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Castlevania: INVERT

April 15, 2012

GENERAL SECTION
Character types: Abominant, Vampire, Ghost, Demon, Reaver, Revenant
Mission: Recover all 7 of dracula’s parts and either revive him or absorb the power
Parts: Rib, Shin, Nail, Scalp, Eye, Heart, Medal
The types: Abominant – A bodied undead or mutant, craving human flesh.
Vampire – the offspring of the lords of night, vampires drink blood and crave power.
Demon – offspring of the lords of hell, demons intrigue and are creatures of magic.
Ghost – Driven by either memories, regrets, hatred, or yearnings, they are spirits that once lived.
Reaver – Offspring of Grim death, they fly back and fourth between this world and the next, trimming the populations.
Revenant – Offspring of the lords of the netherworld, Revenants are a physically bodied form of ghost.

The belmonts

Christopher, Soliyu, Trevor, Richter, Sonia, Simon

The belmont helpers

Grant, Sypha, Harker, Shanoa, Mina, Alucard, Hammer

Geography

Towns: Jova, Ondulin, Alba, Eljiba, Veros, Doinan, Simundo, Wygol, Katryn, Walak, Chelznik, Streika, Aljabik, Sveolet, Snyepesk, Feltra, Tresninsip

Rivers: Dard, Kulak, Sevbast, Bloody Well

Caves: Path of Dabi, Retreat of St. Igor, Uta path, Corridor of waterfalls

Graveyards: Durlek, Slovok, Storigor, Tzepesh, Vukodlak

Forests: Sadam woods, Dennis Woods, Vraldu woods, Belsac woods, Orzhov Woods, Sathain Valley, Dorak woods, Vapruska Sveolet

Desolations: Desolation of Jam, Desolation of Mado, Desolation of Vlachek

Swamps: Jhopa marsh, Szlaznoch marsh, Vlovoch marsh, Opriknik marsh

Mansions: Berkyl, Larubyr, Bodoley, Brahaim, Orlorox, Vladimsk, Chesninski, Paborsk

Ruins: Ananimsku, Shevovni Paborsk, Hunyad, Strorgy, Yomi

Towns – Towns are the domain of humans. They are organized into levels and generally house at least two levels. Many of these towns were built with defense in mind, some have walls or are built in the high ground areas. Town and Castle guards protect towns, while villagers often are willing to protect themselves. Hunters lair in towns.

Human defenders: Villager Volunteers, Villager Guards, Parish Priest, Danashti traveler, Guardian Archers, Village Sherif, Yeoman of the guard, Captain of the guard, Country squire, Rural knight, Rural horseman, Rural vigilante, Mob of villagers, Lynch mob, Swarm of Fanatics, Rural brigade, Retired knight, Holy man, Holy woman, Beatified Man, Beatified Woman, Living Saint, Army brigade, Knight Errand, Knight of the crown, Nobleman’s Guards, Nobleman, Military Toughs, Military Brigade, Military Officer, Belmontine hunter, Belmontine assistant

Caves: Caves lead from point A to point B generally, and are underground, damp, dark, some have bodies of water. A wide variety of different monsters lair here but its possible to lair in these places and grow up never seeing a human, which means monsters from caves are at a disadvantage as far as leveling goes.

Rivers: Ferryman spirits inhabit these rivers, which are ample homes for water aligned creatures. Humans are rare here, but hunters pass through the rivers from time to time on various quests, and occasionally, a ship or other large boat will pass through. Some rivers pass through towns, or pass so close to them that fishermen and water guards are encountered there.

Graveyards: Graveyards come in two types, town and rural. Rural graveyards are not inside or near towns and are havens for many kinds of undead. town graveyards are near towns and are considered fit housing for lower ranked monsters.

Forests: Well suited to earth affiliated creatures, forests are in essence giant mazes, and rarely have roads or signs. Considered mid-range habitation.

Swamps: Rich in toxic mires, swamps are well suited to many different types of monsters. Monsters that grew up here are often poisonous. Plant monsters are more common here.

Desolations: Dry, dusty, desolate plains and salt flats, desolations are suited to undead and fire elemental affiliated creatures. Any zombie type will be replaced by sand zombies. The memories of traumatic events that happened here are enticing to ghosts.

Mansions: Considered the elite monster zones, mansions were the homes of the great night lords of the past, and there have only been a few of them ever built. To be born into a mansion is seen as a sign of prestige, and only the best monsters are asked to stay.

Ruins: The most evil of all climates, the sinister ruins are places where the rage of dracula has been made clear. In short, they are places in which dracula was actually there and the site was destroyed with his own hand and powers. Even the otherwise most-elite monsters fear and respect the few, rare types that live in ruins.

Familiars: Ectoplasm, Vulture, Bat, Gargoyle, Goblin, Imp, Nyxie, Kobold, Frog, Toad
Ectoplasm – A spirit that drains the memories of its targets. Flyer
Vulture – A fearful bird ready to gorge on flesh, Flyer
Bat – a vampire bat, Flyer
Gargoyle – An evilly disposed stone monster.
Goblin – Nasty and mischievous, goblins taunt, annoy, and steal from those they fight
Imp – Deviant and sexually perverted, imps are peeping toms, they wield fire magic, Flyer
Nyxie – A pretty, dark-haired fairy, she usually wears dark clothes and is in fact a mean little bitch. Flyer
Kobold – Ugly and dense, kobolds nevertheless are the toughest hitters of the familiar family.

Frog – Hops along and follows, but only sounds if a secret wall is present.

Toad – Hops along and follows, a tough, hardy fighter. But will eat food if it stays on the ground to long.

POWERS SECTION – note: you don’t start out with all these powers, these are powers trees, points are spent to buy powers. Points are gained by killing humans, killing hunters, gaining body parts, and killing unintelligent monsters.

Abominant

Rictus – Your body is hardened and you do more damage.
Powerful punch – throw an enemy backwards by punching them
Disease aura – Surround yourself in a disgusting miasma
Toxin aura – Your bite and claws become toxic.
Noxious cloud – Transform into a heavier than air nauseous cloud
Dire bite – Increased criticals on biting
Grip of death – grip so strong armor doesn’t do any good, but only with one or the other hand
Scars of healing – Injuries heal as scars but heal rapidly
Horrific touch – same as horrify, but touch range, draining horror
Terrifying visage – same as terrify, glare activated, draining terror
Deathless cycle – Your body will put itself together even if cut to pieces, only holy water or sacred fire can kill you permanently.
Hunger toxin – Humans and animals bitten by you become ravenously hungry but cannot digest food
Storyline advantage: Can talk to normally unintelligible things like zombies and skeletons.

Vampire

Hellfire – shoot 3 baseball sized fireballs in a formation.
Shadow teleport – teleport behind an enemy and strike
Wayward soul – Summon an unintelligent wraith to attack one enemy
Hellish soul – Summon an enraged wraith to attack one enemy.
Blood thirst – Weapon drinks blood to heal
Blood quench – immune to drain
Wolf transform – transform into a normal wolf
Warg transform – transform into a huge wolf
Bat transform – transform into a normal bat
Phantom bat transform – Transform into a hallucinogenic, frightening bat
Mist transform – take the shape of vapor
Gas transform – take the shape of poison gas
Sanguinomancy – use blood as a weapon
Storyline advantage: Chance to encounter other vampires in some places, may interact as if in town if you do.

Ghost

Fire aura – Body becomes enflamed, leaves flaming footsteps.
Phantom throw – throw a single object without touching it, throw a swarm of objects without touching them.
Cold aura – become waterlogged and frost-bite inducing, touch leaves icy, hard frost
Toxic cloud – surround yourself with corrosive poison gas
Curse – Various effects, all are horrific and terrible.
Phantasmic control – Control an objects movement
Horrify – Drain fear from a single target and weaken them with direct damage.
Terrify – Assume the shape of a targets worst fear and drain fear at a greatly accelerated pace.
Lightning cruelty – strike with feelings of hatred and cruelty, firing lightning from your eyes or fingers
Icy ravage – strike with ice cold violence, shooting a cloud of razor sharp ice shrapnel
Inferno anger – Explosions surround you for a moment
Invisibility – you are invisible, even to other monsters
Heart ripper – Rip an opponents heart out for an instant fatality
Obliviate – summon a gate to the netherworld
Storyline advantage: Ghosts may interact as if a human in a town during visits to graveyards.

Demon

Low summoning – summon a low rank monster
Middle summoning – Summon a mid range monster
High summoning – Summon a high rank monster
Fire magic – Hellfire and Inferno anger
Ice magic – Icy ravage or shoot a cloud of icicles
Air magic – Ride the wind as if by flight, shoot concentrated wind force
Necromancy – summon undead
Bestial form – take a form that is symbolic of your worst sins
Contract – barter for souls
Vortex teleport – teleport escape in a vortex
Malicious chant – Steal control of any spell used near you
Maldoror – Holy magic users are overwhelmed by the smell of brimstone if they try to use their magic on you.

Storyline advantage: contract the souls of humans, absorbing them over time

Reaver

Air magic – Fly, shoot concentrated bursts of wind
Bladed projectile – throw a hand sickle even if you haven’t physically got one
Bestial form – Take on a form that represents your sins
Contract – Barter for souls, assassinations
Ice magic – Throw a cloud of razor sharp ice blades
Bloody visage – take on a shape made entirely of blood
Dark magic – Sickles are briefly red and intangible, making them hard to destroy. Transform into a skeleton monster of some kind.
Hell chains – summon magic chains to attack 1 enemy
Burning weapon – weapon’s damaging part turns red and steams
Noxious weapon – weapon damaging part coats itself in slime and is viral
Swarm of blades – throw a cloud of hand sickles even if you haven’t physically got any
Grisly death – Shadow teleport to attempt fatality
Storyline advantage: May go on assassination sub-quests.

Revenant

Powerful punch – throw someone by punching them
Shadow teleport – teleport behind someone for one attack
Icy ravage – icicles grow rapidly towards a target from their immediate vicinity
Dark magic – Unleash a d12 wave of Phantoms, Flying Skulls, or Medusa heads.
Noxious aura – Surround yourself in a cloud of intensely decayed air
Festering gaze – Rot and destroy food items carried by a target, leperize the target.
Grip of crushing – grip is so strong armor doesn’t do any good, but only one hand
Ashen shape – Take the shape of a cloud of free-floating ash, walking on the ground and in humanoid shape.
Toxic breath – exhale poison smoke in a large spreading conical cloud.
Excruciating cloud – take the shape of black smoke that causes intense pain at touch
Bloody healing – your blood coagulates almost immediately
Scarifying strike – leave instant scars with any critical hit
Storyline advantage: You were considered Dracula’s elite.

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