Hidden 8 yrs ago Post by Nightknight
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Hidden 8 yrs ago Post by Flamelord
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I want you to know that I blame the Imperium for this.
Hidden 8 yrs ago Post by Savato
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Wait until the next batch comes.

You'll blame the Na- Aristocrates.
Hidden 8 yrs ago Post by Flamelord
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I'm also going to congratulate the GM's on ruining basically every plan that I had thought up to this point for my faction. Good job.
Hidden 8 yrs ago Post by thewizardguy
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@Flamelord
Really can't predict what you're trying to do, but if you want help working around that, send me a PM. I'll see if I can assist you in letting it work. Believe me, there was no intention to ruin your fun.
Hidden 8 yrs ago Post by Nightknight
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I want you to know that I blame the Imperium for this.


lol
Hidden 8 yrs ago Post by Flamelord
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@Flamelord
Really can't predict what you're trying to do, but if you want help working around that, send me a PM. I'll see if I can assist you in letting it work. Believe me, there was no intention to ruin your fun.


I mean, most of my plans involved being able to interact and having some factional conflict, not having an immediate world ending threat dropped on the major players at ga me start.

Don't worry though, I have a new plan. You'll probably hate it, but it's not like the planet can get more screwed right?
Hidden 8 yrs ago Post by Savato
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Oh yeah just a side note, Arcadia can't be completely destroyed. As in, the planet is immune to all Planet Busting initiative.

If it wasn't, the Outliners would have done it from the very start.
Hidden 8 yrs ago Post by Gentlemanvaultboy
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All you need to do is lure a bunch of Orks here and pit them against the Tyranids, there's no way that would somehow result in both sides getting much stronger or anything catastrophic like that.
Hidden 8 yrs ago Post by thewizardguy
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@Flamelord
The conflict, at the moment, is limited to the area of the peace meeting. Only the ships and people in that particular area are currently threatened. While the Tyranid may expand their territory and become a larger threat in time, for the moment they're merely an omen of bad things to come. So feel free to do faction interactions.
Hidden 8 yrs ago Post by Nightknight
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Standard General Pit Fiend Stats

Personality: It typically varies from Pit Fiend to Pit Fiend, but almost all of them are universally cruel, sadistic, merciless, and several other vile adjectives.

Abilities:

Devil Physiology: All Devils are immune to Heat and Poison, lack vital organs, can resist most environmental conditions, do not age, and do not require the need to eat, breathe, or sleep. In addition, most Devils are weak to Holy and Silver Weapons.

Pit Fiend Physiology: Pit Fiends can leisurely enjoy baths of molten magma and hellfire without harm. Because of this, most Pit Fiends prefer hot places to be in. One of the strangest abilities of their anatomies is their ability to contort their bodies like a snake, giving them the ability to constrict and crush their victims with their brute strength.

Super Strength: Pit Fiends are massively powerful creatures, capable of ripping even the hardiest of tanks with their bare hands and throwing several tons of weight around as if it were nothing.

Super Endurance: Pit Fiends can take absurd amounts of damage, capable of surviving attacks that would have easily killed any other living creature of their size and bulk. Even crippling blows, such as cutting of their arms and legs do little to slow down their rampage.

High Pain Threshold: Due to having experienced and survived nearly every torture conceivable on a regular basis and undergoing the most brutal and gruesome transformations, they know what true pain is, and consider even the worst torture methods known to man as simple tickle contests in comparison.

Scaled Carapace: The scales on a pit fiend are thick and strong, capable of deflecting tank shells and mortar fire with ease. Only the most powerful assaults can hope to break through their defenses.

Regeneration: All Pit Fiends have varying amounts of regeneration, though usually can heal large cuts and gashing wounds in a manner of hours.

Aura of Fear (Only affects NPCs): Only the bravest or dense of mortals do not recoil in fear at the mere sight of a Pit Fiend.

Wings: Pit Fiends possess powerful wings capable of lifting and propelling their large masses to surprising speeds.

Devil Chills: Any living creature bitten by a Pit Fiend is inflicted with a debilitating disease that saps the target's strength

Poison: A Pit fiend's fangs drip with lethal poison that weakens ones endurance

Combat Experience: It takes tens of thousands of years of training, disipline and torture before a devil is even allowed to take the Ritual to become a Pit Fiend. Few mortal creatures that match their combat prowess and technique.

Spells and Spell-like Abilites:

Devil Shaping: Can magically fuse Lemures together to create more powerful devils under its command

Blasphemy (Only affects NPCs): 40ft Radius. Any organic creature that is signifacantly weaker than the Pit fiend is paralyzed. Any organic creature weaker than that (such as NPC humans) insteadly dies. In additon, can also be used to Banish any weak non-evil extra planar creatures (Such as Angels, etc.) To their home dimension. They cannot return to that dimension for 24 hours.

Create Undead: Pit Feinds can reanimate corpses of organic creatures to fight for them

Greater Dispell Magic: Can dispell most non-hex/curse forms of magic. The greater the magic/spell, the harder and longer to Dispell.

Greater Teleport: Can teleport anywhere on a planet it has been to or knows well

Greater Scrying: Can magically spy on any creature it is familiar with. The more familiar, the clearer the picture. The Pit Fiend can also spy on anyone if they possess something like a picture of the target's likeness, a garmet or dear possesion, or have something physical from the target, like a lock of hair, fingernails, etc.

Invisibility: Can turn invisible, but if it attacks or uses any offensive spells, becomes uncloaked.

Magic Circle Against Good: Conjures a 30ft circle around the Pit Fiend. Any creatures (of the Pit Fiends choosing) in the Circle are granted extra protection against holy or good aligned spells and effects and can keep good aligned beings from entering the circle. Alternativley, it can act as a temperary sealing barrier for trapping good alinged creatures. Can be reinforced when used in a ritual circle.

Persistant Image: Makes detailed Illusions.

Power Word Stun: Can stun and hold one target that the Pit Fiend can perceive in place. The stronger the target, the weaker and shorter the spell.

Scorching Ray: Make fire several small heat rays.

Trap the Soul (Only affects NPCs): The Pit Fiend can transfer the soul of one nearby creature (Body or not) into a gem in its possession. The spell can also be cursed on an item to acheive the same effect.

Unholy Aura: Once casted, this dark, malevelent aura surrounds the Pit Fiend, increasing resistances to physical and holy attacks and effects.

Wall of Fire: Creates a giant and long wall of blazing fire that is 5-foot thick

Fireballs: Can launch devastatingly powerful fireballs that can explode and melt tanks.

Meteor Swarm: This or Summon Devil can only be casted once per day. Under a large radius, conjures giant vehicle sized meteors to rain destruction and death upon the battlefeild.

Summon Devil: This or Meteor Swarm can be only be casted once pery day. Can Summon any Devil from Hell that is weaker than the Pit Fiend.

Wish: Can only be casted once per year. It is essentially an Arcane get out of jail free card. Wish can duplicate just about any kind of spell imaginable. When casted, the Pit Fiend can choose to use of the following effects.

Replicate any sort of magical ability or spell

Temperarily increases one target's strength, durability, speed, etc.

Instantly heal one target of all wounds and physical injuries

Remove any ongoing curses, poisions, afflictions, etc of one target

Bring back the body of any creature whose body was destroyed

Bring one dead body back to life

Transport one target to any other location

Undo one single recent event (on a small scale)

Equipment:

Because of their high ranking status as lords and generals of Hell, they are allowed to requisition almost any of the most powerful weapons, armor, magic, and technology in Hell's Armories. No two Pit Fiends are alike in their taste of weaponry.





Hidden 8 yrs ago Post by Pirouette
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Yes, yes yes!

Working on a second character and already trying to think of where to introduce.
Hidden 8 yrs ago Post by Nightknight
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@Pirouette What do you mean? Taking advantage of the chaos?
Hidden 8 yrs ago Post by Pirouette
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Hidden 8 yrs ago Post by Nightknight
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Hidden 8 yrs ago Post by Nightknight
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@Pirouette What kind of character will it be (Besides awesome)? Or is it a secret?
Hidden 8 yrs ago Post by Pirouette
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@Nightknight

Magic.

Also a lot of secret history and stuff. But you'll see~!
Hidden 8 yrs ago Post by Nightknight
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Hidden 8 yrs ago Post by Flamelord
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@Flamelord
The conflict, at the moment, is limited to the area of the peace meeting. Only the ships and people in that particular area are currently threatened. While the Tyranid may expand their territory and become a larger threat in time, for the moment they're merely an omen of bad things to come. So feel free to do faction interactions.


'May'?

They're the Tyranids. I'm not exactly a lore master but I'm fairly certain that they will expand. Isn't that, like, their whole purpose in life or something?
Hidden 8 yrs ago 8 yrs ago Post by Savato
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The Ghoul Squad


Note: Eto and Takizawa have more PC usage than Tatara and Noro. They may as well be considered as side characters and/or bosses.







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