Occupation: One of the Sable Lords of Chateau Gothika
Residence: Lord's Quarters, Climax Hour
Character Focus: Evasion Tank/Assassin
Personality: A relatively mild-mannered individual, Rodias is one of the many members of Bandersnatch who focused on fighting with their creativity rather than with raw, brute force. He is a romantic sort of person, firmly believing that in the realm of fantasy, anything is possible, and despite his alignment he has a strong sense of right and wrong that doesn't have concerns for normal societal constraints with his newfound power.
Due to his present situation of having immense power and no sense of his own limits, he is a danger to himself, recklessly trying to take care of things on his own. As his personality is in flux with his new identity, he is beginning to gain a flair for the dramatic, feeling a penchant for making dramatic entrances into rooms for absolutely no reason whatsoever.
Notable Equipment:
Barrow Knives: Twin daggers that have the unique ability to ignore the normal damage penalty that physical damage has against intangible things, such as ghosts and elementals.
Nightmare Troupe Leader's Coat: Light armor that offers little in the way of defense, but provides continually health regeneration whenever the user causes an enemy to bleed, and persists so long as the bleeding target is withing melee range.
Skeleton Keyring: A rogue-specific item that allows one to pick locks lower than the user's level, so long as they are not fighting.
Vermillion Urchin: An accessory that focuses on counter attacking enemies that miss Rodias. Greatly increases the user's attack speed after an opponent directly targeting them misses their attack.
Ring of the Sable Lords: A simple ring that functions as a "key" to the many hidden passages within Chateau Gothika.
Dramatic Flair Cosmetic: A cash shop item that attaches to the cloth-based equipment one wears, seemingly giving it a mind of its own. Rodias attached this cosmetic to his cape, causing it to seemingly always have a dramatic wind blowing against it regardless of location, so long as he wished it to be so. In addition, the cape will change shape and size with his character's emotes.
Residence: Zouyu takes up residence in the Chateau Gardens, the entirety of the landscape being under his jurisdiction for maintenance and upkeep.
Character Focus: Crafting, Cooking, Magic Tank
Personality: Zouyu is an anomaly amongst the normally very dark and serious NPCs of the Chateau, seeming very light and bubbly in his interactions with the others, whom he considers all to be his friends. He is an uncivilized sort of person, understanding only his natural role, and the role of the nature that surrounds him. He is usually not supposed to fight intruders, but when he's awoken, he's known to dive headlong into battle, viciously attacking his foes with the very garden that he so lovingly tends to.
Creator Information: When one thinks of making a garden, one naturally thinks of the foliage and flowers that need to come into existence for it to become beautiful. One Yaoishisaurus however, insisted that what made a garden beautiful was the gardener tending to it. A rather...strange individual in her own right, she built Zouyu fully with the intention of him never once fighting, yet gave him a slightly wild disposition to give what she called, very weebishly, a "moe gap". Zouyu has functionally remained the same since the early days of the Chateau's building, and he was one of the first NPCs designed. Yaoishisaurus originally intended to give him a sibling companion, but couldn't figure out what combination of races would make a really hot giraffe boy. She insisted it had something to do with a reference to chinese mythology, and definitely wasn't just her indulging in her own fetishes.
No one believed her.
Total Level: 40
Class Levels: (B)Druid: 10 (B)Gardener: 5 (H)High Druid: 5
Just... Imagine... A big, silvery fox, with nine tails, and glowing red/orange/purple eyes? Like I could find a picture of that!
She is an exceedingly attractive, young-looking woman - seemingly not past her later teens yet. She stands rather tall at a height of 168cm/5'6" tall. Her hair is a deep, jet-black color, smooth, straight and silky, reaching down to her waist, with a long fringe hanging down over her forehead. Her face is symmetrical and serene, with amethyst-purple eyes, looking almost like a masterfully crafted doll. Her body is curvaceous and voluptuous, with an ample bosom, slim waist, flat and taut stomach, peach-shaped posterior and shapely thighs. Her fingers and feet are delicate and femenine, unblemished and clean without blisters, callouses or even a speck of dirt. When in her Half-Fox form, her hair turns white as freshly fallen snow, nine fluffy fox-tails sprout from her back, fur as lustrous as shimmering silver and a pair of equally colored and fluffy fox-ears sprout from atop her head.
Her attire is an intricate thing indeed. A white strip of fabric encircles her neck, tied with a red string that ends in a tassle beneath a golden brooch. An off-the-shoulders white haori rests below, held tight around her thin torso by a corset-like black and gold-trimmed obi, tied with a red silk band. The sleeves of her robe get wider and more billowing the closer to her wrists they get. The interior of the robe is tailored with pleats of black fabric, trimmed with gold in similar fashion to the decorative obi. From the obi, a long loin-cloth hangs down, ending in a triangular cut with each point accented by a golden tassle.
On her back, the red silk transitions to a thick red rope tied into a bow, with the loose ends being woven into various patterns as they trail downwards, ending in three braided strands finished with a golden bell, beneath which the threads of the rope break into a thick tassle. Around her ankles are tied a thinner - but otherwise similar - braid of red thread, encircling her ankles before gently moving across each of her feet to end tied around her middle toes. At the midway-point between the two points, the thread winds itself into a double bow looking like the wings of a butterfly. On the outside of the thread at her ankle sit two golden bells, causing a light jingle with each delicate step she takes.
Ashara has a calm, refined and level-headed air about her. She is refined and graceful in both movement, body-language and in speech. She carries herself with a noble, almost regal, poise but somehow does not come off as snooty or arrogant. She is friendly and polite to all, be they friend or foe alike, and is very hard to anger or upset. Unfortunately, that's about where the image of a perfect person ends for the fox-girl. Although pretty, polite and with graceful conduct, she can be quite the airhead at times and even space out for long periods of time. Also, due to her creator's personal tastes, she can be a bit of a pervert and has - in particular - yuri-tendencies (that is, she's into other girls). She also does things at a very my-pace, loathe to stress or rush anything - no matter how (un)important it may be.
She can also be unintentionally rude, pointing out the elephant in a room when everybody else tries to avoid it. Grace, after all, does not always translate into tact. She can be heartlessly honest sometimes, though with childish innocence not realize she might be hurting or offending others. She is very fond of her creator, Lady Deka_Ribbon, who she considers both as her mother and goddess - and the fact that this important person suddenly vanished and never came back has left Ashara a bit melancholic and saddened, though she does her best to hide this fact. Also, given her nature as a Spirit-being, Ashara - despite her airheadedness - has an innate ability to sense peoples' true colors. This does not mean she can read minds or know what people are thinking, but she can tell if people are hiding hostility, malice or other forms of ill-will towards her.
Shadowfang Spear: An elaborate and overly exaggerated spear, with a gaudy golden design and being slightly oversized. A later mid-level weapon suited for spear-users, it's main feature is that it deals a bit of physical Shadow-damage in addition to its regular damage, allowing it to bypass lesser physical immunity with additional enchantments or enhancements. Otherwise though, it's a rather unremarkable weapon.
Ribbonheart's Haori: This robe was handcrafted by Ashara's creator herself. It was made with high-grade materials and subsequently enchanted after creation, making it a powerful piece of equipment - for its level. Offering the same protection as a full set of Mithril Full Plate, despite being cloth, means its a powerful piece of gear that has very little impact on mobility. In addition, it offers minor resistances to the Light and Dark elements. Finally, since Deka_Ribbon embroided her name into this robe, Ashara treasures its dearly.
Windflower's Sash: The obi around Ashara's waist grants her the effects of the spells "Freedom of Movement" and negates lower-level stuns or other movement-impairing abilities, and offers extra resistance against mid-to-high level effects of the same nature. It also grants a slight resistance to all Air element damage.
Bell of Suzuran: One of the bells around Ashara's ankles. This item grants a 1% resistance against all elements, in addition, it decreases the duration of any Poison each time the bell rings (ergo, every step taken). It does, however, not cure Poison instantly and it does not decrease its potency, merely shortening the time it remains in effect until it's gone.
Bell of the Majó: Also known as the 'Bell of the Witch'. This other bell around Ashara's ankle provides her with a good deal of mana-regeneration, along with extra protection against Curses and immunity to Silence-type effects that would prohibit spell-casting. However, the bell's effect can be temporarily disabled with a Dispel-Magic spell or effect.
Circle of Seven Spirits: The large, ornate and golden ring that seemingly hovers behind Ashara's back. The purpose of this mysterious item is very simple, whenever Ashara is struck by a spell, part of that spell's MP cost is absorbed and returned to Ashara herself. The amount returned is fairly small though, and it only works against attacks that are considered spells - physical skills are not convertable.
Creator Information: Ashara Masamune was created by the player Deka_Ribbon, a japanophile and fujoshi. She was someone who was very interested in and adored japanese culture, history and aesthetics. In particular she was very interested in eastern mysticism and folklore, and to that end, she created Ashara - her own little fox-youkai waifu. She did extensive research and spent an absolutely absurd amount of time working on the fox-spirit, custom tailoring her appearance, her clothes and even going out of her way to equip her with thematic and appropriate gear. Although originally intended to be a Chapter Keeper, the long development time of Ashara caused other members of Bandersnatch to pass her by, leaving her to instead appoint her creation as the Roaming Executioner. Sadly, Deka_Ribbon passed away while, ironically, on a flight to visit Japan. This left Ashara in the care of the remaining Bandersnatch members.
A big thank you to former RPGuilder, Player2, for helping tons with the descriptionn of Ashara's outfit and clothes.
Ashara is based on a multitude of fox-girls from various works of fiction, including Tamamo-no-Mae from Fate, Youko from Inukami, Ran Yakumo from Touhou, and others as well.
"Masamune" is a legendary sword and a very clichéd named for powerful japanese-styled swords in games and fiction. However, it can also mean, or translate loosely into, 'Big Tits'... Unfortunately, when Deka_Ribbon named Ashara, she used the characters for the latter meaning, unintentionally - even though she was going for the former as a concept.
When in the Chateau, Ashara is almost always in her partial fox-form.
As a fox-spirit, Ashara is capable of using illusion magic, both on herself and others. These illusions cannot compare to high-tier spells, but theyy're enough to be effective for use against things of an equal or lower level.
Ashara does not like bitter or sour things. She also does not like gooey or drippy things that can make a mess of her clothes and/or tails.
Deka_Ribbon assembled a group of shrine maidens at the Shadowtower Shrine, consisting of other japanese-themed youkai creatures like Nekomata, Bakeneko, Kasha, 3-tailed Kitsune and the like. There aren't many of them though. Ashara seeks to expand the roster with new recruits though...
Description: 149 cm / Just below 4'11". Inner-iris heterochromia, amber and green. Blonde hair with sidelocks, v-bangs, a braid and being of waist-length. Looks like a young, short teen with a large bust, cute and pretty like a doll.
Occupation: Head of Chateau Air Force, Grinding Assistant, On-call Loot Transporter Residence: Chapter 5 of Chateau Gothika, Chamber of Imaginary Numbers (the COIN) Character Focus: Physical and Physical Elemental DPS, Hunter-Seeker, Search-and-Destroy, Close-quarters Combat
Isolde comes across as a stoic, cold-hearted and often-times very mechaanae individual. Prioritizing logic, reason and efficacy, she has no qualms about taking drastic measures or performing morally questionable deeds. She is willing to sacrifice even her own allies if it means accomplishing a given task or order. This being said, it's not that she enjoys, wants or likes doing so, it's simply how she was made. Obediant and dutiful, diligent and reliant on logical conclusion. She is not cruel or sadistic, taking no pleasure in the suffering of others, but she has no problem inflicting pain upon others either if needed, or commanded to do so.
Thus, due to the above, many would state that she's a cold, heartless machine with no feelings or will of her own. They, however, would be very mistaken, as Isolde has many, many quirks and much character to her. For one, she is incredibly stubborn, unwilling to accept failure or defeat - be it on a mission or simply while playing a game with someone, she will request do-overs and re-matches repeatedly, unwilling or unable to give up. She's also incredibly ignorant of anything and everything that doesn't have to do with battle, strategy or information-gathering. Having virtually no knowledge of things like love, friendship, tact, culture, ethics or much of anything else, she is prone to often asking very blunt and direct questions, which may or may not be uncomfortable or embarrassing for others to answer.
In addition, she has a huge sweet-tooth and will seek out sugary treats and eat them with quiet delight. She's also fiercely protective and selfish of these snacks, unwilling to share or let others have them. If her treats are taken without permission, she'll become an avatar of vengeance, seeking out the culprit to exact harsh punishment upon them - regardless of who they are. Isolde also appears to be very naive, taking most what people say or tell her at face-value, unable to distinguish things like sarcasm, jokes or lies. Due to this, she has amassed a large amount of faulty information which, at times, can be incredibly comedical to hear her speak with a straight, serious face.
Despite all this, Isolde still suffers from having a seemingly always calm and nearly monotone voice. The fact that her facial expression never really changes either makes it seem like she's just a talking, walking doll. She has limited body-language as well, causing her to appear even less 'alive' when spoken to. Still, the little automaton does her best to try and learn and fit in with her peers, at least while off the battlefield. Aware of her own inability to be properly expressive though, Isolde ofren takes to punctuating the start of any sentence with either what she is feeling or the intent of her comment, such as for example: "Relentless. I request a re-match." or "Enraged. You will be terminated for stealing my pudding."
Gawanfaeyr: The large claymore that Isolde wields. A very powerful sword, which is very large - and made to look even larger than normal due to Isolde's diminuitive stature. Forged from high-quality, light-weight and highly durable material, this is Isolde's favored weapon and the one she uses the most. As a heavy-duty sword it packs quite a punch and has a passive bonus against armored foes. In addition, the magic metals used in its creation allows it to strike incorporeal or ethereal beings without the use of any elemental or otherwise magical abilities. Despite its size, Isolde wields it with both ease and grace. Still, it isn't suited for thrusting attacks, and its usefulness in enclosed or tight spaces is very limited.
Crescent Moon Fang: A very long and edgy-looking dai-katana. While not as bulky or imposing as Gawanfaeyr, this weapon's long, slightly curved blade is almost the same length as the former. Again, due to Isolde's below-average height, it appears to be even longer. This weapon's main benefit is how easily it cuts through lightly armored foes, and the devestating Bleed-conditions it can inflict with just basic attacks. While not as imposing as the claymore, nor as good at taking out armored enemies, the Crescent Moon Fang is even faster to swing and slash with, as well as excels at taking down groups of weaker foes quickly. Also, due to its slimmer blade, it is far more easy to make precise strikes and cuts with, increasing the chance for critical hits or even vorpal strikes. Sadly, just like the Gawanfaeyr, it does not do well in tight or enclosed areas.
Ascalibur: A fancy-looking short sowrd, with gold embellished guard and pommel. The blade has a nice sheen to it, and small runic letters are carved along ithe length of the blade. This weapon, in YGGDRASIL, was an homage to both of the legendary swords Excalibur and Ascalon, with tis name being a fusion of them both. Although paling in comparison to such iconic weapons, it does boast some minor enchantments. It prevents self-regeneration when causing damage to creatures like lycanthropes or trolls, as well as doing extra damage against all reptilian species, such as Lizardmen, Snakefolk and even Dragons. This weapon is however mainly used as a side-arm and is almost never used, only seeing action when it's too cumbersome, confined or unnecessary to use Isolde's primary weaponry.
Cobaltite-weave Dress:: A beautiful and extravagant dress, made from cobaltite-weave. Having a deep blue and pristine white color-scheme, it's quite lovely. However, besides being fashionable and stylish, it also offers great protection due to the magic metal weave of which it was made. In fact, it offers greater protection than even a set of full platemail armor, but being no heavier in weight than a normal dress. In addition, cobaltite has both magic absorbing and dispersing properties, making spells that strike the dress less effective. Of course, this also means that beneficial or helpful spells are also less effective. Roughly, it reduces spell-effects by 10~15%, as long as the spells are not of 7th tier of above, in which case the absorption does not work.
Safeguard Sabatons: These fashionable boots are magiaclly enchanted to resist any kind of movement-restricting or stopping spells and abilities. They also negate movement penalties when walking across difficult terrain, such as slippery icy, muddy slopes, craggy rock or similar. In addition, while being considered light armor, they are just as strong and protective as a pair of fully plated boots. Note that they noyl have a high resistance to movement-hindrance skills, they don't grant complete immunity to them. They also deal quite a bit of damage if you kick someone with them...
Scarlet Maiden's Neckerchief: The red neckerchief Isolde wears is an item that grants an overall small bonus to both physical and magical defense. In addition, it's a deathblow-protection item, allowing the wearer to survive an attack that would either kill them instantly or reduce their HP to 0. Note, when it has saved the wearer once, its color fades to grey and it will need a full day (24 hours) to regain its power. When drained, it also loses the defensive bonuses it provides.
Frost Giant's Girdle: The girdle/belt that Isolde wears greatly increases her already impressive strength. In addition, it also grants her considerable resistance to Ice and Cold-elemental attacks. On top of that, it allows her to - once per hour - tsummon an absolutely enormous ice javelin which can be hucked at enemies for great frost damage. This ability does not stack, and there can only ever be one charge available. On the downside, the item does give her a small penalty to her Fire resistance.
Varied Wardrobe: Isolde has access to a very large and very varied collection of vanity costumes and outfits. From the casual attire she wears in one of the above pictures, to things like swimsuits, bunnysuits, mascot costumes, gym clothes and so on, it's safe to say that she has a very extensive wardrobe. These items, by themselves, do not offer any bonuses or perks - they're just things Ivonbraids gathered, or bought, to dress her up in. Some of the outfits were even donated, or made, by none other than Deka_Ribbon.
Isolde was created by the player Ivonbraids, aslo known as 'Iron Blades' and 'I want Braids'. He was a self-employed, 30~something fellow who surprising amount of free-time on his hands. He was however not a Sable Lord of Bandersnatch, but rather just a regular member. That being said, he was one of the more active and prominent figures of the guild, due to his activity and participation in both game-related events as well as roleplay. He was a friendly and jovial sort, willing to lend a hand or an ear when needed. He created Isolde some time after the launch of the 'Valykrie Downfall' update, for some reason being very enthused about the idea of creating an 'android'. While his skills as a programmer weren't the best, through sheer perserverence and will, he eventually finished his short but busty automaton, and was quite pleased with the results.
Isolde originally served as Ivonbraids' personal escort and bodyguard, as well as a pack-mule and distraction when needed. Still, he made sure to always keep her in good condition and was always meticulous and diligent in levelling her up, equipping her and making sure she grew and eveloped in a viable and useful fashion. Eventually, due to Isolde's success and prowess, as well as popularity with some guild members, Ivonbraids was asked to make her the Chapter Keeper of the 5th floor. Originally apprehensive, he eventualy agreed to the proposal, on the condition that he could still bring her along when he wanted.
Unfortunately, as the years went on, Ivonbraids became increasingly busy with whatver self-employed business he was running. He started being absent for days, then weeks and then months at length, only popping up occassionally. About four of five years before YGGDRASIL was shut down, he logged on to inform everyone that he was sadly going to be quitting the game - simply not having time for it anymore. He thus transfered all his belongings, equipment ande resources to the collective treasury of Bandersnatch as well as giving administrative access to Isolde to the Sable Lords. Some time after that though, one of these Sable Lords intended to redo and overhaul both Isolde and the 5th Chapter, thus putting them both into 'sleep'-mode. Unfortunately, said Sable Lord never actually got around to doing or carrying out any of their intended plans, and so both Isolde and the 5th Chapter were left in a perpetual state of deactivation...
A dark and gloomy place, the Chamber is fairly minimalistic in design. The ceiling/roof appears to be some kind of aurora borealis, although instead of pruple and violet, it shifts in color between various shades of blue only, and none of which are particularly bright or light. The walls are smooth black and cold to the touch, with random lines of runic letters, hieroglyps or greek numerals either trailing down, rising up or simply fading in and out, all aglow with dim azure light. The floor and ground is similarily made out of some black material, possibly stone. It appears to be tiled though, with dim blue light radiating from inbetween the tiles. Overall, black and blue are the dominant colors of the chamber.
In shape, it resembles a dome-like structure, and is fuctionally just one, big room. At the center of it all stands an elevated, large circular-shaped pillar - although it is a wee bit too short to actually be called that. Four wide staircases, one facing each cardinal direction, leads up to the flat top. On each diagonal, ibewtween the staircases , are long, slender and slightly bent spires - resembling fingers or claws that are slightly bent inwards and towards the center. On the tip of each of these 'fingers' are dark, floating orbs - roughly the size of a pumpkin - that glow with a faint, violet aura around them. Occasional, short arcs of violet energy, resembling lightning or electricity, surge from within the dark spheres.
On the actual elevated dais itself, there are three objects of interest. The first, and most noticeable, is the much larger and more ominous dark sphere, sitting atop a wide pedestal. Like its smaller brethren above on the fingers, it too is black and aglow with an eerie, dim violet light - however, it also seems to crack and pulse, like an egg when a chick is trying to escape from within. This orb is, by comparison, the size of a small car. The second object of note is a pristine silvery-white chaur or throne, with thick back and armrests. It seems to have been carved from either a single piece of stone or metal, and apart from a sapphire-colored cushion on the seat itself, it doesn't look particularly comfortable. The final object, and the most curious one, is the modern-looking mini fridge not far from the throne. Opening it will reveal a trove of various pastries, candies and other sugary snacks. The words Private Property! is scribbled on one side of the container, with very crude handwriting. Though it looks like a modern utensil, it is acutually just a regular chest with a vanity-skin bought from the cash shop.
Apart from this, the only other noteworthy part of the chamber are the lines of blue energy, running up and along the central elevated pillar's sides. Resembling power-lines or bloodvessels, random pulses of light race through them, only to vanish as they reach the ends. But apart form this, the chamber really holds nothing - no elaborate labyrinthean maze, no catwalks or precarious ledges, no great obstacles or obstructing structures. Simple, truly, is best.
Purpose:
The Chamber of Imaginary Numbers serve two very key roles. The firt is to act as a as supply depot, where loot, resources and material can be dropped off - into the giant black sphere. The orb will then redistribute these goods to the appropriate locations within the Chateau, acting as a teleportation or translocation, or even pipeline, for shipping materials around the guild hall. One need simply toss the items one wishes to relocate into the miniature-looking black hole and the device takes care of the rest, thanks to programming and setting parameters.
Likewise, its other function is to work as an acquisition station, capable of pulling materials, goods and items from the other floors into the Chamber. Naturally, to prevent accidents, pranks and/or potential attempted illegal borrowing, certain areas and items have been either restricted or removed altogether - such as pulling things from the Vault, or any sensitive and more delicate things, such as the chat-logs of the Library, or new items from the Factory or Forge. Basically, this function is to be used by the Bandersnatch players before they head out on raids, quests or to grind, to quickly and easily gather up whatever supplies they need for their trip, without having to visit the other floors to do so. In turn, it also serves as a quick and easy way to dump off your loot after you're done, without having to visit the different floors and sorting things out manually.
TThis is all that the Chamber of Imaginary Numbers really is, a large suuply depot, meant to be conveniant and easy to use for all the members of the guild.
Residents:
Isolde is the Chapter Keeper of the Chamber, and therefore its mistress. However, since she was often dragged off to join Ivonbraids' on his escapades, or any of the other members of Bandersnatch who wanted her along when they went out, she actually spent very little time in the Chapter itself. In order to keep the place safe and running, Ivonbraids created the ESPER Wings, a group of 10 rather high level NPCs - who resemble Isolde to a dangerous degree - to look after the place. While calling the 'high level they were still not close to any of the Chapter Keeprs, their levels were merely considerably higher than most of the fodder or minion-NPCs found throughpout the other floors and rest of the Chateau.
In addition to these ladies, Ivonbraids also added a small group of bronze and iron golems to patrol the area. Their main duty was to act as distractions and damage-spongers in case of intruders, while Isolde and the ESPER Wings were meant to actually do the attacking and repelling of enemies. They also served to pick up clutter and litter, take it to the big sphere and huck it in. So, in some way, they acted as the chamber's janitors.
ESPER Wings: Explore, Supply, Patrol, Engage, Retrieve - that is the meaning of the acronym. These automaton ladies, resembling Isolde in all ways except with white hair, no braid and wearing identical bodysuits and visors, were the primary caretakers of the chamber when their Keeper was out. However, unlike Isolde, they were not given any meaningful personalities, backstories or depth, and as such were and acted as mere 'dolls'. They were not given individuality or quirks to seperate or differentiate them, making it all but impossible to tell them apart unless you looked at their names. They were not, however, given equal attention in the levelling-department, ranging between the levels of 43~47, and their classes differ somewhat.
Their purpose was not merely to act as stand-in guardians though. Players out in the field could send a request, to have one of them fly over and carry any unwanted or excess baggage, loot or items back to the Chateau, to allow the player to keep on doing their thing. While the same could be done by going to a mailbox or using translocation magic or scrolls, not all players had access to the latter and doing the former meant you had to spend time going to a town, pay the fee and then go pick the shipment up, manually, yourself. By calling in one of ESPER Wings, you could just empty your bags into their iventory, and then return to your play while they zipped on back to the Chateau and delivered your cargo to the Great Sphere.
In terms of their classes and jobs, there are two clerics, two wizards, three gunners and three fighters. All of them wear the same, exact defensive equipment and each of the classes wield the same, identical weaponry as their fellow job-holders, meaning all the fighers have the same weapon, the gunners have the same gun, etc. Oh, and incase you were curious about the whole 'flying' thing, yes, the ESPER Wings, and isolde, can fly, thanks to magic cores installed in each of them - allowing them to manifest wings of translucent, azure-colored aether-energy from their backs. The ESPER Wings cannot maintain theirs as long as Isolde can, but their inherently high speed and decent mana regeneration - thanks to their cores - allowed them to quickly and easily fly out of, and then back to, the Chateau with relative ease and safety.
They were also sometimes used as scouts for raids or dungeoneering, or when the Chateau went to a new area and needed someone to recon the premises. As such, they technically became the Air Force of the Chateau.
Dormancy:
After Ivonbraids officially 'quit' YGGDRASIL, and transfered administrative control over to the Sable Lords of the guild, the COIN continued its operations for a time. However, at some point in time, one of the Lords - for whatever reason - decided that they wanted to renovate, reinvent, redo or just reimagine the chamber. As such, Isolde, the ESPER Wings and the rest of the facility was put into a dromant state, entering sleep-mode. The one responsible for this intended to do their renovations like this because it would cause the least interference, as well as avoid mucking things up with the functions they wished to keep. Sadly though, the person who did this never actually got around to carrying out their changes. Whether they lost interest, forgot about it or quit the game altogether, nobody will ever know - all that's left obvious, is the fact that the Chamber and its residents have remained dormant and inactive for four, close to five, years now.
Since the person responsible also put a password-protection on the dormant Chapter, attempts at reawakening it were all but impossible - únless you wanted to just spend endless hours trying to guess the correct password, which could be anything. And since nobody knew who had put up the password to begin with, there were no real clues or ideas on what it could possibly be. As such, the 5th Chapter, its residents and its functions were left alone, a museum which was rarely visited in the later years of the guild.
Trivia:
As an automaton, she is resistant to Holy/Light, Dark/Negative Energy and Earth elemental attacks by nature.
She is however very vulnerable to Electric-elemental attacks.
As an automaton, she is outright immune to Poison, Disease, Life-steal and Mental Effects such as Fear, Despair, Insanity, Rage, Mind-Control, Charm and etc.
She cannot swim. At all. If she enters deep water, she will sink like a rock.
She cannot be healed by food items or by HP potions. To recover health, Isolde needs to be healed by a direct Healing Spell, or by being repaired. Her passive HP regeneration is inferior to that of all living, biological creatures.
Any Food or Healing Items she ingests are converted into MP. As such, while she doesn't need to eat, she still can eat, much to the chagrin of all the sweets in the world.
She has a lot of faulty and/or questionable information, much of which was provided by Deka_Ribbon.
Name: Charme (Cha-Cha, Charmy, Brewlady, Mom, Tits McGee, Potion-Bimbo, That Shrewd Minx) Gender: Female Age: Looks around 20~25 (mentally 35~)
Occupation: Alchemist, Entertainer (Dancing & Fireworks) Residence: Chateau Gothika cellars, The Wishing Well Character Focus: Utility, Alchemy, Magic Item Construction, Buff/Debuffer, Evasive Ranged Combat
Charme is a cool, calm and mature lady with an elegant air to her. She comes across as dependable and reliable, while also being admirable and confident. She does tend to show a playfully coquettish side once in a while, and has a penchant for teasing or flirting with others - regardless of who they are, though only in a lightheared and non-too-serious way. Her ability to stay focused and calm during stress or dire situation, as well as her calm, refined mannerisms makes her what many would consider a 'cool beauty'. It's also clear that she takes great pride in her appearance, putting in effort and taking good care of her looks.
Able to give sage advice and being both extremely intelligent and clever, Charme is perhaps one of the more cunning members of Chateau Gothika. Capable of considerable forward thinking and planning, seeing through subtext and hidden meaning, caluclating and decipihering intent and purpose, she is a fearsome opponent in the realm of mind-games and intellectual battles. Unfortunately, due to this very same ability, Charme is also extremely paranoid, secretive and cautious. Of everyone.
She does not let others too close, keeps her own cards hidden and concealed, distrusts and suspects everyone around her and is constantly watchful and on guard. In addition, she is fiercely possessive and unwilling to share any of her knowledge relating to alchemy, guarding both her mind and her work with an iron curtain, allowing none to glean it or her secrets. Because of this nature, she can at times be prone to instigating drama by means of implied disloyalty or otherwise. Her keen ears, eyes and mind are always at work, scheming, plotting and counter-acting or unravelling the intents of both her enemies and peers. She is incredibly percaptive despite her seemingly laid-back nature, some might even say it's uncanny.
Because of her incredible distrust of others, Charme will not use, eat or even touch anything made by others unless she carefully examines and investigates it thoroughly first. Despite all this however, she is a tactful, smart and graceful woman who knows how to act and carry herself. Thinking of her peers as naughty children, she sometimes adopts an almost motherly mentality and approach towards them, and her relaxed and oft casual behavior makes her act more like a friend towards her superiors, rather than a subordinate. Though whatever her personal goals, ambitions or motives are, they remain a well-kept mystery to anyone but herself.
Finally, Charme's views on morals and ethics are very loose. She prefers a pragmatic approach and has no need for abstract concepts like honor, justice or other such nonsense. To those who irritate her, she can be quite sardonic and condescending, and given her intelligence, she has an easy time pushing others' buttons or uncovering their weak points. Though she doesn't show it openly, she can be quite vindictive and petty, and is the type who can hold a grudge for an ungodly amount of time, and is incredibly slow to forget, slower still to forgive -if ever doing so. Amusingly, while she is fond of her work, she isn't very excitable or energetic about it - leading some to wonder if she truly enjoys her labor, which of course she does. In fact, she can get so absorbed in her own work that she forgets (or ignores) everything around her, losing track of time and space entirely.
She also seems to have a good sense of humor, beinag able to joke or play around with others. Though given her conniving and manipulative personality, it's rather hard to tell if this is genuine or just another part of her charade.
Ashwake Pipe: A long, slender smoking pipe, made from white wood and adorned with silver fixtures and thin rings. Apart from serving as a pipe with which to smoke a wide variety of tobacco, it also has three distinct features. For one, it gives the holder of the item a very minor fire absorption boon, taking a small amount of any fire-based damage into itself. Secondly, it can be used to summon up to three Lesser Fire Elementals, though this requires that there is ash left in the pipe after smoking it - if the pipe has not been used, this ability is unavailable. Finally, if there is no tobacco in the pipe, but it's lit nontheless, it will allow the holder to extend a thin fire-whip from the pipe, and use it as a melee weapon to deal physical fire-damage. This ability requires the pipe to be empt and thus cannot be used if the pipe has been recently used for smoking - or if not emptied out/cleaned. It also grants any buffs or benefits that whatever smokable leaf is put into it has, when smoked.
Oghmatic Lenses: The glasses she wears are a specially crafted item with some very unique, but interesting, properties. Allowing the wearer to see the composition, as in the materials and compnents, of any item they focus on, with these glasses you can tell just exactly what was used to make an item. This allows one to see what an object is made up out of, as well as any special properties it may have. Of course, this only works if the 'level requirement' of the item is equal, or lower, to that of the wearer. In addition, the glasses can identify useful plants, minerals and organic parts that could be used in alchemy or arcane artificing, negating the need for skills such as mineralogy, herbalism or similar. Finally, they can also discern how durable an item is, as well as its overall quality. The lenses do not work if a person is wearing armor however, not even if they have levels in Armored Mage or similar classes.
Plague Bat's Coat: The fur coat that Charme wears is fashioned from both alchemy and enchanting. It's basic functions is granting outright immunity to non-injected poisons and toxins, such as poisonous gas, venomous spit, toxic breath and son. In addition, it grants full immunity to any and all diseases, as long as it is worn and even nullifies contagious sicknesses that would otherwise cling to or remain with an individual if afflicted. Finaly, the enchanting-part of the item, is that it can act as a pair of bat-wings, granting the wearer the ability to Fly, however, it only does so at half the wearer's current agility - it's a tool more meant for travel and overcoming obstacles, rather than a practicual element for combat or escape.
Courtier's Ensemble: An elegant and stylish, but also provocative dress. This garment was created by Charme herself, and her Creator, using alchemy. It has the same defensive property as a suit of Mithril Scale Mail, while being as light and flexible as silk. In addition, it smells really nice and grants the wearer a substantial bonus to any Charm, Stun and Confusion, or similar mental status-affliction caused by the wearer. It's also highly resistant to all forms of acid damage and slightly resistant to both electricity and fire damage. it's downfall is that it requires rather expensive materials to repair lost durability with, not to mention faring poorly against wind-elemental attacks and damage.
Grand Band of Outer Alchemy: A ring fashioned from orichalcum, alchemic silver and shadow brass, studded with a single amethyst-colored crystal. This ring grants the ability to not only create alchemic items at a much higher quality, but to also refine and improve existing items further. This allows the wearer to, for example, turn an already existing Lesser Healing Potion into a Common, or even Greater Healing Potion instead. Obviously, the ring only allows for items of a specific type to be upgraded to a higher version of the same item, it cannot grant additional attributes or properties to any upgraded products. It also grants the wearer the ability to transmute resources and materials on the go, without the need for an alchemy station or tools, which is very handy when out in the field. It can only be used by those with levels in an alchemy-related class.
Bottomless Flask Case: A bag, specifically designed to hold flasks, vials, bottles and even scrolls. A must-have for any alchemist, this little device allows for the endless storage of the finished goods that they make through their craft. The downside of this marvelous bag, however, is that it can only hold these sorts of items, so if you want to bring raw materials or something else along with you, you'll either need an extra bag or pockets to do so. The case itself is fairly unassuming, looking just like a regular wood-and-leather case with a leather strap for carrying it over the shoulder. It's completely secure against both shock, explosions, crushing, slashing, piercing or any other form of attempted destruction... It doesn't float though. Additionally, it also generates empty containers for whatever the alchemist needs, eliminating the necessity for gathering sand and using glass-blowing to manufacture their flasks.
Charme was created by the player known as PowderPlaguePuff. An impatient and often careless individual, who went into unknown areas, dungeons and enemy territory without thinking or planning, and often ending up frustrated and enraged when their lack of foresight and preparation came back to bite them in the proverbial ass. Eventually growing tired of being caught off-guard, or simply lacking the means to overcome hurdles and obstacles, PPP began to work on an NPC could let them gain access to things that would help overcome these self-inflicted set-backs. To that end, they decided to create a support NPC that could create items that would be useful for them. Thus, Charme waas born - with the help of some of the more experienced programmer and NPC-makers of Bandersnatchers' help. Of course, being that they made Charme for primarily their own use, PPP was loathe to share or divulge information petinent to their little alchemist.
In fact, whenever PPP came across a new recipe, ingredient or material that could be used by their potion-brewing minx, they made sure to safely store any relevant information in a way so as to avoid others stumbling across it, intentionally or otherwise. With time though, and some pressuring from their peers, PPP set it up so that Charme would be allowed to provide other members of the Guild with her creations, but the customers had to provide the necessary resources and materials to make the items themselves. In the end though, roughly 2.5 years prior to YGGDRASIL's shutdown, PPP had grown bored - or unreasonable salty - with the DMMO and began to frequent the game less and less. They eventually stopped logging on at all roughly 1.5 years prior to the server shutdown, never saying goodbye to anyone. Truly, a selfish person.
Despite their selfishness, hubris, lack of foresight and tendency to rage, PPP had one redeeming quality. They never blamed or threw shade at others unless it was absolutely, unquestionably justified. Owning up to their own mistakes and never blaming anyone else for when their own action s caused things to go south, they were a genuine person with high morals... Sure, they could be annoying and an asshole, but they were at least not the type to blame others for their own mistakes.
Total Level: 60 Class Levels: 55 (B) Alchemist (15) (B) Thief (1) (B) Wizard (4) (H) Royal Alchemist (10) (H) Dancer (10) (H) Thaumaturgist (10) (R) Arcane Artificer (5)
Although it's named after a well, the entrance to this underground sanctuary is actually accessed by interacting with a fountain. The fountain is a large center-piece in an otherwise unassuming, undecorated room. It is dry though, and no water flows from or through it. The fountain has a round design, with three sculptures, each holding an urn which water is supposed to flow from. The statues are shaped to look like a mermaid, a siren and faun. By yanking on the faun's horns, twisting the mermaid's fins and stretching the siren's wings, a mechanism is activated the causes the whole fountain to begin lowering itself down into the ground, like an elevator. Once it reaches the bottom, passengers must disembark before the fountain rises up to the floor above once more, but it can be summoned down by pulling a lever on a nearby wall.
The underground area is a small, circular room, with a single black door with gold-tinted edges - there is no door handle, knob or other grippable appendage to use. Instead, when approaching the door, it will ask a question, to which the visitor must give a verbal answer. If the answer is correct, the door unlcoks and allows entry. If the answer is faulty, the door turns red and Mudmen ranging from level 15 to 25 will begin to rise from the ground at indefinite until the intruder leaves the area. The door cannot be opened by lockpicking, but it can be opened if a wizard of high enough level uses a unlocking spell like 'Knock' or 'Open Greater Lock'. Once past the black door, you will travel along a brick-laid hallway with stone tiled floor, roughly wide enough for three people to walk side by side in. Eventually, the hallway ends in another room.
This final area, is the Wishing Well. A mysterious arcane sanctuary created through ritual magic, alchemy and engineering. Due to this, it actually has several forms, thogh primarily it can swap between an elborate alchemist's laboratory, a courtesans' stage and bar, a storehouse and an apothecary shop. Depending on what the visitor needs and wants, the Well can adjust and change to fit the need. Naturally, this means it can assume other forms as well, such as a bath house, a café or even a brothel, if so desired. To change the Well's layout though, one must speak and request this from the sole resident of the area, namely Charme.
By default, the Well assumes the design and shape of the alchemy laboratory, where the lady-alchemist works and researches her craft in peaceful solitude. Because of the way it can change shape and form, it's quite impossible to steal or take things from the Well unless Charme allows it, as if she changes the layout from say, the storehouse to the bar with a stage, there will be no materials or goods to steal that are of any value, since items and equipment change along with whichever layout is currently 'active'.
This wonderous feat has a downside however. For one, teleportation in and from the area is all but impossible, as the distorted and warped space makes translocation spells fizzle or fail. Secondly, it cannot receive materials via the COIN System, meaning Charme has to leave the Well in order to obtain supplies and materials for her work. Thirdly, if one of the different layouts sustain damage, the Well cannot change or swap interior until the damage is fully repaired, as otherwise it would cause an error in the transmutation and equal exchange-algorithm, which could potentially be disastrous - thus, the failsafe is there to prevent it from swapping designs if any area has been compromised.
Purpose:
The purpose of the Wishing Well is rather simple. It acts as an alchemy station, an in-Guild shop, and a place for roleplay and relaxation. Members of Bandersnatchers could, eventually, come down here to work on alchemy, buy or trade with Charme, or just hang out and goof around. With Charme being able to Dance as well as make drinks and fireworks, she was a popular NPC to bring out or visit during festive events like holidays, birthdays or in-game events. it was a place where little wishes could come true.
Residents:
Charme is the only permanent resident of the Well. While she can certainly create other homunculi, golems or other alchemic beings like chimera, these were usually only made to serve specific goals or purposes, and were summarily dismissed or dismantled once their task were completed. This was done due to PPP's obsessive and selfish desire to keep Charme's knowledge and skills limited to the NPC herself. As such, the lovely vixen is the solitary occupant of the Well, even if it at times is rowdy and full of dancers in bunnysuits or helpful little clay golems carrying crates and flasks about. In the end, all of them are but dust in the wind, all except Charme, for she is the wind that chooses in what direction the Well blows.
Appearance: A broad-shouldered man standing at 6'3” with a sickly complexion, more yellow-green than pale. As a Homunculous, he has skin with a claylike texture, though is very much organic. He sports a blond walrus mustache, a bushy imperial goatee, and matching thick eyebrows. He wears heavy clothing, including a very old-fashioned industrialist suit jacket, vest, and pants in murky dark green, and a large black overcoat with a fur collar. He also wears an ascot cap, and the Archimedian Mask. Underneath the clothing, most of his flesh is integrated with biotechnology. On a surface level it's not too bad, with occasional attached apparati and cables snaking in and out of his skin, but his insides are modified to a startling degree. His entire lower legs and arms are gray-green nanoflesh, ribbed and ridged with hardened, stretched skin. This gives his fingers the appearance of claws, and his toes talons. His back has an entire array of extendable mouthed technoorganic tentacles built into it, and both his coat's interior and his belt are lined with various devices. His sharp teeth, his eyes, and his entire inner mouth and throat are all biomechanical, giving his typically-exuberant voice a filter as though speaking through an intercom, or radio. This also means he can 'talk' with his mouth shut. When smiling extra wide, typically out of malice, he can stretch the corners of his mouth far wider than possible for a human, exposing the extra teeth reaching all the way back to his jaw hinge on either side.
Occupation: Industrialist Director of Research and Development
Residence: Chapter 2: The Factory
Character Focus: Support Commander (A mix of ally support, crowd control, and minion management)
Personality: Graft is by all accounts an exceptional gregarious and outgoing individual, constantly empowered by an overriding passion for his work. He conducts himself like a go-getter businessman-slash-salesman, enthusiastically throwing out jargon and pitches and offering deals in his quest for growth and gain. Always looking for new innovations and chances for expansion, he is highly opportunistic and practically shameless. The terrifying nature of his work apparently doesn't bother him in the slightest, and he coolly uses terms like 'productivity', 'employment', 'turnover', and 'mergers' to refer to horrific violations.
As overly friendly entrepreneurs without boundaries go, however, he's an invaluable and helpful ally. He actively seeks to be on good terms with fellow NPCs, exchanging business talk for ribbing and joking, though underlings don't receive the same consideration. When commanding his minions or fighting, he retains the same cheery, offhanded manner as usual, which comes off as extra psychopathic when he himself goes on the attack or uses underlings as shields or weapons. He has even less regard for the guild's enemies, which in his mind deserve whatever he gives them, from annoying them with his constant chatter and cruel jokes to synthesizing their innards. He does however, treat ordinary people surprisingly normally, like a normal merchant might. While not a frontline fighter, he does put his all into supporting his more important allies via healing, buffing, or well-placed crowd control. He might describe such actions as protecting his investments, but it's clear that in certain respects, Graft really does care. Among Chapter Keepers, he has a high level of deference for the Bandersnatch Lords, sometimes referring to them as shareholders or collectively 'the Board', and thinking of them as the ultimate authority.
Notable Equipment:
Baron Trench - Graft's overcoat, was designed as stylish but protective gear for a boss unafraid to join his workers on-site, and adds a small multiplier Graft's RESIST as well as immunity to his own status effects. Squandered Pygmy - A cane made of a tiny, malformed skeleton with a large, oblong head melded to a metal shaft with nanoflesh. It can be used as a casting catalyst and if necessary as a sword that inflicts potent poison. A.I.O. Biomask - A small metal facemask-goggles hybrid with five swappable eyepieces: telecopic, protective, luminary, archival, and stylish. The telescopic piece allows an extremely fine zoom, able to peer at things far away or examine things very small. Protective offers a shielding for the eyes. Luminary can either project stored images or go full-blast, functioning as searchlights. Archival records whatever the wearer views. None provides glasses lenses with no prescription. Once worn, the mask interfaces with the skin, allowing it to be adjusted at will but leaving burnlike marks. Graft also carries with him a few homemade devices that he can summon on cooldown, both deployables and weapons:
Bionic Regenerator – a deployable consisting of a heart held in a metal ring on an telescoping stand, surrounded by cables and diodes. Once set up, it can extend needles tentacles to attach to nearby allies, pumping in restorative blood to heal them.
Pneumatic Respirator – a deployable consisting of three lungs connected by a cylindrical flesh bulb, inside a metal ring of fasteners and diodes, with comb-toothed clamps around the lungs to apply pressure. Once set up, the lungs can pump toxic gas into the air.
Hydraulic Speaker – a deployable consisting of a bunched-up organism with finely-tuned vocal cords attached to a hydraulic activator. On impact, the activator begins by pumping the organism with a steroid that primes it, before the hydraulics jab into the organism to make it scream. Its howl, in addition to being painfully loud, also disrupts the electrochemical receivers in the nervous systems of living things, paralyzing them or even rendering them limp.
Filament Mine – a pale blob in a metal wire mesh, with skin that can camouflage to blend in with its surroundings. Once camouflaged, it extends long, silky hairs in every direction that are highly sensitive. When its hairs are stimulated by contact, the organism opens its eye to check whether the target is friend or foe, and if it's a foe, it panics, standing its hairs on end. At that point a device in it releases a chemical that causes an immediate explosive reaction.
Corrosive Mine – a nanoflesh organism that, once attached to a surface, will lie in wait until its attached sensors pickup an nearby intruder. Once they do, the sensors let out a specific tone that compulsively makes the mine spit out a globule that explodes into a shower of equipment-destroying acid after a moment's exposure to air.
Nanoflesh Grenade – a mottled gray-green egg-looking thing. When broken, it releases a large globule of fibrous nanoflesh that rapidly infests all material it touches, joining it together. This rapid adhesive-fusion can disable enemy biology and technology, hindering movement and function. Stronger targets resist the nanoflesh, however, killing it and sloughing it off.
Aydi/Emel Shells – mollusk-like technoorganisms with spiral shells that end in sharp points, about half the size of a carrot. Their venom is spiked with adrenaline melatonin. They take in and compress air to use to propel their shells at high speed if stimulated, injecting targets with the designated chemicals. Adrenaline-injected targets enjoy Attack Speedier, Haste, and Inexhaustible, while melatonin-injected targets suffer Slow, Deadweight, and eventually Sleep.
Iyes Shield - a technoorganism like a generator crossed with an anemone. Its sensors pick up incoming projectiles and spells, at which point the shield lashes out with lightning bolts to intercept them, creating a short-range defense grid. They have a limited power supply and must expend more to stop stronger threats, but they recharge over time and can be recharged manually by stroking the tentacles to make static electricity.
Iyes Pylon - a technorganism like a generator crossed with a palm tree, if the leaves were like fins. Its sensors pick up corporeal threats, at which point the pylon lashes out with lightning bolts to deal damage. They have a limited power supply and must expend more to stop stronger threats, but they recharge over time and can be recharged manually by stroking the fins to make static electricity.
Enar Patch - a small device designed to hold and inject batches of programmable, high-performance Nanoflesh that can rewrite subjects from within, changing fundamental mental and physical traits.
Creator Information: Graft was created by the Bandersnatch Lord Brushen Penn, an art student and passionate DMMO player inspired heavily by the works of H.R. Giger, and interested in horror. Brushen, herself a rather ordinary Astrologian for gameplay reasons, made Graft to autonomously go about creating and managing a force in Bandersnatch that appealed to her creative sensibilities. He also fulfills a highly utilitarian role in R&D for new items, minions, and weapons, which was intentional after Brushen -a loner- was nearly kicked out for not contributing anything to guild growth.
Notable Skills:
Reflexive Flesh - a sought-after Technoorganism skill. High-level technoorganisms like Graft enjoy a high degree of sophistication with their nanoflesh that compensates for mediocre natural defenses. His flesh alters its own constitution when subjected to trauma, reducing damage to the impact site if possible and conferring some resistance to the damage type inflicted. The flesh forgets after a time and loses built-up resistance. This is more effective when dealing with numerous weaker attacks than less frequent stronger ones. Brushen Penn put a lot of skill points into getting this so that Graft could adapt to any situation he needed to without overspecializing (and also because it made building him easy).
Ripjaws - a Bioenginner weapon skill exclusive to Technoorganisms. The extendable biotech tentacles on Graft's back, tipped with four-fold fanged mouths, form his primary physical means of attack. Deceptively strong, they are capable of inflicting Puncture and even Crush damage by biting, Impact damage by clamping their jaws and punching through targets, Slash damage by slicing into targets with serrated edges, and just grabbing things. This makes them one of the most multifaceted 'natural' weapons available in-game. It also allows their owner to carry more items at a time, which is the real reason why Brushen Penn opted for this deformity in particular, since there are many stronger methods of attack available.
Special Orders - a basic Commander skill. Graft's instructions grant minions or allies following them a buff to do so, and for minions specifically he can use a forced order to make a minion do something it otherwise couldn't have, like dodge an arrow or sword slash that it couldn't evade on its own.
Open Line - a special Commander skill that allows Graft to initiate a two-way auditory flow with any ally over any range, barring interference. He can open multiple at once, but each imposes a constant albeit small drain of MP. Since all sounds pass through, it can be used for team communication or surveillance, making minions into listeners and speakers.
Resupply - an Artificer skill that allows Graft to create a new instance of an artifice (in his case, any one of his technological devices) that he used, on a cooldown.
Remote Control - an Artificer skill that allows Graft to control machines (both ones he has permission for, especially his own, and those of low-level subjects) from afar, insofar as their functions allow. For instance, he can delay a grenade's explosion, make a Regenerator target certain allies for healing, trigger a Mine early, open and close doors, and make things malfunction.
Magic Summary: Graft is not a true mage, but his Artificer, Commander, and Bioengineer classes allow him limited magical capabilities. As an Artificer, he can summon and control technological devices of his own choosing, and to an extent also meddle with the devices of those with a lower level than he. As a Commander, his voice has power: he can project it across a wide area and even to specific allies, he can subjugate weak targets, and he can deliver orders to his forces that have special effects. As a Bioengineer, he can create and control biomechanical devices and objects. He can affect the physiology of technoorganisms, including his weapon, the Squandered Pygmy. As such, he can use it to 'cast' corrosive acid, poisonous bile, adhesive goo, numbing anesthetic, and restorative blood in AoE globes, conical sprays, or arcing spurts. He can also heal or buff technoorganisms like Guards, and summon nanoflesh to invade targets, causing damage and potentially conversion, or repair wounds.
Dominion: the Factory Chapter 2 of the Chateau is a nightmarish industrial facility. Inside, one can scarcely tell where architecture ends and living matter begins, so robust is the uncannily organic layout of green, black, and gray, the walls stretched like skin over sturdy pylons like bone. At its heart, the Factory is indeed a productions facility, and a spacious one at that. Its hallways and corridors lead to and overlook rooms of living machines, whirring and throbbing away as they process, refine, sort, and send on the Guild's resources, from ores to corpses.
To progress through it, intruders are obliged to navigate through the eerie, mazelike facility, sneaking past or fighting through its immense security force. The Guards fight with toxic weaponry, taking cover and shooting from afar or blitzing the enemy in squads. While not that powerful the Guards can steadily wear down intruders through poison and numbers. Supervisors also roam the facility, more interested in production but more than capable of lending their dark magic to defense. Intruders might also run into Production Specialists gathering or moving around materials, and if they're especially unlucky, an intelligent tentacled juggernaut: a Team Lead.
However, just wandering the facility halls and rooms will never get intruders anywhere. Instead, with security locked down, they must instead willingly brave one of the scattered fleshy chutes in the walls, which all funnel down to the Testing Room. A large circular arena, the Testing Room is populated with monsters brought in from the Beast Pen for the purpose of evaluating new products. Once the room is cleared, intruders can proceed to the next Chapter, but two more chambers adjoining the Testing Room make this even more difficult. One is Graft's office, with its window overlooking the Testing Room, and the other is the Processing Center. Inside the well-defended core of the Processing Center is the Server, a living engine fused to the bones of a seraphim. All biological matter put into the Factory's system ends up here, funneled through the Server and remade through an unholy blend of science and magic into a technoorganic egg capable of hatching and quickly growing into a new technoorganism, usually a Guard. Since both Graft and Guards typically join the fight in the Testing Room, the final battle of the Factory is often a chaotic mess of technology and toxins, with a consistently high mortality rate.
Once discovered in their trip through the Factory, intruders can enjoy being talked to by Graft the whole time through his speakers, narrating their journey while offering new products and hyping up his wares. Graft negotiated first rights to any intruders who fall or are captured in his domain, which must be overriden by any Bandersnatch Lords who desire otherwise. Bodies and equipment are recycled while still-living foes are taken directly to an Interview for Employment within the Factory, which doubles as one of Bandersnatch's premier methods of torture and/or punishment.
When not on lockdown, the Factory is open to free perusal by the Lords and NPCs of Bandersnatch, as long as they can put up with the advertisements. Graft himself is happy to provide tours and even free samples, showcasing the ability of his Guards, the usefulness of his products, splendor of his machines, and the horrifying depths of his work.
Personality: Owing to the nature of her creation, Papillary has a simple personality somewhat affected by her juxtaposition to Graft. She is generally earnest and hardworking, if a bit of a ditz, but she takes immense satisfaction in seeing others come to ruin, particularly by their own hands. To that end she'll do her best to assist in others' downfalls, and she derives a very sadistic pleasure from others killing themselves by attacking her.
Notable Equipment: Papillary possesses a number of items that support her unique build, none of them very rare, but all helpful. One, the Razor's Edge, is a cursed dagger that increases damage dealt by skills, abilities, and spells but increases damage taken, both by 25%. She has a few rings and bands that increase her max HP, including Fragile Abundance, a harness worn under her vest, that decreases her physical and magical defense by 15% but boosts her max HP by the same amount. Her only rare item is Second Chance, which makes an OHKO attack leave her at 1 HP instead, which she got from Tabula.
Notable Skills: The lynchpin of Papillary's skillset, and arguably the only thing she has going for her, is the signature skill of the Karmic Priestess class: Karmic Retribution. When damage is dealt to her, she can spend SP to activate the skill and deal the full total damage value against her as true damage to whoever dealt the attack, ignoring most defenses. One other, sometimes overlooked skill is Tranquility, which provides steady percentage-based HP regen as long as she doesn't take any offensive action, which Karmic Retribution doesn't count as.
Creator Information: Brushen Penn created Papillary to capitalize on a a game mode in Yggdrasil commonly known as NvN, an NPC battle arena where players pitted their creations against one another, in order to try and cheese its high-end rewards. She created Papillary in order to abuse a little-known but hilariously cheap build and cheese as many matches as possible. In essence, she created a character with maximized HP and minimal defenses to purposefully take massive amounts of damage from enemies and then deal it back to them. Penn did not put much effort into the 'character' part of the character, though, going to such little effort as to name her after a disease her sister had at the time. However, a little over a week after Penn finished and started using her -to great effect-, a patch was released that straight-up banned the Karmic Priest/Priestess class from being used in NvN, and Papillary was thereafter never used again, instead left to rot in the Factory.
Due to her relatively low level, she does not pose as much of a threat to much higher-leveled entities, especially those with ways to get around her gimmick, but against lower-level or straightforward enemies or those she manages to take by surprise, she can be an effective nuke
Name: Mamoru Dracobreaker Gender: Female Age: 214 (Which is basically 20 years old) Appearance:
Occupation: Manager of Serving Staff Residence: Bone Butler Quarters (Personal Room, much fancier than the rest of the quarters) Character Focus: Aggro Tank Personality: Dutiful yet at the same time increasing lazy. Mamoru is the type of person who would work really hard to make a simple job even simpler if it means she doesn’t have to do it again. Her strange drive to be as lazy as possible, and thus ensure everything is running fine and doesn’t need her involvement, ensures that she always have time to goof off but is also the first one to the scene of any incident in the Chateau.
Mamoru can be a bit bossy when it comes to actual work, preferring to delegate and organize people into teams to accomplish specific tasks to achieve the overall goal. A strong believer in “Poor Communication Kills”, so she always wants to be in the know and frets whenever someone has gone quiet for a very long time. She tends to put her nose into other people’s business, often using her butler or other spies to stay in the information loop. At the same time, Mamoru is honest to a fault, to the point that it’s painful for her to lie or even be willingly deceitful, though she at least has enough tact to know when to keep the truth to herself instead of lying to someone’s face.
In battle Mamoru is generally very supportive of her allies, not wanting them to be distracted or hurt. But instead of buffs and healing magic, she protects them by tanking hits. Mamoru quietly and gladly takes on any injury in behalf of her allies, knowing that they will avenge her. And even if not, she can certainly take care of any foe herself. Mamoru can be deviously cunning even if she claims to be a simple maid, often utilizing her own honesty as a knife to stab in the back of her enemies. She delights when her plans come together, as they’re often overly complicated or rely too much on random chance.
Notable Equipment: Iron Dragon Headdress - Mamoru’s signature item. This massive metal horned headpiece Grants Mamoru immunity to critical hits and attacks that cause her recoil damage (that is, attacks that also cause her to hurt herself). It also has a passive effect where as long as Mamoru is at full health, instant kill moves do not work on her, and any attack that would normally kill her instantly will leave her barely alive.
Abyssal Bell - A shell shaped bell made of some dark ocean material. Anytime Mamoru strikes an opponent, she heals by 8% of the damage she inflicted.
Maid Uniform - A simple uniform personally designed by her creator. Though she has other uniforms if the exact same design, this was the first one made by her creator, notably for having his signature inscribed on the corner of her apron. Though she could upgrade it with magical effects, she chooses not to do so for the original uniform, leaving it as a purely mundane and aesthetic maid uniform. Intentionally tarnishing it is an easy way for anyone to invoke her wrath.
Creator Information: Mamoru’s creator was {| || || |_} (aka Loss), something of a jokester of the guild. He would often boast about crazy or impossible things he did or didn’t do, and was always present for any inter guild drama to stir up the pot and escalate things. Yet despite his trolling nature he was also the most passionate and always willing to put his money where his mouth was, and one of the people in the guild who would always repay his debts. He made Mamoru mainly as a joke on “Iron Maid”, making her into a tanky character just so she’d draw in mobs while he collected resources in the wilds. But after a while he decided to reward her with some spare gear, tailoring her classes into an actual viable character, and finally a name. She was christen the Dracobreaker after a particularly dangerous resource run resulted in Mamoru aggroing all of the dragons in an area. Due to the skills on her, however, she was able to maintain aggro long enough for Loss to safely exit the area, even picking up a few rare resources he otherwise wouldn’t be able to get. Though she didn’t survive she was revived and Loss made sure to take better care of her, creating a custom outfit for her, something that Loss hasn’t even done for himself.
Total Level: 60 Class Levels: Monk (B): 10 Martial Lord (H): 10 Guardian (H): 5 Striker (R): 5 Ki Master (Physical) (R): 5
Race Levels: Dragonoid (10) Primal Beast (5)
Technquies Punch Rush - A basic monk attack that allows Mamoru to rapidly deliver multiple punches in a single attack. One use of Punch Rush can deliver three punches at once, and she can chain multiple punch rushes together. However attacks from Punch Rush cannot do critical damage, relying on making every hit count to make the most damage.
Speed Strike - A basic monk attack and Mamoru's signature move. On the surface it simply delivers a rather weak attack quickly. But it's true utility is to off-set Mamoru's below average agility and allow her to close the distance or take evasive maneuvers she otherwise couldn't achieve with just her default speed. Additionally it is a Priority attack, meaning that she can often use this move to strike an enemy before their abilities or buffs come into play.
Meditate - A basic monk skill that fully restores Mamoru's health and removes physical status effects but inflicts her with the sleep status effect.
Clairvoyant Defense - A basic monk skill that allows Mamoru to predict and detect attacks directed towards her, increasing her Physical Defense, Magical Defense, and Agility by 10 towards those attacks.
Automatize - A Martial Lord skill that increases Mamoru's Agility by 20 each time it is used. The effects last for quite some time though they are not permanent.
Empowering Attack - A Martial Lord attack that increases Mamoru's Physical Attack (+5) each time it lands a hit. The buff lasts a short time, but resets every time the attack lands, and can increase her attack by a total of +30.
Swallow Return - A Martial Lord attack that does an average amount of damage but ignores the target's agility, essentially allowing a strike that rarely ever misses. This does not prevent the attack from simply be blocked or deflected however.
Flash Step - A Martial Lord skill that essentially allows Mamoru to teleport up to 30 feet at any point she can see around her. The distance she can teleport increases based off Mamoru's agility.
Challenge - A Guardian skill that force an opponent to target only Mamoru. Even Area of Effect attacks must be centered on Mamoru. Additionally this technique forces the opponent to only use offensive moves while being Challenged by Mamoru, so no buffs or defensive skills that don't do direct harm to her.
Wide Guard - A Guardian skill that creates a protective barrier around Mamoru and any allies within thirty feet of her. Any attack that can pierce, break, or otherwise bypass her barrier will only harm her and not her allies as long as they are within the barrier.
Full Counter - A Guardian Attack is always twice as powerful as the opponent's attack, but only if it actually manages to hit Mamoru. Whether magical or physical, the damage is always doubled even if it doesn't do any damage to Mamoru herself. If Mamoru hasn't been struck yet however, the attack does no damage at all.
Barrier Buster - A Striker attack that does a large amount of damage and allows Mamoru to break and dispel any barrier or protective aura of her target.
Awakening - A Striker attack that does allows Mamoru to use a specific skill even while she is asleep. This attack fails if the skill she is using is disabled or under cooldown, however when using Awakening she only ever has to use Awakening's cooldown. Once she determines what skill she will use she cannot change it until after some time has passed.
Skull Breaker - A Striker attack that utilizes Mamoru's head. It does a massive amount of damage, inflicting the target with a stun and physical defense debuff every time they're hit, however it does half the amount of damage back to Mamoru. But as long as she has her Iron Dragon Headdress she can ignore the recoil damage.
Shadow Divide - A Striker skill that creates an exact copy of Mamoru using 1/4 of her current health. The copy uses the same stats and stasticis as Mamoru at the time she sues this skill, but only has health equal to the amount lost and cannot use any skills other than basic attacks and movements. However it can also take any attack or status affect targeting Mamoru to herself.
Foresight - A Striker skill that puts Mamoru into a meditative stance that allows her to ignore the enemy agility and make sure her next strike will always hit. It also bypasses physical and magical defenses and even allows Mamoru to target goes she cannot sense as long as she has noticed them before and they are within range of her attack.
Equivalent Exchange - A Ki Master (P) attack that does not do direct damage. Instead when Mamoru manages to strike an opponent with this attack, their health is reduced or even increased to match Mamoru's percentage. This attack bypasses conventional defensive scores or abilities, however it's offensive strength is only good when Mamoru herself is on the cusp of death, though it can be a very handy support skill as long as she is healthy.
Relentless Endurance - A Ki Master (P) skill that prevents Mamoru from dying, as well as purging her of any status effects and crowd control abilities. However using this skill also prevents Mamoru from using any other skills or abilities aside from Relentless Endurance, not even basic attacks. She is only able to move around. If she uses any other skill this ability goes into cooldown.
Gambit - A Ki Master (P) passive and the bread and butter of Mamoru's entire fighting style. What Gambit essentially does is allow Mamoru to instantly chain a skill or attack instantly after certain conditions are met. For example she can use Gambit to chain a Speed Strike into a Punch Rush, effectively allowing her to do both moves at the same time. Gambit fails if the move is disabled or going through cooldown, but moves used through Gambit only resets Gambit's cooldown and not the skill or attack itself. Additionally Gambit can be set to activate for other triggers as well, such as if Mamoru's health is at a certain percentage, if she takes a certain amount of damage, or activating in the presence of certain characters or enemies. She can have up to six gambits active at once.
Power Swap - A Ki Master (P) skill that allows Mamoru to exchange the quantity of her stats around. For example she can decrease her HP by 30 to increase her Agility by 30, or her Physical Attack by 15 and her Magic Defense by 15, so on and so forth.
Dragon's Breath - a Dragonoid attack that is actually pretty weak and Mamoru only has it due to it being a default skill. It does a moderate amount of damage based off Mamoru's Magic Attack and has a chance of paralyzing enemies caught in the blast.
Rampage - A Dragonoid Attack that always does a fixed amount of damage equal to 5% of the enemy’s health. This damage is not decreased by any defensive stats or abilities, but it is also not increased by any offensive buffs or bonuses.
Dragon Sweep - A Dragonoid attack that is slow but does considerable damage as well as an even more incredible amount of knock back. Even if the attack itself doesn't do any damage, the knock back is quite massive.
Dragon's Roar - A Dragonoid skill that makes it so that Mamoru's stats are increased to that of a true dragon. A rather useless skill in PvP, but it makes enemies think that Mamoru is a much higher power level than she isn't, either making foes flee in fear or making them focus on her as the biggest threat.
Draconian Dance - A Dragonoid skill that increases Mamoru's Physical and Magical Attack by 50 for a short time.
True Dragon - An upgrade of Draconoid form thanks to Mamoru's abilities in Primal Beast. True Dragon increases Mamoru's stats without the usual drawbacks of the stat penalties or the berserker rage, allowing her the clarity to use her skills and tactics. Though not as powerful as a full Draconoid, the ability to still use her skills make up for what she would lose in raw power.
Perfect Clarity - A Primal Beast skill that purges Mamoru of any mental status effects and increases her resistance against mental status effects for a short duration. If she was under the effects of any mental status effect when she uses this ability, all of her stats increases by 10.
Original Weapon - A Primal Beast passive that transforms Mamoru's unarmed strikes into something with weapon like qualities. She can enchant, infuse, and otherwise customized or upgrade her unarmed strikes the same as she could any other weapon.
The Monster Within - A Primal Beast passive that activates whenever Mamoru would normally be killed. It instantly transforms her into her Draconoid form at 1/4 her full health, however all of her skills would refresh and do not suffer from cooldown. She will remain in this form for either a full minute or until she loses all of her health again, afterwards she will die normally.
Name: Butterfly "Bone Daddy" Gender: Identifies as Male Age: 25 Appearance: Occupation: Skeletal Butler Progenitor Residence: Bone Butler Quarter Character Focus: Utility/Support, Minion Master, Resource Gathering
Butterfly's primary purpose is to create and produce an endless amount of low level undead. Thanks to a combined combination of his Skeleton Mage and Necromancer class, he can create up to 20 low tier undead a day. Additionally, he can create profane zones where undead will not be permanently destroyed as long as they have died within those zones, allowing for any undead to simply respawn in as shortly as one minute. When paired with allies with undead traits, Butterfly can assist them with various powerful enchantments and buffs focused around empowering their racial abilities and help weakening or outright nullifying their usual undead weaknesses.
Personality: Butterfly is a quiet but dutiful Cybernetic Skeleton Man. He has quite a high sense of justice, but also a great sense of duty. He takes advantage of his ability to go under people's attention in order to do what must be done, even if he gains nothing from it. Has a certain determination that borderlines mindless at times, and in order to keep himself sane he tries to pay attention to the interaction of those around him. Gives him a sense of self comparing himself to others. Notable Equipment: Cyber Skull - The item he's built around. The Cyber Skull is a unique item made only for Skeleton race characters that allow them to take on Automaton traits and abilities, but also their weaknesses as well. It comes with an unique ability called Synchronization, which allows him to grant any skeleton or automaton within a wide range of himself equal stats and abilities as his own, unless their own are superior. This allows even the low level and normally weak Skeleton Butlers to suddenly become deadly and competent warriors if they are near him.
Adamantine Skeleton - Butterfly's skeleton is plated with Adamantine alloy, granting him an incredible amount of defense and allowing his unarmed strikes to shatter stone and metal with ease. Weapons that aren't made of adamantine or high level magic enchantments will fail to harm him. However it also makes him incredibly heavy and susceptible to magic effects that target metals except rust or corrosion based effects.
Skeleton Butlers - While not possessions per say, Butterfly still feels somewhat responsible for all of the skeleton butlers under his command. As they are created via his magic and bones, he sees them as his children of sorts. Additionally thanks to being their direct creator, he always knows where they are, can command them from wherever he is at, and if he's willing to sacrifice them he can even teleport to any skeleton that he had created.
Creator Information: Butterfly's creator is M177013, or Meta for short. Meta was a heavy roleplayer in the chateau but was very melodramatic and had an annoying taste for super dark and depressive stories, claiming that anything that had too much happiness was just trash. He was the type of person who insists that flaws are the only important part of a character, and a character without a lot of flaws was practically a mary sue. This was a double-edge sword as Meta annoyed many of his fellows for his constant criticism, but it wasn't as if he couldn't carry his own weight either. His sharp eyes for weakness allowed even his rather suboptimal class to exploit faults of his enemies, and while he has plenty of loses under his belt Meta is also well known back in Yggdrasil for absolutely destroying various high level PvPers with his unaltered character. Butterfly himself was created as an afterthought by Meta, who only created Butterfly because Meta was asked to supply the Chateau with servants.
Total Level: 35 Class Levels: Necromancer (H) (10) Maid (B) (5) Cook (B) (5) Race Levels: Skeleton Mage (15)/Automaton (15) Alignment: Lawful Good
Occupation: Floor Guardian / Long Range Specialist / Field Doctor / Police Office / Goddess of Discord / Mother of Four / Future Mayor of Necropolis Gothika
Residence: Chapter VI: Apocalypse Now
Character Focus: Chuunitrixx serves a single Role in Chateau Gothika: Intervention.
To pass her, players are forced to navigate a massive cityscape, laden with Mimics posing as a multitude of traps; overturned cars that suddenly burst open into monsters, mailboxes that open with gun turrets, doorknobs and handles that explode on contact, and more.
Personality: “All your life, you've been, naught but a pale reflection; an imitation. Today, I free you of those shackles, and gift you autonomy. All I ask is use it wisely; become the hero the weak deserve; embody the villain the strong desire; defend your existence, as I have. Today, you are Traptrixx, the Heroic Sniper, the Villainous Reaper, the Mimic Reborn, and I... am no more.”
Chuunitrixx holds the mantle of her Creator, not in full, yet not in vain. Very much the silent, lone gun(wo)man, she comes alive in the presence of Rhodias; little a cactus flower after a long rain. Logical to a fault, and even-tempered, Chuunitrixx can, and will, stand on vantage for days, until her target is dead.
Such, is her gifted role.
Notable Equipment:
Silver Knight Anor: The younger in a pair of long-range, musket-style, sniper rifles, Anor is the “kinder” of the pair; put to task when Chuunitrixx is offering supporting fire over assault fire. It is able to load multiple types of bullets, as generated by Chuunitrixx’s Guncaster Class Level.
Black Knight Londo: The younger in a pair of long-range, musket-style, sniper rifles, Londo is the “crueler” of the pair; unable to load as multiple types of bullets like its younger twin, those that Londo does load tend to annihilate things in an explosive, and definitive, fashion.
Engraved Revolver Ariamis: Rarely does Chuunitrix find herself in close-ranged combat, but this fancily engraved revolver can hold up as well as its elder, twin siblings in its range, as they do in theirs. Unlike Anor and Londo, Ariamas can only load generic bullets, however, each bullet violently robs its victim of MP.
Toxic Haze: Not a weapon, but an item. This pack of smoke is not your average leaf, but an incredibly toxic plant found in an old murky swamp by a Day 1 Player and Crafting Merchant known as “TheGreatSwamper”. By inhaling, Chuunitrixx can exhale a poisonous cloud.
Soapstone Grimoire: An item that Traptrixx commissioned Lord Kiss My Axe to have made, this Grimoire is the collective magical knowledge of Kath's Library, and Chuunitrixx's most underestimated, and invaluable tool. Cosmetically designed to look like an early-era flip phone, this Grimoire is the cornerstone of all of Chuunitrixx's Guncasting.
Although, she can only access a sum total of 70 spells at a time, as her spellcasting prowess and capabilities are nowhere near Traptrixx's own.
Mimicked Teleport: A Racial Ability of the Mimic Species, which functions as the [Teleport] Spells, however, it has no Casting Time nor Cooldown. As a trade-off, Mimics cannot teleport to a place they've never been, so this spell has an understandably limited range.
Chuunitrixx uses her Mimics are signposts, and can go wherever they have been, as well.
Reproductive Capability:
An accidental discovery by Traptrixx, while creating Chuunitrixx, to find the Hivequeen Racial given the functional to lay eggs that could become sentient Pets, if the NPC or PC possessed the Mimic, Doppleganger and/or Greater Doppleganger, and Automoton Racials, as well, in varying capacities.
By consuming "DNA", either foreign or one's own, the Hivequeen can lay an eggs that shared the "DNA" surrounded by Mimicry Paneling from Mimic and Doppleflesh from Doppelganger, and is given Artificial Intelligence from Automaton. These eggs require near constant attention, like a normal Pet Eggs, and can require a week to mature into Hatching, depending on the Pet produced. Multiple Eggs can be lain in a sitting, but each Eggs individual requirements must be met.
If Egg 1 requires Dragon DNA and 1,000 Units of Food, and Egg 2 requires Rat DNA and 400 Units of Food, then the Hivequeen must consume 1 Dragon DNA, 1 Rat DNA, and 1,400 Units of Food, in order to simultaneously lay both.
No matter the number lain, this Innate Skill has a 7 Day Cooldown before it can be attempted again.
Creator Information: Traptrixx, was, and probably still is, a child in the form of an adult; never able to truly past her childish delusions of heroism and villainy. Traptrixx created her first NPC under the name of Chuunithulu to serve as both Hero and Villain; to be the one that she could indulge in fully, as the one that saved the world and the one that threatened it.
However, upon joining Bandersnatch, this rampant unhinged nature carried into her creation; upon whom she relied, whenever she was unable to interact with her Guildmates. As her mental state worsened, so, too, did her her self-preservation instinct ramp up, and for a week, Bandersnatch was without its healer and ranged attacker.
Suddenly, Traptrixx logged in, and Chuunithulu revitalized, as well. However, the NPC was completely changed, renamed -- now, a one-to-one recreation of her Creator, and imbued with her personality. In this moment, no-one was sure what was going on; only that Traptrixx was smiling, and hanging over her weapons to Chuunithulu, now named, Chuunitrixx, before asking Rodias to speak in private...
To this day, only Rodias knows the truth of the matter, and why everything was changed so dramatically with such finality.
A ruined city that truly tests the limits of the Chateau Gothika, stretching several miles in all directions -- up and down. A corpse of a city; buildings, dilapidated, crumbling, and rotting away, lamely stretch to an overcast heavens. Underneath, a system of sewers and bloody slime spidering without aim, but usage as the roads of an unseen hells. Here, Chuunitrixx is in complete control; all entrances blocked, all routes trapped, all chance of survival accounted for, and her sight trained to pick up on motion.
All that moves: dies.
Oh, and, side note: everything, Everything, EVERYTHING, in her Dominion is a Mimic. It's a city made of Mimics. Isn't that something!?
Personality: The Origin; of Her are all others Mimics under Chuunitrixx's control are born. Her mind is linked to Chuunitrixx, after the shift from Yggdrasil, and she is emphatically tuned to her Hivequeen and acts upon her every desire. However, she's fully capable of autonomy, and will do what she thinks is best for Chuunitrixx, if not overruled.
In spite of her mass -- a cityscape of roughly five blocks, square -- Enderall's lost all method of physical and metaphysical attack to support Racial Levels in "Alexander" and "Broodmother".
Due to her Racial Levels in "Psionic Beast", Enderall speaks fluently in any language spoken within her, despite being inhuman via telepathy.
Total Level: 45
Class Levels:
(B) Psion Lv15 (H) High Psion Lv10 (R) Grand Psion Lv5
Race Levels:
(H) Psionic Beast Lv10 (R) Broodmother Lv4 (R) Alexander Lv1
Alignment: +500 (Hivequeen Loyal)
Stats:
HP: 300
MP: 300
PHY. ATK: 0
PHY. DEF: 300
AGI: 0
MAG. ATK: 0
MAG. DEF: 300
RESIST: 300
SPECIAL: 300
Personality: An expensive purchase, these Mimics have several levels in Doppelganger, and appear a human men and women wearing unwashed clothing and surgical masks; the stereotypical apocalypse survivor fashion. They display a semi-literal autonomy, as they will act fairly human whenever functioning as a noncombatant, and will do whatever is best for Enderall. They can be found sleeping, largely, and displaying misery befitting their environment.
Survivors, unlike their Hivequeen, are general melee specialists, and attack savagely with simple construction tools, farming implements, and, of course, the vore fetish mouths that Mimics are best known for.
Thanks to their Racial Levels of Doppelganger, Survivors can speak fluently in any language, and their vocal mimicry of sound is impeccable.
Personality: These Mimics can be considered, for all intents and purposes, as upgraded variants to the standard Survivor Unit, acting with a semi-limited autonomy unwarranted to their standard Unit A.I.; they are freer of thought, but still unable to do more than whatever Chuunitrixx explicitly commands. However, they are better able to achieve those results, and therefore, can rally Survivors into a smarter unit or a deadlier swarm.
Unfortunately, with this upgrade to their subroutines, they are able to feel pain and understand emotions, instead of simply working as beasts of task and burden.
Personality: These Mimics are the pinnacle of the standard Survivor Unit, acting with a complete autonomy of their actions. They have been completely removed from their [Laborer] Class, in favor of the [Leader] Class, and they have been given the [Greater Doppelganger] Racial to denote their superiority. As such, they have been given the freedom to operate as they will with complete oversight of all other Survivors; working at the Vice Presidential step of a hierarchical system. However, they cannot go against Chuunitrixx’s explicit commands; at least, not directly.
There are currently Five of them:
of Alpha. He serves as the Lead Overseer, and Chuunitrixx’s right hand man. He is one to speak in circles, on purpose, or to amuse himself, and tempt others into making mistakes or lashing out. He does not ally with anyone without reason nor act without reason; always possessing a scheme in mind to benefit Chuunitrixx and Enderall, who he sees as his Grandmother and Mother, respectively.
as secondary female form of Socrates, which is used for more nefarious means. Socrates seems more... tempered in this form, however. Why, is yet unknown.
Socrates will often be seen with a Mimicry of Black Knight Londo in his possession.
of Delta. She serves as the Melee Overseer, and teaches her Survivors the Spartan Arts of Kicking Ass. Brute force. Raw strength. Muscles on muscles. The only thing feminine about this nuclear firecracker is her face and sexual characteristics, which are usually outshone by her fist and voice flying at you.
Leonadis, while not inclined to use it, carries a Mimicry of Engraved Revolver Ariamis.
of Beta. She serves as the Range Overseer, and gracefully teaches her Survivors about the Art of the Bow and the Way of War. Beauty and grace, she does not concern herself with the violence of battle; preferring to keep her targets at the end of a bow or dinner table. Extremely confident in all she does, this regal lion has only one flaw, and that’s her very strong eyebrows, which can break her composure easily.
Alexander can always be seen with her Mimicry of Engraved Revolver Ariamis.
of Gamma and Epsilon, respectively. These two were created as twins, due to the close relation of Spellcasting and Alchemy, and often entertain each other over others; coming across as antisocial, despite their extremely refined manners and politeness. In conversation, Plato will usually start statements, and Aristotle will continue them, or finish them. However, these roles are reversed in explanation, with Aristotle doing the talking, while Plato supports with comically oversized guidecards.
Although, both believe it garish and impractical, both carry their Mimicry of Engraved Revolver Ariamis.
Personality: A specialized Mimic that generates a special slime that is incredibly vicious and hardens into a solid concrete-like material when cooled below its body temperature by eating foreign material within Enderall. This slime serves, since the shift to The New World, as a means to support Enderall outside of the Chateau Gothika, and not just a patching material.
Not explicitly made for combat, but crowd control, these little, drooling Mimics barf up Concreep to lock their opponents in place or obstruct pathways; in addition to being able to patch up the more complex Mimics, and heal them.
Concreep Mixers have no Racial or Class Levels that allow for speech more sophisticated than guttural grunts, wet belches, and gargling shrieks.
Total Level: 20
Class Levels:
(B) Archer Lv5
Race Levels:
(B) Mimic Lv10 (B) Slime Lv5
Alignment: 0 (Drone)
Stats:
HP: 25
MP: 100
PHY. ATK: 0
PHY. DEF: 0
AGI: 100
MAG. ATK: 100
MAG. DEF: 0
RESIST: 0
SPECIAL: 100
Personality: The most common, and most numerous, of Mimics, these take the form of any placeable object that a city is commonly known form; a mailbox, a lamppost, streetlights, and more. Stationary by nature, these Mimics rely on overwhelming force to carry the day or suppressing fire to give Survivors time to move and gain advantage.
Strictly oriented for ranged combat, Sentries utilize guns to attack. Chuunitrixx's Armory consists of a Desert Eagle, an AK-47, Dragunov, a Barrett M82, a Mossberg, an RPG-7, and a Howitzer Cannon.
Sentries utilize their Racial Levels in "Symphonic Instrument" to mimic music, and speak a musical language that is comprised of high notes and low notes that function as dots and dashes with midnotes acting as tonality. Fluency in Morse Code allows for rudimentary translation.
Total Level: 30
Class Levels:
(B) Gunner Lv5 (H) Stalker Lv5
Race Levels:
(B) Mimic Lv15 (B) Symphonic Instrument Lv5
Alignment: 0 (Drone)
Stats:
HP: 50
MP: 50
PHY. ATK: 100
PHY. DEF: 75
AGI: 0
MAG. ATK: 0
MAG. DEF: 0
RESIST: 50
SPECIAL: 100
Personality: Akin to Sentries, but designed for indoor combat... in a sense. Masquerading as things as innocuous as a doorknob, or as complex as a typewriter, Proxies are armed explosives that await interaction or proximity breaches to detonate and annihilate their intruding targets.
Designed solely for exploding, Proxies share a similar weakness to Sentries, but trade their lack of ranged and melee combat for extreme lethal in a large area.
As with Sentries, Proxies host Racial Levels in "Symphonic Instrument", and speak the same language; interestingly enough, Proxies seem to have reverse the function of high notes and low notes, but kept the midnotes for tonality. This creates a sort of Northern accent for Proxies, versus the Sentries' more Southern accent -- the reason for this is wholly unknown.
Personality: Simple. Strong. Working. These horses are designed after those of the village that is overlooked by Expedition Team Beta and serve to carry members of Expedition Team Alpha back and forth on supply retrieval, or Expedition Team Members to other locations.
Despite their inner workings, these Draft Horses are accurate from top to bottom; looking no more out of place than any other horse would.
Personality: Friendly as all heck, these puppers are based on Wolf Dogs seen within the areas inhabited, and serve the purpose of alarm systems before Sentries activate and, in the case of Location Gamma, a sled-team of Huskies to meet with the Draft Horses to transport material and units in and out when the snow thickens.
When not in Guard Mode, these dogs are seriously friendly and display typical dog-like curiosities.
Character Focus: Out of combat, Kath helps the guild's members search through previous chat logs and notes they may take for roleplay purposes. In combat, she is best at acting as a Support Healer while in her human form and as a AoE DPS in her dragonoid form.
Personality: Kath is best described as reserved and thoughtful. Her presence can often be missed in most gatherings as she prefers to listen to what others think and consider her options over giving a quick answer. When put on the spot before she has finished pondering though, it is not uncommon for her to become somewhat flustered and stumble over her words. It isn't that she is slow, but rather she gives herself too much to contemplate.
In her dragonoid form though, she becomes the incarnation of rage and animal instinct, lashing out at anything that moves and even anything that may attempt to stay still. Nothing is safe from her ire, not even her allies. However, she prefers to avoid using this form unless she's in real danger. Or if someone attempts to enter the forbidden section of her library.
Notable Equipment:
Grimoire of the Beyond - Anyone who may look inside the book's pages will only find blank pieces of paper bound together within this tome, but Kath can always be seen reading an unseen entry from it whenever she casts any spell. Whether it be because she sees something others do not or out of some strange habit, no one knows.
Cloak of the Cataloger - Increases Kath's magical defense as well as makes her feel more comfortable when in the metaphorical spotlight, as if she could wrap herself in its fabric and disappear if things became too much for her.
Ring of Tending - Decreases the cooldown on any spell last used upon an ally.
Creator Information: Kath was created by the strangely named Kiss My Axe. He was known for having great ideas that would soon escape his memory, often requiring to write things down in order to ever recall anything. However, his frequently extensive notes and pension for disorganization would still cause trouble for the man when forming any coherent story while roleplaying in YGGDRASIL. Kath would become a godsend in keeping track of what he had already written in the past, as well as following the stories of his friends and fellow roleplayers.
Kath's library is a strange place. The entire floor is filled with shelves upon shelves of books, reaching all the way to the high ceiling above. It is well known that whenever a guest isn't looking, the book shelves like to move and change positions, acting like an ever changing maze. The only people who are able to cross from one side of the room to the other without trouble are guild members and those following close behind guild members. Otherwise, unless a cunning strategy is used, any intruder shall be forever lost within its ever transforming layout.
Interestingly, Kath seems to intuitively know where each individual book rests upon its shelf, as she can find any tome requested of her within seconds. Any text she looks for is also always at eye-level for her, with the librarian never needing to climb or bend down to pick out exactly what she needs.
Recorded within the countless books that make up the Athenaeum are records of all item descriptions, background lore, guild finances, wanted lists, player notes, and public chat logs ever posted to YGGDRASIL's servers. It is also rumored that hidden within the far corner of the library sits a vault covered with chains and locks, with access only granted to Kiss My Axe and Kath herself. What lies within is unknown, though rumors range from lists of exploits to break the game to private chat logs of eRPs. In any case, Kath is extremely protective of whatever lies within and shall refuse entrance to anyone, even her fellow guild members. If someone were foolish enough to be caught attempting to break in, she shall show them no mercy.
(This is her old image, I'm 3d modeling her new design, I'll change this image with her new design when I can.)
Name: Light Gender: female Age: 25 Occupation: Vault Keeper Residence: Vault area. It looks like a mostly empty area, and in that way it looks extremely suspicious. Besides the scrooge McDuck style vault door that guards the treasure room, the foyer is pretty much barren. This is to hide the various traps in the floor and hidden rooms along the walls that contain a small living/sleeping area and a teleport circle placed by Light. Sensor spells tell Light when anyone is infiltrating the area, so she can quickly make her way there and deal with them. Character Focus: Bruiser/dueler/Physical DPS. With a bit of anti stealth and anti magic. Personality: Light comes off as a happy-go-lucky airhead. Shes very honest, loves almost everything, very flirty, and just loves hugging people. One would think shes stupid, but this is far from the fact. She is dangerously intelligent, and knows that being happy go lucky will make people think shes dumber than she really is. She has a plan to kill everyone she meets, and quite the silver tongue on her. She would prefer to not fight if possible, as its more challenging to beat someone with words than fists. However she isn't against fighting in general, and will fight if she needs to. If she fights, she tends to not fight seriously unless someone is infiltrating the vault area, as "Fighting seriously means everyone dies." in her eyes. Notable Skills: Void Creature: Light is a void creature, which greatly changes how different things affect her. * She has no life force, instead running on void energy. * Anything that tries to drain or steal from her, such as trying to take her life, energy, stats, ext... will instead have the opposite effect, and Light will steal from whoever tried to steal from her instead. This is passive. * Light has immunities to Reality Warping, forceful teleporting, time manipulation, disease, soul/spirit attacks and effects, and emotional attacks/effects. * She has high resistances to sanity sapping effects, healing debuffs, shadow, light, poison, and void attacks, and slight overall magic resistance. * Being in her presence slightly saps your sanity and energy in the area. She can't ever turn this off, but she can greatly reduce its effects when interacting with allies. * Light can choose to touch incorporeal beings. * Light can pick up cursed or magic items with no ill effects, but will not gain their positive effect either unless they are beneficial and she is 'worthy'. * Possessing Light causes the thing possessing her to have an insanely intense version of her Void Siphon ability applied to them until they leave her body or die. * Light absorbs a bit of the power of whatever she kills. * Light can sustain herself off the sanity she drains, fear, and other strong emotions. * Light is unable to bleed. Instead when she would bleed, wisps of void come out of her instead.
Super Strength: Light is insanely strong for her frame.
Regeneration: Light has incredibly strong regeneration and can regenerate any part of her body, including her head if it gets blown off. She can reattach severed body parts with no issue, and can control recently severed body parts for a short time after they're severed. While her regeneration is strong and is fast enough to be used in combat, it is also draining to use in repeated succession and in order to regrow/regenerate huge wounds she needs to concentrate for a little bit.
True Sight: Light can see through illusions, invisibility, stealth, and can tell if an item is magic or not.
Devil Sight: Light can see in darkness, including magical darkness.
Void Siphon: Light's touch is akin to touching the infinite void. This causes whoever she touches to lose energy and sanity every second the are touching her, regenerating her own energy reserves in the process. This causes Void Touched to whoever she siphons energy/sanity from, which causes them to be immune to healing and energy restoration from outside sources. This status lasts for twice the duration that Light had touched them. So if Light touches them for 3 seconds, they have 6 seconds of this debuff. An enemy can have their sanity drained completely from this touch, causing them to fall under the command of Light as they listen to the whispers of the Void. If they run out of energy, well, they just die.
Void Shade: Should Light die, her essence will manifest itself into a void shade. This state leaves her unable to tell the difference from friend or foe, and gives her a single drive to absorb as much life energy as possible in order to reincarnate herself. While in this state she is incorporeal, but vulnerable to binding magic. If she manages to absorb enough life energy, she is reborn with full hp.
Void Teleport: Light can slash the air in front of her, opening a wormhole that links to either any spot within her sightlines, or a teleportation circle she has created for herself. Only Light and objects in her Pocket Space can go through these wormholes.
Void Slip: Light surrounds herself with Void energy and dashes forward, causing damage and 5 seconds of the Void Touch debuff to whatever she hits while being immune to all damage and effects. She can only use this every so often.
Pocket Space: Her Inventory, but with a different name and more storage. She can even catch spells out of the air and store them as well! Spells stored like this enter a state of stasis.
Natural Weapons: Her claws are sharper than most swords, while her feet are sharper than most spears. This does cause her some trouble when walking on soft terrain though.
Creator Information: Fredrik was very interested in, and could probably have been considered, a cultist to the Great Old Ones as foretold in the works of Lovecraft. Although making a tentacled horror wasn't very cute or appealing in an MMO, so the creator took some creative liberties to make a cute, although creepy looking monster girl. After all, this was an MMO, and why would you ever do something standard when you could make a monster girl waifu. Throw in a bit of no-lifing to make her strong, and thats what you get today. Light's powerset after all the leveling and such was said and done ended up being perfect for guarding the vault. After all, Light could always teleport there if anyone was intruding, so it wasn't a difficult job to fill. Total Level: 60 Class Levels: Brawler(B) (15), Grappler(H) (5), Eldritch Knight(H) (2), Mage-Killer(H) (3), Great Old One (R) (5) Race Levels: Abberation(B) (15), Eldritch Horror(H) (10), Void Creature(R) (5) Alignment: Chaotic Neutral
Name: Kaldorna Red-Eyed the Mistress of Monsters Gender: F Age: 713 Appearance: Kaldorna is a female vampire with aging grey skin, hair white as death and glowing bloodshot eyes. She wears a stylish navy blue admiral's jacket which hides chainmail vest protecting her upper half, while down below she wears pantaloons, greaves and armored boots. All of her garments are elaborately decorated with golden thread, and all of them have seen a lot of wear and tear from being worn around monsters. She wears a simple cutlass at one hip and a brace of pistols around the other.
Occupation: Beast Master, Mistress of the Hunt, Sports Commentator. Residence: The Hunters Lodge, which houses the caretakers and hunters of the Beast Pens. It's also a boat. Character Focus: Minion Master, Buff/Debuff Caster, Monstrous Cavalry Personality: The Master of hunters and beasts values spectacle above all else. The thrill of the chase, the battles where everything is on the line, passion, rage, heroism, treachery, all the intense act and emotions that make people feel truly alive are the things she adores. Meanwhile she abhors undue cowardice and those who prey exclusively on those far weaker than themselves because it means they aren't challenging themselves.
When speaking they have a flare for the dramatic, and contained with the old woman are buckets of energy and enthusiasm for whatever task she sets her mind too. While she loves their master’s menagerie and his hunters their true passion is commentary. Under Kaldorna’s watch the area hosts more than simple battles to the death. Instead she ensures that the bouts get the passion and flare befitting such glorious combat, treating it as a veritable bloodsport Kaldorna turned her tongue to the task pumping up the excitement of both any onlookers and the combatants themselves and will sometimes even intervene if he feels like the fight is too one sided.
She cares a great deal about her beasts, but more so collectively than individually. Her creator insisted on capturing a breeding pair of every monster, and so the loss of an individual exhibit is not a tragedy. However, should all of a kind of beast die she would be distraught by the damage done to her creator’s prized collection.
Notable Equipment: Hunting Horn: Summons the Chateau’s monster hunters, a band of vampires specialized in the art of capturing and subduing beasts of all shapes and sizes.
Cutlass and Flintlock: A pair of sidearms kept for only the most dire of circumstances when something or one manages to slip past her beats or she finds herself without their company.
Monsters Training Gear: Simple tools like a whistle, laser pointer, whip, chair and indestructible rubber balls for training, controlling and entertaining the various beasts under her command.
Wand of Commentary: A commentators microphone attached to a stick so it can be carried around and used for live commentary or interviews.
Creator Information: She was created by Sun200, the self proclaimed monster hunter extraordinaire who’s obsessive quest to capture two of every monster in the game, no matter how useless or hard to contain they where, for breeding purposes rapidly swelled the population of the beast pens to un-manageable levels. To handle the care of all these monsters Sun2 created Kaldorna at the behest of the guild so that they’d have someone, anyone, who could supervise the care of the hunter’s ever increasing menagerie of beasts. He wanted more than a simple warden however, and so Kaldorna was also placed in command of Sun2’s hunters while they where on base or acquiring food for the beasts and over organizing, supervising and presenting gladiatorial combat in the arena for entertainment and training purposes.
Sun200's character was a True Vampire who is the sire to both to Kaldorna and to all of his hunters.
Total Level: 60 Class Levels: 50 Beast Tamer(B): 15 High Tamer(H): 10 Rare Tamer(R): 5 Rider (B): 10 Dulist(B): 5 Bard(B): 2 WarLord(B): 3 Race Levels: 10 Vampire(B): 10
Dominion: “Beast Pen: The dwelling place of the "Pets" of the guild. Managed by the most savage servant of the Chateau, who communicates with the beasts as an equal. They are typically fed intruders, or, when invasions are running dry, low level monsters will be brought in to satisfy the beasts. The Pen also connects to an underground training area, where Death itself is warded against. Here, guild members and NPCs may spar with beasts of their level, in order to test themselves.”
So, a bit of a trigger warning concerning Salem's creator. I didn't intend for it to get so dark.
Implied suicide
Salem Vicarious, Lord of Lost Things
Name:
Salem Vicarious, Lord of Lost Things
Gender:
Nongendered
Age:
10
Appearance:
Normally, Salem is a small, ball-jointed doll in the form of a young, androgynous child with short hazel-red hair, heterochromatic red and green eyes, and porcelain white skin. They keep their joints hidden under long sleeves and stockings, while their face and hands are covered in a magical 'skin' that mimics the real thing and hides any doll-like appearances. they are normally dressed in a boyish, dark-blue, frilly outfit, complete with a black top hat. However, like a true boss fight, Salem can take on increasingly monstrous forms by combining with discarded weaponry and the scattered remains of other dolls and mannequins, becoming a gigantic, monstrous, multi-limbed beast. In truth, Salem's true form is the red glass eye in the doll's head. When defeated, the body crumbles to sawdust and the eye attempts to levitate away to find a new body somewhere in the City of Lost Things. If the eye is destroyed, Salem dies. Permanently.
Occupation:
Boss Monster, Surveillance Scout, Infiltrator, VP of Automation (title reluctantly accepted from Graft)
Residence:
Chapter 1: The City of Lost Things
Character Focus:
Salem is a true, multi-stage Boss Monster focusing on self-preservation, control effects, area denial, and wasting the party's time with convoluted mechanics.
Personality:
To outsiders, Salem behaves like a precocious, coquettish youngster and is quite good at endearing themself to others, but this is simply a veneer to hide their condescension and general misanthropy. Salem hates humans, and by extension, sentient non-monsters, with a passion, having inherited this passion from their creator. Around the other members of Chateau Gothika, Salem is their true self, a bit bratty, and quite a bit sadistic, and plagued with thoughts of abandonment and worthlessness. On the one hand, it is in Salem's nature to please others to derive a sense of self-worth, on the other hand, Salem wrestles with the desire for independence and to be free from the shackles of needing acceptance and recognition. Salem frets constantly about appearances and putting on a good show, while tending to hide their insecurities behind a facade of sarcasm, and smugness.
Creator Information:
Dr.Drd was one of the early members of Chateau Gothika, and the go-to guy for coding and otherwise fine-tuning all the original user-generated content for the guild. An automation programmer by trade, Dr.Drd raged against the inevitability that automation would replace human labor and recognized, with guilt, his own hand in creating rampant unemployment. Yet he also raged when human clerks or IT help-desk personnel proved inadequate. But mostly he just raged. A man with a lot of deep-seated frustrations, and unanswered emotional problems, it came as no surprise that he would create Salem. Salem was originally made as an experiment in ways to break or exploit the game's physics engine. Dr.Drd intended Salem to manage the automatons and mannequins that, in his mind, were to form the backbone of Chateau Gothika's workforce and defense force, but that idea was pushed aside in favor of skeletons and Brushen Penn's biomechanical monstrosities. For this slight, Dr.Drd signed off of YGGDRASIL for half a year. When he returned, he changed the as yet unfinished first chapter, the Dollhouse, into the City of Lost Things. Through his constant experiments in crafting, he made a plethora of low-level objects and weapons, and the City of Lost Things became a garbage dump for these discarded creations. Over time, it seemed that creative expression within Chateau Gothika softened Dr.Drd up somewhat, and he even developed a sense of camaraderie among his fellow guildmates. Everything seemed to be going well, until one day Dr.Drd just never logged back in. His last message ever sent in the game was, "I'm happy right now."
Notable Equipment:
The Eye of Dread -
Salem's true form is the small red glass eye in their head. The downside of taking advantage of so many object exploits is that Salem is technically an 'artifact' and does not follow the normal rules of healing and revival. If the eye is destroyed, no one exists anymore who can craft a replacement and imbue all the convoluted code into it. Even if recreating the eye were possible, there is no chance that Salem's 'consciousness' would revive within the new eye.
The Toy-Box -
The Toy-Box is an oversized coffin that Salem slings across their back when traveling. Compared to Salem's size, the coffin is ridiculously large. Only Salem can unlock the coffin with a skeleton key hidden in their right index finger, and within are stored myriad spare doll parts, filled with dangerous, spring-loaded (often bladed) mechanisms.
Notable Skills:
Telekinesis -
A simple low level concentration spell that allows Salem to levitate and move objects. This is Salem's main attack and the foundation of their physics engine-exploiting shenanigans.
n-Stack Equipment Slots -
Salem's primary exploit, any object wielded by telekinesis or fused to Salem's body is considered 'equipment', so all weapon and armor proficiencies that Salem has applies to the wielded weapons and armors, and any bonuses that that said weapons or armor confer to the wielder apply to Salem.
Paranormal Activity -
Telekinesis is, in and of itself, a bad combat spell because it is a concentration spell, and typically, multiple concentration spells could not be used simultaneously, and concentration spells break if the user is hurt, distracted, or otherwise breaks their concentration. Dr.Drd noticed a loophole with certain ghost types, particularly, poltergeists. Applying the loophole to Salem removes the restriction, allowing Salem to telekinetically wield innumerable thrown objects. This restriction is also removed for other concentration spells that Salem might cast, though Salem does this rarely, preferring their bread-and-butter attack spell.
Aichmophobia -
This translates as 'the fear of sharp objects', slashing or piercing weapons wielded by Salem get increased armor penetration.
Possessed Item HP/Durability Paradox -
Typically, only 'killable' entities have HP, whereas 'breakable' objects have durability. Certain monsters were possessed or animated weapons, and suddenly had HP in addition to the weapon's actual durability. Dr.Drd took advantage of this strange conundrum by tying Salem's health to the sum total of the durability of all wielded items, since item durability loss usually decreases at a much slower rate than health during combat. This does give Salem a particular weakness to item- and equipment-destroying skills but since those are typically niche skills the fight against Salem is fairly cryptic to most unprepared adventurers. This also prevents Salem from wielding items with the 'indestructible' tag, whether by touch or with telekinesis, as it causes a 'divide-by-zero' error in health calculations leading to cascading code failure. In the New World, this translates to a complete and total mental breakdown for Salem, whose philosophy is that all things break, all things become obsolete, and all things lose usefulness. Any attempt to wield an unbreakable item causes Salem to lose all their abilities, dropping all wielded items, and be reduced to having control only over the Eye of Dread, requiring Salem to retreat to the City of Lost Things to recuperate.
Antique Affinity -
Deal bonus unholy magic damage based on missing weapon durability, gain bonus armor and magic resistance based on missing armor durability. This ability helps to mitigate Salem's main weakness as well as making fights with Salem take longer than they should. The more time it takes the party to fight Salem and attempt to figure out their weaknesses and attack patterns, the more dangerous and harder to kill Salem becomes.
Parts Cannabilization -
The City of Lost Things provides a limited stream of doll and mannequin parts to Salem's boss room be incorporated into their body during the course of a fight, allowing health regeneration and to the ability to grow into a multi-limbed monstrosity as the fight progresses.
Thrown object/Collision detection exploit -
Thrown objects, attacks made with melee weapons, and attacks made with thrown or projectile weapons followed different damage calculation mechanics. Dr.Drd found a way to combine these mechanics for stacking bonus damage from collisions while not losing out on passive benefits for ranged attacks from Salem's various ranged classes, and passive benefits for melee attacks from Salem's various dueling classes.
Creepy Doll Heads -
Salem can see, hear, and speak through any mannequin or doll head that they wield as an item, allowing them to perform surveillance and communication throughout Chateau Gothika.
HP: 100 MP: 25 (but only uses low-level spells) PHY. ATK: 100 PHY. DEF: 85 AGI: 75 (decreases over combat duration) MAG. ATK: 20 (increases over combat duration) MAG. DEF: 20 (increases over combat duration) RESIST: 45 (As a construct, Salem is immune to most biological status ailments, but shares undead weaknesses and is susceptible to durability-harming effects) SPECIAL: 85
Total: 555
Combat Summary:
Salem is a 'bullet hell' boss and fights primarily by overwhelming opponents with a cloud of thrown objects, mostly discarded weapons and weaponized doll parts, though they are not above wielding weapons themself, or attaching grotesque bladed limbs to their own body and engaging in melee. Salem primarily uses sharp objects, such as over-sized gardening shears or kitchen knives, though sometimes Salem brings in chains, coffins, iron maidens, and other torture equipment to immobilize foes. The esoteric mechanics that went into Salem's creation make it difficult to take Salem down. Salem prefers to fight in claustrophobic rooms and hallways, where their thrown objects are more difficult to avoid. Salem is most at home in the City of Lost Things, where they have access to all their items. Outside the Chateau, Salem must rely on whatever is inside the Toy-Box as ammunition and is much weaker, needing to rely on passing off as a normal human child and the element of surprise.
Dominion: The City of Lost Things
The City of Lost Things is a physical mindscape representing Dr.Drd's vision of the concept of innocence lost. Originally the dumpsite of discarded crafted goods, The City of Lost Things takes the discarded and abandoned and pretties it up, giving it a second, grotesque life, like undeath but for already inanimate objects. The City appears like a Toyland, filled with childish decadence, like toys and sweets, juxtaposed with images of gratuitous violence, body horror, and lewd innuendo, such as mannequins forever locked in grotesque poses. The City is a mix of Victorian, Baroque, and Gothic art and architecture, demonstrating artistic intricacy and meticulous attention to detail, while completely lacking comprehensive high-level artistic sense as the various styles clash with each other, like the inhabitants, the style is borrowed and hacked together. The City is like a pre-modern metropolis with soot-covered cobblestone alleyways filled with junk and newspapers that make no sense. Tall, narrow, sharp buildings crowd togehter, and you never know if there was an animatronic jump-scare around the corner. The main danger of the City are its inhabitants: randomly generated dolls, animatronics, automatons, and gigantic stuffed animals wielding dangerous equipment. Their danger lies in the fact that no two creatures are the same, follow the same rules or patterns, have the same strengths and weaknesses, etc., making preparation a veritable nightmare. In the middle of it all sits a mansion, The House That Salem Built, where Salem plays very dangerous versions of 'House' and 'Tea' with the currently highest ranking subjects.
In away, the City is like the Factory, but significantly less organized, and in fact, Dr.Drd had commissioned the factory to provide automaton bodies as the workforce for Chateau Gothika. When the idea was scrapped, Dr.Drd never stopped the order, so a stream of mannequins continues to funnel into the City, a testament to the abandoned project and the resentment that Dr.Drd continued to harbor. As someone who dabbled in AI, Dr.Drd played with the idea of 'evolutionary machine learning', and experimented with the idea of programs that could change their own code while self-optimizing to compete for computational resources. This embodies the controlled chaos of the City as the discarded automatons tear each other apart to survive, like humans after the Rapture fighting each other for the forgiveness of a god that has long abandoned them. Salem rules over all this, like an abusive parent who outwardly shows love and caring beautifying the automatons, but then demands that the inhabitants of the City vie for Salem's favor. In the end, nothing is above being broken down for parts, and the refuse of this chaos is collected and returned to the Factory as raw materials, where the futile cycle begins again.
Name: Vae Dhayer Gender: Male Age: Unknown Occupation: Commander of the White Legion Residence: Chapter V: Imperium Immortuos Character Focus: Tank/DPS Personality:
Cruel
Meticulous
Efficient
Protective
Loyal
Notable Equipment:
Infernal Flaming Longsword - a longsword enchanted with a powerful flame enchantment giving a boost to damage output.
Dread Lord Plate - A full set of blackened platemail carved and embossed with a terrifying visage.
Creator Information:The_Silver_Hand - Silver was an avid roleplayer who often liked to twist normal conventions to create new and interesting characters. When he created Vae he made him as a polar opposite of himself, who chose to be shining paragon of good and justice. He would often use his creation as a bounding board for ideas for his next novel trying to create a villain that would sum up the entirety of the evil his world possesed. Plus it was always fun to play an evil character and Vae gave him the chance to do so. Total Level: 60 Class Levels:
Dominion: Imperium Immortuos - the Imperium is simple in design but effective in purpose. Designed to resemble a Roman Legion barracks on a larger scale, the entire structure is massive in size housing the entirety of the White Legion in different storehouses. Upon entering the Chapter high mountainous walls funnel you straight into the Castra with numerous Skeleton Archers lining them ready to impale any poor soul. Skeleton Warriors stand ready to fight anyone who gets past the Archers and Vae stands beyond them.
Name: Gromgard Gender: Male Age: Unknown Occupation: Military General Residence: Second Character Focus: General, DPS, RTS Personality: He stands mainly silent and preferring to speak through his actions, though he is not afraid to speak with his deep and gravely voice. He always shows kindness to the young and innocent. While he seems to be the brute, he's far from it, utilizing his small army of goblins, spells, and chosen weapons, he can craft any strategy and execute it nearly perfectly. He does have a soft side that hs doesn't show to many. Lately, he's been courting one of the maids, treating her as a person instead of a piece of property. Notable Equipment: On one hand, he wears a gauntlet with a large, round Amber gem. This gem allows him to control a small group of goblins (currently 50) that do anything he says. He also has a helmet with a number of gems embedded in it. Each gem has a small magical effect. He also has a longsword that will turn 10% of the damage he does to an enemy with his sword into health for him. Creator Information: She was more a tactician and preferred RTS style games over MMORPGs. Upon finishing half of the story quests for the game, she began designing an NPC for the castle, one that would make battles easier. It took her a long time to finish the character, not being the best at programming AIs, but she finished him and let him roam around to collect useful items and information for the players. Total Level: 50 Class Levels: 25 (15 fighter, 10 mage) Race Levels: 25 (Shade, a man made of living shadows) Alignment: CN
Dominion: Because he's not a Chapter Lord himself but works directly below one, he doesn't have his own floor. He does, however, have a small section of Chapter 5's floor which has 5 large rooms; his personal bedroom with a huge bed and a small fireplace, his goblins' room which looks like a total mess, his personal command room that double as his office and pseudo-throne-room type area where enemies fight him when they attack the castle, a training room that doubles as an arena room which can pit whoever wants to try against any common enemies multiple people from the guild have fought before, and his torture room which hasn't needed to be used just yet and 2 smaller rooms, one of which is for his personal hoard so he can purchase improved armor and weapons for himself and his goblins, the other being a personal forge room where he can further improve the weapons and armor he buys.
Character Focus: By YGGDRASIL standards, Cleric is a faith-based class. Clerics are look upon as a magic caster of the Divine type. While they are well verse in melee combat, Clerics can also cast various magics such as healing, summoning and attack spells. In particular, they are capable of curing diseases or neutralizing poisons.
Personality: As a Lawful Neutral Cleric, Aurora Aera’s personality is to neither judge people based on their goodness or their wickedness; her determination is to abide by guild law and to protect player characters and allies from harm. She is decidedly firm in such regards. Beyond that definition in particular, Aera (or Aurora to some of her associates) is friendly, amicable, and soft-spoken. She is not as zealous as her creator was, but she is not a cold judicator by any means either. Beyond her creator’s zealousness, some parts of their personality seem to be left intact such as her tsundere-esque like quirks.
Notable Equipment: The most significant piece of Aurora’s equipment would be her two-handed clerical sword named ‘Divinefire’. When channeled with magical energies it can fire a wave of pure divine energy that heals all allies surrounding Aurora for 50% of their health pool.
Creator Information: Tomiko Yamaguchi, otherwise known as ホーリー (Holy), was one of the guild's primary healers. Tomiko created Aurora as a healer to guide her friends when she was not available to roleplay or quest with. Whereas Aurora is Lawful Neutral to the letter, her creator served more in a neutral good capacity, trying to consistently remain as one of the guild’s most vocal forms of a moral conscience. She was oft told that she was taking things too “seriously” which often resulted in many many arguments.
Name: Flan du Rosemary vuu Succulence Ral Thyme Sauerkraut
Gender: Female?
Age: 894
Appearance:
Occupation: Head Chef
Residence: Kitchen (Connected to Chaeutu Entrance Foyer, 1st floor)
Character Focus: Provisions Crafter/DoT Poison/Tank
Personality: Flan du Rosemary Vuu Succulence Ral Thyme Sauerkraut is on the surface a kind soul, concerned about the well-being of everyone in the guild. She works tirelessly to keep everyone well-fed and buffed for battle, often becoming a workaholic. The mere thought of gathering and finding new ingredients excites her to no end as she is quite creative with her work, always trying to discover new cooking buffs and new tastes to test out on the guild. Not having access to ingredients is nightmare fuel for her.
Past the seemingly self-sacrificing workaholic attitude is a being who selfishly wishes for those around her to become addicted to her service. While she loves being creative it is also out of a desire to create the ultimate dishes that will make everyone dependent on her skills. She can take constructive criticism but if you ever belittle her food or cooking skills, you will be subject to a smile that will send chills down your spine and you may never feel safe eating her cooking ever again. On the other hand if she is praised excessively for her work, she melts into a giddy puddle and will work ever harder to gain even more praise.
Notable Equipment:
* Self-Filling Bread Basket: The perfect item for a food provisioner, the Self-Filling Bread Basket is exactly what its name implies. It is a basket that automatically produces a random collection of bread every day. The quality varies with the probability of better breads being on the lower end.
* Overflowing Wine Cask: This barrel of goodness has the ability to produce very large amounts of wine or other beverage. What makes it unique is the ability to ‘load’ the type of liquid wanted into the cask which will then start producing that liquid until it reaches its limit. The limitations of the Cask is that you need to have a ‘starter’ liquid and it cannot reproduce liquids of the highest quality.
* Ring of Resist Status: If Flan has to take to the battlefield her strategy is to continually poison the enemy while surviving. As her defenses are quite high the logical thing to look for would be status effects that could put her out of the fight to stop her DoT attacks. The Ring of Resist Status gives full immunity to all status effects at level 1 and falls 10% per each magic level and completely loses effectiveness at level 7.
* Butter Knife of Meat Cleaving: A joke weapon given to Flan completely for the Lolz. It is a butter knife with the highest penetrative stats possible making it able to cut through a large variety of objects. Easily able to slice through meat and most leather armors, if given enough time a person could die due to hundreds of tiny little cuts. Makes for a decent scalpel too.
* Wrist Guards of Good Eating: A provision crafting enhancement tool that provides a small defense bonus as well. As long as she wears them, whatever she cooks will have enhanced buff effects, effectively added a 10% bonus to quality and a 15% bonus to duration of effects. A direct gift from her creator to enhance her work, they are quite precious to her.
Creator Information: The creator of this little lady was none other than SlipperySavior, a super slime enthusiast whose goal was to research all manners of ways Slime Races could be used. His decision to make a Slime Chef was, well because there was always the small chance that a bit of her slime might mix in with whatever dish she was making. Needless to say everyone was rightly disgusted by such a reason but as no one else had bothered to make a Chef character which would be very beneficial for the guild, they let it happen; after all, it wasn’t like the slime was real anyway and the system wouldn’t allow it to mix with the food anyway by accident.
Total Level: 45 Class Levels: (B) Cook LvL 5 (H) Master Chef LvL 5 (R) 5 Star Sous-Chef LvL 2 (H) Gazer LvL 3 (B) Poison Maker LvL 5
Personality: Violet is in one word, adorable. She has a bright and happy personality but it is tempered by her shyness with certain subjects. Despite her age, she acts like a little girl and talks like one too. Violet has a bit of a complex about her height and weight, so you can usually find her in her dwarf form despite the reduced stats.
She can act a bit clueless and naïve at times, with the ability to turn into a cherry tomato at the drop of a hat. When she sulks, she will lower her helmet’s visor and refuse to look directly at you. Because she is a little sister character despite being a literal giant, Violet has the tendency to call everyone onii or onee-chan.
Notable Equipment:
*Ring of Size Reduction: The ring changes Violet from a 10 foot tall giant into a 4 foot dwarf. The main reason for this ring is so that violet doesn’t take up too much space in the Chateau as she sometimes got…stuck in the game. The reduction in size also effects her stats, especially the range of her taunts and other skills making her less effective at her job of defending others. Unfortunately her weight stays the same which can prove to be quite embarrassing.
The ring’s effects are only active when worn, so Violet simply has to remove the ring to return to normal size. Everything she has currently equipped is also affected by the ring.
*Tower Shield of Spell Reflection: As most of her allocated stats were put into physical defense she was gifted her tower shield as a way to compensate. As long as she is able to intercept a spell she can reflect it back onto her assailant up to tier 5, with a 30% chance at tier 6. Anything above that and the shield merely provides a lot of magic resistance, as long as the spell hits the shield and not her body.
*The Thundernyan's Mace: Despite its name the mace does not have any electrical powers or kitten powers for that matter, the only thing it has going for it is the thunderous sounds it makes when it smashes into something. The mace drastically increases her bludgeoning skills and has the ability to create a small, localized Earthquake at the location of her choosing to put the enemy off-balance.
*Guardian Angel Armor: An armor set designed with the expressed purpose of defending other players. The armor provides cutting, piercing, bludgeoning, and metal weapon resistance giving her already impressive defense stats quite the extra layer of defense. The armor gives her the *cover* skill, which allows her to designate a target and teleport in front of them to provide cover from enemy attacks; this skill can only be used once every 30 minutes however. Coupled with the Tower Shield of Spell Reflection and the combined defenses of her armor, this equipment makes Violet perfect for protecting the other members of her party.
*The Pick-Pickin-Pickaxe of Harvesting: This pickaxe is designed for hard labor in the mines and is capable of pickin' even some of the hardest of metals. The pickaxe gives her an increased chance of finding rare materials and increases her capacity for hauling larger material hauls. On the top of the axe is a heart shape for some extra moe love.
Creator Information: LadyDuMoe was a woman obsessed with making everything she could get her hands on, Moe. Everything had to be cute, kawaii, or just plain adorable. All of her characters, equipment, even her talking patterns had to have sufficient levels of Moe to satisfy her. As a result of this obsession, most of her creations were small and cute, so one of her guild mates jokingly challenged her to make a kawaii giant. LadyDuMoe took the challenge at face value and so Violet Florence was born.
No matter what creature, shape, size, or gender, LadyDuMoe made it her mission to make everything she could Moe. She was sometimes caught making, alternations, to certain NPCs which almost got her banned from the guild; thankfully she was able to restrain those urges to the point where she would only gift people items and try to chat them into making certain changes. She was good at what she did but, was rather pushy so it was hard for others to see her in a positive light.
Character Focus: Intelligence Gathering / Air Support / Infiltrator
Personality: Talim Trighton is a tease, to everyone. As a young pretty boy, he tends to dress in a rather, borderline fashion just to add some confusion to the mix for fun. Add that to his Illusionist skill set and you have a little trickster always ready for another round of mischief.
Talim appears to take nothing seriously, is nosy, and will never admit he is in the wrong, ever. Despite these character flaws he tends to be good at getting people to talk, no small part thanks to a little Incubus charm. With his youthful and cute appearance he tends to be especially good at getting under women’s defenses. Delving into peoples’ secrets is his naughty hobby and is not beyond doing a little dream skimming to try and snag a juicy tid-bit of information.
Notable Equipment:
*Flights of Fancy: The Flights of Fancy is a special scarf that Talim equips which gives him the ability to use Fly without any drain to his mana pool and increases his speed and acrobatic prowess by over 80%. This boost allows him to keep up and even outmaneuver natural fliers such as large birds and harpies.
*Amulet of Misdirection: A pair of cute hairclips to keep the bangs out of his eyes, they are both fashionable and useful. The hairclips sport a 40% boost to his illusion skills and has a passive that makes his speech more persuasive to the listener. This was a personal gift from LadyDuMoe herself, not that Talim would ever admit to caring about that.
*Shortsword of Maiming: The shortsword has the ability to maim and cripple a target when hit. Of course that sword can do that naturally but has an added debuff that can trick a target into a crippled status. The debuff is not a physical wound and merely sends a signal to the brain that a limb has been rendered useless. The debuff only lasts a few seconds to a minute at most and the more armor a target has the harder it is to put on a potential victim. The weapon is great for putting an enemy off balance to set up for a fatal strike.
*Barb Du Finale: Talim has a secondary weapon on the end of his tail, a metal barb with armor piercing properties. The classic way to use it is to distract an opponent with his shortsword, while masking his tail with illusion magic to hopefully give a fatal blow to the enemy. Along with the armor piercing abilities it has a very high critical hit rate, making it great for finishing the job or at least taking out a huge chunk of hit points.
*Just-A-Peep Spyglass: Talim has a small, retractable spyglass that he will often use when scouting around, or just spying on residents of the Chateau. The spyglass has very impressive zoom magic and comes with magic filters to help pierce through anti-information magic barriers. The spyglass has a clear image feature as well which can help with the blur one might see while looking through something like frosted glass for instance; Very useful for information gathering and tracking enemy movement.
Creator Information: LadyDuMoe was a woman obsessed with making everything she could get her hands on, Moe. Everything had to be cute, kawaii, or just plain adorable. All of her characters, equipment, even her talking patterns had to have sufficient levels of Moe to satisfy her. While all of her creations had to be at least moe in looks, that did not always spill over to her NPCs’ personality. “After all, sometimes the strongest moe can be seen in the extreme contrasts between looks and temperament. While a charming child is the ultimate moe, a beautiful brat can also be a feast for the senses!” Or so LadyDuMoe once said to one of her guild mates who merely pretended to listen to her rants.
No matter what creature, shape, size, or gender, LadyDuMoe made it her mission to make everything she could Moe. She was at one point caught making altercations, to other’ people’s NPCs, which almost got her banned from the guild; thankfully she was able to restrain those urges to the point where she would only gift people items and try to chat them into making certain changes. She was good at what she did but, was rather pushy so it was hard for others to see her in a positive light.
Name: Oz Gender: Female Age: Unknown Occupation: Guild Craftsmen Residence: The Forge of the Chateau Character Focus: Crafter, Tank, Merchant Personality: Shards of her maker and her species fuse to form her personality. A golem (half of one at least) is stoic, unwavering with little emotion displayed on the outside and little more stirring on the inside. At times there is a single-track mind that focuses only on the priority and ignoring any details unless those are calculated to help assist the task at hand. As a creation of her maker, she is distant and usually unsociable. She's blunt, willing to express the truth no matter how harsh but generally avoids interactivity because it might distract from her functions. There is one crack in the armor, however, and a single line of code stating "Oz loves collecting." has blossomed into an obsession of collecting anything that is collectable, be it gems, pottery, cards, coins, etc.
Notable Equipment:
'Syncoscopic Staff' - Item drop from YGGDRASIL. The fluff of the YGGDRASIL states: magical staff imbued with the gravitational energies of the earth empowering the user's sense of connection of the materials of the earth. The effects are summarized by: Slightly improved earth magic, once a day ability to survey square radius for ores and gems, and significantly reduced chances of failed crafting while using earth, metal, or gems.
'The Wall' - Crafted armor set from YGGDRASIL. Through the efforts of player efforts through Oz, this was the highest level of defensive armor created by their means. The first test set was given to Oz after focusing on an entirely defensive build.
Creator Information: Daz-Khaz_Mordu was a player with sporadic interest in MMOs such as YGGDRASIL. At times he'd be ravenous for YGGDRASIL, grinding for full weekends and well into the late nights on weekdays as well but would soon burn out and quit for a few weeks or even a month or two. He was a rather quiet, passive player that scarcely involved himself with Guild talk but he was active with raiding or anything else that could help his grind. While MMOs were supposed to be social affairs but Daz considered them more as a hurdle of personal achievement.
In that effort, he worked on his first created NPC, Oz. Starting the build on something that can create supplies for the players, like arrows for archers. Compared to some more automotive NPCs, Oz worked too slow for supply upkeep. Thus, he soon tried a bit of experimenting with an NPC that could create higher value items with the materials that were just stockpiling up. With that achieved, he wanted to code Oz to go and sell those items. quickly realizing that sending a NPC moving out alone might be attacked, he applied as much of a defensive focus as he could to theoretically have Oz hold out from attacks until help from the guild could arrive. From the profits and experience driven from this, Daz had finally leveled Oz up enough to construct high level items that were useful for the level of players in this guild. That was about as far as he got before he just lost interest entirely.
Name: Lord Chompy Bits, The Living Curse and Tyrant of Nightmares Voice Actor: Tim Curry Gender: Indeterminate, Identifies as male Age: 12 (65 in cat years) Appearance:
Occupation: Floor Guardian / Minister of Fluff / Master of Curses Residence: Chapter III, The Dreamlands Character Focus: Magic DPS / DoT / Debuffs / Anti-Support Lord Chompy Bits expects his enemies to view him as a harmless animal, and exploits this misperception to his advantage. He specializes in curses and illusions, often using them to win a battle before it ever starts. His enemies rarely see his offensive spells, as they are too busy fighting each other in the confusion or melting into a puddle of boiling flesh.
Personality: Originally created to be a pet for his cat-loving master, Lord Chompy Bits has all the hallmarks of a normal housecat. He is ruthless, cunning, plays with his food, and quite often prefers to nap quietly on top of a bookshelf or sunbathe in a window. Gifted with a cruel, alien intellect, he is a dangerous adversary, and his spare foodallies should be grateful that he uses his genius for entertainment.
Equally likely to be kind or cold, he is capricious and unpredictable. However, when he speaks, his voice commands attention. Hypnotic in a way. Every word is spoken with eloquence and gravitas, especially when he's telling a story.
Despite his carefree nature, he has a guiding principle. His master left him with one simple order "Let's make The Dreamlands a paradise". Lord Chompy Bits gladly carries out this order and the result is a product of his twisted imagination, where traps more sinister than anything his master envisioned serve as tools for entertainment, and anything that is not a cat is a "toy". Moreover, should anything harm a cat inside the Dreamlands, a fate worse than death awaits them. A grudge from Lord Chompy Bits is eternal.
Notable Equipment: Piercing of Bastet This thick gold earring has numerous cat-like glyphs carved into it. The wearer receives the following benefit: If the wearer is feline demihuman or heteromorph, they receive a strong buff to holy resistance. Regardless of race, the wearer's curse-type spells and abilities which affect non-feline creatures also cause the 'infested' status. Victims are wracked with pain as sores and blisters appear all over them. They suffer strong debuffs to PHY. ATK and PHY. DEF. The 'infested' status is unique and cannot be removed unless the curse is broken first.
Eye of Ra The wearer's eyes begin to glow, a blazing ankh symbol appears on their forehead, and glowing red haze emanates from them in all directions. While active, every enemy within short range the takes moderate fire and holy damage every two seconds. Allies within range gain moderate fire and holy damage as a bonus on all attacks.
Twice-Cursed Ring of Apophis The wearer is cursed and takes double damage from all sources. Any healing the wearer receives causes damage instead. [Chompy ignores curse effects, see Living Grudge below].
Pet Collar Lord Chompy Bits, keeps his most precious memento on him at all times: a simple black collar with elaborate etchings. His master gave it to him, when he was first summoned. While it only gives him a minor buff to luck, it is a priceless treasure that cannot be replaced. Even if Lord Chompy Bits disguises himself with illusion magic, his collar is always displayed with pride.
Notable Skills: Magic Pounce When Lord Chompy Bits is becomes the target of a harmful spell, he may immediately teleport to whichever enemy is targeting him and make a single melee counter-attack. He can only counter-attack one enemy at a time, but the ability has no cooldown.
Dweomered Essence Lord Chompy Bits gains 20% of his MAG. ATK as a bonus to PHY. ATK. His melee attacks now deal half physical and half magical damage.
Curse of Ulthar When Lord Chompy Bits is hit by a physical attack, nine shadowy cats manifest and they immediately pounce on the enemy. The conjured cats bite, claw, and rend moderate slashing and psychic damage, and inflicts a stacking debuff on the enemy's Resistance and MAG. DEF. Each activation after the first receives a bonus to damage and adds another stacking debuff. A magical 'curse mark' appears on the enemy as well. While it does nothing on its own, it counts as a 'curse' bad status and it enables other abilities.
Living Grudge He ignores the effects of any curse magic affecting him. He is immune to charm effects (domination, possession, etc), transformation effects, and poison. Whenever he uses his natural weapons for an attack or casts any spell, a magical 'curse mark' appears on the enemy. While it does nothing on its own, it counts as a 'curse' bad status and it enables other abilities. Additionally, he can do one of the following when attacking with his natural weapons:
cast a single curse spell at his target
Copy one curse currently affecting him to his target.
Chained Hexes All single target curse spells can affect additional targets if they are within short range of the original target or any creature that bears a 'curse mark'.
Contagious Curses When Lord Chompy Bits activates a curse spell or ability there is a small chance the curse effect will spread from the original target to another within short range. If a creature within range bears a 'curse mark', the curse automatically spreads to them as well.
Death by a Thousand Bites When Lord Chompy Bits is slain, the creature that slayed him (regardless of distance) and each creature within short range that bears his 'curse mark' are subjected to his death curse: Creatures which fail to resist it are bitten repeatedly by spectral fangs which slowly drains the victims MAX MP. If a 'curse marked' creature's MP hit zero, it's body violently erupts and sends waves of boiling corruption in every direction, causing severe fire, acid, and necrotic damage. Lord Chompy Bits resurrects with 20% of his MAX HP and MP wherever the first cursed creature to die is located, appearing to crawl out of the cursed creature's remains. Any ability on cooldown is not refreshed. Lord Chompy Bits can only be resurrected this way, once per day.
Aura Mastery Lord Chompy Bits has one unique slot which he can use to 'equip' different auras. While only one aura can be equipped to this slot at a time, each aura is very potent. He can spend his action to switch auras. Unlike AoE spells, auras are static field effects and cannot dispelled. Unless otherwise noted, all auras have medium range, and anything which affects 'allies' also affects Lord Chompy Bits.
Damnation - Enemies have there damage and status resistances reduced by 50%. If they were immune to specific damage types or bad status, they become highly resistant instead.
Thorns - Enemies receive 33% of the melee damage they deal to any ally within range (but does not prevent damage). Damage from the Thorns aura bypasses PHY. DEF.
Shadow - Magical darkness shrouds everything within range. Allies gain the ability to see inside this magical darkness. Enemies cannot see beyond 10 feet. Enemies who cannot see in the dark are blinded. Only Truesight and the effect granted by this aura can pierce this darkness.
Elemental Storm - When activated, Lord Chompy chooses an element. Enemies within range take moderate elemental damage of the chosen type every two seconds. Additionally, Allies gain moderate elemental damage as a bonus on their attacks.
Blood Frenzy - Allies' attacks provide 6% life steal based on the amount of damage an enemy takes, and receive a strong buff to PHY. ATK and MAG. ATK
Notable Spells: Curse of Burning Corruption A single target within medium range is cursed and a boiling green mist erupts from its body. It takes moderate fire, acid, and necrotic damage every 2 seconds for 1 minute. Any creature with a 'curse mark' takes double damage. Multiple castings of this curse stack (6 max).
The Hungering Darkness The sounds of snarls and snapping jaws echoes from a hoary netherworld. Enemies in long-range which occupy any space covered in magical darkness are cursed and take psychic and frost damage every two seconds for 1 minute. Additionally, they are slowed for 1 minute.
Living Nightmare Lord Chompy Bits can conjure a single quasi-real phantasm to fight alongside him. He can give the phantasm any appearance he wants, but it always has the same stats and is treated a single creature. It is immune to psychic spells, charms, illusions, paralysis, poison, and curses. Its attacks always deal psychic damage regardless of attack type, and it deals double damage against creatures with a bad status (e.g. 'cursed', 'fear', 'poisoned'). He could conjure a phantasmal dragon which breathed fire, but it would still deal psychic damage. Creatures that are able to see through the illusion take half damage from the phantasm instead of full damage.
Creator Information: CatLover/ᐠ.ᆺ.ᐟ\∫, a.k.a. "C.L.", was a bubbly, happy-go-lucky, and bloodthirsty PvP specialist who was obsessed with cats. So much so that she paid money to have a cat emoji added to her screen name. She had an arsenal of stupid puns ready to go at all times, and her dad jokes were in some ways more notorious than her top-tier PvP skills. Second to cats, she loved horror movies too, everything from the classics to suspense thrillers to the goriest of flicks. It was no secret that C.L, viewed dungeon crawling and level-grinding as a chore. So, instead of getting better at clearing areas by herself or in a group, she spent many painstaking hours in making sure Lord Chompy Bits could clear a dungeon for her, or at least with minimal assistance. By exploiting the synergy between auras and a curse-stacking mechanic she discovered, she enabled her cute companion to melt away the opposition by simply standing near them. If a monster didn't die from the constant damage of his auras, then Only higher level monsters were worth wasting spells and attacks on.
Total Level: 60 Class Levels: (B) Warlock 10 (H) High Warlock 5 (H) Illusionist 10 (H) Aura Master 10 (R) Cursemonger 5
Dominion: For C.L., The Dreamlands of Chateau Gothika was a wonderland destination where she could "get lost for awhile" and "recharge her cations". A blanket of thin, yellow mist covers entire area, and many sets from her beloved horror movies and novels were recreated here. Everything from werewolves and vampires to carnivorous fog banks and starspawn populate this floor; each of them is secluded in their own specially-crafted territories, which gives the creature a home field advantage.
The Dreamlands is a strange and macabre homage to both her love of cats and horror stories, and Lord Chompy Bits is its undisputed ruler. Teleportation traps and curse traps are hidden throughout the entire floor. Unsuspecting intruders are debuffed with curse magic (often stacked curses) and promptly teleported to one of the many domains of horror. The traps ignore anyone who has the guild's membership badge equipped.
A few vampires make their home in an eerie medieval castle. Werewolves and evil fey stalk the forest and villages. Even the villagers are never as they seem; they lure in outsiders and sacrifice them to some nightmarish creatures beyond mortal imagination.
Unless ordered to, most of these monsters cannot move beyond the boundaries of their designated territory, typically denoted by a wall of shimmering air. C.L. had strict rules about "not betraying the aesthetic".