Daemon Venantium: The Silent Hammer (with Hazard1325)

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Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Zender_Solarheart » Sun Oct 20, 2013 2:27 am

Before I delve into the universe or characters for this, I would like to identify Icaelus's "Dark Fates" RP as the primary inspiration for this. For those who might not remember, Dark Fates was a demon-hunting RP, with quite a creative lore behind it. I do not intend to copy, match, or outperform that impressive mythos, and in the event that Ica himself reads this, I would like to thank him for providing such a great experience, and note that he can think of this as a "tribute," if that helps at all.

*ahem* Anyway, onto the RP that I'm actually starting up here. :P

The World of Enjar
Spoiler (click to show/hide):

The year was 969. The world of Enjar was alight with the wonders of magic, fused with the machinations of man. Known collectively as "Manatech," these machines provided founts of sweet water to parched deserts, gave soothing warmth in the shadows of arctic peaks, and delivered man into the skies on wings of metal, transcending the ground they had once been firmly rooted to. Manatech's functional process was relatively simple: draw in Mana - the breath of the world itself - from the surrounding environment, utilize it as an energy source for the machine's assigned tasks, and return that Mana to the world in the form of the gases it expels. With Manatech lighting the way, and gifted mages studying the supply of Mana tirelessly, humanity's ambition turned from gaining territory on the land, to establishing dominion on a deeper, more enticing plane: Enjar's core, the foundational source of mana. It was a time of peace, in a way, since the world's nations were united in their ambition to tame the very heart of the world...

...but what they found in the depths was more violent and Hellish than any war humans would have created.

A wise archmage once said that everything that exists has a polar opposite. Be it a form of life, a machine, or even an idea, there is always a Yang to the Yin. As the ambitious humans discovered that day, the same is true for Mana itself. Lurking within the foulest pits of the deep, a disturbing energy known only as "Antimana" had created unseen horrors and abominations, contained only by the many layers of Mana-infused rock between them and the surface. As we dug through the deepest of those layers, the terrors within burst forth, assailing the Manatech diggers with a ferocity matched only by the most chilling of nightmares. Faint as it was, the light of the surface called out to them in the darkness, beckoning them to madly scramble for their freedom...and so they did. Bursting forth from the Grand Tunnel, they poured out into Enjar, slaughtering and pillaging all that they came across. No creature of the surface - human or otherwise - had ever attacked with the savagery they displayed: bleeding their victims to death in the most painful ways, holding parents in captive audience as their children were slowly devoured, and countless other sadistic torments of the heart were the norm for them. Unable to comprehend how any natural creature could be so intentionally cruel, we gave them the only name we could justify:

Demons.

Of course, mankind was quick to rally a defense. Believing that - as Antimana's opposite - Mana would prove a sufficient counter against the Demons, the development of Manatech shifted to the realm of weapons and barriers. For a time, our machines worked...but in a manner akin to natural animals, our foes adapted to protect themselves. They fused natural minerals to their bodies as armor, used various expulsions of Antimana to cancel our Mana out, and made a habit of learning the weak points in our Manatech defenses. They even developed sentience, and elevated those possessing it to a high status of leadership. The turning point came when they learned how to convert Mana into Antimana, which they used to terrifying effect against us. Autonomous Manatech drones turned on their creators, Mana barriers became Antimana cages to trap the Demons' victims, and the few survivors of their attacks had their Mana "corrupted," twisting them into vile beings much akin to the Demons that once preyed on them. This last development was certainly the worst of them all, as friends and family could become the enemy with a simple infusion of demonic genes, often administered by drinking their blood, or - in the case of the women - rape.

It was here, in mankind's darkest hour, that a faint ray of hope appeared...the corruption-immune Hunters. With their unique negation of corruption's effects, and their unusual powers granted by failed corrupting attempts, the Hunters became the dagger that pierced the Demons' tight stance, driving them back to the darker portions of the surface. While our enemy retreated, we rebuilt whatever civilization we could, and now stand on constant guard against them. Our barriers are reinforced to be all but invincible against Antimana conversion, and the number of Hunters grows ever larger. Our enemy will certainly spring upon us once more, but when they do...we shall be ready.


The Hunters
Spoiler (click to show/hide):

No one knows quite how or why, but some humans were immune to the corrupting designs of the Demons. Many were force-fed a sample of demonic blood by the same hand which bled it, but suffered no corruptive transformation. Instead, they developed strange powers from it, the powers in question varying between each of them, but all of which gave them a special edge over the Demons. These people were quickly recruited into a special forces unit, which became known simply as the "Hunters." As their name implies, Hunters are specialized for the task of tracking and killing their devilish marks, using weapons linked to their unique Mana signature for just that purpose. As the number of Hunters grew, the demonic onslaught was slowly yet steadily pushed back, and humanity has established a number of safe havens in the world. Mana is no longer as abundant as it once was, so it is generally reserved for town barriers, which now carry a number of potent defenses against the Demons' attempts to convert them to Antimana.

You are one such Hunter. You took the test of ingesting Demon blood, and passed it with no ill effects. With your newfound power accompanying your weapon(s) of choice, you have proven your mettle against a number of small-time Demon nests, and now, you have been deemed fit for a larger task. The castle of Airsledge has not sent word of its status in over 3 months. Reconnaissance parties have been sent to determine why, but none have returned. With the well-supported suspicion of demonic involvement, you have been assigned to investigate the castle's fate, alongside a fellow experienced Hunter by the name of Alex Spade. Your objectives are simple: acquire any and all evidence as to what happened at Airsledge, eliminate whatever Demons you encounter, and return to file a report on your findings. Should you locate any survivors, ensuring their safety - while not explicitly required - will improve how the higher-ups think of you, and gaining their favor is no easy task. Best of luck on your mission.


As noted not too long ago, the player's goal here is to decipher the reason behind Airsledge castle's loss of communications, rescue any survivors found, and of course, kill Demons. The combat system will be causality-based, meaning that things will be a bit more free-form without any arbitrary stat numbers, but the tactics and logic behind how you fight will be of great importance. For example, if you can hear an enemy sneaking up behind you and do nothing to stop it, it will most certainly take the open cheap shot. Be warned: some of the Demons you encounter will be intelligent, and will coordinate with others for team-oriented attacks, make tactical decisions based on what weapon you're using, or make other quick-witted decisions.

Powers
As mentioned before, Hunters gain unusual powers if they survive drinking the cup of Demon blood upon initiation, and your character is no exception. These powers can be anything from infusing a weapon with the elements (such as fire or electricity), to gliding through the air for limited periods, to briefly immobilizing an enemy by glaring at them...really, the sky's the limit. That said, there are certain god-mod-level abilities (such as certain death for every enemy in the area) that aren't allowed on your character, for the sake of balancing. While I could provide you with a list of powers to choose from, I'd rather see what you come up with on your own, and if it needs nerfed, we can discuss that in private messages.

NOTE: In addition to these unique powers, all Hunters exhibit a notable increase in physical abilities. Specifically, they become twice as strong, agile, and durable as they were prior to initiation. These traits improve their ability to fight Demons, as they have the strength and response times necessary to keep up with their superhuman foes.

Character Sheet

-Name:
-Gender: (Male or Female. Herms and futas are out of the question.)
-Age: (18 or older, please. While most Demons will prefer to kill a Hunter, some do enjoy a...different kind of hunt. Also, if you find a survivor of the opposite sex, attempting a romance is definitely feasible. :P)
-Appearance: (Provide a picture or describe with text.)
-Bio: (Optional, but recommended.)

-Primary Weapon: (Since Manatech is no longer used for weapons, you can choose anything that fits a medieval-era setting. This means swords, crossbows, and other weapons of that age are available, but AK-47s, lightsabers, and gizmos like that are not allowed.)
-(optional) Secondary Weapon: (See Primary Weapon, though you can choose to put a shield here, or leave it blank. If left blank, I will assume the non-dominant hand is generally unoccupied.)
-Combat Specialty: (Use this to describe what combat situation or tactic your character shines in more than any other. For example, does your character do better in sustained combat, or is he/she more of a hit-and-run type? CAUTION: Making a character who cannot fight without a partner WILL get you killed. Characters focused entirely on supporting other combatants won't last long.)
-Weakness: (A perfect character is never that much fun, so use this to describe that one item or scenario they would avoid at any cost. This doesn't have to be specific to combat, as practically anything can be used against a combatant if available, and some of the most amusing quirks do come from less intense sources.:lol: )
-Power: (This is where you define the special power you gained after passing the Demon blood-drinking initiation. As noted earlier, anything deemed "overpowered" won't straight-up bar you from entry, but will require a proper nerfing before your character sheet is deemed eligible. Any need for said nerf will be discussed in PMs.)

To illustrate what a finished Character Sheet may look like, here's a sample I produced for the player's fellow Hunter, Alex.

-Name: Alex Spade.
-Gender: Male.
-Age: 20.
-Appearance:
Alex is an average height at roughly 5 feet 6 inches, with a lean, muscular build. His eyes are an emerald green, with a full head of medium-length brown hair above them, often swept back so it doesn't obscure his vision. His skin tone is mostly your average Caucasian color, though with a very small bit of tan mixed in. Common clothing includes a black short-sleeve shirt, a green jacket, tan denim pants, and a pair of brown leather boots.
-Bio:
Spoiler (click to show/hide):

Unlike most Hunters, Alex did not test his immunity in an initiation ritual. Instead, he was force-fed some Demon blood during a raid when he was a child. Rumor has it that the Demons were experimenting at the time, seeing if corrupted human children would grow up any different than a normal human child. However, he turned out to be immune, so they instead decided to repeat the process...this time with his older brother, Greg.

Alex didn't like that. Not one bit.

In a moment of sheer desperation, Alex instinctively used his new powers: the ability to create and manipulate extreme cold temperatures at will. In this particular instance, he froze some of the water vapor in the air, creating a spike of ice, which he subsequently used to impale the demon approaching his brother. After passing out from the shock, Alex was taken to the Hunters' HQ by Greg, who pleaded with them to help him. They were both young at the time, and Greg knew nothing of how his brother got the presumed ice powers, or why he passed out soon after using them. Fast forward through them growing up, and now both Greg and Alex are masterful Hunters in their own right.

Alex's personality isn't quite as "upbeat" as his older brother's, but he still has some sense of empathy and compassion. Thankfully, the Demons have yet to acknowledge this, otherwise they'd quickly turn that compassion against him. In leadership roles, he can be a bit strict, but most can tell that he at least has good intentions for his comrades at heart.


-Primary Weapon: A poleaxe with a hammer on the opposite side from the blade, which can split and detach into both a hand axe and a hammer. In that split form, Alex refers to the two weapons as "Slash" and "Mash," respectively. Slash is held with his dominant hand.
-Secondary Weapon: When his poleaxe is split, his non-dominant hand wields the hammer, i.e., Mash.
-Combat Specialty: Alex excels at close-range combat against single targets, where his lighter armor and powerful melee weapons allow him to batter the enemy with a relentless barrage, only ending when they fall silent. If he can freeze his opponent, he can even shatter them with a single hammer strike.
-Weakness: Due to his powers being fueled by cold temperatures, Alex does all he can to avoid locations that are very hot and dry. In a place like a desert, any ice he does conjure up quickly melts, and if the heat goes to his head, he could potentially freeze his own sweat by accident.
-Power: Alex's unique power is the control of extreme cold. He can freeze moisture in the air around him to create a variety of weapons, though he generally conjures up blades of ice to use as projectile attacks. If he can touch an object directly, he can also freeze that, making it far more succeptible to blunt force.
Last edited by Zender_Solarheart on Sun Oct 20, 2013 6:49 pm, edited 1 time in total.
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Re: Daemon Venantium: The Silent Hammer

Postby Hazard1325 » Sun Oct 20, 2013 9:29 am

Name: Katherine Vanash
Gender: Female
Age: 22
Appearance:
Spoiler (click to show/hide):

Image

Bio:
Spoiler (click to show/hide):

Katherine was born into nobility but quickly found herself in a desperate struggle for survival. Her family had served as royalty for a small isolated kingdom that had remained isolated from a majority of the demonic incursion. Their mana barrier had lasted longer than most but eventually it fell and the countryside was thrown into chaos. Katherine had been forced to flee the keep as the demonic horde overwhelmed the guard. In the catacombs underneath the castle her escort was caught and slaughtered leaving her in the demons hands. Their warlord soon claimed her as his own attempting to force feed her his blood to mark her as his alone. To his surprise the noble had not been corrupted and instead remained human. He then turned to other methods to try and turn her but she held out keeping her will and humanity. As his pet she slowly discovered the blood had given her a strange power, she soon found herself able to push her body to beyond human limits. With suprisingly quick reflexes she managed to turn the tables on her captors and escape. Eventually she was approached by the hunters after her abilities were discovered and she agreed to join in exchange for the return of her land should it ever be recovered. After recruitment she spent her time honing her swordsmanship so that she can stand against the dark forces in the world.


Primary Weapon: Rapier
Secondary Weapon: Dagger
-Combat Specialty: A competent duelist even without her power, excels in short fights but can be worn out in longer ones. Often finishes combat with a single well placed attack if her foe underestimates her speed. Mainly using her Rapier she keeps her dagger as a hidden weapon to surprise enemies but the short range usually leaves her vulnerable to counterattacks.
-Weakness: Excessive Pride, frailty, hunger(see below).
-Power: Enhanced agility, faster movement speed, reflexes, and coordination. Exhausts the body quickly and can only be used in short bursts without injuring herself. Requires her to consume much more food than normal to keep up her energy reserves.
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Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Zender_Solarheart » Sun Oct 20, 2013 6:49 pm

I like it, Hazard. Welcome aboard. :D
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Zender_Solarheart » Mon Oct 21, 2013 11:03 pm

Alright, here's the first IC post. *ahem*...


Spoiler (click to show/hide):

Image

Airsledge castle. A keystone in the lines of defense against any rising Demon threats, this fortress was built in the valley of two large mountain ranges, with its outer wall spanning the whole of the valley's width. The wall is solid rock, crafted from the strongest minerals known to man, and reinforced with a Mana barrier on top of that. The Demons have aerial species, yes, but those forms cannot fly very high over the walls, and any one of the castle's lookouts could spot them coming well in advance. In terms of demonic threats, the castle is nigh-impenetrable; it would take hundreds of their strongest known species to cause even a small breach in the wall, much less punch all the way through to the keep.

Staring at its bulk up close, from the gate leading towards the nearby town of Serin, Katherine and Alex can both see that any attack from the outside would have been reported posthaste, and the Hunters sent in would have known what to expect. "If they couldn't strike unnoticed from the outside..." Alex doesn't need to finish that statement, as its second half is quickly deduced by any logical thinker: whatever force silenced this place had to come from the inside. Knowing that is enough to make one's blood chill, as it implies that the Demons may have found a way to disguise themselves as humans...or worse, have an actual human as a collaborator. Alas, there's only one way to find out...and that's to go in and see for oneself.

Strangely, the gate has been left unlocked, so you're both able to enter with ease. The reasons for why are left entirely to speculation, but at least it makes that part of your job easier. As you pass through the gate and into the courtyard, something seems...off. Like there's something that should be slamming you in the face right now...but isn't.

"...the barrier's down?"

Alex wastes no time in noticing what you have, and that simple fact is cause for concern. Aside from direct contact with the barrier's Core Sphere, no Demon could disable it, much less convert it to an Antimana configuration. Someone - or something - managed to breach the top-level security guarding the Core Chamber, and disable the barrier at the source. If the Demons engineered this, then it's one of their craftiest stunts to date. Knowing this, Alex holds his weapons at his sides, ready for any threats that may emerge from the shadows...but none show themselves. Well then, time to explore and investigate, since nothing's apparently going to happen just yet.

"The keep is sealed shut by two metal gates. We'll need to raise those gates via two levers, one in the West Courtyard, and one in the East. It'll work fast if we split up, and our Will Gems will let us keep tabs on each other's status. Which side do you want, Kathy?"

Will Gems are a tool specific to Hunters, due to their rarity and high production costs. Crafted by similar means to the Core Spheres of older Manatech, they form a link with the wearer's internal Mana, and another with other Will Gems coded to their particular signature. As long as the bearers of two linked Will Gems are within the distance of a small city, they can communicate via telepathy. With these devices, you'll know if Alex needs help, and he'll know the same for you. All you need to do right now is decide where you'll be going: the West Courtyard, or the East Courtyard?
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Hazard1325 » Tue Oct 22, 2013 2:46 am

Katherine sized up the castle as they approached and let out a sigh. It reminded her of home... and the fact it was completely deserted so far didn't change that sadly. She pushed the thoughts of her fallen kingdom out of her mind when Alex had called her Kathy. Her eyebrow twitched at the nickname, adjusting to speaking with commoners was still difficult and the use of such a familiar name always bugged her. "I'll take the East courtyard..." She said with a slight edge in her voice. She put a hand on the hilt of her rapier and entered the Eastern courtyard keeping alert to anything that might still be alive.
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Zender_Solarheart » Tue Oct 22, 2013 5:13 am

"Alright. I'll handle the West, then. Good luck, Kathy." Alex fails to notice your discomfort with the nickname "Kathy," but by the time you can raise any sort of protest, he's already activated his powers, gliding along a quick-frozen path of ice as if he were surfing, most likely since it's faster than walking. Since he's already moving for his assigned location, you might as well head for yours.

Arriving in the Eastern Courtyard, you find little of particular note. There are some trees arranged in an orderly fashion, parallel to some marble-laid pathways, and a pair of fountains near the northern and southern ends, which have since stopped flowing. On the western side is a part of the keep's walls, with some narrow slits that archers could fire through in its defense, and 3 doors that soldiers could pour out of. Hold up...did that door in the middle just open up a bit?

Out of the middle door, a shadowy form lumbers into view with a zombie-like gait. Its shape is very much like that of a standard human, but as it quickly spots you, and lets out a fierce snarl that no mere human could match. From its mouth, a trickle of black liquid seeps through the gnashing teeth: Demon blood. The snarl also prompted the opening of the two other doors, out of which lumber shadows much like the first one. Looks like you've got some Lesser Corrupted on your hands...and they're charging at you, by the way.

--Defend Yourself!--


Enemies: 3 Corrupted Gnashers. Taint level: 20 each, 60 total.

<Your Status>
Spoiler (click to show/hide):

HP: 100.
Status: Normal.


<Enemy Status>
Spoiler (click to show/hide):

-Corrupted Gnasher 1: 20/20 HP.
-Corrupted Gnasher 2: 20/20 HP.
-Corrupted Gnasher 3: 20/20 HP.


<Enemy Profile: Lesser Corrupted>
Spoiler (click to show/hide):

Lesser Corrupted are the cannon fodder of Demon forces; created by corrupting the core Mana in a human being, they lack the physical abilities of their demonic masters, and act only to take fire and weed out the weak. Don't let their zombie-like appearance fool you, however; while not quite on a full-blooded Demon's level, they do exhibit superhuman physical traits, depending on what form they are.

-Gnashers are the melee-oriented Corrupted form. Upon corruption, the subject's finger and toe nails elongate into claws, their teeth become razor-sharp, and their physical speed is enhanced. They often attack in groups, aiming to overwhelm their target with sheer numbers. They're also known for cannibalizing those who fall at their hands, as their bodies can convert the Mana-based form of humans into Antimana-based nutrients, but find doing so with plants and animals difficult.
-Grapplers are a Corrupted form that exhibits a more distanced approach to combat. While they have the same sharp teeth as Gnashers, their hands morph into a clump of elastic tentacles, as opposed to the claws of the Gnasher form. These tentacles have bony barbs hidden inside of their ends, which they use to ensnare targets, then drag them back towards the Grappler. Should the Grappler reel them all the way in, it will silence the target with a bite to the face or neck, then feast upon its catch.
-Divers play a similar role to Gnashers, but are not so direct with their tactics. In addition to somewhat smaller versions of the Gnasher's claws, Divers have long, sharp blades protruding from their elbows. They get their name from how they use their claws to climb up on walls and other high ground, then pounce on their target from above, cutting it open with their elbow blades. They never travel alone, however, and if their first strike fails, they usually prefer to run while their allies cover their retreat, then try again later.
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Hazard1325 » Tue Oct 22, 2013 5:43 am

Katherine griped her rapier and glared at Alex as he left. She continued forward into the courtyard and glanced at the arrow slits wary of what might be lurking behind them. When the gnashers wandered out into the courtyard and spotted her she drew her blade taking a fighting stance and waited for the first, once it was in range she sidestepped and slashed at its leg hoping to cripple it and dodge away from the other two. If successful she repeated the process with the second one after gaining some distance. Hopefully after isolating them from each other she would finish them off one at a time only using her power if she needed to dodge, it was best to cut down the small ones with her own skill rather than waste her resources.
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Zender_Solarheart » Mon Oct 28, 2013 3:25 am

Fortunately for you, the Gnashers did not approach in one wide line. Had they done that, they could have converged on you from three flanks, and you could not have evaded without the use of your powers. Instead, however, they approach one after another, allowing you to easily cripple the legs of the first and second Gnasher (5 damage each). The third, however, is wiser than that, and hops over your blade as it passes. It then turns around, teeth bared, and attempts to bite you. While the bite itself misses, the passing claws do leave a small cut on your right forearm (3 damage). Nothing major, though; the cut was shallow and small, so there's no damage to any muscles or ligaments.

The two Gnashers you crippled are crawling towards you now, but they are of no immediate threat at that distance. Instead, you may want to focus on the Gnasher that's still standing, as it's rearing up for a second charge...

<Your Status>
Spoiler (click to show/hide):

HP: 97.
Status: Normal.


<Enemy Status>
Spoiler (click to show/hide):

-Corrupted Gnasher 1: 15/20 HP. Right leg crippled.
-Corrupted Gnasher 2: 15/20 HP. Right leg crippled.
-Corrupted Gnasher 3: 20/20 HP.
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Hazard1325 » Mon Oct 28, 2013 10:58 pm

Now that she had separated the three of them it should be easy enough for Katherine to pick them off one at a time. She started with the one in front of her ready to charge. She used the longer reach from her weapon to cut at him each time he tried getting close planing to wear him down slowly untill she could finish him with a final strike. She made sure to keep in mind where the other two crippled Gnashers were so she didn't corner herself or trip over one. If she managed to kill the first then finishing off the crippled ones should be easy enough. She briefly wondered if Alex was running into the same kind of opposition.
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Zender_Solarheart » Mon Nov 18, 2013 2:11 am

(Sorry I've been inactive on this for so long. I kinda got caught up in a number of other things.)

At first, your plan seems to go smoothly, the repeated swipes of your blade keeping the charging Gnasher at bay with a 4-hit combo (3 damage per hit, 12 damage total). However, you seem to have forgotten a small yet crucial detail: while Lesser Corrupted lack the regenerative properties of their demonic masters, they also lack a sense of pain. The only thing holding back the creature in front of you is the extra punch behind each slash, courtesy of your natural heightened abilities as a Hunter, even without using your powers.

That only gets you so far, though, as with each slash, the Gnasher's charge is stalled for a mere instant. By the time you're ready for a fifth swipe, it's close enough to tear your guts open with its claws. On top of that, each step back you had to take has caused the other Gnashers to be within biting range of your heels. "Caught between a rock and a hard place," so to speak...or are you?

(...and this is where I shorten things up, just to get things moving back along...)
Thinking fast, you vault up onto the Gnasher's face, kicking off of it with both feet to clear the danger zone, just before the otherwise grueling pincer attack can reach you. Thanks to your Hunter strength, however, that kick is enough to break the Gnasher's neck, the bone piercing its throat, rewarding your stunt with an eruption of its black blood (Gnasher 3 is slain). At the same time, you've also put some distance between yourself and the other two Gnashers, and since they lack the regeneration of a full-blooded Demon, you could just as easily leave now, and come back for them later. Or you could finish them off now, if you'd prefer. Your choice.
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Hazard1325 » Mon Nov 18, 2013 5:18 am

Katherine turned from her now downed foe and looked back to the other two Gnashers. It was best to finish these sort of things once they were started unless she wanted one to surprise her later. She stepped forward carefully and attempted a coup de grace on her wounded foes. After that she contacted Alex with her will gem "I found a few lesser creatures... Gnashers roaming in the east courtyard, anything on your side?" she asked silently as she proceeded to search for the gate controls.
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Zender_Solarheart » Thu Nov 28, 2013 6:38 am

"Gnashers, huh? What a coincidence. I just got done mopping up a few Grapplers and Divers. Nothing I couldn't handle, though. Almost to the switch on my side." As Alex's reply comes through on your gem, you find the switch in your own part of the courtyard, though there's something...odd about it. Specifically, there's a purple katana-like sword sticking out of the wall near the lever, preventing you from pulling it down and unlocking the gate. You'll need to remove that before you can get anywhere with this. However, the moment you touch the sword's hilt...

"Stop right there, human!"

An angry voice from above calls down to you, and as if commanded by said voice, the sword flings itself out of the wall, and into the hand of the voice's owner:
Spoiler (click to show/hide):

Image

"I am Alastor. The weak shall give their heart, and swear their eternal loyalty to me."

After descending to the ground from whatever higher point he called to you from, Alastor raises his sword, held parallel to his right side with both hands, and pointed straight at you. This man is certainly neither a standard human, nor a hunter, but he doesn't fit the bill of a purebred demon, either. Given his sentient level of intelligence, that leaves only one possibility: he is a Greater Corrupted. Oh, and he's sealed you in the area with electric barrier-walls. There's no running from this one; if you want to live, you must defeat him.

VS


Blade Master Alastor.
HP: 200.
Threat Level: High.

<Boss Profile: Greater Corrupted Alastor.>
Spoiler (click to show/hide):

Greater Corrupted suffered a similar fate to Lesser Corrupted: their bodies were transformed by the Antimana in demonic body fluids, be it by drinking some of their blood, or...something else, in a lady's case. However, Greater Corrupted have special traits that Lessers do not: self-awareness, and the ability to speak the words of man. They also gain physical and magical abilities equivalent to that of a middle-class Demon, making them far more dangerous in battle. The Demons keep them in line by a mental link to their very essence; in the event that a Greater Corrupted attempts to defy or overthrow his masters, the Demon(s) in charge of him/her need only flip a telepathic switch, and the Greater Corrupted violently explode in a cloud of pure Antimana. This self-destruction is invariably fatal to the defiant Corrupted, and very destructive to all Mana-based matter around him/her, but harmless to Demons and the like.

When he was a human, Alastor was a warrior-king of the Nidorian tribe, whose domain was on the eastern islands of Pramiz. Note the use of the word "was," as opposed to "is." This is because the Nidorians were among the first to perish in the Demons' initial, rampant assaults. Now, every Nidorian man, woman, and child is either dead, corrupted, or hiding in a place the world superpowers have yet to search. As a Greater Corrupted, Alastor spends much of his time seeking out Hunters to duel, wanting to find a worthy opponent. All those he's found so far have either avoided fighting him, or perished by his sword.


<Your Stats>
Spoiler (click to show/hide):

HP: 98.
Status: Normal.
Certified Determinator and Japanese Technique Namer of the LoK forums. Also, the eternal nemesis of Razajin.
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Zender_Solarheart
 
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Hazard1325 » Thu Nov 28, 2013 6:52 am

Katherine's brows came together in an almost audible click when she spotted the katana. Such a weapon was deadly in the right hands and she had no doubt whomever the owner was would not be a pushover. She turned as the katana flew into Alastors hand. She listened to his nonsense for a moment and drew her rapier taking up a fighting stance. "If there's no way to convince you to simply let me pass I suppose I will have to hurt you." She said almost arrogantly, in truth she was hoping to throw him off by her dismissal. She waited for him to make the first move and planed to use her speed to attack his wrists and forearms. If she could disable his sword hand he would be forced back at the very least and there was no sense in holding back against such an opponent.
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Zender_Solarheart » Thu Nov 28, 2013 11:02 pm

"Hurt me?" Alastor simply laughs at your dismissive ruse, and rather loudly, too. "In case you didn't notice, this is a duel to the DEATH. You want to get past me? You'll have to kill me!" With that said, Alastor makes a rather...unexpected first move.

"Round Trip!"

He throws his sword at you, the blade of which arcs with violet-hued electricity. The blade's angle is kept relatively horizontal, implying an attempt at decapitation, but what's really troublesome is the way it curves towards you in its flight path, as if it has homing abilities. Considering Alastor is unarmed without that sword in his hand, it's a fair bet the blade will return like a boomerang if you dodge the first pass. At the same time, however, Alastor is left wide open while it's in flight.

Taking your chances, you duck beneath the revolving sword and lunge forward, intent on cutting away at Alastor's wrists. However, the Corrupted swordmaster doesn't make it that easy for you, vaulting over your strikes, and delivering a swift kick to your lower back, sending you rolling across the ground until you pick yourself back up (18 damage). After his sword returns to his hand, however, he notices a small cut across his left bicep, indicating that your attack was not completely fruitless (10 damage). "Hehe, lucky devil." The term "lucky devil" is a rather ironic remark coming from him, but at least you dealt some damage to him. Now, you just need to deal enough for the killing opportunity.

<Alastor's Stats>
Spoiler (click to show/hide):

HP: 190.
Status: Normal.


<Your Stats>
Spoiler (click to show/hide):

HP: 80.
Status: A bit winded by the kick, but not too bad.
Certified Determinator and Japanese Technique Namer of the LoK forums. Also, the eternal nemesis of Razajin.
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Re: Daemon Venantium: The Silent Hammer (with Hazard1325)

Postby Hazard1325 » Fri Nov 29, 2013 1:18 am

Katherine gets to her feet after the kick still wheezing from the blow. She takes up an identical fighting stance as before but this time readies herself to draw her dagger hidden away under her coat. She takes the initiative this time lunging forward with her inhuman speed and slashing at his limbs and forcing him to keep hold of his sword unless he wanted to risk a dodging the flurry of slashes. After a few moments of pushing the offensive she created an opening for him under her sword arm hoping he would go for the easy strike to her side. Instead she pulled the dagger to parry the blow while her sword arm came down on his hand trying to sever it or at least hit the Ulnar artery in his wrist. If she could get that attack off she might be able to dodge and weave around him until he bled out. Of course there was always the risk he could regenerate but even the greater corrupted had their limits, if he pulled power away from the lightning barrier fencing them in she would dart for it and regroup with Alex.

Spoiler (click to show/hide):

Activating Katherines power to speed up her movements.
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Hazard1325
 
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