Second NPC, finished, take a look. [hider=Wolfgang Regent Helsing] [center][img]http://vignette3.wikia.nocookie.net/majidewatashinikoishinasai/images/9/9c/Hyumu_Hellsing_Sketches.jpg/revision/latest?cb=20121218000559[/img][/center] [b]Name(s):[/b] [list] [*]Wolfgang Regent Helsing[/list] [b]Gender:[/b] [list] [*]Male[/list] [b]Height:[/b] [list] [*]175cm[/list] [b]Race:[/b] [list] [*][color=9e0b0f]Werewolf[/color][/list] [b]Race Traits:[/b] [list] [*][b]Skinchanger:[/b] Werewolves possess the natural ability to shapeshift between the forms of a normal human, a feral wolflike humanoid, a beastial fusion of a wolf and a man, a primal dire wolf, and a normal wolf. Each of these forms modify seemingly modest stats with potent bonuses. Humanoid forms provide bonuses to PHY. DEF, lupine forms provide bonuses to AGILITY, and intermediary forms provide bonuses to PHY. ATK. [*][b]Luna's Blessing:[/b] Werewolves possess a powerful regeneration ability that can restore lost limbs, and resistances to ice, fire and poison-type damage. When outdoors under a full moon, Werewolves are granted a bonuses to all stats, and become immune to critical hits. [*][b]Curse of Silver:[/b] Werewolves are severely weak to silver. They cannot equip any items forged from silver, and take greatly increased damage from any weapons forged from silver. In addition, they are weak to holy-type damage, and any weapon enchanted to deal holy damage is treated as a silver weapon. Damage taken from silver stuns a Werewolf's regeneration until they receive healing from another source. [*][b]Wolfkin:[/b] Wolves, Dire Wolves and similar creatures view Werewolves as being no different than they, for better or worse. Werewolves can communicate with wolves in any form, and can recruit them as temporary allies. Notably, dogs and other smaller "prey animals" can also detect Werewolves, and react with either fear or aggression. [/list] [b]Title:[/b] [list] [*]The Gentleman Prizefighter[/list] [b]Residence:[/b] [list] [*]Ragnavault[/list] [b]Alignment:[/b] [list] [*]Lawful Neutral[/list] [b]Sense of Justice:[/b] [list] [*]-50[/list] [b]Racial level:[/b]25[list] [*][b]Werewolf[/b] (15) [*][b]Fenrisulfr[/b] (10)[/list] [b]Job level:[/b] 70[list] [*][b]Striker[/b] (10) [*][b]Brawler[/b] (5) [*][b]Boxer[/b] (10) [*][b]Hunter[/b] (5) [*][b]Other[/b] (40) [/list] [b]Stats:[/b] [list] [*][b]HP:[/b] 90 [*][b]MP:[/b] 25 [*][b]PHY. ATK:[/b] 80 (90 in Wolfman or Dire Wolf form, 100 in Werewolf form) [*][b]PHY. DEF:[/b] 80 (90 in Werewolf form, 95 in Wolfman form, 100 in Human form) [*][b]AGILITY:[/b] 80 (90 in Werewolf form, 95 in Dire Wolf form, 100 in Wolf form) [*][b]MAG. ATK:[/b] 65 [*][b]MAG. DEF:[/b] 70 [*][b]RESIST:[/b] 70 [*][b]SPECIAL:[/b] 80 [*][b]Total:[/b] 520 (Up to 580 in Werewolf Form) [/list] [b]Spells:[/b] [list] [*][b]Blood Rage:[/b] Automatically activated if Wolfgang drops below 25% HP, the Blood Rage forcibly transforms Wolfgang into his true Werewolf form, and buffs his PHY. stats and AGILITY to EXCEEDS LIMIT. His regenerative ability is doubled, and he becomes immune to stunning effects, psychic attacks and critical hits. However, he loses the ability to distinguish friend from foe, and attacks anyone that he can sense without mercy. While the Blood Rage is active, Wolfgang's RESIST stat slowly drops, and the rage ends when it reaches zero. The rage can also end prematurely if Wolfgang is knocked unconscious or killed. [*][b]Change Shape:[/b] Wolfgang transforms from one of his Werewolf forms to another. While he can transform parts of his body near-instantaneously, a full transformation takes several seconds to complete, and completely drains his MP. A new transformation cannot be initiated until his MP is fully restored. [*][b]Dwarf King's Claws:[/b] Wolfgang sharpens his claws so that they may cut through stone and metal as though they were paper. Destroys enemy armor with successful claw attacks. [*][b]Fangs of the North:[/b] Wolfgang's fangs seethe with blue smoke and transform into wicked daggers of ice. Biting attacks deal ice-type damage, which leave festering wounds that impede regeneration effects. [*][b]Glory Scars:[/b] The power of Wolfgang's ancestor spirits flows through him, imbuing him with supernatural vitality. Any wounds Wolfgang incurs, including lost limbs, are immediately "healed" and filled with a silver light. This provides no advantages, other than ensuring that he retains full fighting capability until the spell expires at the end of combat. [*][b]Howl of the Hunter:[/b] Wolfgang howls, marking his prey for his allies to see. All hostile or neutral NPCs are able to be tracked through any terrain or obstructions for a great distance by Wolfgang or his allies, as long as this spell is active. Only one Howl can be active at a time. [*][b]Howl of the Night:[/b] Wolfgang howls, filling his prey with the fear of the ultimate hunter. All hostile or neutral NPCs of sufficiently low level are given the "fear" status effect, and run for their lives until they are incapacitated or the spell expires. Only one Howl can be active at a time. [*][b]Howl of the Pack:[/b] Wolfgang howls, calling his packmates to the hunt. Any nearby Wolves, Dire Wolves or Werewolves become allies to Wolfgang until the spell expires. If there are no wolfkin nearby, he instead summons three level 20 Spirit Wolves for the same duration. Only one Howl can be active at a time. [*][b]Howl of the North:[/b] Wolfgang howls, calling the winds of winter to aid his hunt. A harsh blizzard fills the area, giving Wolfgang and his allies concealment, and dealing light ice damage to any creatures without ice resistance caught in the blizzard. Only one Howl can be active at a time. [*][b]Message[/b] [*][b]Summon the Wolf King:[/b] The ultimate ability of Wolfgang's bloodline, he summons the almighty ancestor spirit of the God-Killer Wolf, a level 90 divine summon. The Wolf King is unspeakably strong and fast, and is immune to any type of magic damage. It will remain until defeated, or all of the enemies it can detect are dead. However, as payment for its summoning, it will bite off the hand (or another limb) of its summoner before disappearing. This limb cannot be regenerated without the use of Over-Rank magic, or a Divine or World class item. [/list] [b]Skills:[/b] [list] [*][b]Adamantine Fist:[/b] When calculating resistances and damage, Wolfgang's unarmed attacks are considered to be adamantine-forged, Legendary-class magic weapons. [*][b]Befuddling Strike:[/b] On a successful unarmed strike, Wolfgang can inflict a "confused" status debuff to his enemy by striking a disorienting area. Makes enemies more likely to miss attacks until the debuff expires, and can be stacked. [*][b]Bleeding Strike:[/b] On a successful unarmed strike, Wolfgang can inflict a "bleed" damage effect on his enemy by striking a sensitive orifice such as a nose or eye. Wears off over time, but can be stacked. [*][b]Carnivore:[/b] Wolfgang can devour the corpse of any enemy that has flesh to restore a considerable amount of his HP. Undead and some poisonous enemies may provide poison damage instead, if they outscale Wolfgang's poison resistance. [*][b]Clean Hit:[/b] By analyzing his enemy, Wolfgang can ensure that his next attack will connect as a critical hit. Cannot be used for the first attack of combat. [*][b]Corner:[/b] A "crowd control" technique; by using his skill in footwork and reading body language, Wolfgang can confine an enemy to a small area. Should the confined enemy attempt to leave their space, Wolfgang can strike them with an unavoidable attack. [*][b]Cross Counter:[/b] If a martial attack misses Wolfgang, he can immediately follow up with an unavoidable unarmed strike. [*][b]Deflect Arrows:[/b] Wolfgang can block ranged attacks with successful unarmed strikes. [*][b]Disarm:[/b] On a successful unarmed strike, Wolfgang can choose to cancel the damage to force his enemy to drop their weapon or equipment. [*][b]Evasion:[/b] Even magical and unusual attacks can be evaded by Wolfgang, as even an attack that deals damage on a miss can be fully evaded to deal no damage. [*][b]Feint:[/b] Wolfgang enters a seemingly-open stance, luring his enemy in for an attack. If an opponent attacks him in this stance, the attack will automatically miss, and Wolfgang can strike his opponent with an unavoidable attack. [*][b]Feral Combat:[/b] Wolfgang can utilize his unarmed skills with natural weapons such as claws and teeth. [*][b]Flurry of Blows:[/b] Wolfgang can chain together multiple unarmed strikes, proportionate to his AGILITY stat. [*][b]Grapple:[/b] Wolfgang can put his opponent into a grapple, restricting their movement and making his attacks unavoidable. However, Wolfgang can only have one arm free when grappling, and cannot avoid the attacks of the grappled opponent. [*][b]Guard:[/b] Wolfgang's defensive posture is flawless, and he passively resists sneak attacks and critical hits. Each has a 50% chance to fail, even if guaranteed. [*][b]Guard Break:[/b] On a successful unarmed strike, Wolfgang can break through his opponents defenses and debuff their PHY. DEF stat. Wears off over time, but can be stacked. [*][b]High Jump:[/b] Wolfgang hasn't neglected to train his lower body, and can jump a maximum of 30m into the air. [*][b]Hurricane Blow:[/b] On a successful unarmed strike, Wolfgang can brutally overpower his opponent and knock them backwards up to 15m. [*][b]Jabbing Master:[/b] With each consecutive successful strike, Wolfgang deals more damage to an opponent. The second strike deals 2x damage, the third deals 3x damage, etc. [*][b]Jawbreaker:[/b] On a successful unarmed strike, Wolfgang breaks the jaw of his opponent, disabling their mouth and inflicting a "silenced" status debuff, disabling them from casting most spells until the end of combat. [*][b]Knockout:[/b] On a successful unarmed strike, Wolfgang can beat a sufficiently weakened opponent into unconsciousness. Opponents with less than 50% HP have a chance to be immediately knocked unconscious, the chance increasing as their health is lowered. [*][b]Lightning Blow:[/b] An extremely fast attack, allowing Wolfgang to close large distances quickly. [*][b]Naturally Tough:[/b] Through harsh training, Wolfgang has gained resistances to all martial damage types. [*][b]Pummel:[/b] On a successful unarmed strike, Wolfgang can mercilessly beat his opponent, and follow up any special unarmed strike skill with a normal, unavoidable unarmed strike. [*][b]Queensbury Rules:[/b] By holding himself to the standard of good sportsmanship, Wolfgang can increase the speed and power of his attacks. However, as long as he uses this skill, he can only strike with his fists, cannot use special unarmed strike skills, and cannot grapple. [*][b]Slowfall:[/b] Good footwork is useful anywhere. Wolfgang can slow his speed when in freefall so as to not take falling damage. [*][b]Southpaw:[/b] Wolfgang can take a beating better than most of his opponents. With each successful attack against him, the attacking opponent's PHY. ATK, PHY. DEF and AGILITY slightly decrease. Wears off over time, but can be stacked. [*][b]Stunning Fist:[/b] On a successful unarmed strike, Wolfgang can inflict a "stunned" status debuff by discombobulating his opponent. Wears off over time. [*][b]Toccata:[/b] A secret technique; Wolfgang's movements become so fast and precise that he disappears from sight, and is detectable only by the frantic sound of his footwork. [*][b]Tornado Blow:[/b] A wide-ranged attack, Wolfgang can strike multiple opponents at once with his unarmed attack. [*][b]Tracker:[/b] Based purely on environmental data (such as tracks, sounds and smells), Wolfgang can determine what creatures are in an area, and can track them down in a matter of minutes. [*][b]Trip:[/b] On a successful unarmed strike, Wolfgang can throw his opponent off balance and inflicting the "prone" status debuff. This immobilizes enemies until they get back on their feet. [*][b]Unarmed Strike:[/b] Wolfgang is considered armed even when wielding no weapons, and any striking point on his body is considered a light weapon with damage proportional to his PHY. ATK. [*][b]Unarmored Defense:[/b] Wolfgang is considered armored even when wearing no armor, and can resist damage relative to his PHY. DEF, and avoid attacks relative to his AGILITY. [*][b]Whole Rest Silence:[/b] An ultimate technique: Wolfgang becomes hypersensitive to opponent's movements, and can detect the split-second where they are most vulnerable while attacking. He can then cross-counter an opponent's attack with damage on par with a Divine-class weapon. [/list] [b]Equipment:[/b] [list] [*]Fine Tuxedo [*]White Gloves [*]Silk Handkerchief [/list] [b]Bio:[/b] [list] [*]One of the NPCs of the Ragnavault created by Nostromo, Wolfgang Regent Helsing is unique in that he is neither a floor nor area guardian, and is not assigned to a specific location within the guildhall. Rather, Wolfgang (as he is usually referred to) is normally found at the side of his creator, or otherwise running errands for Nostromo. Wolfgang is somewhat out of place aesthetically within the Ragnavault, as is his master, as he was originally created as a part of Nostromo's previous guild, and his data was ported over to the Syndicate NPC roster. As is his wont, Nostromo wrote a lengthy backstory and complex personality for his "pet" NPC. Wolfgang is the valet and companion of the vampire Vladimir Palefire (the "true name" of Nostromo's character), and the latest in a long line of Werewolf servants in the Helsing family. Their bloodline was saved from destruction at the hands of overzealous crusaders generations ago by Palefire, and the Werewolf clan of the Helsing Forest pledged undying loyalty to their vampiric savior. Wolfgang serves Nostromo as his father served, and his father before him. As his valet, Wolgang attends to all of Nostromo's personal needs, such as preparing his meals and attire, cleaning his quarters and driving his carriage. However, until the Syndicate's emergence into the New World, Wolfgang's "services" were limited to functioning as a packmule during Nostromo's dungeon crawls. Wolfgang is also a skilled fighter, specializing in unarmed strikes in the style of boxing. However, when facing more serious opponents, Wolfgang will resort to using his natural, terrifying power as a Werewolf, as well as the mystical arts of his bloodline. Wolfgang puts his martial skills to use in being his master's "bodyguard," though as Nostromo is perfectly capable of defending himself against nearly any opponent, he usually leaves Wolfgang to clean up "trash" that he himself cannot be bothered with. While a barely-concealed pastiche of various conventions of popular fiction, Wolfgang has a rather unique personality to contrast with his rather unoriginal concept and name. While perfectly polite and maintaining the airs of a gentleman, Wolfgang is remarkably aggressive in demeanor, and possesses both an overbearing confidence that easily treads into arrogance, and a barely-contained bloodlust. While perfectly loyal to his master and dedicated to his needs, Wolfgang eagerly seeks powerful opponents to test his skills against. He displays utter disdain for those below him in combat ability, but has genuine respect for those equal or greater than him. Even to NPCs of the Ragnavault of a higher level than him, Wolfgang is a threatening personage, due to his tightly-optimized combat ability, and the high level of violence he is willing to commit.[/list] [b]Other:[/b] [list] [*]While Wolfgang is the latest of many Werewolf butlers in Nostromo's backstory, he is in fact the only NPC in this role that the player has created. Before the shutdown of YGGDRASIL, Nostromo was considering coding in a family for Wolfgang. While this is impossible now, he is still mulling over the possibility of Wolfgang truly starting a family in the new world to ensure the continuation of the Helsing lineage.[/list] [/hider]