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Thread: Army registrations.

  1. #11
    Loremaster
    EXP: 72,114, Level: 11
    Level completed: 60%, EXP required for next level: 4,886
    Level completed: 60%,
    EXP required for next level: 4,886
    GP
    8423
    Christoph's Avatar

    Name
    Elijah Belov
    Age
    26
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Brown
    Build
    6' / 175 pounds
    Job
    Former chef, aimless wanderer, Pagoda Master, and self-professed Salvic Rebel Leader ™.

    Saxon: Both of your heroes are a bit overpowered for level zeros. Drop one skill from Boris and he should be fine. As for the wurm, you can leave it as is and I'll trust you not to powergame the tooth strength listed in his Devour skill. I figure it won't matter since he'd swallow most victims whole anyway. Other than that, drop the cannons from the zepplins unless you have each cannon take up its own level 0 slot or higher.

  2. #12
    Member
    GP
    680
    Saxon's Avatar

    Name
    Thomas Saxon
    Age
    37
    Race
    Human
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Blue
    Build
    6'1''/201 lbs.
    Job
    Hunter

    Dropped smolder, will use Thamuul appropriately, and I took you up on your offer to make the cannons into units as deemed appropriate.
    HEY! If you are judging or adding experience to a quest of mine, READ THIS!

    ~~Fibonacci's Tales ~~
    To Trump A Bluff.. (Best Quest of 2007)
    Almost Heroes

    "To be evil is easy. It is far easier to destroy the light inside of someone then the darkness all around you." -The Night Watch

  3. #13
    Loremaster
    EXP: 72,114, Level: 11
    Level completed: 60%, EXP required for next level: 4,886
    Level completed: 60%,
    EXP required for next level: 4,886
    GP
    8423
    Christoph's Avatar

    Name
    Elijah Belov
    Age
    26
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Brown
    Build
    6' / 175 pounds
    Job
    Former chef, aimless wanderer, Pagoda Master, and self-professed Salvic Rebel Leader ™.

    Thank you, sir. You are APPROVED!

  4. #14
    Loremaster
    EXP: 72,114, Level: 11
    Level completed: 60%, EXP required for next level: 4,886
    Level completed: 60%,
    EXP required for next level: 4,886
    GP
    8423
    Christoph's Avatar

    Name
    Elijah Belov
    Age
    26
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Brown
    Build
    6' / 175 pounds
    Job
    Former chef, aimless wanderer, Pagoda Master, and self-professed Salvic Rebel Leader ™.

    Double post...


    The Legion of Night


    The soldier stock:
    (All are assumed to have leather armor, rope, common quality climbing gear, an iron hatchet, and a small spaded shovel)

    The Shadows – 90 – Level 0
    These dark warriors hail from an ancient and sophisticated warrior clan that occupies the darkest mountains in Salvar. For these shadowy dealers of death to join the ranks of Cipher Nex was a logical fellowship. The Shadows are the basic foot soldiers of the clan, trained to lurk in the shadows and strike without warning. They know how to use their steel short swords, but they are better known for being fairly skilled shots with their repeater crossbows. They are adept at moving through rough and dense terrain, though they have no formal training in maintaining a standard battle formation. Each has five magazines of steel bolts. (Each with six bolts)

    The Master Shades – 10 – Level 2
    These skilled warriors are a class above their lower brethren in the clan. They are stealthier, better swordsmen, and deadlier marksmen than the Shadows. They are trained to act as low-level commanders, coordinating the maneuvers of their lesser comrades. Each has five magazines of steel bolts and two of Plynt.

    *

    The Stalkers – 60 – Level 0
    These stealthy, agile warriors are apprentices from a secret guild of unusual assassins that specialized in fighting with pole arms. When the guild was absorbed into Cipher Nex, these warriors came with it. Though they have little real armor of their own, they are armed with short steel glaives capable of hacking through most shields and punching through armor.

    The Reapers – 10 – Level 2
    The Reapers are a step above Stalkers in their guild. They have taken their skills of silent killing to the next level and wield their short glaives like extensions of their bodies. At this rank, the warriors’ glaives are crafted from Cyper wood and high-grade steel. They fill similar roles as the Master Shades, coordinating their brethren on the battlefield.

    *

    The Dark Rangers – 60 – Level 0
    These sinister woodsmen and wilderness warriors were recruited from various parts of Althanas. They were chosen for their ability to track men and animals silently in the wilderness. They are armed with heavy oak longbows and have the upper body strength to use them. Unfortunately, due to the focus such a weapon requires, these warriors have little ability with other forms of combat. Each has 30 steel arrows and 10 Plynt arrows.

    The Hunters of Terror – 10 – Level 2
    These warriors are charged with coordinating the Dark Rangers. They are lethal sharpshooters with their longbows, skilled trackers and cartographers, and trap artists. In addition, their ability to move without being heard or seen has surpassed that of the Dark Rangers.

    *

    Repeating Bolt Throwers – 10 – Level 0
    Smaller than ballistae, these war machines fire off barbed bolts the size of heavy spears. They were designed as portable, anti-cavalry weapons, but have since filled a variety of battlefield roles. A single machine can fire up to five shots in six seconds, but then takes fifteen seconds to reload. A singly fired bolt can typically punch through iron plate armor, while multiple shots can usually pierce chain and scale mail. Each machine requires two crewmen to operate effectively. If there is only one, reloading takes twice as long.

    Bolt Thrower Crew – 20 – Level 0
    These mercenaries were hired for their skilled marksmanship, and not much else. Each keeps a stock of 10 steel bolts.

    *

    The Heralds of Woe – 60 – Level 2
    These horsemen fit the nightmarish description of dark riders. They are skilled riders and deadly shots with their repeating crossbows. Also in their arsenal are lethal cavalry spears and sabers. These warriors are lightly armored, relying more on speed than durability.

    Black Stallions – 60 – Level 0
    These horses are less bulky and muscular than a full warhorse, but they are faster, more agile, and have more endurance.

    *

    Apprentice Necromancers – 20 – Level 2
    It was a naturally union for these sinister beings that master death to join the ranks of the dealers of death. These necromancers have basic skills in cold and ice magic, able to fire off ice shard projectiles at targets up to 50 yards. They have also undergone the basic Cipher Nex stealth training, allowing them to fit with the rest of the army. Their main talents, however, lie in their namesake art. Each can create up to five zombies per day (the corpses must be available), but can control no more than five at once. They are also invaluable assets to their masters in the performing of rituals.

    Master Necromancers – 10 – Level (mine)
    These unnatural sorcerers are the masters over their younger, more human students. They wield death as a warrior might wield a sword. They are shriveled and emaciated men, feeble and fragile, yet they are powerful foes that can drain the life out of a man. Each is able to summon ten zombies in the same way as the apprentice and can call upon five deadly wraiths each day. (These wraiths are equal to a level 1 in power; they can hover in the air, phase through walls, and have a chilling touch that stuns unsuspecting enemies -- they wield rusty daggers) They also have an impressive repertoire of disturbing and horrifying rituals.

    *

    Apprentice Illusionists – 16 – Level 2
    The tricksters of the army, these spell casters are valuable assets. They can create full sensory illusions that take the form of anything from a rock to a group of soldiers. Unless an illusionist focuses on his apparition, it will vanish after three minutes. They can also cast charms that deaden sound and visually obscure the subject for up to 20 minutes. These conjurers are still limited in their skill and power, however, and cannot create any spell with an area of effect larger than fifteen cubic feet. In addition, each has novice electromancy, able to fire off bolts of electricity that can stun and injure average soldiers.

    Master Illusionists – 8 – Level (mine)
    These crafty wizards have the same skills as their students, only more so. Their illusions can last for hours unattended and their ability to mask the presence of themselves or their allies has reached new heights, allowing them to even hide from most forms of magical detection. They can also fire off lethal jolts of electricity when angered.

    *

    Harpies – 10 – Level 2
    These feral winged creatures were absorbed into the army for the sole sake of scouting. They are as strong as an average human and their teeth and venomous claws make them deadly in their own right, but their primary function is that of flying through the sky and locating enemies. This particular wing of harpies was trained in telepathic communication and can relay information to any of the low or high-level commanders in the army.

    Gargoyles – 14 – Level 2
    These gothic beasts of legend are a terror to behold. They are three times as strong and durable as a man and can take to the skies by gliding on their mighty wings. Their claws can rend flesh and bone and allow them to climb almost any surface. However, they have on fatal flaw; they are completely useless during the day. As soon as the first rays of sunlight peek over the horizon, these deadly beasts turn into stone statues

    *

    Ashkore War Mounts – 7 – Level (mine)
    Of the same species as Chris’s riding beast, these giant lizards are larger than full warhorses, as stealthy as any wilderness predator, possess an almost feline agility, and have the constitution of a pair of oxen. All of that says nothing for their massive teeth, thick scaly skin that can shrug off most weak and average strikes, and mighty tale that can cut a man’s stomach open. Since they were bred in Salvar, these monstrous mounts have little trouble in cold climates. In fact, they often tend to be more trouble in warmer regions because their voracious appetites increase with the temperature.

    Giant Panther – 1 – Level (mine)
    This large cat is as long as a horse, though it doesn’t stand quite as tall. Still, it is strong and fast, able to carry a full-grown man easily while running circles around any horse. It’s claws and teeth are deadly weapons. It is the favored mount of Sir Ciaphas Gellunberg.

    Ashkore Knights – 6 – Level (mine)
    Such is the might and ferocity of the Ashkore that only warriors of equal levels of strength and valor can master them. The only troops in the army to have studied both combat and magic, these human knights can nullify magic with a power equal to or less than theirs. They are deadly with their lances and long swords, twice the strength of an average man, and they ride into battle clad in full steel plate armor and large steel kite shields.

    *

    Caelgrar Warriors – 9 – Level (mine)
    These massive, black and white humanoid tigers were recruited from tribes in northern Salvar. They stand nine feet tall and are about four feet from shoulder to shoulder. Their strength is four times that of an average man and they are three times as swift. They are not proficient with any form of armor or weapons, but they are very durable and have sharp claws and jaws that can crush bone with ease. In addition, they are competent, stealthy hunters, able to stalk the wilderness for their prey and strike without warning. This made them a natural addition to the Legion of Night.

    *

    Geomancers – 6 – Level (mine)
    Though they lack any combat abilities, these casters can alter the landscape around them in dramatic ways. Whether by forming natural shelter for the army to commanding the very ground the enemy walks on to swallow them, these arcane artists are valuable battlefield resources.

    *

    Temujin – Level (mine)
    A mysterious character known for always wearing a large black coat and black gloves, Temujin is a brutal fighter in hand-to-hand combat. He carries no weapons and wears no armor, but his own arms are made from a magical polymetamorphic metal that’s slightly softer than mithril. The material responds to his thoughts and can typically act as regular limbs, though they allow him twice the strength of an average man. In combat situations, however, they also are able to transform into a variety of implements of death from swords, to axe heads, to hammers, to spikes, etc. The more mental effort he puts forth, the faster and more dramatic these transformations become. However, the more he uses his augmented arms, the more psychically fatigued he becomes.

    *
    Heroes:

    Sir Ciaphas and Sir Alexander, the Gellunberg brothers – 2 – Level (mine) – Special characters
    The Gellun brothers hail from a noble house in Salvar and formed the order of knights specializing in riding the bestial Ashkore into battle. They share blood relations, both have blonde hair and brown eyes, and are both brilliant strategists, but their similarities end there.

    Ciaphas, the older brother, is crafty warrior, preferring to use sneaky hit-and-run tactics. He is a talented rider and handy with a sword and spear, but he’s more renowned for his devastating marksmanship with his Talymer bow, and his strength to use it repeatedly for extended periods of time without tiring. He wears mithril chain mail and greaves, and dragon hide riding gloves, and wields a Damascus saber. He keeps a quiver of 50 mithril arrows. He also is a skilled enchanter, able to put a variety of spells on his arrows ranging from small explosions to sleep charms.

    Alexander is the more noble of the two, perhaps compensating for the fact that he would never inherit his father’s estate due to being the younger. He is a mighty warrior who proudly leads his knights into battle from the front. He wears full plate armor like his knights, but his breastplate and helmet are both made from mithril. His lance is made from steel, but his long sword is made from Damascus and carries an enchantment that makes it have a razor edge capable of cleaving through just about any mundane metal. He is a mountain of a man, at least twice as strong and tough as a normal man. His skills with his lance and sword reinforce his rightful place at the front of his knights, and his own magical training amplifies the magical nullification of his fellow Ashkore riders.
    Last edited by Christoph; 02-25-08 at 10:13 PM.

  5. #15
    Do you know my name?
    EXP: 38,033, Level: 7
    Level completed: 34%, EXP required for next level: 5,967
    Level completed: 34%,
    EXP required for next level: 5,967
    GP
    10903
    Call me J's Avatar

    Name
    Jame Whitizard-Kaosi
    Age
    lets say 23
    Race
    Half Dragon
    Gender
    male
    Hair Color
    Silver
    Eye Color
    Red
    Build
    6'5" medium build
    Job
    Knight

    This might just be me, but when I think of wraiths, I think of things that are about level 10 or so. Could you edit in to your master necromancers what the powers of these wraiths are? Either that or edit in that the wraiths are no better than level 1s.

  6. #16
    Loremaster
    EXP: 72,114, Level: 11
    Level completed: 60%, EXP required for next level: 4,886
    Level completed: 60%,
    EXP required for next level: 4,886
    GP
    8423
    Christoph's Avatar

    Name
    Elijah Belov
    Age
    26
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Brown
    Build
    6' / 175 pounds
    Job
    Former chef, aimless wanderer, Pagoda Master, and self-professed Salvic Rebel Leader ™.

    That's a good point. Edit made.

  7. #17
    Do you know my name?
    EXP: 38,033, Level: 7
    Level completed: 34%, EXP required for next level: 5,967
    Level completed: 34%,
    EXP required for next level: 5,967
    GP
    10903
    Call me J's Avatar

    Name
    Jame Whitizard-Kaosi
    Age
    lets say 23
    Race
    Half Dragon
    Gender
    male
    Hair Color
    Silver
    Eye Color
    Red
    Build
    6'5" medium build
    Job
    Knight

    Approved

  8. #18
    Administrator
    EXP: 81,363, Level: 12
    Level completed: 34%, EXP required for next level: 8,637
    Level completed: 34%,
    EXP required for next level: 8,637
    GP
    535
    Max Dirks's Avatar

    Name
    Max Dirks
    Age
    24
    Race
    Human
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Green
    Job
    Illicit Entrepreneur

    View Profile
    Heroes:

    Name/Position: Logan McCloud – General
    Weapon(s)/Armor: The “Silence Blades” – two Pravalida short swords/None
    Abilities: Advanced Telepathy (see profile)
    Appearance: Logan is distinguished by his long silver hair. He dresses very similarly to Dirks, though his apparel is more tarnished than the criminal’s.
    Description: There is not a soul in Corone that does not know the name Logan McCloud. Logan met Dirks in battle and the two formed a loose relationship. Once a bandit, Dirks’ influence has molded Logan into a revered warrior. It was only natural that Dirks would ask Logan to join him in Vice. Prior to the tournament, Dirks had Logan’s body infused with magic. The magic aids Logan’s telepathic abilities, making them stronger and improving their ranges (i.e. Logan will be level 7 for the duration of the tournament).

    The character Logan McCloud is used with permission from Logan.

    Name/Position: Drax Piston - Commander
    Weapon(s)/Armor: PSG-1 Sniper Rifle/None
    Abilities: None
    Appearance: Drax has long blonde hair styled in a ponytail. He is tall and built.
    Description: Drax was the winner of the 3rd Gisela Open. Following the tournament, he opened “Piston’s Pleasure Palace” on his island, which has become a staple for Althanas gambling. Recently Dirks contacted Drax demanding that the gambler participate in the Conquest Trials to repay the debt he owed Dirks for the Gisela. Cocky and headstrong, but never willing to pass up an opportunity to battle, Drax rejected Dirks, only to rescind five minutes later. Drax then called in some old favors to build Vice’s army.

    Unit Breakdown:

    Unit Name/Number: 50 Informants (LEVEL 0)
    Weapons/Armor: Iron Daggers/none
    Abilities: none
    Description: These are street informants from Radasanth, complete with questionable loyalities. They joined Drax’s army after he promised them that he would give them legitimate jobs at the casino. Dirks went over Drax’s head and offered them GP in addition to ensure they didn’t sneak out of a fight.

    Unit Name/Number: 150 Althanas Mercenaries (LEVEL 0)
    Weapon(s)/Armor: Swords, daggers, wrist rockets, etc. (whatever can be found)/ Iron plate armor, clothing, newspaper (whatever can be found)
    Abilities: None
    Description: Althanas’ finest mercenaries. Each one was promised a fickle amount of GP, but an exorbitant amount of exposure to join Vice’s army. Though poorly armed, every mercenary fights as though he has everything to gain and nothing to lose.

    Unit Name/Number: 100 Demon Soldiers (LEVEL 0)
    Weapon(s)/Armor: Swords, bows and claws / Leather Plate Armor
    Abilities: None
    Description: General Zieg’ ag’Tulfried has offered 100 of his demon soldier’s to Vice in exchange for a promise to eliminate any enemies of Salvarian descent. The General hopes that the exposure of the demons will bring more to Haidia’s cause. In general, the demons are faster than ordinary humans and can easily slip into the shadows unnoticed.

    Unit Name/Number: 25 Knights / 25 Horses (LEVEL 2)
    Weapons/Armor: Iron Swords/ Iron Breastplates, Iron Helmets, Iron Shields
    Abilities: None
    Description: This is head of Vice’s infantry. They are almost always put on the front lines. Off their horses, they are slow, but very formidable in close combat situations. Their armor also protects them from poorly aimed long distance attacks as well.

    Unit Name/Number: 50 Light Mages (LEVEL 2)
    Weapon(s)/Armor: Staffs/None
    Abilities: Basic healing spells
    Description: These clerics form a great defensive team. Individually their healing magic is weak, but together they can quickly rejuvenate injured warriors and send them back to fight in the exact same battle. They are also astute in the lighter forms of magic such as light, thunder, and holy.

    Unit Name/Number: 50 Dark Mages (LEVEL 2)
    Weapon(s)/Armor: Oak Staffs/ Long Robes
    Abilities: These mages have limited control over the darker of the elements including fire, earth, gravity and time. Because of the complexity of the elemental magic they perform, each mage can only focus on one element. They are divided equally among the listed elements.

    Unit Name/Number: 13 Vice (LEVEL 7)
    Weapon(s)/Armor: None (or any) / None (or any)
    Abilities: None in particular, but are highly trained in every art known to Althanas.
    Description: These humans are Dirks’ dirty secrets. They are shape-shifters in every sense of the word. Though they do not physically take the form of another, they are able to fool even the most knowledgeable foes. The Vice are lead by James Spade, a former soldier in Dirks’ army. Spade is an enigma. He is recognizable by few, but his actions have had a great affect on Althanas’ history.

    Unit Name/Number: 12 Disgraced Ai’bron Monks (LEVEL 7)
    Weapon(s)/Armor: Sliver Staff / Steel Plate Armor.
    Abilities: Illusion- using their powers, the monks can create an illusion double of every living unit in Vice’s army. To the naked eye, there is no difference between an illusion and the real thing. Illusions cannot be harmed, but likewise cannot deal any harm. They exist to confuse the enemy. The monks can create multiple illusions at one time, but cannot be distracted.
    Appearance: Old and warn.
    Description: Former Ai’bron monks have joined with Dirks to rebel against the society that rejected them. The leader of the monks is Phagan Slater De’bron. Phagan befriended Drax during the gambler’s winning Gisela campaign. It is believed that Drax, not Dirks, was actually responsible for their participation.

    Unit Name/ Number: 13 Rouge Valkyries (LEVEL 7)
    Weapon(s)/Armor: None / None
    Abilities: Seduction, Healing
    Description: Rejects of the ToW, these Valkyries have devoted their lives to mischief. The women serve multiple purposes in the army: 1) they are far greater healers than the light mages 2) they have the ability of seduction and can bend the wills of even the strongest men. Though unarmed, the Valkyries are extremely formidable in battle.

    Unit Name/Number: 10 Armored Steam Powered Transport Carriers (LEVEL 7)
    Weapon(s)/Armor: None / Steel plated
    Abilities: None
    Description: These mobile assault vehicles serve as Dirks’ base of operations and last line of defense. They are heavily insulated to protect against the elements, but could be breached by directed magic. Though they have no weapons of their own, several units usually defend the vehicles at all time.
    Althanas Operations Administrator

    Dirks GP amount: 2949

  9. #19
    Do you know my name?
    EXP: 38,033, Level: 7
    Level completed: 34%, EXP required for next level: 5,967
    Level completed: 34%,
    EXP required for next level: 5,967
    GP
    10903
    Call me J's Avatar

    Name
    Jame Whitizard-Kaosi
    Age
    lets say 23
    Race
    Half Dragon
    Gender
    male
    Hair Color
    Silver
    Eye Color
    Red
    Build
    6'5" medium build
    Job
    Knight

    Dirks is approved.

  10. #20
    Member
    GP
    600
    Magdalena's Avatar

    Name
    Sati Sarasvati/ Sapna Sarasvati
    Age
    Appear to be in their early twenties, but are almost a decade older
    Race
    Human
    Gender
    Female
    Hair Color
    Deep Red
    Eye Color
    Blue Beryl/ Green Beryl
    Build
    5'8" and 127 lbs.
    Job
    Excommunicate Priestess/ Assassin

    I have 141 NPCs that are level 2 or 1. Instead of making the last remaining 9, can I divide their power in between the NPCs marked [level 2+]?
    Hexxen Nacht

    The Coven [13]

    Sati Sarasvati [level 0] See Profile.

    Sapna Sarasvati [level 0] See Profile.

    Cassock, Dover Patriarch [Hero: level 2+]
    Description: Whether he is the father of all Dovers or simply the current leader is unknown, but he is very much alike these smaller demons. He has the same watermelon-shaped head, the same globulous, amber eyes, has no nose or ears and has livid, sandpaper-colored skin. However, he is slightly taller, has three bluish-green scars run down vertically on each of his temples, and unlike his lesser counterparts, he has a mouth with which he can speak. He also wears a black cassock with a purple sash, while Dovers are usually naked.

    Equipment: 100 Mythril Fishhooks

    Abilities:
    • Farsight - Capable of scrying for information. Can provide a clear view of an area as long as he possesses an item linked to something or someone within the aforementioned field. Can garner information that he should not have access to by plucking out his eyes (which grow back after three days) and swallowing them. By letting someone sink his or her hands into his head, he can share with that person everything that he sees.
    • Hive Mind - Can communicate with his Dover Demons no matter what the distance, and can thusly relay orders to other units with relative ease. Can also share the abilities of whoever has sunken their hands into his head to his Grand Dukes. If an ability has a limited number of uses, they are deducted directly from the unit lending his or her powers.
    • Psychokinesis - Though the uses are diverse, an adequate reference point of his skill is that he can lift up to 600 pounds with his mind.


    Orarion, Lich of the Asphodel [Hero: level 2+]
    Description: A renegade from a Necromancer Order. By shedding his mortal skin, he attained great powers as a Lich, though it has not bee long since his transformation. He dons a heavily-ornate robe of deep amethyst with gold trims.

    Equipment: Dragonbone Half-Plate, Spidersilk Robe

    Abilities:
    • Reanimate - Friend or foe, he can bring them back to life as long as they are fallen. He can raise thirty units each day, and an additional ten for each of his levels.
    • Drain Life - Can rob a portion of any unit’s life force, and transfer it to himself or any other unit for healing. Once every battle, he may target an area with a fifteen foot radius instead of a single target.
    • Create Abomination - Using an assortment of dead bodies, he can create a giant construct that possesses three specific abilities that belong to its components. Can only be used once per battle.
    • Necrophage – Eating dead bodies replenishes his energy. As such, each corpse eaten whole will allow him enough power to reanimate five units.


    3 – Moonshed Wretch [level 2]
    Description: Mysterious entities from the deepest swamps of Dheathain that were captured and chained down by Orarion. They are gangly, bald, exude a viscous sheen from their blemished skin and constantly drool black and bubbling grease. Because the wretches walk barefooted, their feet have become nothing but bloody stumps.

    Equipment: Oily rags and rusty chains that are nailed onto their body, rune-etched iron bars that keep them apart

    Abilities:
    • Banshee Bedlam – Disrupts all unfriendly frequencies in a radius of fifty feet, thus jamming within this field all matter of magic, scrying or other psychic methods of warfare on the enemy’s part. Lasts three posts, can only be used once per battle. Requires all three wretches for successful casting.
    • Cast the Midnight – When their chains are broken, the wretches unite. Impenetrable darkness falls for an instant until the dimmest of lights returns from the black moon overhead. All friendly units within this field temporarily gain a level. Three specific units may gain three levels instead. Lasts five posts, can only be used once per battle. Requires all three wretches for successful casting.


    3 – Hound of Gevaudan [level 2+]
    Description: Barghest, Gytrash and Drummer are black hounds, each twice as big as a full-grown bear. Their fur seems like curling tendrils of black smoke, though they are constantly caked in blood, both stale and fresh.

    Equipment: Reins made of bones and ox nerves

    Abilities:
    • Spectral Blink – They can flicker in between Althanas and their native realm, where time flows faster. As such, by leaping in between planes, they can travel great distances in a short amount of time each time they vanish and reappear. Can travel up to three kilometers in a single dash, but can only do so once per day. Because of this, they usually make one to three meter jumps every few seconds.
    • Beast of Hell – Being demonic hounds, they are frighteningly strong, capable of ripping an ordinary man apart with a single bite or mauling one to death with a few swipes. Like their fangs and claws, their hide is incredibly resilient, almost as strong as Dehlar. Moreover, they can call upon rapid regeneration after ingesting fresh meat or blood.


    3 – Undertaker of the Marrow [level 2+]
    Description: They are regular skeletons at first sight, but closer inspection will reveal ribplates instead of a ribcage. They also have longer bones for their arms and vestigial horns upon their skulls.

    Equipment: Quiver of Spines, Dragonbone Bow

    Abilities:
    • Bow Proficiency – They are highly skilled with the use of a bow and arrow, and have an astounding aim, especially for creatures with no actual eyes.
    • Tears of Bone, Splinter Rain - By using the spine of a dead unit as an arrow, they can make sharp splinters of bone rain from above like a volley of arrows.
    • Desecrated Geomancy - Can manipulate earth and rocks in various ways and at a substantial degree. Can also literally poison a sizeable tract of earth by desecration, making simple contact with it torture.


    The Familiars [130]


    2 – Gemini Poltergeist [level 2]
    Description: Only their face is human, the rest of their appearance being a web-like mist of grey ectoplasm.

    Equipment: None
    Abilities:
    • Incorporeal - They cannot be hurt physically and spells only diffuse them momentarily. They are, however, unable to interact with matter in this state.
    • Body Snatching - Can take over the body of any corporeal unit unless stated otherwise (does not apply to heroes). Can also fuse with inorganic materials to give them motion or become golems themselves. After five turns, can fuse their hosts into a hybrid entity (considered the sum of each host’s level, minus one).


    5 – Golem of Flesh [level 2]
    Description: Giants over ten feet tall, made of different types of flesh knit together in a patchwork pattern. The right arm is an oversized cluster of bulging muscles, with huge, steel bolts or studs on the shoulder and knuckles. The left is a tangled mass of tentacles wrapped around a slimmer arm. They have no head, but possess a mouth on each of their chests, with two circular rows of jagged teeth within. On their back are tubular endings that serve as organic exhaust pipes, reminiscent of large, coronary pumps.

    Equipment: 8 Damascus Studs

    Abilities:
    • Undead – Feels no pain, has no blood, and thus cannot be brought down unless adequately destroyed.
    • Organic-Fueled Tank - To function, a Golem of Flesh needs to ingest large quantities of fresh blood or meat. Can survive four posts without fuel, is weaked after five and ceases to function at six. Can eat either with their chest mouths or the tendrils on their left arm.
    • Burst Charge – Golems are natural powerhouses, capable of tearing down a small house by simply charging through. Right after devouring between five to ten man-sized preys, it can effectively plow through an army for about thirty feet before becoming inoperative for three posts.


    10 – Wraith Operative [level 1]
    Description: Unknown, as they cannot be seen through natural means.

    Equipment: None

    Abilities:
    • Incorporeal - They cannot be hurt physically and spells only diffuse them momentarily. They are, however, unable to interact with matter in this state.
    • Spying – They can glean information with great ease for they make no noise and are invisible to the naked eye, but because of this they cannot steal from or dispose of enemy units as other spies may.


    13 – Dover Demon: Grand Duke [level 1]
    Description: They have a watermelon-shaped head, globulous, amber eyes, have no nose, mouth or ears and have livid, sandpaper-colored skin. Though they are just as small, they differ from their lesser counterparts by the layer of small, green horns that coats their skin.

    Equipment: Dehlar Claws

    Abilities:
    • Hive Mind - Can communicate with other Dover Demons no matter what the distance, and can thusly relay orders to other units with relative ease.
    • Ability Sharing – Whoever has sunken their hands into the head of the Patriarch will instantly transfer their abilities to the Dukes. Though the action has no repercussions on them, it will become increasingly taxing on the person sharing his or her powers.
    • Claw Proficiency - They have slightly more than average skills when wielding claw weapons and their nimbleness gives them an additional edge.
    • Close-Range Telepathy - Though they have no mouths, they can still communicate with other units by means of telepathy, save for those beyond their limited range.


    15 – Maggot Mogul [level 1]
    Description: Swarthy men who mark their bodies with soot and the white pigment of crushed maggots. They wear large strips of silk from the waist down but leave their chests bare to exhibit their markings.

    Equipment: Incense Rods, Steel Cleavers

    Abilities:
    • White Swarm – Can summon hordes (their maximum mass equivalent to that of an elephant) of maggots to do their bidding. They move faster and are more voracious than the regular kind.
    • Carrion Titan – By combining the maggots they wrangled, they can each create a colossus of a maggot. These can swallow a man whole and transform its corpse into more of their kind.
    • Rot – Moguls are capable of lobbing globes or launching streams of rot. Anything organic that is touched will slowly begin to decay. After one post, they will emit a smell that maggots adore. After two, the rot will begin to spread in earnest.


    20 – Warden of Death [level 1]
    Description: Their faces are always concealed beneath the white hood of their chasubles, but their hands are withered horrors, dry, wrinkled and cyanotic.

    Equipment: Silver Ankhs

    Abilities:
    • Heal – By applying their ankh’s on a wounded unit, they can close wounds, knit flesh, mend bones and the like. They are also capable of curing all kinds of poison by extracting them and storing them inside their ankhs.
    • Question the Dead – By restoring consciousness to a dead body through the stimulation of its remnant soul, the Wardens are capable of questioning them. These reanimated beings do not possess a will, and are thus bound to answer to the best of their knowledge.
    • Ward – Using their ankhs, they can erect protective wards around allies and themselves, capable of absorbing the brunt of physical attacks or negating lesser spells. Can also create nefarious wards that bring a blight upon their foes in the form of an enfeebling illness.


    25 – Laughing Crone [level 1]
    Description: Basically giant crows with a few silver and white streaks on the feathers of their wings. Their eyes are, however, variegated, with a shape similar to a sparrow’s.
    Equipment: None
    Abilities:
    • Flight - Can soar at high altitudes and travel there at great speeds.
    • High Resistance to Magic – Crones are beings of magic, and thus are drawn to it like moths to a fire. However, unlike moths, they do not suffer from the ill effects of most forms of magic.
    • Witchcraft – Crones are adept at hexes and curses of all kinds, but they mostly enjoy transforming weak units into toads, frogs or mice, which they can devour to their leisure (only average-sized or lower level zeroes can be transmogrified). This, however, requires the target to stand still, and it can only be cast at a relatively close distance.


    40 – Basilisk Dragoon [level 1]
    Description: It is easiest to see them as reptilian centaurs. Their lower body is that of a drake and plated like a war mount, while their upper body resembles a human, thought most of their features are hidden under their wicked looking armors.

    Equipment: Dehlar Half-Plate Armor, Dehlar Battalion Lances

    Abilities:
    • Poison Spear - Not only are Dragoons quite skilled with their weapons, they are also capable of imbuing them with a sorcerous poison that can rapidly induce dizziness and confusion.
    • Petrifaction - Though their faces are hidden beneath their dragonhead helmets, the sinister glow of their eyes can sometimes be seen through their visors. When one witnesses the glow turn from green to red, they are momentarily stunned. Those who look directly into the eyes of a dying Basilisk, however, are turned to stone.


    The Neophytes [350]

    The Stranger [level 0]
    Description: Nondescript upon first glance. The most notable thing about the stranger is his or her attire, a plain brown cloak with its hood always pulled up.

    Equipment: Purportedly None

    Abilities:
    • Ambiguous Toying - It is often unclear whether the stranger is on the side of Sine Nomine, or against it. He is a ghost amongst their ranks, noticed only by a few, but the repercussions of his actions can shake the entire legion itself.
    • Cannot be Killed – Though the stranger rarely ever openly participates in a battle, there have been times when it was targeted and even struck down; yet, it still walks on today. (As any other common unit, he can be incapacitated and put out of service by both physical and magical attacks - only, he can never be permanently disposed of, and may very well reappear unscathed at a later time.)


    13 – Prometheus Catapult [level 0]
    Description: They are the despicable work of Orarion. Using the bodies of thirteen great giants, he has sectioned them from the waist down to mount them on the base of a wheeled catapult.

    Equipment: Steel Base, Armored and Spiked, Huge Steel Mallets

    Abilities:
    • Throw Stuff, Hard – Because they’re apeshit strong, they can throw stuff really, really hard and really, really far.
    • Living Plowmen – Using their spiked base, they can mow and plow through the enemy ranks, given they are on a descending slope.


    36 – Gateformer Ghost [level 0]
    Description: As most would imagine ghosts, they retain humanoid features within their blurry outlines. However, the Gateformer Ghosts are always wailing, whick distorts their mouths and eyes into frightening, black hollows.

    Equipment: None

    Abilities:
    Incorporeal - They cannot be hurt physically and spells only diffuse them momentarily. They are, however, unable to interact with matter in this state.
    Flight - Can soar at high altitudes and travel there at great speeds.
    Vortex - When three ghosts gather and spin, they can form a vortex through which one unit can pass, and this unit will be transported to the other end,also formed by three ghosts. When the vortex closes, those at Point A are also transported to Point B, making any repetitive use of the same ghosts impossible. However, a group of six ghosts can transport up to three people, one of nine can transport up to 9, 12 up to 27, 15 for 81 and 18 for 243 units.
    Nexus - Considered to be the Legion’s second communications network: the gateformer ghosts can create an information pathway between each other, allowing units to deliver information or assessments in case the Dovers are unavailable.

    50 – Dover Demon: Devout [level 0]
    Description: They have a watermelon-shaped head, globulous, amber eyes, have no nose, mouth or ears and have livid, sandpaper-colored skin.

    Equipment: Steel Claws

    Abilities:
    • Hive Mind - Can communicate with other Dover Demons no matter what the distance, and can thusly relay orders to other units with relative ease.
    • Claw Proficiency – They have average skills when wielding claw weapons, but their nimbleness gives them an edge.
    • Close-Range Telepathy – Though they have no mouths, they can still communicate with other units by means of telepathy, save for those beyond their limited range.


    250 – Sine Nomine Zealot [level 0]
    Description: Soldiers from different countries who have been swayed by Sine Nomine.
    Equipment: Steel Chain Mails, Steel Long Swords
    Abilities:
    • Sword Proficiency - They have above-average skills with a sword and their fanatical devotion makes them almost fearless in battle.
    • Fanaticism - Due to certain drugs that were used on them, it is harder for them to grasp the situation. For example, were they to see their own ranks do commit horrible acts that go against their own ethics, they would still not question the will of their commanders.


    Last edited by Magdalena; 02-28-08 at 11:04 PM. Reason: Missing Bold
    When leaves have fallen
    And skies turned to grey.
    The night keeps on closing in on the day
    A nightingale sings his song of farewell
    You better hide from her freezing hell.

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