ship and the spine extending back to the rear of the ship, a nebulous mass of skulls and limbs that spew a thick black cloud in its wake to propel itself. It glows with red light accentuating its design along the bottom and sides, and within the sockets of the skull.A main ring of gun batteries can be seen around the center portion of the ship, anchored in to tracks that allow the guns to slide and adjust position to better aim or shift themselves. Large blade like extensions reach out from its sides as though anxious to ear into something or ready to brace the ship. The blades are capable of bending and extending almost like limbs, tucking in next to the ship or reaching out further to the sides or extending forward more beyond the front of the ship, or lastly out behind the ship. These can also serve as landing gears. It gets is name as the Dark Tower do to the longer hull of this ship, and its stance when it lands, landing with the front of the ship pointed to the sky. The blades on the sides bending out to plant themselves along the ground stabilizing it, and the skull rotating and pulling down from its point up top to face outwards, staring off into the horizon. Technical Details:
Class of Ship: Guild
Hull Changes: Celestial Ivory- the bones of murdered gods. (Refined Adamantium. +160,000HP)Weapon Changes: (10x Tier 1 5x Tier 2)10 Tier 1: 5 knots range. 300 basic damage OR 200 magic damage. Each round is approximately 5 meters wide firing long flaming shafts of bone that impale themselves into the ground.5 Tier 2: 6.25 knots. 400 basic OR magic damage. Each round is approximately 10 meters wide, and are shaped like skulls with jaws wide open as they slam into their target in a shower of flame from inside the skulls that could be seen as it neared spilling out from its eyes and jaws. Tier 6 Massive weapon. Tier 6 (1,000 B / 1,400 M. 15 knots. ). Massive (4x multiplier. 4 post basic attack reload/cooldown. 12+Spell CD post magic attack reload/cooldown.).Note: ♦ Magic attacks are done by the player casting a spell through the ship's gun♦ Magic Attacks fired from the weapon will be enhanced by a certain amount depending on the tier of the weapon♦ If a gun is used to fire a Magic Attack, regardless of Tier or Size, the gun will have a cooldown equal to the cooldown of that spell +1 posts per Tier.EX: A spell has a cooldown of 4 and is fired through a Tier 5 weapon, it will have a 9 post cooldown. If the same spell was cast through a Tier 1 Weapon, it would have a 5 post cooldown.♦ Tier 1, and Tier 2 small weapons have no reload times.♦ The size of the weapon will also increase the reload/cooldown of the gunOrdinance: 28/30Living Walls (Engineers: Neutral grounds. 2%.) Tactical Ability:- Spoiler:
Doom Cloud. Passive.
The ship generates a thick black cloud as it travels. The output can be reduced to the point it doesn't obscure visual detection, or upped to the point that it does.
The Doom Cloud blocks all forms of magical, psychic, or technological detection for anything within the cloud, meaning the ship and everything onboard. If the output is not suppressed, the Doom Cloud also obscures the ship itself, making it appear only as a great black cloud of thick inky blackness with the occasional crackle of electricity-like energy that looks red in coloration.
The Doom Cloud trails behind the ship as it goes forming a long comet-like tail at max output, eight Knots long. At minimum output the tail would only be a few dozen meters.
Ahead of the ship the Doom Cloud extends 200 meters ahead at max output, or not at all at minimum.
Any being that would perceive or sense anything within the cloud or attempt to do so, instead sense only impending doom heavy on their soul and mind.
If the Dark Tower is "Parked", the Doom Cloud rises to form a cloud in the sky above with no change in effect. Just cosmetics.
Field of Oppression. Passive.
The Field of Oppression is a warping of reality caused by the Dark Tower's presence like a scar. Within this "Scar" all mages who do not bare a Pact Mark feel a like nothing is right. As though they are dreaming and stuck in a nightmare. This psychological disturbance is more than just emotional, but spiritual, and primal. It isn't about what is morally right or wrong, but about a cosmic lie that nature itself seems to shudder at.
The Field of Oppression extends 5 knots out from the Doom Cloud. For every 5% of Strength or Speed buffs, the barer instead only gain 1%. A 100% buff would become 20% for example. The amount taken by this effect is added as a buff to the ship itself, and does not take from those who bare a Pact Mark. This effect can be felt by those influenced as a heavy weight on their mind, and like a cold hand has gripped some core aspect of their being, terrifying images appearing in flickers in their mind.
Living NPCs who are touched by the Field of Oppression experience horrific visions that cripple them with fear and obscure their senses.
Warp Field. Passive.
A separate byproduct of the Field of Oppression and Doom Cloud. The distorted space around the Dark Tower allows it to move more smoothly. It has increased mobility and for every 1 knot of speed it gains three. Or, it can move at 1 knot for every three of its default speed below water, allowing it to slowly move through the ocean as though submersible. (Rather than having a time limit, which doesn't make much sense at all, it compensates for being slow.)
Offensive Ability:- Spoiler:
Maw of Chaos. Active.
The large skull that makes up the front of the ship is capable of opening its jaw, even though it seemed like a static object incapable of moving or having anything behind it through the ship's hull. Within the open jaw is a swirling red and black vortex within like a long infinite tunnel.
Light dies in a great slice as the maw opens at an angle matching the open mouth, and after 5 seconds of opening the Maw of Chaos releases a storm of swirling black and red energies in an area 1km wide and 3km long dealing 1,750 damage plus dealing 33% the max durability of a ship or structure in damage or of the HP of creatures larger than 100 meters in size.
Clouds of black and red chaos cling to everything effected in the area as though everything were steaming, dealing A-rank damage per post for ten posts. (5% the max durability of ships/structures, or hp to 100m+ creatures. Unless the A-rank damage would be greater.)
Maw of Chaos deals direct damage to both the Hull and the "Deck" of a ship.
The Blade Spires. Passive.
The rules stated that Offensive abilities cannot be passive. While that is a horrible generalization, this is certainly something that cannot be made otherwise and is a fitting exception if ever there was one.
The Blade Spires are the long blade-like appendages around the back of the ship. The Blade Spires are capable of carving into targets that get up close to the ship (Within a range as long as the ship is long +20%. This means that it can just barely (Comparatively) reach things in front of the ship, but has better range out to the sides or behind it)).
These blade attacks deal normal damage as a Tier 1 weapon would do in basic damage. They can use this damage to dig into the land or into enemy ships to hook into place.
The Dark Tower can ram directly into or grind against an enemy to deal damage equivalent to the ship's T-5 Massive cannon as the ship crushes into the victim, either head on or grinding side into side. It can only do this against sufficiently large structures or any ships, or against targets braced against a mountain side or the ground.
It can only do this 3 times per topic as though it were an active ability, but using the T-5 massive cannon's cooldown instead.
If a ship or structure is hit with a Blade Spire, the spire's tips can open up to reveal a boarding party.
Defensive Ability:- Spoiler:
Forward Reinforcement. Passive.
The ship cannot take damage from forward collisions. Actual attacks to the front can still do damage but are mitigated by 10% and takes 10,000 damage before the hull itself takes damage.
__________________________________________________The Augurs:
The augurs are each a nexus of divination through which the influence of Eris is channeled and distributed. Imagine each of them as being like a server and data or call center, each one of them knowing what goes on with Eris's assets. Anyone that prays to Eris or invokes Eris's name is heard not just by Eris, but by these Augurs as well who passively record and filter information,
on top of normal divination magic.
They can send "Jobs", tasks, to Grims and NPC Cult of Sin operatives remotely through their Pact Mark, causing their Pact Mark to be updated bestowing upon them information about the task at hand and through the pact mark they can bestow power (EXP) and wealth (Jewels).
The Augurs can substitute any job's normal quest giver and reward, and it is in fact recommended.
(Any numbers given are estimates provided for what one might see while exploring Grim Heresy territory or within a GH topic of relevance, not a total amount overall.)
Seekers (x50): Seekers are not so normal NPCs from varying walks of life and status. Some are honored warriors, some are worthy mages, others are simply politicians and leaders of communities.What they do isn't what makes them a Seeker, it's their worth to the Society and to the goddess, and the fact that they survived the journey. There are roughly around 50 Seekers on the temple grounds at any given moment, but hundreds more throughout Earthland. They are all undead, but allowed to keep their mortal flesh. Temple Acolytes (x77): Temple Acolytes are similar to Seekers, but they lost their positions in their communities for whatever reason, or have taken an extended leave due to suspicions. Alternatively, they may have been Brood Slaves before but lost their value as one for one reason or another. They manage the temple grounds and can order designated Endless skeletons to further manage the property, and they are on 24/7 staff.They can be seen in varying states of undeath, no longer necessary to keep up a mortal flesh suit.Brood Slaves (30): The only living residents of the Temple. They are kept for reasons, reasons typically involving sacrifice, flesh, and blood. Some are unwilling, not-so-faithful cultists or random kidnapped victims alike, others are willing and submitted themselves willingly into their position. Brood Slaves will often be rewarded later in life with the gift of the undying, as well as if they die during their duties. The Endless (x-): The endless skeletons of the Burning Endless. Like a flood they keep coming over the bones of their fallen careless, fearless, tireless. They tend to be equipped with mass produced iron weapons and some might even have a piece of armor or two.These are generic and unranked.Bone Guard (x40): Skeletal warriors dressed in armored red robes and carrying glaives. They're quite effective with them and are fast, striking with snake like speed and sudden movements that keep people at bay with the reach of their weapons (up to 3 meters / 9ft). They sprint tirelessly at 60m/s, can leap 30 meters, and seem to be weightless.200hp, 25% resistance to physical attacks.50 damage with their glaives, 20 without.They're capable of doubling their speed when moving in straight lines. An attack while doubled deals an extra 25 damage.Pit Champions (x10): Heavily armored skeletons with only burning skulls visible. They are all ancient combat veterans, an fight as such.350hp, 50% resistance to physical attacks, 50% resistance to magic from non-holy sources.Their claymores deal 80 damage, 35 damage without.They regenerate HP at a rate of 10%/post, which can bring them back from the dead and visible as bone fragments or lost limbs return to their place. This can be paused within posts they take holy damage and if killed while paused, it stays paused (They wont recover). Bone Fiends(x5): 50 meter giant skeletons with large curled horns and boney spear-like tails and great skeletal wings. Their massive legs are inverted and hooved as a goat's leg, but there is no flesh let alone fur on their bodies. A fire blazes in their chest, from within their skull, and from their elbow and knees down. They don't bother with armor, but wield large axes that look to be made from obsidian, but are crystallized blood of demons. 500hp, 75% resistance to physical attacks, 25% resistance to magic from non-holy sources. 110 damage with their axes, 55 without.They can breathe fire in 80 meter cones, 50 meters wide at the end, dealing 150 fire damage (Curse Fire).Ravagers (x10): 3 meter tall skeletons with some flesh in places, baring horns and a more elongated fanged skull and hooved legs. They have two large cannons protruding from their backs and over their shoulders, capable of moving and aiming in most directions. 450hp, 30% resistance to physical attacks, 50% resistance to magic from non-holy sources. 110 damage with their cannons, firing every few seconds with a brief glowing wind up. 550 meter range 350m/s. Projectiles appear to be red hued plasma. Deal 50 damage with basic melee attacks.Dredgelords (x5):Longer creatures, about 53 meters appearing to be undead whales with a long jutting jaw and a maw full of teeth in two layers, and two long horns making for a 3 pronged head. They have six thin fins along their sides with smaller ones in between and near the end of their tails. They have sharp spines down their backs and underbellies capable of tearing into things like a serrated blade. Opening their mouths wide can reveal a very large cannon, longer barreled cannons protrude out from openings in its hide between ribs. Three sets of skeletal hands along its underside can part, opening its underside to drop bombs.800hp, 80% resistance to damage. Moves slowly at 30mph through the air, 60mph under water.Main cannon usable once every 10 posts does 500 damage in a 10 meter area, 300 damage in a 60 meter area around that. Double damage to ships, structures, or large creatures 25 meters or larger. 750 meter range, 333m/s.16 side cannons per side deal 50 damage per hit in small 3 meter bursts. 400 meter range 300m/s, firing about twice per post.
Bombs can be used once in a topic doing 800 damage blanketing a 1km long 100 meter wide area with random pockets of 25 meter bursts.
Ramming a target does 300 damage as physical damage.
Black Iris (x40):
Skeletons contained within black combat armor with enclosed helmets displaying a digital skull image. They wear backpacks and have a number of pockets and straps securing their armament of Bosco tech from Albion Prime. They seem to be able to see through walls and see things at great distances.
250hp. Combat armor provides 50 damage resistance.
Combat rifles dealing 80 damage per burst, a few bursts per post, 400 meters, 700m/s.
Grenades dealing 250 damage in a 15 meter burst. Three per soldier. Grenades can be set as proximity mines or on-impact detonation.
Sky Watch (x1):
An undead soldier similar to Black Iris, but wearing a thicker suit keeping it at high altitudes. Carries a single long powerful rifle who's shots are stabilized by the suit.
Once per post Sky Watch can take a shot at a ground target with a special bullet that looks like an old fashion musket ball, but is a deep deep black and weighs as much as a tank.
The projectile strikes at astounding velocities. Without explosive properties, the projectile arrives within only 30 seconds of firing and manages to cause 500 damage in a 50 meter area and causing a 200 meter area of destruction and upheaval for 200 damage. Twice the damage against vehicles or structures, or creatures larger than 25 meters in size.
Iron Fiend (x1):A 50 meter giant skeleton... An Iron Fiend. Possesses the same ability as the Bone Fiend, but the Iron Fiend dons a suit of bosco powered armor turning it into a walking tank with 1000hp and a 75% resistance to damage. It can produce a burning blade that melts through physical obstruction ignoring armor and resistance to damage to deal 100 damage. The blade is 15 meters long. It has a chest mounted cannon that fires a destructive beam 15 meters wide 700 meters long to deal 400 damage. It bathes the target area with heat and radiation as the laser charges for 3 seconds before firing the beam at sublight speeds, a beacon of light foreshadowing its path.Smaller beams at its hands fire concentrated small versions that ravel at 200 m/s up to 300 meters away, dealing 100 damage.
Any attack and the area effected by an attack experiences intense radiation.
Far Ravager (x5):
Undead creatures on large hover treads. They have the two cannons over their shoulder like the Ravagers, but set in front of them on their treads. At their backs instead are two large canisters containing 20 missiles each. Missiles have homing properties traveling at 500 meters per second firing directly upwards for 20 meters before locking on to a target and traveling towards it for two posts. Missiles deal 100 damage with a 20 meter explosion. If multiple missiles are fired the explosion from one can destroy other missiles within range. The Missiles have no hard range so long as they can reach the target within 2 posts at a sensible artillery distance.
They can airburst in the air above a target area to cause an 80 meter area to be pelted by shrapnel rain for 50 damage on those in the area of effect, shrapnel embedding in the ground, armor, and skin.
Defensive Obelisk (x1-5 varies):
A large spire structure of bone with glowing molten blood spilling down in channels from the skull encrusted top from which a demon's head burns with fiery eyes that cast powerful lasers. The lasers charge for 1 second before firing at the speed of a laser, a hot ray of heating air filling the line of its intended travel path. The laser beam slams on target with a 5 meter burst effect for 140 damage that ignores resistances, and will instantly slay non-PCs of less than H-rank. It fires one beam per target per post; if player characters are in the topic it fires the one beam at a target on the target's own post. 300m range.
https://www.youtube.com/watch?v=o3iJsl6oLdE
Smaller beams are fired from the obelisk with precision targeting, small narrower beams will deal 10 damage per hit, targeting any individual threat within 250 meters. These beams can destroy projectiles up to S-rank if they have at least 2 seconds travel time.
Both ranges double when firing on a vertical plane, and a gain when angled up at at least a 45' angle, to function as anti-air.
Members may submit their own NPC concepts, Unique or otherwise.