Shrine maiden

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Angelics
Threat level 3
Shrine maiden
Unknown creature.png
Basic statistics
Disposition Faction: Heaven, Ltd.
Armor Class C1
Pain Sensitivity 100%
Max Blood 20
Agility +0
Limb groups
HEAD Head - 10 HP
BODY Upper body - 40 HP
Lower body - 30 HP
LIMB 2 arms - 20 HP
2 legs - 20 HP
EXTREMITY 2 hands - 15 HP
2 feet - 15 HP
WEAK POINTS 2 eyes (Head)
Crotch (Lower body)
Secondary statistics
Skeleton type Has bones.png
Can use Weapons/LBE? Yes box.png
Can use Clothing and armor? Human clothing.png


The shrine maiden is a creature belonging to the Angelics category. Being former humans (see overview for details), they are one of the civilized species of the Mazes.


Attacks and techniques

This creature has seven attacks: Punch, Kick, Light shield, Angelic healing beam, Light ball, Charge gohei and Divine-gating.

Punch and kick

Identical to the basic unarmed combat punch and kick. Maximum attacks per turn is determined by the Martial arts combat skill level.

Light shield

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 9 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 1 AE to cast.
  • Upon casting the shield, the creature becomes engulfed in a protective shield, which will block all incoming damage. It will break after sustaining a certain amount of limb damage. If a light shield is already active, the technique can be used again to refill the existing shield's HP back to full.
    • The light shield counts as Armored, with 40 HP and LDV-0.
    • The light shield engulfs the user, which means it takes priority over personal body armor and/or shields, but will not engulf Cover. The order of priority is as follows: Cover > Light shield > Physical shields > Target creature (AC/body armor).
    • The light shield is fully impenetrable until broken - there is no pass-through of damage until the shield is broken, which makes it possible to survive powerful hits without taking damage (other than the casting costs), even if they would destroy the shield in one hit.

Angelic healing beam

Damage type Range MAPT IS LDV Pain (All ACs)
Special Ranged 1 9 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 2 AE to cast.
  • This technique can be aimed at self, or at any other creature in the room. It requires no accuracy check; the technique always succeeds.
  • Upon casting the spell, the targeted creature will instantly heal 30% Pain, 4 HP per limb on all limbs, and close 2 random open wounds.

Light ball

Damage type Range MAPT IS LDV Pain (All ACs)
Special Ranged 1 3 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 1 AE to cast.
  • The purpose of this attack is to generate a powerful, flash of blinding brightness alongside a very loud noise on the Side in which it lands, essentially working like a flashbang. The attack does not need to be aimed at any particular creature, as the cloud will affect every creature on the same Side.
  • All creatures affected by a light ball will gain the Flashbanged effect for 2 turns. If any creature affected by a light ball was also under the effects of Night Vision, such as that provided by Night vision goggles, the length of that effect is doubled (4 turns, instead of 2).

Dice results:

  • A critical success will double the length of the Flashbanged effect (4 turns, instead of 2).
    • The effects of Night Vision and a critical success stack; meaning such a creature will be blinded for 8 turns (2 x2 x2).
  • A regular success will result in the normal effects occurring.
  • A failure results in the light ball failing to disorient anyone, imparting its effects to no creatures.
  • A critical failure results in the light ball undergoing premature extinction, resulting in no effects.

Charge gohei

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 0 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power. The creature must be equipped with a gohei to use this technique.
  • This technique's sole purpose is to charge the gohei with Charge points; at a rate of 1 AE for 1 Charge point. Any amount of available AE can be converted into Charge points, up to the gohei's maximum amount.

Divine-gating

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 0 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 10 AE to cast.
  • Upon casting this technique, a portal opens on the creature's Side, which spawns 1d3 random Angelic creatures of threat levels 1 to 3 (except shrine maidens). The spawned creatures are under the caster's command.


Equipment

Clothing and armor

This creature can wear human clothing and armor. Their default clothing is as follows:

  • Top: Kimono
  • Bottom: Hakama
  • Footwear: Geta

Load-bearing equipment

Equipment and inventory

Equipped weapons:

Inventory:


Other information

Skills:

  • Combat skills: Skilled (Semi-auto pistol, One-handed club), Unskilled (all other combat skills)
  • Non-combat skills: Unskilled (all non-combat skills)

Creature traits:

  • Angelic: This creature is angelic, and therefore has access to certain Angelic powers (listed above as techniques), and the resource needed to cast them, Angelic Energy. See this page for more details.
  • Cannot be butchered: On death, this creature's body quickly fades then disappears, dropping any equipment it carried (if any) and making it impossible to butcher this creature.


Overview

Lorebook.png
This article or section contains lore-related information.
Though not strictly necessary for playing the game, you are encouraged to read this section if you wish to have a better understanding of the game's universe.


Angelic creatures are employees of Heaven, Ltd., the Angelic faction.

A shrine maiden is, in short, a formerly human angelic creature, devoted to serving Heaven and spreading angelic values.

Within the angelic hierarchy, they are C-rank, above angels and pterolykoi, placing them at the same level as guardian angels and feathered serpents, and under seraphim and colossi.

The process of how a human can become a shrine maiden is explained in the section below.

Shrine maiden work is classified into one of three broad categories; shrine management, store duty, and missionary duties. Any shrine maiden can be reassigned to one or the other at any given time, and personnel is constantly rotated to keep them moving between assignments. Each shrine maiden is assigned to a 'home' shrine, which in turn means that the corresponding town becomes their town of residence.

When assigned to shrine management, the shrine maiden's duties involve the operation and management of the shrine. These include tasks such as keeping the shrine clean and orderly, giving sermons about Angelic faith and values, collecting and counting financial donations to keep the shrine running, and providing help and guidance to visitors and followers in exchange for donations, offering either general guidance and tasks on how to live under Angelic rules, physical healing (through the use of the healing beam) or psychological counseling, acting as the Mazes' equivalent of psychiatrists and therapists.

When assigned to store duty, the shrine maiden's role is to run one of the Angelstop convenience stores. These duties are largely the same as those of a regular convenience store manager; however, all Angelstop stores possess the same donation boxes as shrines. Customers of Angelstop stores are regularly encouraged to donate their spare change.

When assigned to missionary duties, shrine maidens perform the more traditional angelic work of roaming across the Mazes, offering to help and assist people they come across, like angels. They generally walk on predefined routes and circuits which circle back to their hometown, though certain shrine maidens have engaged in extended missions spanning the entire known world.

A small number of shrine maidens are not assigned to either category of work; they are known as "rogues", and are usually on some sort of special task or assignment from a higher-ranked angelic creature. Rogue shrine maidens perform some of the more esoteric and dangerous work, such as spying on demonic activities, tracking down and eliminating demonics or demonic sympathizers, or even raising money for their home shrines through more unorthodox methods, such as mercenary contracts or other side operations. The latter is where the well-known stereotype of the "battle preacher" comes from.

Becoming a shrine maiden

To become a shrine maiden, the candidate must be a human or a halfling, and they must first be recognized by a shrine or an angelic creature as truly pious and devoted to Angelic values. Sufficient piousness is defined by the number of years spent practicing and upholding the faction's core tenets and values, and staying out of Demonic influence, or committing acts considered impure or harmful to Angelics. The background or upbringing of the human does not actually matter - only their devotion to Heaven does. Contrary to popular belief, being female is not part of the requirements.

If the candidate is considered to meet the requirements, they must officially state their wish to abandon their humanity in the service of Heaven. This process is known as ascension, as it is implied that becoming angelic is to be above being human. The process is extensive and deeply changing, transforming the candidate's body, mind, and capabilities to such a point that they are no longer recognizable. All potential candidates are informed of the changes that will occur should they ascend.

The first changes are physical; regardless of the age, species, and biological sex of the applicant, their body will be transformed into the general shape of a young, female human. If they happened to already match that description, their physiological traits will be modified to make them unrecognizable. Smaller details, such as skin tone, eye and hair color, and other miscellanea are usually retained. The new body is what Heaven refers to as "permanent purity"; shrine maidens become permanently sterile, but in exchange, they also become ageless, permanently young creatures. The life expectancy of a shrine maiden is not unlimited, but is over double that of an average human, at roughly 150 years. This, however, only explains half of the meaning behind the word maiden.

The second set of changes is mental; shrine maidens partially lose their sense of self and are hardwired to see themselves as an extension of Heaven as an entity more than as individuals. Some have debated whether this constituted losing free will, but this question is considered taboo; bringing the subject up is a great way to be thrown out of an Angelic town. As part of this loss of "sense of self", there is also a sense that their identity is "Angelic". Though it is customary and polite to refer to all shrine maidens as female, using female pronouns, evidence suggests that they may really be neither male, female, nor anything in between and that their "true" gender is some Angelic form of non-binary; thus explaining the other half of the meaning behind the word maiden.

The last, and by far the most visible and recognizable changes, are the bestowing of Angelic powers. Shrine maidens can perform no less than five powers; the three abilities that can be performed by guardian angels (light shield, healing beam and light ball), an exclusive Charge gohei ability which does exactly what it says on the tin, and by far the most powerful of all angelic powers, divine-gating, which instantly summons a small squad of angelic creatures by the shrine maiden's side, to assist in her defense and duties.