Seraph

From MazeWorld
Jump to: navigation, search
Navigation: Main Page Creatures Seraph




Angelics
Threat level 4
Seraph
Unknown creature.png
Basic statistics
Disposition Faction: Heaven, Ltd.
Armor Class A3
Pain Sensitivity 50%
Max Blood 30
Agility +1
Limb groups
HEAD Head - 15 HP
BODY Upper body - 60 HP
Lower body - 45 HP
LIMB 2 arms - 30 HP
2 legs - 30 HP
4 wings - 30 HP
EXTREMITY 2 hands - 23 HP
2 feet - 23 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? No box.png


The seraph (plural seraphim) is a creature belonging to the Angelics category. They are sapient and adapted to life in the Civilized Areas, making them one of the civilized species of the Mazes.


Attacks and techniques

This creature has seven attacks: Punch, Kick, Super light shield, Super angelic healing beam, Light ball, Seraphic speed 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.

Super light shield

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 5 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 2 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 super llight shield is already active, the technique can be used again to refill the existing shield's HP back to full.
    • The super light shield counts as Armored, with 60 HP and LDV-0.
    • The super 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 super 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.

Super angelic healing beam

Damage type Range MAPT IS LDV Pain (All ACs)
Special Ranged 1 5 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 4 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 45% Pain, 4 HP per limb on all limbs, heal 2.0 Blood, 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.

Seraphic speed

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 1 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 2 AE to cast.
  • Upon casting this technique, the creature gains Agility +1 and -2 IS tiers' for 1 turn.
  • This technique always succeeds.
  • The creature's turn does not end after casting this technique, allowing the creature to immediately use another technique after casting this one. However, it cannot be cast more than once in the same turn.

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

Load-bearing equipment

Equipment and inventory

Equipped weapons:

Inventory:

  • None


Other information

Statistics:

Skills:

  • Combat skills: Skilled (All 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.
  • Flight: This creature is capable of flying using its wings. As a free action, this creature may toggle Flight on or off once per turn. If Flight is on, this creature receives the following effects:
    • Primed pressure mines will not be set off by a flying creature on the same Side.
    • Primed directional mines will not be set off by a flying creature even if it enters the Protected Side from the Target Side.
    • Opponents attacking a flying creature suffer from a FT malus: FT+2 with melee attacks, FT+1 with ranged attacks.
    • Flying creatures cannot take cover.
    • Flying creatures suffer from certain maluses: Recoil +1 and FT+1.
    • If at least half of their wings is disabled, this creature is forced off Flight and can no longer toggle it back on until healed.



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.

Seraphim are evolved angels. The body of a seraph is even taller and stronger than their previous form, now reaching an average height of 6 feet 5 inches and an average weight of 200 pounds. Those who are fortunate enough to meet them in person describe them as awe-inspiring, imposing creatures that seem to never grow tired, angry or frustrated, speaking in very soft tones, and with a strong, virtuous aura.

Within the angelic hierarchy, they are B-rank, above guardian angels, shrine maidens and feathered serpents, at the same level as colossi, and under archangels. As a symbol of their elevated status within the angelic hierarchy, seraphim possess two pairs of wings instead of just one, giving them a very distinctive profile.

Few guardian angels obtain the amount of experience required to reach the level of a seraph. Their relative rarity is compensated by their awesome combat skills, their great strength and their large pool of Angelic Energy and powers. In that regard, seraphim can be seen as commanders of angelic forces, with authority only surpassed by archangels. Their primary purpose is to act as supervisors and commanders to angelics of lesser rank, delegating day-to-day tasks to their subordinates and only rarely ever performing these duties by themselves.

Should the need arise, seraphim rely on a full range of angelic powers; the most important of which is the ability to perform divine-gating and instantly summon the aid of subordinates to act as battle partners. If they must fight personally, they possess advanced combat skills and great strength and are usually issued with an enormous greatsword. They are so strong, in fact, that a typical seraph armed with a greatsword can eliminate an average unarmored human in a single hit.

Although reaching the rank of a seraph is already a rare privilege, it is not yet the final form that a cherub can reach. A select few, highly skilled and experienced seraphim eventually reach the final tier, becoming archangels.