Name(s):
- Nostromo (Username/Alias)
- Vladimir Palefire ("Lore" name)
Gender:
- Male
Height:
- 188cm
Race:
- Vampire
Race Traits:
- Fast Regeneration: Vampires have a very fast natural regeneration. This allows them to act as "tanks" despite their low HP and DEF, as they can often heal faster than they take damage.
- Evil Eye of Temptation: Vampires possess a natural aura of charisma, and have bonuses to persuasion, trade and intimidation skills.
- Life Absorption: Vampires feed on the life-force of the living, and can restore HP and MP by sucking the blood of humanoid enemies.
- Create Lesser Race by Bloodsucking: Vampires can choose to convert creatures they have bitten into Lesser Vampires, enthralled to their service as summons.
- Weapon Resistance: Powerful undead creatures, Vampires have inherent resistances to every weapon damage type.
- Ice-type Damage Resistance: Vampires are resistant to ice-type damage, and cannot be debuffed by ice-type spells.
Title:
- Master of Crypts
Residence:
- Librarium, the Ragnavault
Alignment:
- True Neutral
Sense of Justice:
- -250
Racial level:40
- Vampire (15)
- True Vampire (10)
- Other (15)
Job level: 60
- Blood Drinker (5)
- Cursed Knight (10)
- Prince of Darkness (5)
- Tomb Raider (10)
- Other (30)
Stats:
- HP: 75
- MP: 60
- PHY. ATK: 85
- PHY. DEF: 60
- AGILITY: 90
- MAG. ATK: 70
- MAG. DEF: 40
- RESIST: 65
- SPECIAL: 95
- Total: 640
Spells:
- All Appraisal Magic Item
- Animate Dead: Nostromo can create summons from the corpses of his enemies. As a vampire, these summons can be lesser vampires.
- Blood Armament: Nostromo can create high-quality equipment with no special abilities from the blood of himself or his enemies.
- Blood Drain: Nostromo can drain the blood of his enemies, adding to his blood pool or to feed or heal himself without having to bite them. This is considered unholy damage.
- Blood Omen: A high-powered version of Blood Drain, Blood Omen instantly drains the blood of all enemies in Nostromo's immediate vicinity and adds their blood to his blood pool.
- Blood Pool: By draining the blood of his enemies, Nostromo can use their blood in place of MP to cast spells.
- Change Shape: Nostramo can assume the form of such creatures as Dire Bats and Dire Wolves. This power is also used to assume the form of the "True Vampire," an unholy creature of endless bloodlust and insatiable hunger.
- Children of the Eclipse: A powerful summon spell, allowing Nostromo to summon hordes of undead, dark and unholy creatures.
- Chill Touch: Nostramo deals ice damage to anything he touches. Can be imbued into weapons as a temporary enchantment.
- Create Lesser Item: Nostromo can create simple items, such as lockpicks, counterbalances and lengths of rope.
- Detect Trap: A passive spell that allows Nostromo to intuitively sense traps.
- Disable Device: Causes a mechanical assembly to malfunction or break down.
- Dominate: Nostromo can overwhelm the minds of NPCs at lower levels than his own, turning them to his side. Does not work on undead or psychically-immune creatures.
- Dread Rejuvenation: Upon reaching zero HP, Nostromo automatically casts Gaseous Form and escapes to his coffin to recover. After one hour he will recover to 1 HP, at which point his normal regeneration resumes. Until then, he is helpless and is subject to permanent destruction.
- Energy Drain: Nostromo drains the life-force of an enemy and uses it to restore his HP. Counts as negative damage, and can be used to heal undead creatures.
- False Life: Nostromo can temporarily mimic the signs of life of a normal creature, allowing him to pass as a human. Color returns to his skin, his eyes turn from red to blue, and he gains a pulse and body heat. However, this does not disguise his aura, which is still that of an undead.
- Finger of Death:Instantly kills any creature with less than 101 HP that Nostramo touches, as long as they have no resistances to magic or negative damage.
- Fly
- Gaseous Form: Nostromo assumes the form of a cloud of smoke or mist. In this form he can fly as quickly as he can normally move, and is impervious to any martial attack, many magical attacks, and vampiric weaknesses such as sunlight and running water, but he cannot attack or interact with any items.
- Greater Darkness: Surrounds the area around Nostromo with inky darkness. Blocks out sunlight, and blinds anyone without darksight or blindsight.
- Greater Invisibility: Nostromo becomes detectable only with the use of high-level magic.
- Greater Lethal: A brute-force attack with negative damage. Heals undead creatures.
- Greater Teleportation: Allows instant transmission across any distance.
- Magic Destruction: Destroys any item that is not magical or magically warded.
- Mastermind: Nostromo can take over the mind of any creature he has dominated, and use their body as his own. Leaves his own body defenseless when this is used.
- Message
- Mist Shapes: Nostromo can conjure mist or smoke, and create shapes and illusions out of them that can persist until he dispels them.
- Power Word: Kill: Inflicts overwhelming negative damage to a single target. Without high-level magic resistance, death is assured.
- Regeneration: A passive spell that slowly restores Nostromo's HP.
- Remove Curse: Removes debuffs from booby-trapped or stolen equipment.
- Scabrous Claws: Nostromo's fingers transform into lengthy claws that inflict poison and unholy damage.
- Shadow Form: Nostromo assumes the form of a living shadow, allowing him instantaneous movement and invulnerability as long as he is in darkness. However, any light at all will inflict damage onto him in this form; rather than only sunlight.
- Silence: Nostromo extinguishes all sound in a vast area around him. Disrupts some forms of spellcasting.
- Spider Climb: Nostromo can climb on sheer surfaces.
- Summon Household: Summons vast swarms of low-level vampiric creatures such as bats and wolves.
- Swarm Form: Nostromo assumes the form of a large number of small creatures such as bats or spiders equal to his mass. The swarm must stay relatively cohesive for Nostromo to reform perfectly. Any lost or killed members of the swarm result in Nostromo losing HP relative to the percentage of the swarm lost when he reforms.
- Symbol of Death: A rune-based trap that inflicts overwhelming negative damage to a single opponent.
- Telekinesis: Nostromo can manipulate small objects without touching them.
- Vampiric Touch: Nostromo deals unholy damage to anything he touches. Can be imbued into weapons as a temporary enchantment.
Skills:
- Armor Mastery: Nostromo's damage taken is automatically reduced by 10% when he is wearing armor.
- Armor Training: Nostromo can move at full speed, and receives no AGILITY penalties when wearing medium or heavy armor.
- Combat Expertise: By cautiously lowering his PHY. ATK, Nostromo can temporarily buff his PHY. DEF.
- Defensive Parry: Nostromo's defense is buffed whenever he parries an attack with his weapon.
- Disarming Strike: With a specialized technique, Nostromo can disarm martial enemies by attacking.
- Evasion: Even magical and unusual attacks can be evaded by Nostromo, as even an attack that deals damage on a miss can be fully evaded to deal no damage.
- Lightning Reflexes: Nostromo's reflexes are supernaturally sharp, giving him bonuses to dodge attacks.
- Master Strike: On a successful sneak attack, Nostromo can choose to paralyze, knock unconscious or instantly kill an enemy (if they are of a sufficiently low level, in the lattermost case).
- Science of the Blade: Nostromo's advanced bladework can be used to trip, confuse or stun enemies.
- Sneak Attack: If Nostromo is undetected by his enemies, the first attack of each combat is an automatic critical hit.
- Stealth: Utilizing his AGILITY, Nostromo can evade detection by enemies.
- Steel Net: Nostromo strikes with such speed and ferocity that he automatically parries enemy attacks, giving him a significant PHY. DEF bonus.
- Surgical Strike: Nostromo attacks with such precision that he can disable his foes, giving them debuffs to their stats on successful strikes.
- Uncanny Dodge: Nostromo's intuition is so sharp that he cannot be flanked or sneak attacked.
- Unstoppable Strike: An attack of overwhelming strength, Nostromo ignores his enemies defensive bonuses and armor.
- Weapon Mastery: Longsword: When wielding his mastered weapon, Nostromo cannot be disarmed, deals critical hits automatically, and his critical hit damage multiplier is increased by one.
- Weapon Training: Heavy Blade, Light Blade, Unarmed: Nostromo is proficient in all weapons that fall under the trained classes, and as such can wield them without penalties, as well as gain any proficiency bonuses from them.
Equipment:
- Parasite Blade: Nostromo's only Divine item, and his most coveted possession. The Parasite Blade is a remarkably powerful weapon, inflicting negative and unholy damage on successful attacks, and possessing a life-drain enchantment. Not only does the Parasite Blade steal HP and MP from its victims and pass it on to Nostromo, it also drains stats and buffs Nostromo accordingly. However, the Parasite Blade requires a still-living target; once its victim dies, Nostromo's stat buffs vanish.
- Blood Knight Armor: Legendary class armor, and Nostromo's heavy armor of choice. The Blood Knight armor buffs Nostromo's evasion and magical defense, and carries the unique property of inflicting a bleed effect on any enemy that attacks him.
- Oathbreaker Armor: Relic class heavy armor, the Oathbreaker Armor offers exceptional protection, and confers immunity to dark, fire and unholy damage, similar to the racial traits of greater demons.
- Vampire Prince Armor: Relic Class medium armor, Vampire Prince Armor is enchanted to buff AGILITY skills, such as evasion and stealth, and enhances Nostromo's carrying capacity with its numerous pockets and secret compartments. This is Nostromo's armor of choice when not engaged in heavy combat.
- Bloodstone: A massive, blood-red gemstone, the Bloodstone is a Legendary class item that synergizes with Nostromo's blood pool. The Bloodstone serves as a storage space for the blood pool, allowing Nostromo to disguise how much blood he has saved up, and allows him to draw HP as well as MP from his blood pool. It is usually worn embedded in Nostromo's armor.
- Unscythe: A terrible Legendary class weapon that deals heavy unholy damage, on a killing blow the Unscythe destroys the soul of its victim and raises their body as a mindless undead servant, skills and stats intact. Creatures killed with the Unscythe can only be resurrected by Over-rank magic, or Divine or World class items.
- Bloodchief Blade: A relatively simple Legacy class weapon, the Bloodchief Blade has synergy with the Vampire racial class, and provides a stacking PHY. ATK buff with each successful attack.
- Mindflayer Blade: An interesting Legendary class weapon, the Mindflayer Blade is specialized to kill casters. On strike it inflicts a unique "MP-bleed" effect, slowly draining the victim's MP until the debuff is removed. This effect stacks with each successful strike.
- Stoneforge Blade: A custom Legendary item crafted for Nostromo by ToastyEnji~nia, the Stoneforge blade is a huge, cumbersome weapon that is virtually indestructible. It has no special enchantments, but its weight is so massive that only a specialized Weapon Master such as Nostromo can wield it and inflict its full, massive damage. The force of the Stoneforge Blade is so great that it shatters enemy armor, destroying items that are not magically warded and inflicting a heavy PHY. DEF debuff.
- Heartspan: An Artifact weapon of Legendary Class, the greatsword Heartspan is a strange weapon. Its special enchantment only allows it to be wielded by heteromorphic races. At the same time, the weapon deals huge amounts of both holy and unholy damage to only heteromorphic races. Nostromo searches for the lore of this Artifact to this day.
- Whispering Blade:A Legendary class Artifact weapon, the Whispering Blade is an enigma to Nostromo. It serves no clear purpose, beyond being a small and relatively weak dagger. However, when Nostromo holds it, he hears strange whispers in an unknown language. While he believes it's related to a canceled event-based encounter, the Whispering Blade continues to be a source of great interest and intrigue to Nostromo.
- Nostromo possesses many enchanted rings and amulets from his exploring and adventuring, and frequently swaps them out to gain different advantages depending on the situation. As well, he usually carries many utility items and potions of lower classes to allow him situational flexibility.
Bio:
- In the heyday of YGGDRASIL, Nostromo was a university student, majoring in Literature. An intelligent young man, he was fluent in English and greatly enjoyed works of Western literature from the last few centuries. However, he seemed to still possess a remnant of "eight-grade syndrome" from his younger days, and his most preferred works were generally gothic horror. This was made clear in his YGGDRASIL character, which he created to join a roleplaying guild. As was customary, Nostromo had a lengthy backstory and character analysis written up for this character, including theme songs he considered poignant and a family tree. While playing as the character "Vladimir Palefire" (named after Nostromo's favorite author), he enjoyed a fair amount of popularity in his guild, and eventually reached the level cap.
A roleplayer first, Nostromo leveled his character according to his backstory and occupation. "Vladimir Palefire" was a dungeon raider and treasure hunter extraordinaire, as he lusted after ancient relics and secret magic. As such, the character itself ended up being far from optimized by YGGDRASIL standards, but was still fairly competent by the benefit of its high level, strong racial classes and variety of items. When Nostromo's roleplaying guild collapsed from intra-guild conflict, Nostromo joined an "information brokering" guild that an IRL friend of his had joined. Disillusioned by the fall of his former guild, Nostromo did little to participate in guild activities. Most other members seemed focused on amassing a fortune from exploiting other players, and almost none cared about the story and character that Nostromo had put so much effort into. Most of his playtime was spent delving dungeons and boss lairs for lore and rare items. He paid his dues to the guild (as one had to in order to receive guild benefits), but quietly amassed his own private fortune. Despite his isolationism, Nostromo came to achieve a certain level of respect in the guild for his comprehensive articles on the lore and history of YGGDRASIL's settings and characters.
As a player, Nostromo was generally friendly and cooperative, though he could be domineering at times and was overly serious when it came to the story of the game and his own character. Playing the role of "Vladimir Palefire," Nostromo represented himself as a calculating yet passionate treasure hunter, adept in pursuits of the mind and the body. His passion for literature shined through frequently, often naming custom items and NPCs after his favorite books, authors and characters. Since the emergence of the New World, Nostromo has attempted to merge with the persona of his character, with limited results. While he puts on airs of dark sophistication, Nostromo as a person is too excitable and geeky to be taken seriously as a dark-hearted vampire. This is never more apparent than when he is exposed to a certain character type, upon which he loses grasp of the majority of his dignity and self control.
While initially disappointed by the apparent disappearance of YGGDRASIL (as he had not yet learned all of the MMO's secrets), Nostromo is excited by the prospect of a new world to explore and learn about. Nostromo has "updated" the story of his character, claiming that "Vladimir Palefire" has slept for untold aeons, and has awoken into a new world that is alien to him. To avoid confusion, his character had adopted the alias "Nostromo," upon his reawakening. Nostromo spends his time between scouring the various archives and libraries that he can find in the world, and transcribing what he learns into the records in his personal chamber in the Deadship, "the Librarium."
Other:
- I'll update this with fun stuff later.
Name(s):
- Wolfgang Regent Helsing
Gender:
- Male
Height:
- 175cm
Race:
- Werewolf
Race Traits:
- Skinchanger: Werewolves possess the natural ability to shapeshift between the forms of a normal human, a feral wolflike humanoid, a beastial fusion of a wolf and a man, a primal dire wolf, and a normal wolf. Each of these forms modify seemingly modest stats with potent bonuses. Humanoid forms provide bonuses to PHY. DEF, lupine forms provide bonuses to AGILITY, and intermediary forms provide bonuses to PHY. ATK.
- Luna's Blessing: Werewolves possess a powerful regeneration ability that can restore lost limbs, and resistances to ice, fire and poison-type damage. When outdoors under a full moon, Werewolves are granted a bonuses to all stats, and become immune to critical hits.
- Curse of Silver: Werewolves are severely weak to silver. They cannot equip any items forged from silver, and take greatly increased damage from any weapons forged from silver. In addition, they are weak to holy-type damage, and any weapon enchanted to deal holy damage is treated as a silver weapon. Damage taken from silver stuns a Werewolf's regeneration until they receive healing from another source.
- Wolfkin: Wolves, Dire Wolves and similar creatures view Werewolves as being no different than they, for better or worse. Werewolves can communicate with wolves in any form, and can recruit them as temporary allies. Notably, dogs and other smaller "prey animals" can also detect Werewolves, and react with either fear or aggression.
Title:
- The Gentleman Prizefighter
Residence:
- Ragnavault
Alignment:
- Lawful Neutral
Sense of Justice:
- -50
Racial level:25
- Werewolf (15)
- Fenrisulfr (10)
Job level: 70
- Striker (10)
- Brawler (5)
- Boxer (10)
- Hunter (5)
- Other (40)
Stats:
- HP: 90
- MP: 25
- PHY. ATK: 80 (90 in Wolfman or Dire Wolf form, 100 in Werewolf form)
- PHY. DEF: 80 (90 in Werewolf form, 95 in Wolfman form, 100 in Human form)
- AGILITY: 80 (90 in Werewolf form, 95 in Dire Wolf form, 100 in Wolf form)
- MAG. ATK: 65
- MAG. DEF: 70
- RESIST: 70
- SPECIAL: 80
- Total: 520 (Up to 580 in Werewolf Form)
Spells:
- Blood Rage: Automatically activated if Wolfgang drops below 25% HP, the Blood Rage forcibly transforms Wolfgang into his true Werewolf form, and buffs his PHY. stats and AGILITY to EXCEEDS LIMIT. His regenerative ability is doubled, and he becomes immune to stunning effects, psychic attacks and critical hits. However, he loses the ability to distinguish friend from foe, and attacks anyone that he can sense without mercy. While the Blood Rage is active, Wolfgang's RESIST stat slowly drops, and the rage ends when it reaches zero. The rage can also end prematurely if Wolfgang is knocked unconscious or killed.
- Change Shape: Wolfgang transforms from one of his Werewolf forms to another. While he can transform parts of his body near-instantaneously, a full transformation takes several seconds to complete, and completely drains his MP. A new transformation cannot be initiated until his MP is fully restored.
- Dwarf King's Claws: Wolfgang sharpens his claws so that they may cut through stone and metal as though they were paper. Destroys enemy armor with successful claw attacks.
- Fangs of the North: Wolfgang's fangs seethe with blue smoke and transform into wicked daggers of ice. Biting attacks deal ice-type damage, which leave festering wounds that impede regeneration effects.
- Glory Scars: The power of Wolfgang's ancestor spirits flows through him, imbuing him with supernatural vitality. Any wounds Wolfgang incurs, including lost limbs, are immediately "healed" and filled with a silver light. This provides no advantages, other than ensuring that he retains full fighting capability until the spell expires at the end of combat.
- Howl of the Hunter: Wolfgang howls, marking his prey for his allies to see. All hostile or neutral NPCs are able to be tracked through any terrain or obstructions for a great distance by Wolfgang or his allies, as long as this spell is active. Only one Howl can be active at a time.
- Howl of the Night: Wolfgang howls, filling his prey with the fear of the ultimate hunter. All hostile or neutral NPCs of sufficiently low level are given the "fear" status effect, and run for their lives until they are incapacitated or the spell expires. Only one Howl can be active at a time.
- Howl of the Pack: Wolfgang howls, calling his packmates to the hunt. Any nearby Wolves, Dire Wolves or Werewolves become allies to Wolfgang until the spell expires. If there are no wolfkin nearby, he instead summons three level 20 Spirit Wolves for the same duration. Only one Howl can be active at a time.
- Howl of the North: Wolfgang howls, calling the winds of winter to aid his hunt. A harsh blizzard fills the area, giving Wolfgang and his allies concealment, and dealing light ice damage to any creatures without ice resistance caught in the blizzard. Only one Howl can be active at a time.
- Message
- Summon the Wolf King: The ultimate ability of Wolfgang's bloodline, he summons the almighty ancestor spirit of the God-Killer Wolf, a level 90 divine summon. The Wolf King is unspeakably strong and fast, and is immune to any type of magic damage. It will remain until defeated, or all of the enemies it can detect are dead. However, as payment for its summoning, it will bite off the hand (or another limb) of its summoner before disappearing. This limb cannot be regenerated without the use of Over-Rank magic, or a Divine or World class item.
Skills:
- Adamantine Fist: When calculating resistances and damage, Wolfgang's unarmed attacks are considered to be adamantine-forged, Legendary-class magic weapons.
- Befuddling Strike: On a successful unarmed strike, Wolfgang can inflict a "confused" status debuff to his enemy by striking a disorienting area. Makes enemies more likely to miss attacks until the debuff expires, and can be stacked.
- Bleeding Strike: On a successful unarmed strike, Wolfgang can inflict a "bleed" damage effect on his enemy by striking a sensitive orifice such as a nose or eye. Wears off over time, but can be stacked.
- Carnivore: Wolfgang can devour the corpse of any enemy that has flesh to restore a considerable amount of his HP. Undead and some poisonous enemies may provide poison damage instead, if they outscale Wolfgang's poison resistance.
- Clean Hit: By analyzing his enemy, Wolfgang can ensure that his next attack will connect as a critical hit. Cannot be used for the first attack of combat.
- Corner: A "crowd control" technique; by using his skill in footwork and reading body language, Wolfgang can confine an enemy to a small area. Should the confined enemy attempt to leave their space, Wolfgang can strike them with an unavoidable attack.
- Cross Counter: If a martial attack misses Wolfgang, he can immediately follow up with an unavoidable unarmed strike.
- Deflect Arrows: Wolfgang can block ranged attacks with successful unarmed strikes.
- Disarm: On a successful unarmed strike, Wolfgang can choose to cancel the damage to force his enemy to drop their weapon or equipment.
- Evasion: Even magical and unusual attacks can be evaded by Wolfgang, as even an attack that deals damage on a miss can be fully evaded to deal no damage.
- Feint: Wolfgang enters a seemingly-open stance, luring his enemy in for an attack. If an opponent attacks him in this stance, the attack will automatically miss, and Wolfgang can strike his opponent with an unavoidable attack.
- Feral Combat: Wolfgang can utilize his unarmed skills with natural weapons such as claws and teeth.
- Flurry of Blows: Wolfgang can chain together multiple unarmed strikes, proportionate to his AGILITY stat.
- Grapple: Wolfgang can put his opponent into a grapple, restricting their movement and making his attacks unavoidable. However, Wolfgang can only have one arm free when grappling, and cannot avoid the attacks of the grappled opponent.
- Guard: Wolfgang's defensive posture is flawless, and he passively resists sneak attacks and critical hits. Each has a 50% chance to fail, even if guaranteed.
- Guard Break: On a successful unarmed strike, Wolfgang can break through his opponents defenses and debuff their PHY. DEF stat. Wears off over time, but can be stacked.
- High Jump: Wolfgang hasn't neglected to train his lower body, and can jump a maximum of 30m into the air.
- Hurricane Blow: On a successful unarmed strike, Wolfgang can brutally overpower his opponent and knock them backwards up to 15m.
- Jabbing Master: With each consecutive successful strike, Wolfgang deals more damage to an opponent. The second strike deals 2x damage, the third deals 3x damage, etc.
- Jawbreaker: On a successful unarmed strike, Wolfgang breaks the jaw of his opponent, disabling their mouth and inflicting a "silenced" status debuff, disabling them from casting most spells until the end of combat.
- Knockout: On a successful unarmed strike, Wolfgang can beat a sufficiently weakened opponent into unconsciousness. Opponents with less than 50% HP have a chance to be immediately knocked unconscious, the chance increasing as their health is lowered.
- Lightning Blow: An extremely fast attack, allowing Wolfgang to close large distances quickly.
- Naturally Tough: Through harsh training, Wolfgang has gained resistances to all martial damage types.
- Pummel: On a successful unarmed strike, Wolfgang can mercilessly beat his opponent, and follow up any special unarmed strike skill with a normal, unavoidable unarmed strike.
- Queensbury Rules: By holding himself to the standard of good sportsmanship, Wolfgang can increase the speed and power of his attacks. However, as long as he uses this skill, he can only strike with his fists, cannot use special unarmed strike skills, and cannot grapple.
- Slowfall: Good footwork is useful anywhere. Wolfgang can slow his speed when in freefall so as to not take falling damage.
- Southpaw: Wolfgang can take a beating better than most of his opponents. With each successful attack against him, the attacking opponent's PHY. ATK, PHY. DEF and AGILITY slightly decrease. Wears off over time, but can be stacked.
- Stunning Fist: On a successful unarmed strike, Wolfgang can inflict a "stunned" status debuff by discombobulating his opponent. Wears off over time.
- Toccata: A secret technique; Wolfgang's movements become so fast and precise that he disappears from sight, and is detectable only by the frantic sound of his footwork.
- Tornado Blow: A wide-ranged attack, Wolfgang can strike multiple opponents at once with his unarmed attack.
- Tracker: Based purely on environmental data (such as tracks, sounds and smells), Wolfgang can determine what creatures are in an area, and can track them down in a matter of minutes.
- Trip: On a successful unarmed strike, Wolfgang can throw his opponent off balance and inflicting the "prone" status debuff. This immobilizes enemies until they get back on their feet.
- Unarmed Strike: Wolfgang is considered armed even when wielding no weapons, and any striking point on his body is considered a light weapon with damage proportional to his PHY. ATK.
- Unarmored Defense: Wolfgang is considered armored even when wearing no armor, and can resist damage relative to his PHY. DEF, and avoid attacks relative to his AGILITY.
- Whole Rest Silence: An ultimate technique: Wolfgang becomes hypersensitive to opponent's movements, and can detect the split-second where they are most vulnerable while attacking. He can then cross-counter an opponent's attack with damage on par with a Divine-class weapon.
Equipment:
- Fine Tuxedo
- White Gloves
- Silk Handkerchief
Bio:
- One of the NPCs of the Ragnavault created by Nostromo, Wolfgang Regent Helsing is unique in that he is neither a floor nor area guardian, and is not assigned to a specific location within the guildhall. Rather, Wolfgang (as he is usually referred to) is normally found at the side of his creator, or otherwise running errands for Nostromo. Wolfgang is somewhat out of place aesthetically within the Ragnavault, as is his master, as he was originally created as a part of Nostromo's previous guild, and his data was ported over to the Syndicate NPC roster.
As is his wont, Nostromo wrote a lengthy backstory and complex personality for his "pet" NPC. Wolfgang is the valet and companion of the vampire Vladimir Palefire (the "true name" of Nostromo's character), and the latest in a long line of Werewolf servants in the Helsing family. Their bloodline was saved from destruction at the hands of overzealous crusaders generations ago by Palefire, and the Werewolf clan of the Helsing Forest pledged undying loyalty to their vampiric savior.
Wolfgang serves Nostromo as his father served, and his father before him. As his valet, Wolgang attends to all of Nostromo's personal needs, such as preparing his meals and attire, cleaning his quarters and driving his carriage. However, until the Syndicate's emergence into the New World, Wolfgang's "services" were limited to functioning as a packmule during Nostromo's dungeon crawls. Wolfgang is also a skilled fighter, specializing in unarmed strikes in the style of boxing. However, when facing more serious opponents, Wolfgang will resort to using his natural, terrifying power as a Werewolf, as well as the mystical arts of his bloodline. Wolfgang puts his martial skills to use in being his master's "bodyguard," though as Nostromo is perfectly capable of defending himself against nearly any opponent, he usually leaves Wolfgang to clean up "trash" that he himself cannot be bothered with.
While a barely-concealed pastiche of various conventions of popular fiction, Wolfgang has a rather unique personality to contrast with his rather unoriginal concept and name. While perfectly polite and maintaining the airs of a gentleman, Wolfgang is remarkably aggressive in demeanor, and possesses both an overbearing confidence that easily treads into arrogance, and a barely-contained bloodlust. While perfectly loyal to his master and dedicated to his needs, Wolfgang eagerly seeks powerful opponents to test his skills against. He displays utter disdain for those below him in combat ability, but has genuine respect for those equal or greater than him. Even to NPCs of the Ragnavault of a higher level than him, Wolfgang is a threatening personage, due to his tightly-optimized combat ability, and the high level of violence he is willing to commit.
Other:
- While Wolfgang is the latest of many Werewolf butlers in Nostromo's backstory, he is in fact the only NPC in this role that the player has created. Before the shutdown of YGGDRASIL, Nostromo was considering coding in a family for Wolfgang. While this is impossible now, he is still mulling over the possibility of Wolfgang truly starting a family in the new world to ensure the continuation of the Helsing lineage.
Name(s):
- Kizumono Mary
Gender:
- Female
Height:
- 107cm
Race:
- Zombie
Race Traits:
- Unholy Strength: Zombies are three times as strong as their body would be if still living.
- Undead: Zombies are damaged by positive (healing) energy, and healed by negative-type damage. In addition, they are immune to psychic and fear-based magic, and resist ice and electric-type damage. However, they are weak against fire, holy and light-type damage.
- It Will Not Die: Zombies can only be killed by decapitation or destruction of the head. In YGGDRASIL, zombies with this ability could not be reduced to below 1 HP without a critical hit.
- Zombie Plague: Humanoid creatures killed by zombies become Zombie Slave summons, equal to one third the level of the zombie that killed them.
Title:
- The Nechronicler
Residence:
- Librarium, the Ragnavault
Alignment:
- Chaotic Neutral
Sense of Justice:
- -50
Racial level:30
- Zombie (15)
- Homunculus (10)
- Promethean (5)
Job level: 15
- Medic (5)
- Necromancer (5)
- Scribe (10)
Stats:
- HP: 100
- MP: 20
- PHY. ATK: 10
- PHY. DEF: 80
- AGILITY: 10
- MAG. ATK: 20
- MAG. DEF: 70
- RESIST: 100
- SPECIAL: 10
- Total: 420
Spells:
- Animate Dead: Mary can raise weak undead from enemy corpses to serve as summons.
- Atlas Strength: An improved version of Brute Strength, Mary can magically enhance her physical strength to endure impossible burdens and live enormous weights.
- Blast Rune: A rune that, when read at close range or stepped on, deals light explosive damage.
- Brute Strength: Mary can increase her physical strength well beyond that which her body should be capable of, but only when out of combat.
- Create Homunculus: Mary can infuse a corpse with artificial life, creating a Homunculus, a mid-level undead summon with high magic resistance.
- Erase: Remove an existing rune, inscription, glyph or written seal.
- Explosive Rune: A rune that, when read at close range or stepped on, deals moderate explosive damage.
- Glyph of Warding: When an area or object inscribed with this glyph is entered or interacted with, light negative-type damage is dealt to that person over time.
- Inscribe Rune: Mary can inscribe magical runes on weapons, armor and creatures, as well as the environment.
- It's Alive!: If dismembered, Mary can control her appendages remotely, and have a vague sense of the area around them. Severed appendages can be easily reattached, but this does not heal damage dealt to HP.
- Lesser Binding: Mary can trap and seal weak summoned creatures, immobilizing and pacifying them.
- Lesser Gate: Mary can move small groups of people or small quantities of objects between two points instantaneously.
- Lesser Lethal: Inflicts light negative damage, or heals undead creatures.
- Lightning: A weak electric-type attack.
- Lightning Rod: Mary attracts aggro for electric-type attacks, and can redirect electric magic toward herself.
- Message
- One Size Fits All: Mary can use body parts other than her own to replace missing limbs and organs, and they will automatically resize to fit her.
- Scribe Scroll: Mary can create a magic scroll, which serves as a "stored" casting of any spell she knows.
- Secret Page: Mary can disguise a page to read with text that is not actually written on it, obscuring the true text. The true text can include a magic rune.
- Shock Therapy: Mary is immune to electric-type damage, and is healed by it, similar to negative-type damage.
- Shock Touch: Mary deals electric-type damage to anything she touches. Can be imbued into weapons as a temporary enchantment.
- Spell Rune: A rune that, when read at close range or stepped on, casts a chosen spell that Mary knows.
Skills:
- Access Wound: Mary can judge, at a glance, the HP of a humanoid enemy or ally.
- Anatomy Expert: Mary can identify the weak points of humanoid enemies, and increase the critical hit chance of her allies.
- Copy Inscription: Mary can duplicate an inscribed glyph, even if she could not create it normally.
- Copy Scroll: Mary can duplicate an inscribed scroll, even if she could not create it normally.
- Craft Pigment: Mary can distill herbs and minerals into pigment, which can then be used to make mystic ink, which is used in creating glyphs and scrolls.
- Craft Scroll: Mary can create a "blank" magical scroll, which can be imbued with a spell cast by anyone, rather than only Mary.
- Field Medic: Mary can use her Heal skill in the middle of battle.
- Heal: By using medical supplies and expertise, Mary can restore hitpoints to humanoid allies. This can be used to provide first aid, provide long-term care, treat deadly wounds, treat poison, treat disease and revive fallen allies. Mary can also identify common drugs and pharmaceuticals (not including potions).
- Inscribe Glyph: Mary can create mystic glyphs, which when carried by allies, imbue them with buffs and unique abilities. The potency of the buff depends on the quality of the mystic ink it was written in.
Equipment:
- Healer's kit: A collection of bandages, herbs, ointments, salves, needles, scalpels, sutures and antidotes. Used by the Heal skill.
- Scribe's kit: A collection of paper, brushes, pens, inkpots, a pestle and mortar, wax, seals and envelopes. Used for encryption skills.
- Mystic Ink: Ink made from special ingredients, infused with magic to create glyphs.
- Pigments: Raw materials from herbs and minerals, used to create inks.
- Typhoid Knife: A major-class weapon, the Typhoid Knife is a small dagger that inflicts lasting poison damage when it strikes. Interestingly, this poison damage can spread to enemies in close proximity of those struck, without the need to be struck, themselves.
Bio:
- One of the NPCs of the Ragnavault created by Nostromo, Kizumono Mary (usually just referred to as Mary) is the Area Guardian of the Librarium. That said, she is not built for combat, and mostly serves to keep the Librarium clean and (a certain definition of) organized. She also serves as Nostromo's scribe, transcribing his discoveries and adventures as he dictates them to her. As a member of the uncommon Scribe class, Mary occasionally crafts unique scrolls and glyphs for the benefit of her creator, or the other members of the Syndicate.
Mary's ineffectuality as an Area Guardian is something of a running joke in the Ragnavault. Despite her impressive HP pool, DEF stats and defensive abilities, she has very weak offensive power, and generally serves as a distraction until stronger players or NPCs can reach invaders. Mary has been completely dismembered by PKers raiding the Ragnavault on several occasions, and has been forced to stitch herself back up every time.
With the programmed personality of an insatiably curious (if sometimes bratty) little sister, Mary is somewhat well-liked among the players and NPCs of the Syndicate, and Nostromo is fiercely protective of her. Mary enjoys playing grotesque and macabre pranks on people, usually with the benefit of her detachable limbs and vestigial organs. When these pranks are played on the less tolerant members of the guild, they usually end with her being dismembered (yet again), and forced to annoyedly repair herself (again). She is very well aware of her lackluster combat ability, and treats battle as a tedious chore, as she feels no pain, and most of the time can predict how the battle will end. That is to say, with her in pieces.
Other:
- Unlike with his other created NPC, Nostromo has no real backstory written out for Mary, and made her just to appeal to his own interests.