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Thread: Boss List

  1. #1
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    Boss List

    Here is a list of currently available bosses:

    Level 1:
    Ganudo
    Bloodseeker Warband

    Level 2:
    Larren Orhdir
    Dark Stone of Orox
    The River Knight

    Level 3:
    Julie, the Red Maiden
    Weredigo, Undead Wendigo

    Level 7:
    The Servant of N'Jal
    Mechoid

    Level 8:
    Daelus Orlouge

    The Smiling Lads Thieves Guild:
    Smiling Lads Thieves
    Tuloc Lereur, Smiling Lads Lieutenant
    Silas Sheffier


    No bosses? Submit one here.

    Here is the list of currently unavailable bosses:
    Last edited by Revenant; 04-23-11 at 06:11 AM.
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    Dirks GP amount: 2949

  2. #2
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    Level: 2

    Name: Silas Sheffier

    Appearance:
    Silas is the picture perfect image of a thin, athletic elven male specimen. While he is obviously well-nourished, his body is lean enough to be able to pass as malnourished. The shoulder length dirty-blonde hair that frames his thin face is always free and unbound to flow about his head. Piercing green eyes that know neither warmth nor trust stare out from behind his high boned cheeks. Silas’ thin lips are almost constantly pressed into a hard, faintly smiling line.

    Silas clothes himself in fine, but loose clothing of common distinction. While he has wealth, he doesn’t flaunt it as it only draws attention to him. His only weakness in this area is the wide brimmed hat that he constantly wears with a single red feather tucked into its brim.

    Background:
    Silas made a name for himself in the criminal underworld by arranging for his thieves guild mentor to be caught red-handed in the commission of a crime that the mentor had no knowledge of. Swooping into the power vacuum left behind, Silas renamed the thieves guild the ‘Smiling Lads’ and proved to be a cold, calculating, and efficient leader, if not exactly a brave one. Since taking over the Smiling Lads, Silas has evaded the authorities and numerous heroes and vigilantes alike.

    Abilities/Skills/Equipment:
    Increased Agility – Silas’ natural elven agility has been further enhanced by his years of working in the thieves profession. Silas is four times as fast and agile as a normal human, capable of sprinting at incredible speeds and executing amazing dodges against both melee and ranged attacks.

    Light Blade Proficiency – Silas is a master of the light blade (short swords, daggers, rapiers, etc.) though he rarely chooses direct conflict as an option. When pressed however, Silas can mount an offense on par with any weapon master.

    Parkour – Always one to choose flight over fight when push comes to shove, Silas has learned the art of Parkour. Using these skills, Silas often appears to move by magical means when travelling through the cityscape. Obstacles and barriers seem to disappear in front of Silas as he executes jumps of amazing length, long falls without harm or slowing, and seems to be able to run straight up sheer surfaces.

    Sleight of Hand – Silas may have obtained his position as guild master through guile, but he wouldn’t have been given the chance if he weren’t an expert thief. Silas can pick pocket, palm items, and do any other number of thieves tricks with a practiced ease that often leaves his target completely unaware that Silas has just ‘liberated’ their valuables. Silas is so practices in this art that he can even use it during combat to snatch unattended items from his opponent with little to no effort.

    Throwing Weapon Marksman – Silas always keeps a variety of darts and throwing knives on his person which he can retrieve and throw with no extra effort. Retrieving a throwing item from his person takes no extra actions from Silas and he can throw multiple missiles at the same target in a single throw.

    Expertly Crafted Rapier – Silas carries an expertly crafted rapier.

    Throwing Missiles – Silas carries a ridiculous amount of sharpened blades and combat darts hidden upon himself and can always be assumed to have one of them at hand if necessary.

    Poison – Silas has never been called a fair fighter by anyone with a straight face. To ensure his superiority in combat, he carries a number of doses of contact poison that can be applied to any of his throwing weapons or his rapier with a few seconds of uninterrupted time. The poison that Silas uses causes numbness around any area of raw flesh that it contacts, which spreads to a slow paralysis. The poison is fatal if inhaled, but is otherwise only to debilitate. Silas is considered to have an unlimited amount of his poison.

    Smiling Lads – Silas is the leader of the Smiling Lads thieves guild and can call on his men to aide in his escape. If given the chance, Silas can call up to two of his thieves to act as distractions while he escapes. The thieves are decently proficient with their long knives but aren’t any more keen to die than Silas is and will flee if they find themselves in mortal danger.

    Tactics:
    Silas is wary, and that wariness has served to keep him alive well enough so far. If he even gets a hint that someone is on to him, Silas will attempt to flee to his nearest safe house while trying to maintain a façade of innocence. Only if being actively pursued will Silas break into anything other than a calm, composed walk to get away. Silas will try to stay away from direct conflict if possible, though he may deign to jump into combat with lone attackers if the circumstances are right.

    Score to Defeat: 65 (-2 if someone participating in this thread had defeated either the Smiling Lads Thieves or Tuloc Lereur; -4 for both)

    Spoils: (choose one of the following, plus lesser spoil)
    Expert Quality Rapier – An expert quality rapier which cannot be sold until the owner gains their next level.
    -or-
    Silas Sheffier Reward Money – 100 gp

    Lesser Spoil (if thread score is within 5 or less under Score to Defeat): +5% exp to this thread’s exp
    Last edited by Revenant; 04-23-11 at 06:12 AM.
    "I have looked upon all that the universe has to hold of horror, and even the skies of spring and the flowers of summer must ever afterward be poison to me." - Call of Cthulhu

    David vs. Goliath: History's first recorded critical hit.
    JC Thread - The Bitter King

  3. #3
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    Level – 1

    Name: Ganudo

    Background: Ganudo is a five foot tall, man-like rat creature, the product of magical experimentation on lycanthropy victims gone wrong. Ganudo’s creator attempted to slay the unfortunate beast, only to find that it was stronger and wilier than he gave it credit for. Ganudo wounded the man and made its escape into the countryside. It has continued to pick off cattle and the occasional lone traveler in an effort to stave off its ever present hunger, and while its attacks have been cautious as of yet, its success has led to increasing boldness.

    Tactics: Ganudo lies in wait for its victims, concealing itself in high grass or thick brush. Surprisingly, its wiry, mottled fur lends itself well to camouflage and only the keenest eye will see it before it strikes. Once on the attack, however, Ganudo does so with almost no regard for its own safety, attacking the physically weakest looking target to the exclusion of all others.

    Skills/Equipment/Abilities:
    Claws and Teeth – Ganudo is equipped with sharp, piercing natural weapons. It has not formal combat training, but its ferocity and bloodlust is fearsome.

    Camouflaged Hide – Ganudo’s bristling fur blend well with the natural overgrowth where it lives, making it nearly invisible when it hides motionlessly in the brush. It is also thicker than it looks and is enough to deflect minor, off-target attacks.

    Bestial Ferocity – Ganudo’s bestial ferocity makes it twice as strong and as fast a normal person.

    Score Needed to Defeat: 45

    Reward:
    200gp cobbled together by the local farmers as thanks.
    Last edited by Revenant; 02-13-11 at 10:07 AM.
    "I have looked upon all that the universe has to hold of horror, and even the skies of spring and the flowers of summer must ever afterward be poison to me." - Call of Cthulhu

    David vs. Goliath: History's first recorded critical hit.
    JC Thread - The Bitter King

  4. #4
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    The Bloodseeker Warband has run rampant over Northman, Amen, blackdog1, and Ganlon Martel.

    Level – 1

    Name: Bloodseeker Warband

    Background: The Bloodseekers are a particularly vicious, xenophobia tribe of goblins who have, up till recently, kept mostly to themselves. They’ve always been considered a minor hazard, as they’ve only caused trouble for those who encroach on their carefully marked territory, but a recent change in tribal leadership to a more aggressive Chieftain has heralded a shift in the goblins’ policies. Now, the Bloodseekers have gone on the warpath and this five goblin warband have decided that you’re their latest victims.

    Tactics: The Bloodseeker warband picks a target that looks weaker than the others and attempts to mob that victim, dragging him down through sheer weight of numbers. They fight with mindless, fanatical fury seemingly without regard for their own safety, but will break and flee if more than two of them are killed.

    Skills/Equipment/Abilities:
    Crude Weapons – The makeshift weapons that the Bloodseekers use are composed of a mixture of wood, bone, and sharpened bits of metal. They’re nothing special on their own, but in a group they’re positively lethal.

    Goblin Quickness – As goblins, the Bloodseeker’s are nearly twice as quick as normal people.

    Savage Bloodlust – Until they break, the Bloodseeker’s raging bloodlust allows them to ignore all but the most serious wounds.

    Score Needed to Defeat: 45

    Reward:
    200gp each for the bounty on the Bloodseeker Tribe.
    Last edited by Revenant; 04-08-11 at 06:45 PM.
    "I have looked upon all that the universe has to hold of horror, and even the skies of spring and the flowers of summer must ever afterward be poison to me." - Call of Cthulhu

    David vs. Goliath: History's first recorded critical hit.
    JC Thread - The Bitter King

  5. #5
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    Larren Orhdir showed Slayer of the Rot, Enigmatic Immortal, and Amsen the price of disobyeing the law!

    Level – 2

    Name: Larren Orhdir

    Background: Larren Orhdir was a bounty-hunting priest who became a little too fanatical about removing evil from the world after seeing too much of it. Now, Larren considers himself to be judge, jury, and executioner for anything he perceives to be a crime and your group has somehow run afoul of this self-righteous madman.

    Tactics: Larren prefers to use his ‘Hand of the Thayne’ to attack characters from range and uses his warding ability to keep imposing close-combat characters at a distance. He does not hesitate to draw his mace if threatened with melee however. Larren will use his smite ability on the person he deems to be most a threat.

    Skills, Equipment, and Abilities:
    Hand of the Thayne – Named in his religious fervor, this weapon is a heavy repeating crossbow which has been modifier to hold six shots more akin to vampire hunting stakes than regular crossbow bolts. Larren keeps one spare change of ammo which he can use if given enough time, though he cannot consolidate shots. Larren is a decent shot.

    Iron Mace – Larren possesses a mace crafted of iron with which he is moderately proficient.

    Holy Warding – Larren can create a circular barrier five feet around him by holding up a hand and chanting to the Thayne. The warding activates then next time someone comes into contact with it, either personally or through melee attack, and keeps that person at bay until their next post.

    Holy Smite – Larren imbues his current weapon with the wrath of the Thayne, adding twice the impact and doubling all damage inflicted by that weapon. When used on his crossbow, Holy Smite affects only the next bolt fired from it, but when used on his mace, Holy Smite lasts until he puts the weapon away. Larren can use this power three times.

    Score Needed to Defeat: 50

    Reward:
    300gp each
    -or-
    Hand of the Thayne with no ammunition and which cannot be sold until the recipient has gained a level.
    Last edited by Revenant; 02-28-11 at 09:47 PM.
    "I have looked upon all that the universe has to hold of horror, and even the skies of spring and the flowers of summer must ever afterward be poison to me." - Call of Cthulhu

    David vs. Goliath: History's first recorded critical hit.
    JC Thread - The Bitter King

  6. #6
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    Level – 2

    Name: Dark Stone of Orox

    Background: Orox was a competent, if lazy, necromancer. He created the Dark Stone which bears his name as a way to convert raw materials to fresh servants with little effort on his part. On the night of a full moon, the Dark Stone of Orox animates any intact bodies within a localized area as mindless zombies. Unfortunately for the Dark Stone’s last owner, the zombies aren’t under the bearers command and he was slain by the creatures he had recently raised. Now the Dark Stone lies in a field of the walking dead, adding random passersby to its masterless armada.

    Tactics: Zombies raised by the Dark Stone are mindless and, unless controlled by an outside entity, attack the nearest living creature on sight. There is no preference to who is attacked, so several people might find themselves as targets at any given time.

    Skills/Equipment/Abilities:
    Zombie Horde – To ensure that his power wasn’t tasked often, Orox ensured that the Dark Stone could raise as many zombies as there were bodies. There are currently two dozen zombies around where the Dark Stone of Orox is.

    Zombie Defense – So that he wouldn’t have to worry about the Dark Stone becoming broken, Orox imbued his magic item so that it couldn’t be harmed until all of the zombies in its proximity had been destroyed.

    Score Needed to Defeat: 50

    Reward:
    100xp each, for removing such an evil item from Althanas.
    -or if not destroyed-
    300gp for laying claim to the magic item.
    -or-
    Shard of the Dark Stone: A fragment of the Dark Stone of Orox which allows the wielder to turn an intact dead body into a zombie permanently under their control during a full moon. Works once.
    "I have looked upon all that the universe has to hold of horror, and even the skies of spring and the flowers of summer must ever afterward be poison to me." - Call of Cthulhu

    David vs. Goliath: History's first recorded critical hit.
    JC Thread - The Bitter King

  7. #7
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    Created by Hysteria

    Daelus Orlouge has defeated: Silence Sei, Ruby La Roux, Kylin Rouge, Slayer of the Rot

    Level - 8

    Name: Daelus Orlouge

    Appearance: Daelus appears as a skinny size old blind man. He has short white hair which is mostly hidden by a cyan length of cloth that covers his eyes and wraps around his head. He wears a pure white smock and white pants. The only thing he carries is a staff of pure glass.

    History: There are many theories around energy and one suggests that there is a finite amount of energy in the universe. That what comes and goes between people is a constant in the world. Recently the mystic race has been decimated, with many of their number losing their powers, basically being de-mystified. So then, what happened to the power of the mystics? Where did it go?

    The answer is Daelus Orlouge. Where the man came from is a mystery, but it seems that he was either a mystic in which the residual power focused on, or a personification of the mystics' power. Since the decimation of the mystics Daelus has been showing himself to warriors of the Mystics and their allies, challenging them to battle.

    The Mystic only every appears in a glass cavern hundreds of metres high and wide. He seems to bring those he fights to him, but never says a word. Oldly enough the fight ends as soon as his blood is drawn, or all his opponents have fallen.

    Tactics: Daelus acts as a summoner rather than entering in direct combat. He seeks to keep his opponents as far away as possible using his summons. He only uses direct magic when they fail. He will generally continue to use summons until he overwhelms his opponents. Because of this, one weak person on the team could be your downfall.

    As his opponents get closer to him he casts stronger and stronger spells.

    The match ends when either all opponents are defeated or when Daelus has his blood drawn, even a small amount.

    Skills/Equipment/Attributes:
    4x Speed - Daelus can move with the speed of a martial arts expert.
    2x Strength - Daelus is about as strong as a lightweight boxer.
    4x Agility - Daelus is capable of acrobatic feats equal to an olympic gymnast.

    Sonar Hearing - Using vibrations through the glass cavern and listening to the heartbeats of those he fights he has perfect 'sight' of everything around him.

    Glass Spells - All glass used in spells are the strength of Plynt. They are immune to poison and resistant to fire and electricity.

    Glass Mine Field (6x) - Daelus sends out two dozen small glass balls the size of a soccer ball that explodes when someone goes near it. They do a fair amount of damage, and are generally used hinder those he fights.

    Rising Glass (10x) - Daelus sends glass under ground for a distance of twenty metres, the glass then rises like whip starting at Daelus and outwards in hundreds of thin spikes.

    Dancing Swords (5x) - A number of flying glass swords come from the ground, one for each opponent. They attack with the speed and strength of an average fighter but are only destroyed when the hilt is, they will fight on with a broken blade.

    Glass Wolves (5x) - A glass wolf springs from the ground, two for each opponent. The wolves attack using their teeth and are twice as fast as a normal person.

    Glass Golems (3x) - Three golems twice the size of a person are summoned. They are exceptionally strong, six times that of a normal person, but half the speed. They attack by smashing with their giant fists.

    Glass Dragons (3x) - Daelus creates two 30 metre long giant glass dragons out of extremely hard glass. Each dragon is about a hundred metres long and attacks using their teeth, claws, tails and bodies. Their size means they tend to crush or block those it fights.

    Epic Mystic Protection (6x) - Used when someone gets within one hundred metres of him, this creates a three feet thick glass dome around Daelus anywhere between one and a hundred metres in radius which explodes outwards in every direction when struck.

    Arena: The fight occurs in a giant glass cavern hundreds of metres high and wide in a near perfect dome. There is no entry or exit.

    Score Needed to Defeat: 68

    Experience/Gold/Items Earned:

    The Wolf Amulet:A small perfectly clear glass wolf head amulet. Twice a day the wielder can summon a glass wolf the strength of steel for three posts. The wolf is twice as fast as a normal person.
    -or-
    500xp and 2000gp
    Last edited by Revenant; 02-11-11 at 12:01 PM.
    "I have looked upon all that the universe has to hold of horror, and even the skies of spring and the flowers of summer must ever afterward be poison to me." - Call of Cthulhu

    David vs. Goliath: History's first recorded critical hit.
    JC Thread - The Bitter King

  8. #8
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    EXP: 91,535, Level: 13
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    Created by Hysteria

    Level - 7

    Name: Servant of N'Jal

    Appearance: The Servant of N'Jal is a huge creature half-spider, half-woman. The creature stands twenty metres high. The spider half of the woman is just as long as she is tall, with a massive round abdomen. Running down her spider half is a long red stripe. The top female half is a sickly white, opposed to her bright red glowing eyes.

    History: N'Jal created her servant to act as an avatar where she could not. It is a being of power and destruction. The avatar exists simply to kill and destroy.

    Tactics: The Servant tries to separate and eliminate her pray. Using her spells she stuns and pushes her pray apart before picking one person to focus her attacks, generally using her weapon.

    Skills/Equipment/Attributes:
    4x Speed - She can travel and attack extremely attacks.
    12x Strength - The Servant can lift over 2200 pounds.
    0.5x Agility - While she can run up sheer faces and act upside-down easily, her size means she has trouble moving easily.
    8x Endurance - The Servant can continue to fight even after suffering damage that would floor a giant.

    Enormous Bulk - The Servant is massive, able to crush most things beneath its body.

    Armored Exoskeleton - The Servant has a hard exoskeleton that is roughly equivalent in strength to steel.

    Spider's Climb - The Servant is easily able to climb up any surface and able to maneuver herself easily on any surface, even inverted.

    N'Jal's Fury - A giant halberd like spear which constantly spews incredibly hot fire. It is the strength of Dehlar.

    Web Trap Spell - The Servant sends out a massive amount of sticky spider web that easily covers a an area with a ten meter radius. The web bonds with the strength of steel and can be used 5x per thread.

    Spawn Spiders - The Servant spawns ten spiders, each the size of a dog. They are fast, but not very strong. They have a poisons bite capable of paralyzing someone for a post. Multiple bites can kill. The spiders are used to keep the fighters busy while the Servant acts. Can be used three times per thread.

    Acid Spit - The Servant rears back and unleashes a wave of acid, drenching an fifteen meter square area. The acid is easily able to burn through steel, and flesh has no chance. This can be used five times per thread.

    Venomous Bite - The Servant bites into someone and injects them with super concentrated poison, death is usually instant.

    Arena: The arena is a massive forest, with trees hundreds of meters tall and easily ten meters wide. The forest makes even the largest fighter feel tiny.

    Score Needed to Defeat: 68

    Experience/Gold/Items Earned:
    10% bonus to experience gained in this thread
    -or-
    N'Jal's Venom - A weapon enhancement that permanently coats a single weapon in acid capable of burning through steel in a minute. Damage to normal skin is greatly increased.
    "I have looked upon all that the universe has to hold of horror, and even the skies of spring and the flowers of summer must ever afterward be poison to me." - Call of Cthulhu

    David vs. Goliath: History's first recorded critical hit.
    JC Thread - The Bitter King

  9. #9
    Member
    EXP: 91,535, Level: 13
    Level completed: 11%, EXP required for next level: 12,465
    Level completed: 11%,
    EXP required for next level: 12,465
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    Name
    William Arcus
    Age
    Mid-30's (apparent age)
    Race
    Revenant
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    Created by Esmerelda

    Level - 7

    Name: Mechoid

    Appearance: Mechoid is a thirty foot tall humanoid, with unknown symbols decorating his metallic body. The best estimates that can be made guess that its weight is somewhere around thirty tons, due largely in part to its steel interior and mythril armored shell.

    History: Locals aren't sure where Mechoid came from, but their sure he first appeared during the night of storms; when, to observers, it seemed as though twelve thunderstorms collided and hit simultaneously. Since that night, Mechoid has sporadically appeared, causing damage and flattening homes and people.

    Location: Mechoid lairs somewhere near the Berevar border in Salvar, possibly in a valley, or up on a mountain somewhere.

    Skills/Equipment/Abilities:
    Crush - Mechoid weighs a significant amount. Mechoid knows this. Mechoid enjoys crushing things smaller than himself with his feet.

    Rocket Blast - Mechoid's body houses ten rockets that launch from his back. Each rocket is capable of flying up to one mile, fly at a speed of 30 feet per second, and produce a heavy blast with a radius of thirty feet.

    Laser Cannon - Mechoid's head houses a weapon that emits a beam of energy that does extreme fire and lightning damage. The cannon needs to charge after every shot and can thus only fire once every three full post rotations.

    Mechanical Strength - Mechoid was designed to clear fallen buildings in the dimension he came from. He can exert 50 tons of pressure.

    Poor Targeting - Mechoid was a construction unit, hastily outfitted for work in warzones. As a result, his target system is below average, and he frequently misses.

    Slow - Mechoid does not move very fast, and can make only one action per post.

    Score Needed to Defeat: 67

    Experience/Gold/Items Earned:
    2000gp from scavenging parts
    -or-
    Treated Mythril Shell - You've scavenged enough mythril from Mechoid's body to create a large piece of equipment. Since the mythril has already been treated, anything that is made with it costs 50% less than normal.
    "I have looked upon all that the universe has to hold of horror, and even the skies of spring and the flowers of summer must ever afterward be poison to me." - Call of Cthulhu

    David vs. Goliath: History's first recorded critical hit.
    JC Thread - The Bitter King

  10. #10
    Member
    EXP: 91,535, Level: 13
    Level completed: 11%, EXP required for next level: 12,465
    Level completed: 11%,
    EXP required for next level: 12,465
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    Revenant's Avatar

    Name
    William Arcus
    Age
    Mid-30's (apparent age)
    Race
    Revenant
    Gender
    Male
    Hair Color
    Black Stubble
    Eye Color
    Molten Fire
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    5'11"/178lbs
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    Created by Hysteria

    Level - 3

    Name: Julie The Red Maiden

    Appearance: Julie is a young woman with her own unique sense of style. She has long flowing black hair pale skin and a long crimson set of cloths.

    History: Julie was the only child of an acclaimed Citadel fighter. The man known as the Red Blade treated his daughter like a son, and she soon grew into an accomplished fighter in her own right. As the years went on the Red Blade retired and Julie took his mantle. She quickly developed her own style of fighting, ignoring the brutish direct approach for a much finer style.

    Arena: Julie fights in an massive stone church, illuminated through the glass windows from the high roof and full of pews. Julie uses the long seats as an advantage and easily maneuvers over or around them while many fighters get stuck.

    Strategy: Julie generally attacks those she sees as having an advantage over, biding her time till the moment is right. In tougher battles she'll wait until there is enough Red Fog to hide her movements before going for the kill. If she has a weakness it is her over confidence.

    Skills/Equipment/Abilities:
    2x Strength - Julie is twice as strong as the average fighter.
    5x Speed - Julie can move and react with lightning reflexes.
    5x Endurance - Julie is tough enough to shrug off attacks that would render most fighters useless.

    Sword Dance - Julie uses her two massive blades and a combination of acrobatic movements to expertly perform her fighting style, Sword Dancing.

    Twin Swords - The massive twin swords she carries used to belong to her father and are fashioned from master crafted Delyn.

    Crimson Cloth - Julie can use her imbued cloth to seal minor wounds instantly, though doing so renders her unable to do anything else for that post.

    Red Fog - Julie's enchanted clothes excrete a fine red fog that hangs in the air. The longer she fights for the more of the fog is put into the air. Julie uses the fog to hide her movements in and strike when close.

    Score Needed to Defeat: 60

    Experience/Gold/Items Earned:
    350xp
    -or-
    Red Maiden's Cloth - This length of cloth looks like a normal crimson scarf. However, when wrapped around a wound it will minorly slow bleeding.
    -or-
    Blade of the Red Maiden - A single Delyn blade of masterwork quality.
    Last edited by Revenant; 02-11-11 at 12:04 PM.
    "I have looked upon all that the universe has to hold of horror, and even the skies of spring and the flowers of summer must ever afterward be poison to me." - Call of Cthulhu

    David vs. Goliath: History's first recorded critical hit.
    JC Thread - The Bitter King

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