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		<id>http://2d4chan.org/mediawiki/index.php?title=Elementalist&amp;diff=195760</id>
		<title>Elementalist</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Elementalist&amp;diff=195760"/>
		<updated>2018-08-15T14:02:34Z</updated>

		<summary type="html">&lt;p&gt;2A02:587:3A12:6900:997:67E1:242F:3AD: &lt;/p&gt;
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[[Elementalism]] is, to put it simply, basically the belief that the universe is comprised of a number of elemental forces that interact in various ways. The two most iconic forms recognized today are &amp;quot;Western&amp;quot; Elementalism (Earth, Air, Water and Fire, sometimes remembering Aether/Ether/Spirit) from Greek mythology and &amp;quot;Eastern&amp;quot; Elementalism (Earth, Water, Fire, Wood, Metal) from Chinese mythology. Naturally, the idea of a spellcaster who focuses on manipulating one or more elemental properties is a very old one, particularly on /tg/ and /vg/. This creates what is known as an Elementalist.&lt;br /&gt;
&lt;br /&gt;
==In D&amp;amp;D==&lt;br /&gt;
[[Dungeons &amp;amp; Dragons]] has touched on [[elementalism]] multiple times throughout its life, although no Elementalist ever really caught on.&lt;br /&gt;
&lt;br /&gt;
The first time an elementalist appeared was during the days of [[Advanced Dungeons &amp;amp; Dragons]] 2nd edition. Here, in the Elementalist first appeared as a Specialist [[Wizard]] in the &amp;quot;Tome of Magic&amp;quot; splatbook, alongside its more famous sibling, the [[Wild Mage]].&lt;br /&gt;
&lt;br /&gt;
This AD&amp;amp;D specialist functioned much like its kin. The four [[element]]s of AD&amp;amp;D - Earth, Fire, Water and Air - were each treated as a distinctive sub-schools within an Elementalist school. As such, the first thing you did was pick which sub-school you specialized in; spells classified as belonging to the &amp;quot;rival&amp;quot; sub-school (Earth/Air, Water/Fire) were your prohibited spells, but otherwise you could learn any arcane spell. That said, you paid for this versatility with greater difficulties learning spells outside of your school; whilst you had a +25% chance to learn sub-school spells and a +15% chance to learn spells from the &amp;quot;adjacent&amp;quot; sub-schools, you suffered a -25% chance when trying to learn a spell that wasn&#039;t a member of the elemental school.&lt;br /&gt;
&lt;br /&gt;
Other bonuses you gained from this specialization consisted of:&lt;br /&gt;
* +2 bonus to saving throws against elemental spells from your sub-school.&lt;br /&gt;
* Enemies take a -2 penalty to saving throws against elemental spells you cast that belong to your sub-school.&lt;br /&gt;
* You gain 1 bonus spell memorization slot per level, although these bonus spell-slots must be filled with elemental spells from your sub-school.&lt;br /&gt;
* Once per day, when casting a spell from your elemental sub-school, you can overcharge it, casting it with a level boost of +1d4.&lt;br /&gt;
* When creating spells, if the spell is from your elemental sub-school, treat its level as being 1 level lower to determine the difficulty of its creation (for example, a Water Elementalist trying to create an ice or water version of Fireball finds it only as hard as trying to invent a new 2nd level spell, rather than its actual 3rd level status).&lt;br /&gt;
* At 15th level, you don&#039;t need to concentrate in order to maintain control over summoned elementals from your sub-school.&lt;br /&gt;
* At 20th level, you no longer need to fear summoned elementals from your sub-school turning on you when you conjure them.&lt;br /&gt;
&lt;br /&gt;
This [[kits|specialization]] was later reprinted in &amp;quot;Domains of Dread&amp;quot;, the first attempt at making a proper campaign setting out of [[Ravenloft]]. Here, they picked up one new unique bonus: if an elementalist provokes a Dark Powers Check by casting a spell from their sub-school, then that check&#039;s percentage is halved (rounding down) - however, the same mechanics that allow them to use their elemental magic to shield themselves from the gaze of the Dark Powers makes them especially vulnerable to attracting their attention through other forms of magic, meaning all other spells cast by an elementalist that provoke a Dark Powers Check &#039;&#039;increase&#039;&#039; that check&#039;s percentage by half (rounding up). This means that a fire elementalist who casts a spell to perform a deed that would normally provoke a 14% Dark Powers check drops it to a 7% check if they use a fire spell and raises it to a 21% check if they use any other kind of spell.&lt;br /&gt;
&lt;br /&gt;
Perhaps not the most impressive class, but certainly better designed than the crock of steaming shit that was the [[Arcanist]].&lt;br /&gt;
&lt;br /&gt;
The next official D&amp;amp;D Elementalist appeared in [[Dungeons &amp;amp; Dragons]] 4th edition, in the sourcebook &amp;quot;Heroes of the [[Elemental Chaos]]&amp;quot;. Whilst this sourcebook provided new elemental-themed powers for many classes, as well as elementalism character themes, it also featured the Elementalist: an Essentials sub-class for the [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorcerer]].&lt;br /&gt;
&lt;br /&gt;
Running on Essentials&#039;... unique approach to 4e classes, the 4e Elementalist had a unique spell source (elemental magic), and also has no daily or encounter powers; they cast a range of metamagic enhanced at-will powers using their own Elemental Escalation ability. Elementalists pick a specific element and run with it, gaining a specific set of abilities depending on whether you favour earth, fire, air, water or heart.&lt;br /&gt;
&lt;br /&gt;
Considering when Heroes of Elemental Chaos was released, any similarity to any characters in [[Avatar: The Last Airbender]] is almost certainly intentional. But that&#039;s OK.&lt;br /&gt;
&lt;br /&gt;
[[File:Water elementalist.jpg|thumb|right|A water elementalist, demonstrating dem hips. ]]&lt;br /&gt;
&lt;br /&gt;
However, another [[elementalism]] class had preceded the elementalist proper. In the pages of [[Dragon Magazine]] came the Pyromancy school for the [[Mage]], a form of elementalist focused entirely on killing things with fire. Like all Mage schools, being a Pyromancer translated as a set of three class features gained at levels 1, 5 and 10, with the option to &amp;quot;dabble&amp;quot; in that school by gaining its first two features at levels 4 and 8.&lt;br /&gt;
* Pyromancy Apprentice: You gain a +1 bonus to damage rolls with arcane fire attacks. This bonus increases to +2 at 11th level and +3 at 21st level. Additionally, your attacks ignore fire resistance.&lt;br /&gt;
* Pyromancy Expert: You gain a +2 bonus to Bluff checks and Intimidate checks.&lt;br /&gt;
* Pyromancy Master: When you use an area or close arcane fire attack power that is not already a zone, the area of the attack becomes a zone that lasts until the end of your next turn. Creatures that end their turns within the zone take fire damage equal to your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D4-Classes}}&lt;br /&gt;
&lt;br /&gt;
==In Pathfinder==&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
In [[Pathfinder]], elementalists are some of the earliest [[wizard]] archetypes added to the game. Advanced Player&#039;s Guide adding all four Western Elementalist archetypes, whilst Ultimate Magic allowed Eastern Elementalists by adding Wood and Metal archetypes.&lt;br /&gt;
&lt;br /&gt;
Because Pathfinder isn&#039;t as strict as its 3e basis, whilst it preserves the basic idea of Opposition Schools, wizards can still learn spells from their opposed school; they just need to give up two spell slots of the same level to prepare an opposed school spell. In &amp;quot;classic&amp;quot; elementalism, opposed schools are based on the traditional rivalry handed down from D&amp;amp;D: Earth vs. Air, and Water vs. Fire. If using the Wu Xing (Chinese Five Elemental) style, your opposed school is based on the cycle of overcoming; whichever elemental school &amp;quot;overcomes&amp;quot; your own is your opposed school, with Wood overcoming Earth, Earth overcoming Water, Water overcoming Fire, Fire overcoming Metal and Metal overcoming Wood. Void Elementalists choose one element from the Earth/Air/Water/Fire group counts as their opposed school, whilst Aether Elementalists designate one of ANY of the other seven elemental schools.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Air&#039;&#039;&#039; School focuses on wind, sky, cloud and lightning to destroy their foes, and prizes mobility. Its Air Supremacy feature grants a bonus to Fly checks and the ability to cast differing flying spells (Feather Fall/Levitate/Fly) on themselves at will as they gain levels. Lightning Flash lets them produce a blast of electricity several times per day. Finally, at level 8, their Cyclone ability lets them generate aerial turbulence that really messes with the flying capabilities of others in their immediate area.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Earth&#039;&#039;&#039; School is all about shaping the world around them and drawing strength from stone. Earth Supremacy makes them harder to move involuntarily, and ultimately lets them cast spells through stone barriers. Acid Cloud lets them create short-lived clouds of corrosive vapor. Finally, level 8&#039;s Earth Glide lets them move through stone as if it were air for a limited time each day.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Fire&#039;&#039;&#039; School is all about burning shit. Fire Supremacy gives them Fire Resistance, which ultimately transforms into fire immunity &amp;amp; the ability to turn open flames into an impromptu shield. Fire Jet lets them throw blasts of flame every so often, and level 8&#039;s Dancing Flame lets them reshape existing flames and the area of effect for fire spells.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Water&#039;&#039;&#039; School draws its power from the ocean depths. Water Supremacy gives them augmented breath-holding and swimming abilities. Cold Blast lets them unleash bitter cold as an attack several times per day. And finally, their 8th level archetype ability Wave lets them conjure a great magical tidal wave from nowhere that can douse flames and knock people off their feet.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Metal&#039;&#039;&#039; School, being a non-classic element, is somewhat different. Symbolically, metal-as-element represents firmness, rigidity, persistence, strength, determination and electricity. As a physical element, traditionally, metal manipulating spells are actually found on the [[druid]]ic spell list, and thus wizards of this school get chill/heat metal, rusting grasp, and repel metal or stone as bonus spells. Their Metal Rending feature makes their attack spells better against armored opponents, whilst Iron Skin lets them boost their own AC by a level-based amount a certain number of times per day. Finally, 8th level gives them Shrapnel Burst, which basically lets them throw razor-sharp shrapnel everywhere in a 10ft radius, slicing up anyone close by and turning that spot into temporary difficult terrain.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Wood&#039;&#039;&#039; School is symbolically associated with flexibility, warmth, wind, generosity, cooperation and idealism. As physical plant-control is, again, traditionally the [[druid]] thing, this school gets a motherload of bonus spells: entangle, tree shape, plant growth, command plants, tree stride, liveoak, transmute metal to wood, and control plants. Flexible Enhancement gives the wizard a level based &amp;quot;floating&amp;quot; ability score bonus, which they can apply to one of Dexterity, Constitution or Wisdom whenever they prepare spells (two at once at level 20). Splintered Spear lets them fling an enchanted spear at a target which inflicts bleeding several times per day. Finally, level 8 gives them Cooperative Defense, where you can grant allies your saving throw bonus if you are within 30 feet of each other and being targeted by the same attack.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Void&#039;&#039;&#039; School is based on the Japanese 5 Elemental Style, which makes it analogous to the oft-forgotten Grecian &amp;quot;Ether/Ather/Aether&amp;quot; Element, as it&#039;s paired up with the more recognizable quartet of Air/Earth/Fire/Water. It is the &amp;quot;mental&amp;quot; element, in contrast to the more physical quartet, being associated with thought, space, spiritualism and insight. Void Elementalists gain control over energies that bind the earth to the heavens and the planes to their mysterious and eternal alignments, as well as the powers that stitch living beings to their spirits. This gives them several bonus spells (keen senses, twilight knife, wandering star motes, true seeing, moment of prescience) and the features Void Awareness (increased resilience against spells), Reveal Weakness (curse an enemy with lowered defense &amp;amp; penalized saving throws) and Aura of Prescience (emit a temporary aura that grants allies a bonus to all checks/throws/saves).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Aether&#039;&#039;&#039; Element is based on the spiritual element from classic Greco-Roman thinking, which people tend to forget about. In the Pathfinder cosmology, Aether is a &amp;quot;spiritual elemental substance&amp;quot; that manifests itself predominantly in the form of raw motive force, hence the school&#039;s bonus spells (telekinetic projectil, spiritual weapon, spiritual ally, ethereal envelope, animate objects, ectoplasmic eruption, telekinetic storm) and its list of thematic spells. For features, it provides Aether Supremacy (bonus to Sleight of Hand, gain a level-strengthened at-will Mage Hand and, ultimately, telekinetic Sleight of Hand), Telekinetic Protection (grant yourself Damage Reduction 5/Magic for 1 round so many times per day), and Receptive Vibrations (your Dex bonus cannot be negated against attacks from any creature, visible or otherwise, within 30 feet, and add half your Wizard level as a bonus to Perception checks against surprise).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke&#039;&#039;&#039; is a &amp;quot;Focused School&amp;quot; compatible with Air and Fire Elementalists.&lt;br /&gt;
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&#039;&#039;&#039;Ice&#039;&#039;&#039; is a &amp;quot;Focused School&amp;quot; compatible with Air and Water Elementalists.&lt;br /&gt;
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&#039;&#039;&#039;Oooze&#039;&#039;&#039; is a &amp;quot;Focused School&amp;quot; compatible with Earth and Water Elementalists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magma&#039;&#039;&#039; is a &amp;quot;Focused School&amp;quot; compatible with Earth and Fire Elementalists.&lt;br /&gt;
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[[Image:Tauren.jpg|550px]]&lt;br /&gt;
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==In Mage: The Awakening==&lt;br /&gt;
In [[Mage: The Awakening]], any mage can style themselves as an elementalist by using the Matter and Forces spheres. There are also several Elementalist-themed Legacies in the various splats.&lt;/div&gt;</summary>
		<author><name>2A02:587:3A12:6900:997:67E1:242F:3AD</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Castlevania&amp;diff=112535</id>
		<title>Castlevania</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Castlevania&amp;diff=112535"/>
		<updated>2018-08-15T13:07:07Z</updated>

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[[File:Castlevania Logo.gif|thumb|center|900px]]&lt;br /&gt;
:&#039;&#039;&amp;quot;Die, monster! You don&#039;t belong in this world!&amp;quot;&lt;br /&gt;
::&#039;&#039;&amp;amp;mdash;Richter Belmont&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Castlevania&#039;&#039; is a classic series of platform games, where the player controls a vampire/monster hunter that fights vampires(with a whip), other undead, and most everything else you can think of. Early games were infamous for the difficulty, but when the series took a turn to what people call &amp;quot;Metroidvania&amp;quot; the difficulty dropped in favor of exploration, cool level design, and (somewhat rarely) [[Awesome]] story ideas. The newer games are a bit too [[/v/]] for most of [[/tg/]]&#039;s liking (as well as the bulk of the Castlevania fanbase). Konami&#039;s sudden pachinko and mobile gaming obsession unfortunately ensures that there won&#039;t be any future entries for a long while, if at all.&lt;br /&gt;
&lt;br /&gt;
Since the series is popular, [[/tg/|some people]] decided to come up with a [[Dungeons and Dragons]] style datasheets for stuff from the series, effectively turning the franchise into a setting.&lt;br /&gt;
&lt;br /&gt;
[[/tg/ gets shit done|The usual]] resulted.&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
The earliest Castlevanias are known for their challenging difficulty as the appeal of the gameplay is comparable to that of other platformers like Mega Man; although mobility and attack options are limited, they are such that games are won by &amp;lt;s&amp;gt;skill&amp;lt;/s&amp;gt; banging your head on bullshit puzzles that are impossible to solve unless you buy the Official Strategy Guide, which was Nintendo&#039;s plan all along, not luck. Starting with Symphony of the Night, the series took on a more exploratory and RPG approach not completely dissimilar to the Metroid series, which lead to the coining of the phase, &amp;quot;Metroidvania&amp;quot; or &amp;quot;Igavanias&amp;quot; (from Koji &amp;quot;Iga&amp;quot; Igarashi, the producer of the series).&lt;br /&gt;
Being sidescrollers, early Castlevanias have the player advancing from left to right as they&#039;re assaulted by various creatures of the night with the player&#039;s main method of attack being a metal whip, the Vampire Killer, the iconic weapon of the game. This whip has moderate range, such that enemies can be dispatched from a safe distance and is the main weapon of most Castlevanias. When the Vampire Killer isn&#039;t present, player characters tend to make use of a variety of weaponry ranging from various swords and shields to spears and staves. &lt;br /&gt;
Common gameplay mechanics throughout the series  include smashing sources of light to collect hearts (which don&#039;t recover health) and/or secondary weapons which are fueled by said hearts. Common sub-weapons include throwing-daggers, throwing-axes, crosses that function as boomerangs, holy water that causes fire to erupt from the ground, and watches that stop time. Starting in Rondo of Blood/ Dracula X, players gain an ability called &amp;quot;Item Crash&amp;quot; which unleashes a powered-up version of the equipped sub-weapon at the cost of a chunk of hearts. While the sidescrolling Castlevanias tend to be linear with players going level to level, exploration-based Castlevanias naturally have save points in various areas. Beyond these common mechanics, there are numerous game mechanics that only appear in specific games such Castlevania 64&#039;s day &amp;amp; night cycle and time limit or Portrait of Ruin&#039;s dual protagonists.&lt;br /&gt;
&lt;br /&gt;
It can go without saying that 3D Castlevanias are overall not nearly as well received as any of the classic Castlevanias or Igavanias, try as they might to translate the 2D gameplay to a 3D format. Most of the 3D Castlevanias suffer from poor or stiff controls and camera problems which coupled with recycled environments and repetitive hallways, can be off-putting. Players will find themselves locked in rooms, facing various mobs and doing precarious platforming with varying levels of annoyance. Regardless, all of these games contribute something noteworthy to the legacy of Castlevania and its evolution before the series was tragically slain and its corpse converted in to various [[Derp|pachislot games]].&lt;br /&gt;
&lt;br /&gt;
= Storyline =&lt;br /&gt;
The Story of Castlevania takes place over centuries, covering the heroic efforts of many in their attempts to fight back the creatures of the night and defeat the Lord of Darkness himself, Dracula. A basic plot of many Castlevanias comes down to: Dracula has been revived and must be defeated at all costs, with the current heroes setting out to accomplish this goal. Even then, when Dracula isn&#039;t the main antagonist, he is either close to being revived or the villains of the time are actively trying to revive him using sacrifices and convoluted schemes. Story-wise, the Belmont Family are the main characters of the games as they wield the Vampire Killer, but many installments involve the absence of the Belmonts and the need for substitution.&lt;br /&gt;
&lt;br /&gt;
The very first Castlevania is not the first slaying of Dracula in the overall story, as there are many prequels that detail events that transpired between Dracula&#039;s birth and his defeat by Simon Belmont. There are several retcons that occur throughout the history of the series with certain games being completely removed from the timeline or events being vague in their placement (Castlevania Judgement). All in all, most Castlevania games can be placed in one unified timeline starting with the Belmonts&#039; Eternal Vow to defeat the Forces of Darkness to Dracula&#039;s final death and defeat of his successors.&lt;br /&gt;
&lt;br /&gt;
===Lament of Innocence (Castlevania 0)===&lt;br /&gt;
A long time ago, during the year 1096, there were two knights who were friends; Baron Leon Belmont, and Baron Mathias Cronqvist. Leon was the fighter, Mathias the tactician and scholar. Together they lead a company of knights who were greatly successful during the First Crusade. During the crusade, Mathias&#039;s wife Elisabetha had taken ill and died. Mathias cursed God&#039;s name, and decided that if He would take away Mathias&#039;s wife while he was fighting God&#039;s war, Mathias would defy him and live forever. Using his knowledge of alchemy, specifically in utilizing the souls of beings to grant power and gain dominion over them, Mathias created a magic gem called the Crimson Stone which, when filled with the soul of a Vampire, would grant him immortality without being bound to any master. &lt;br /&gt;
&lt;br /&gt;
Mathias baited a powerful Vampire named Walter Bernhard, known for kidnapping the loved ones of powerful mortals to bait them into his great castle to fight for his amusement, into kidnapping Leon&#039;s future wife Sara Trantoul. Walter possessed the Ebony Stone, the twin to the Crimson Stone (the two together being a corrupted, unmerged version of the Philosopher&#039;s Stone), which granted many powers that the Vampire did not understand. He knew that it created a shroud of eternal night and believed it would allow him to control Death himself (a property actually belonging to the Crimson Stone). Believing himself to be immortal and unbeatable, he anxiously awaited the fun a knight of the Church would bring. Mathias, feigning illness, informed Leon the Vampire had taken his bride-to-be and where Walter&#039;s castle could be found. &lt;br /&gt;
&lt;br /&gt;
However, Leon was forbidden from pursuing the Vampire due to the Church pursuing punishment of heresy before destruction of monsters. Forced between love and duty, he broke his oaths and entered the Forest of Eternal Night on foot. There he met an Alchemist named Rinaldo Gandolfi (a former adventurer who had failed to rescue his own daughter from Walter in the past) who enchanted his armor and gave him a whip formed of Alchemy that was particularly strong against magical beasts. &lt;br /&gt;
&lt;br /&gt;
Leon battled through Walter&#039;s castle, arranged in a grand hall with a room filled with magical elevators leading to other portions of the castle. Within the Anti-Souls Mystery Lab, an Alchemy wing filled with libraries and furnaces, he fought an unfinished Golem. In the Garden Forgotten By Time, he fought through prehistoric and unnatural flora and fauna before killing an extremely large [[Medusa]] that resembled a [[Beholder]]. In the House of Sacred Remains, the former chapel that was in a state of terrible disrepair even before Walter&#039;s minions converted much of it into a torture maze, he fought a mass of flesh and demon insects feeding on it from the former slaves. In the Dark Palace of Waterfalls, a massive underground series of chambers and sewers connecting to aquifers and complexes inspired by Escher, he fought Joachim Armster, a Vampire servant of Walter&#039;s imprisoned within the maze of water for trying to usurp him who wielded multiple swords telepathically. In the Ghostly Theater, a massive complex of rooms and halls decorated anachronistically for grand performances with cast and audience stuck forever in a show, Leon found a suspiciously vacant stage with only one seat; here, a Succubus posed as Sara and attempted to assassinate him. &lt;br /&gt;
After clearing the castle, Leon assembled the key to the Pagoda of the Misty Moon where Walter confronted him, congratulating him and returning Sara. Leon attempted to use his whip on Walter, who was unaffected claiming that Death could not take him. Leon returned Sara to Rinaldo&#039;s cottage where he discovered she had been turned into a Vampire by Walter. The only way to save others from her and Leon&#039;s fate was to kill her and bind her soul within the whip. Thus was born the Vampire Killer whip. &lt;br /&gt;
Leon, enraged and heartbroken, battled his way through the castle keep where he discovered the key to a hidden room behind a painting depicting a powerful monster. Entering the Prison of Eternal Torture, which consisted of a bloodstained hallway, a miles-long staircase in almost pitch-black darkness, and finally a room covered in spikes and chains housing the upper half of a gigantic monster that was flayed alive and left to rot and be consumed by giant maggots yet was still alive; the Forgotten One, which in it&#039;s youth challenged God and almost destroyed the world. Leon tested the Vampire Killer by killing the Forgotten one by destroying it&#039;s exposed organs, then it&#039;s remaining hand, then finally collapsing it&#039;s skull (yes, the VK is that fucking powerful). &lt;br /&gt;
Satisfied Sara&#039;s sacrifice was not in vain, Leon destroyed the last of Walter&#039;s servants and challenged him in his throne room. Leon defeated the arrogant Vampire, who was shocked to find Death take his soul and deliver it into the Crimson Stone. Mathias appeared, reclaiming the Ebony Stone for himself, and revealed his plot to Leon. He offered Leon immortality at his side, which was then rejected (apparently Mathias thought doing what God had done to him would make someone else come to the conclusion God was to blame for that too). Mathias fled, leaving Leon to fight and banish the grim reaper himself with a message for Mathias; the Belmont clan would use the Vampire Killer to hunt him, and all other monsters, forever.  The castle fell apart and the sun returned to the forest. &lt;br /&gt;
Leon&#039;s family no longer had the support of the Church. Although not branded outright heretics, they became pariahs and their wealth and prestige diminished greatly. Despite this, they continued to hunt and destroy monsters, using the Vampire Killer and passing it between father to son and brother to brother. The spirit of Sara within the whip refused to be wielded by the impure or one not of her lost love&#039;s family; any who attempted to claim the Vampire Killer wasted away as Sara fed on their life force. &lt;br /&gt;
But every beast destroyed by the Belmonts was claimed by Mathias unbeknownst to them. With his alchemy, Mathias absorbed the powers of the Crimson and Ebony Stones, making the power of Dominion his own. Every creature he claimed became an extension of his own will, although Walter&#039;s soul within him gave Sara&#039;s power the ability to harm him and any pawn of him with ease. &lt;br /&gt;
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Mathias traveled far and wide, even journeying to Hell itself to battle Lucifer for the title of Prince of Darkness. Mathias traveled to the realm of [[Chaos]], absorbing the energies of the beings within and forcing [[Chaos Gods|them]] into the shape of a great and ever-changing castle who&#039;s very grounds can be the size of a province and who&#039;s immensity defies the laws of physics, the titular Castlevania. &lt;br /&gt;
Mathias even dominated abominations and unknowable horrors, pressing beings such as [[Cthulu]] and the kin of Walter&#039;s Forgotten One into service as mere guards within his halls. Taking on the name of Vlad Tepes, or Dracula, he claimed Walachia as his own and dared God to move against him. God indeed responded, by giving Vlad hope of redemption. &lt;br /&gt;
Within his new kingdom was born a woman named Lisa, the reincarnation of Elisabetha. Vlad fell in love with her as he had her past life, and married her. After she gave birth to a son whom he dubbed Adrian Fahrenheit Tepes, Vlad retired from gathering the forces of darkness and ruled his people wisely and justly. Lisa was skilled with the healing arts, and with the spread of the Black Death in the 1400&#039;s did her best to ease the suffering of the people. But in a frightened riot, Lisa was burned at the stake as a witch. &lt;br /&gt;
Vlad finally became Dracula, and enacted a war of genocide against the human race. He selected humans with dominant personalities and a talent for Alchemy, called Devil Forgemasters, to lead his armies as the forces of darkness were unleashed and caused immense suffering on every continent. Dracula sipped wine served by Succubi to the wails of the hundreds of dead and dying within dungeons below. The rivers of blood nourished Castlevania, and hellish weapons were forged using the souls of the doomed. Anywhere his minions treaded was cursed, a spreading toxic influence of evil that warped the wildlife into twisted beasts, filled men&#039;s hearts with sin, and rendered the landscape inhospitable. &lt;br /&gt;
Adrian, who was told by his dying mother that mankind suffered more than  enough hardship, was unwilling to be a part of his father&#039;s evil and vanished for a time before returning using the holy blade of his mother&#039;s ancestors and using the name Alucard to wage a one-man war on Dracula.&lt;br /&gt;
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In a silly non-canon (maybe) side story, a small boy (or monster) in burlap clothes wearing a pumkpin on his head trick-or-treated Walter&#039;s castle.&lt;br /&gt;
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===Castlevania 3: Dracula&#039;s Curse (Castlevania 1)===&lt;br /&gt;
[[File:CV 3.png|thumb|right|400px]]&lt;br /&gt;
The Eastern Orthodox Church sends the armies of Europe to slay Dracula, who become additions to Dracula&#039;s army of the undead. Without any other option, the Church secretly calls upon the Belmonts, who have been pushed to the fringes of society by the fearful populace, to put Dracula to death. In 1476, Trevor Belmont reached the edge of Dracula&#039;s castle and fought his way through. Along the way, he was joined by a former thief named Grant Danasty (who&#039;s entire family had been killed by Dracula when the nobles of Wallachia rebelled against him, followed by Grant being turned into a giant hulking brute when he attempted to get revenge), Sypha Belnades (a witch who&#039;s parents were killed by the same riots that killed Lisa, who grew up at a monastery and befriended the remaining Feyfolk unaligned with Dracula before becoming an official assassin of the Church), and finally Alucard. Trevor&#039;s path was long (and in fact during a playthrough multiple times players have the options to choose one level over another) and lead from Warikiya town outside Dracula&#039;s castle to the town clock tower, through the forests surrounding the countryside, through a marsh where Dracula&#039;s fishmen navy breeds, on a ghost pirate ship (which is for some reason located in Dracula&#039;s lake) which they used to reach the island Castlevania is located on, through a sunken city populated by ghosts (which floods as you reach the end of it) then through the mines (which are being washed away as you cross them) and mountains on the cliffface (which are crumbling) and into Dracula&#039;s dungeons, tower leading to Dracula&#039;s gates, across Dracula&#039;s bridge and aqueduct, through the catacombs and into the ramparts then the castle armory, through the main hall (where once again, Death has his ass beaten) and into Dracula&#039;s own clocktower, then finally into his keep and throne room to confront him. Dracula initially fights by teleporting and causing magical flames to shoot out of the floor, but after enough strikes with the Vampire Killer he assumes a form more befitting the new lord of Chaos; six grinning faces that vomit poison blood topped with an exposed brain. After whipping the flesh from the skulls of those faces, Dracula assumed a final form; that of a giant Demon man-bat which warped reality around him and shot lasers from his hands and eyes. After being defeated in this form, both Dracula and his castle as well as the bulk of his armies were pulled back into the realm of Chaos. Trevor and his allies watched the castle crumble and the dawn finally return to the world. Grant and Trevor became rivals for Sypha&#039;s affection, although in the end it was Trevor who won her over causing succeeding Belmonts to inherit her magical affinity. Grant became the leader of the new Wallachia and rebuilt the towns and villages destroyed by Dracula&#039;s armies. Alucard, ashamed at taking part in patricide and guilty over being unable to save his father, took to a long sleep within his coffin. &lt;br /&gt;
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Trevor, Sypha, Grant, and Alucard also spent a great deal of time eating fully-cooked porkchops they found whenever the Vampire Killer was able to break through a wall. You know, because video games.&lt;br /&gt;
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===Curse of Darkness (Castlevania 2)===&lt;br /&gt;
[[File:Castlevania Exterior.png|thumb|400px|right|Castlevania&#039;s entrance in Curse of Darkness]]&lt;br /&gt;
During the events before Dracula&#039;s Curse, one of Dracula&#039;s Devil Forgemasters named Hector began to question his loyalty. Hector was born with the ability to communicate with spirits and animals, and was neglected by his devout mother who believed him to be a wicked being and his father who&#039;s only interest was in politics and economy. His fey friends became enraged at mankind&#039;s neglect of their friend and caused the local Church to catch fire, giving him a chance to escape to a being they said would understand him; Vlad. His surrogate father positioned him as the controller of the myriad horrors within his castle during the days of sanity and taught him the advanced arts of Alchemy including those which allowed the creation and manipulation of life through chemical reactions, and with the death of Lisa commanded Hector and his fellow Forgemaster Isaac to send forth the beasts under their command to raze Europe while Death commanded the armies remaining in Wallachia. He also sent them whatever they required to forge greater beasts and weapons including souls and blood. Isaac and Hector, both runaways feared for their abilities who found prestige and respect as Dracula&#039;s generals, would diverge in ideology. Hector became disgusted with Dracula&#039;s slipping sanity and cruelty, and simply abandoned his position to live under an assumed alias in a village after Dracula ordered him to track down and wipe out the Belmonts, leaving his army to infest the countryside and block Trevor&#039;s path from time to time instead. Isaac by contrast became obsessed with impressing their master, forging more and more wicked weapons and creatures and inventing horrors never before seen in heaven or hell. Isaac becomes gradually unhinged, and his impressive uniform falls to tatters as Isaac continues to wear the remains (which, bizaarely, gives him the appearance of a tall, lanky pretty-boy wearing a bondage harness and tight, TIGHT leather pants.). Hector&#039;s disappearance concerns Dracula, who at this point still has the capacity for human attachment (not to Isaac though), and sends Isaac with several cultists and a werewolf to find Hector&#039;s body for honoring, or his treachery and return him for torture. Isaac decides instead to simply off Hector either way, and ensure Dracula&#039;s favor would fall on him alone. As the werewolf tracked Hector&#039;s scent to the village where he&#039;d taken shelter, it decided to prey on some of the townsfolk. The screams of a small boy who&#039;s parents had previously been eaten by Hector&#039;s werewolf forces brought the former general to reveal himself by killing the werewolf. Isaac and Hector engaged in battle, although the death of Dracula at Trevor&#039;s hands caused Isaac enough of a shock that Hector was able to beat him and leave him for dead. &lt;br /&gt;
For three years Hector lived in the village, and became engaged to a woman of faith named Rosaly. Although the curse of Dracula continued to spread, making mankind hateful and fearful, the small village remained untouched by it&#039;s taint. Sheltering himself in the ruins of the countryside surrounding Dracula&#039;s former castle, Isaac was left a ranting and wailing mess clothed only in the tatters of his former uniform and tattooed in the emblems that once adorned the coat. He blamed Hector for the death of Dracula, waited until he had achieved happiness before spreading the rumor that the apples Rosaly sold in the next village were poisoned. Hector came to the town that day to find the village square empty save Rosaly&#039;s charred skeleton hanging in the town square, having been burned by a fearful mob, while Isaac stood atop a nearby building and cackled insanely. By the time that Hector reached the roof, Isaac was long-gone. Hector returned to the chapel and dug out his old uniform, then set out in pursuit of his former ally. &lt;br /&gt;
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At the start of the game, Hector finally catches up to Isaac at their former base of operations now abandoned (called the Abandoned Castle as a result), a fragment of Castlevania left in the mortal world. Isaac taunts Hector, and goads him into pursuit (flat-out admitting that he&#039;s going to lead Hector into the path that results in him regaining his full strength in order to avenge Dracula). Hector then fights his way through the remnants of his own former army haunting the walls, first through the primary part of the castle which had begun to show signs of neglect. When Hector reached the stairway that would have lead to Dracula&#039;s chambers he instead discovered a room still partially within the realm of Chaos where the soul of one of Dracula&#039;s army was contained. He claimed it as a servant using his power of Devil Forging, gaining the loyalty of a small infant fairy which assisted him greatly in pointing out things he otherwise would not have seen as well as opening locked chests. As he completed the ritual, a man in a purple robe calling himself &amp;quot;Zead&amp;quot; appeared and was amazed at his display of strength. Zead claimed to be a monk seeking to end Dracula&#039;s Curse and informed Hector that Isaac had fled out the back of the castle will take refuge in a chapel in the ruined town of Cordova through the mountains. Hector continued on through a small pond to reach the overly large catacombs, and after breaking a pillar and entering through a portion of the collapsed floor above reached the castle dungeons/laboratory where many skeletons were chained to the wall and dried bloodstains covered most surfaces. Hector then reached the higher reaches of the castle decorated with lordly furnishings such as lopsided paintings, burning fireplaces with lit candles, decaying curtains, gilded surfaces and carved ornamentation on the wall, ceiling, and floors, Hector reached a large decorated room where he faced a giant clockwork knight which when stripped of it&#039;s armor was revealed to be a creation of the former Devil Forgemasters; a demon occupying the metal gears within. After defeating it he used a chair lift to reach the rear exist to the castle into the mountains where he discovered another soul within Chaos; this time, a molten golem who&#039;s strength allowed him to break through walls and lift objects.  &lt;br /&gt;
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While exploring the paths of the Baljhet Mountains that had been carved with pillars, decorated walkways, eternal braziers, and stairs to aid travelers in happier times, Hector reached a crossroads with an elaborate door to the massive aqueduct complex Dracula erected in his benevolent period where a young woman was digging herbs from the ground. Hector was amazed at how much like Rosaly she appeared, and asked her if she had seen a man with the same symbols as he wore crossing though. She was cautious until Hector confirmed the man to be his enemy, whereupon she offered to keep the creatures that he freed from Dracula&#039;s power safe. Identifying herself as Julia, a prophesying witch who had fled western Europe due to the Church&#039;s relentless persecution of any they deemed heretical regardless of affiliation, she offered him hospitality at her home further up the mountain. Hector continued his journey, reaching a fortress that used to protect the path into Wallachia with cannons and a barricade protecting it. Hector utilized a cannon outside the walls manned formerly by skeletons to blast his way in, and defeat the garrison of creatures within. At the summit of the mountain, he faced a Wyvern that had kept travelers out of Dracula&#039;s lands and killed it. &lt;br /&gt;
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Upon reaching the other side of the mountain ranges, Hector made his way to a former monastery called the Garibaldi Temple built along the road to Cordova, passing by a massive tower which seemed to reach the clouds and could not be entered. At the entrance to the temple, a man dressed very strangely approached Hector. Wearing spats, a coat with bronze buttons, a top hat, golden chains, white gloves, and a flamboyant red coat with tails, with shoulder-long blond hair and a curled mustache, he identified Hector by name and occupation and requested that he cease his journey immediately to preserve the wishes of a &amp;quot;greater will&amp;quot;. He claimed to know much although he could not reveal how nor actually act on what he knows due to an arrangement that gave him his power. He then vanished in a blink of golden light. Completely disregarding the situation, Hector entered the monastery to find it had been taken over by Dracula&#039;s former minions. There was no indication of the fate of the humans that once resided within, and the temple entrance halls were either completely intact with stained glass windows celebrating the faith of the Church or portions that are damaged including smashed windows, large holes in walls, bloodstains both large and small, and rubble suggesting a small battle occurred at some point involving something large and wounded. Further into the monastery, he found long hallways wrapped around square gardens that once boasted the herbs and food the monks grew which were now simply barren lifeless dirt. Beyond that was much more somber hallways, dimly lit by tinted candles where motifs were more depictions of the grim reaper and angels, which had windows to view the outside gardens where only trees and a worn statue of an angel were still visible. Within the main chapel, a room full of tinted windows and depictions of heaven, Hector encountered Trevor Belmont who had continued in his destruction of Dracula&#039;s minions wherever they could be found. Recognizing Hector as a Devil Forgemaster, Trevor attacked and the two battled until Hector was exhausted. Surprised that Hector had been so easy to defeat when the Forgemasters were the equals to Death, he remembered that one of the Forgemasters had betrayed Dracula and enabled the warriors to reach his castle with minimal resistance. Hector asked if Trevor was the one who had beaten Dracula, which he confirmed before leaving. Hector continued into the catacombs, fighting Demons and Slogras (skeletal bird-like servants of Death) until he could empower his Golem.&lt;br /&gt;
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After having his Golem open the entrance to the Mortvia Aqueduct, Hector begins by walking along aqueduct pathways lined with hooded statues. There he encounters Zead who says he saw &amp;quot;him&amp;quot; and thought that Hector was dead. Believing him to be referring to Isaac he asks if he saw him, and Zead claims Isaac was headed towards the forest towards Cordova and that the root of the Curse-and all evil-lies with Isaac. Zead appears distracted however, and appears to sense something causing him to stop talking mid-sentence and excuses himself to attend to a matter that he has forgotten. Saint Germaine then appears from nowhere as soon as Zead is gone, and appears surprised to see Hector, claiming that he expected to see someone else before asking if Hector spoke to him. Mistrusting the strange man, Hector refuses to answer and disregards his advice to avoid seeing or speaking to Zead. Germaine claims that Zead is manipulating him, and that the monk is not within Germaine&#039;s knowledge of things. He then vanishes again. Hector travels though the aqueduct canals, each ending in a large tower with aesthetic fountains within until he reached another large fortress occupied by monsters armed with cannons, this one to control sea travel into Dracula&#039;s realm. Hector once again commandeered an artillery piece with which to blast away the beasts, destroying a tower to create a bridge across in the process allowing him to enter the aqueduct fortress keep. He continued through the fortress interior, decorated with further hooded statues and fountains of various shapes and sizes depicting everything from lions to dragons and tattered banners of Dracula&#039;s reign hanging in windows, while fighting various aquatic and wild foes lead by more of Death&#039;s servants, the giant demons called Gaibons. Finally exiting the fortress, he reached the edge of a lake where Dracula&#039;s castle once stood. Continuing on past the old remnant he entered a large room with a pool and a walkway leading over it, which collapsed as he tried to cross leaving him on a small patch of land around which patrolled a skeleton shark mounted by a skeleton wildman, who used to execute prisoners for Dracula&#039;s spectatorship. After defeating the pair, he discovered another entrance to Chaos where he freed the spirit of a giant crow who carried him across the water to the entrance to the Forest of Jigramunt. &lt;br /&gt;
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As soon as he set foot in the forest, Hector heard voices and ducked behind a tree to watch the exchange. He witness Saint Germaine and Zead speaking. Zead threatened that Germaine must not act on anything that goes contradictory to fate, to which Germaine questioned Zead&#039;s assistance of Hector as being extremely out of the ordinary. Zead claimed he was only assisting in already-decided matters, much how he was acting in regards to Dracula&#039;s Curse. Germaine claimed that he couldn&#039;t simply make up new rules for himself, infuriating Zead and causing him to turn his right hand into a long blade which he attempted to kill Germaine with. Germaine simply teleported out of the way effortlessly, claiming he will continue to return until the day Zead surrendered. Zead, infuriated, used his blade hand to cut open a hole in reality leading to the realm of Chaos proclaiming &amp;quot;No one escapes from me.&amp;quot; and left. He continued through the forest made up of paths similar to those in the Baljhet Mountains, former sites of small fortifications in extreme states of disrepair, a burned-out windmill by a river, a length of actual forestland with a barely-visible path, and a series of caves including a former mine and an underground Colosseum where he fought a massive Minotaur who&#039;s back was split, exposing it&#039;s spine. &lt;br /&gt;
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From the back of the Colosseum Hector entered the town of Cordova (where Trevor began his journey), finding it completely devoid of life with undead such as Zombies, Ghosts, and horrible patchwork beings formed of multiple corpses alongside warbands of Lizardmen. Every building was completely vacant and boarded up, with the roofs crumbling and falling inwards (although the fires that had raged when Trevor prayed at the fountain no longer raged). When Hector reached the church, no longer the giant cathedral that Trevor has scaled but instead merely the walls of the first story and a facade, he encountered Isaac who stated it was still too early for Hector to face him, but would test his abilities instead. The two (along with Hector&#039;s Innocent Devil companion and Isaac&#039;s demon Abel) battled, culminating in Hector delivering a FALCON PUNCH to Abel and leaping back. Isaac commented his powers were returning as expected and rushed forwards to continue the duel until Julia appeared and begged her (big reveal moment) brother to stop. Isaac, annoyed, stated it&#039;s still too early to finish off Hector anyway and disappeared in a magic circle on the ground with Abel. Julia stands in Hector&#039;s way to prevent pursuit, and after being accused of manipulating Hector for Isaac she told him that she wants to see her brother freed from Dracula&#039;s Curse and that to do that Hector has to grow stronger both in his capacity for combat and his spirit as well. She claimed that the only being she could trust to free Isaac instead of merely slaying him is Hector due to their history, and that if it did come down to slaying him Hector is the only being she would accept doing it. Hector then left the cathedral, contemplating her words, and found another of the gateways into Dracula&#039;s Chaos. This one contained a Mage-type Innocent Devil, who had the power to stop time for a short few moments. This allowed him to pass through the street that lead to the Eneomaos Machine Tower (possibly the same Clocktower Trevor freed Grant from due to it&#039;s location, although the Clocktower in that game fell apart at least to some degree due to having to escape as debris fell from the ceiling after the defeat of the possessed Grant; this may be another tower in the same location, or was rebuilt either by monsters or the lingering influence of Castlevania, or may possibly only appear to be standing as it currently exists outside of time. It&#039;s all open to interpretation) which was lined by enchanted fires that blew out and sealed the door to the first courtyard if he tried to approach normally. &lt;br /&gt;
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The path to the Eneomaos Machine Tower was made up of three garden courtyards leading up to the entrance with brown grass and dried fountains and squatting monsters such as Orcs. The courtyards were bordered with buildings long since collapsed, with only a few shattered walls standing and barely visible from the walkway. Hector encountered another obstacle, this time a twisting path of stairs that raised from the ground at the pull of a lever but withdrew back into the ground after a mere three seconds. Once again, the aid of the Mage enabled him to reach the doorway to a short stairway that lead into a very, VERY tall tower. The inside of the tower was quite old, and a few pieces of information within said that a mad nobleman named Eneomaos built the tower in ages past for an unknown reason. Everywhere behind cages and inside walls where damaged had exposed the hollow interior was machine components still moving in time for an unknown purpose, from cogs to springs to chains to weights. Hector was able to skip exploring much of the tower due to his use of a room on the first floor where a disk was lifted by a screw mechanism as a kind of elevator. By jamming his weapon into the screw, he was able to turn it and use the elevator to reach the much higher in the complex. At the higher reaches of the tower, it became apparent that it was once part of a much larger building as walls trailed off from the already massive building at a height where the ground could no longer be seen over the mists, and windows that appeared to stretch into large dormitories could be seen below the exterior walkways. Upon going around the outside of the complex from the exit of the first elevator, Hector reached a second within a small side tower. Once again using a screw-elevator mechanism, he exited near the top of the tower. The upper chambers were much more intact than the lower ones, with intricate cages and complex machinery still running at full strength. Upon reaching a room with a large engine and a store of replacement parts, Hector dislodged a lose cog that set in action a Rube Goldberg device of machine components breaking down until a piston was sent flying through a wall, exposing a hallway. Through this hallway he reached the stairs leading to the very rooftop courtyard of the massive tower, where he found Saint Germaine casually leaning on a small tower at the center on which was a clock face. Hector noted that Zead hadn&#039;t killed him yet, with Saint Germaine showing amusement at Hector&#039;s eavesdropping and claiming he is an expert at miraculous escapes although Zead had finally trapped him at the top of the Eneomaos complex which existed outside of time and thus prevented Germaine from escaping. He then asked Hector how he&#039;d managed to enter the rooftop, to which Hector replied that there was no barrier preventing him from entering. Germaine was astounded, realizing that since the tower top existed out of time the things that prevented Saint Germaine and Hector from interacting had no effect. He then drew a saber from out of thin air, telling Hector he had no interest in stopping his mission but merely discovering something that the fight would reveal to him. Germaine made use of his teleportation during the duel, as well as the ability to freeze Hector in place, to alter the passage of time allowing vines to grow from the ground rapidly and engulf him, as well as poison on his saber which worked it&#039;s damage while Hector was frozen in place. Plus he shot at Hector a few times with his pistol. Upon being defeated initially, he reversed time to regain his strength and continue the fight. Upon being beaten the second time, he fell to the ground and quickly surrendered, promising not to interfere with Hector&#039;s fate again. he then commented on how interesting time and fate are, and when asked by Hector who he really is he stated he is a &amp;quot;traveler&amp;quot; who is &amp;quot;only half here&amp;quot; and &amp;quot;not allowed to speak the truth&amp;quot; who &amp;quot;is not allowed to act upon reality&amp;quot; and &amp;quot;knows all&amp;quot;. He then stated to Hector he &amp;quot;felt a new destiny flowing through him&amp;quot; and that he is &amp;quot;no longer alone&amp;quot; and to &amp;quot;walk his path without fear&amp;quot;. He then asked Hector to give Zead his regards, tipped his top hat to Hector, and vanished into golden light once again, and with him the timeless nature of the tower roof faded (ending the second strangest side plot to any Castlevania game). Past the tower roof on the other side lay another portal into Chaos, where Hector discovered a small loyal Devil to bring under his control. This Innocent Devil allowed him to use Isaac&#039;s trick of turning into a symbol on the ground and move almost anywhere, easily crossing the rubble and hidden passages of Wallachia. Hector finished exploring the top of the tower, which was increasingly showing it&#039;s advanced state of disrepair now that the time warp had ended as he progressed. &lt;br /&gt;
Hector retraced his steps to the Temple, where he was able to use his Demon to reach a second catacomb hidden behind a wall. Within, the stacks of bones gave appeared to be covered in purple ooze the further down he progressed until the final path, far below the surface, gave way to flesh and cancerous growths on the bones leading further still while Demon fetuses within floating eggs drifted through. At the end of the pathway was the door to a nightmarish room, lined with flesh and with a floor made entirely of an unknowable number of naked human corpses. On the sides of the walls was a staircase made of bone, leading up to a gigantic ball called &amp;quot;Legion&amp;quot; of pure evil made of similar bodies to the ones below at the top of the room. He ascended the staircase, attacked by corpses that stood from the floor to block his progress while filling with a pus-like acid until they burst, and hacked away at the corpse-ball until the core was exposed. The core then cracked and exploded, with a being made of pure light emerging. The being was called the Nuculais and was in the shape of a humanoid although it lacked any form of features barring an exposed heart. It morphed it&#039;s hands into blades and leaped into the floor, leaving behind a surface of plasma, to get around the room and attack Hector. Upon defeating it the creature exploded into pure light. &lt;br /&gt;
He then returned to Cordova, and used the abilities of the Devil to travel beyond the magical gates at the top of the village hill that kept the bulk of Dracula&#039;s forces trapped within the Aiolon Ruins. &lt;br /&gt;
&lt;br /&gt;
The Ruins consisted of a deep and ancient forest which had overtaken the ruins of a previous civilization, which blends real-world architecture and iconography of different kinds into the general feel of a long-abandoned city in the hills. He once again encountered a fortress protected by cannons, this time an ancient fort of times long past that had become a bastion of Dracula&#039;s forces. Once again, Hector commandeered a cannon and blew the piss out of the fortifications and stormed the gates, pacifying all resistance. Utilizing an underground tunnel full of statues and carvings where more Slogras and Gaibons appeared, Hector found Isaac and Trevor locked in combat and evenly matched. After seeing Hector, Isaac claimed to have already gotten what he needed and taunted Trevor by saying that his defeat of Dracula was only a fluke before claiming that he would kill both of them and using Abel&#039;s rune ability to escape. Trevor noted he fled when he saw Hector and finally believed he was against Isaac, but (uncharacteristically) claimed that Hector was only meddling in his pursuit of the last Devil Forgemaster. The moment Trevor had left, Zead appeared out of nowhere from behind Hector and noted it was unfortunate that Hector lost his chance to kill Isaac, although at Hector&#039;s claim that Isaac must die by his hand alone he then told him that Isaac could be found in a hidden room below where they first met, the Abandoned Castle. Hector informed Zead that Saint Germaine had sent his regards, which caused him to panic and claim it was impossible and he had much to do &amp;quot;complete the final touches&amp;quot;. Hector then returned to the Abandoned Castle, to the long open stone staircase up to the top tower where he encountered the Golem and found that a metal staircase had been lowered. In the higher room, Hector found Trevor and told him what Zead had said. Trevor claimed it was impossible, that only the blood of a Belmont would be able to open that chamber before realizing that was why Isaac had attacked him and sliced his cheek in the duel. Trevor then attacked Hector to test how much stronger he&#039;d become, and noted that Hector fought almost as if an entirely different person. He claimed only those who are very powerful could survive where Isaac had gone and that Hector had to be tested. Trevor then cut his hand with a dagger and allowed his blood to fall on the floor, which caused a magical rune to appear. &lt;br /&gt;
&lt;br /&gt;
After stepping on the rune, Hector found himself in a room not unlike anything else in the castle, although in a much better preserved state. Upon exiting it however he found himself standing on a path of stone leading upwards from the room, which was externally the bottom floor of a massive tower, floating in a void of purple with ghostly lanterns lining the path; the Infinite Corridor, which lay within the Chaos Abyss where Dracula had been banished. He followed the path to another similar tower, then a third, then to a small portion of battlements all floating within the nothingness. Past that, stone walkways lined with running water with cracks in said walls also somehow leaking water despite nothing being behind them. In the sky, large chunks of what had also once been Castlevania floated in stormclouds. He continued through these upwards paths, towers, and waterways until he reached an apparent dead-end of a shattered stone walkway. But upon walking partway up, Hector found himself in a totally new landscape, floors and partial walls that appeared to be made of bismuth with carved pillars, tiles depicting strange designs, and candles situated atop root-like organic structures which floated in a maelstrom of wind and floating debris despite being calm within. Each &amp;quot;room&amp;quot; ended in another staircase to nowhere which when ascended somehow lead to another such room. He eventually reached a large example of such rooms, which lead to more debris from Castlevania, then to more bismuth rooms, then finally to a four-way hub lit by iron lanterns on dead trees and at the center of which lay a large lavender crystal formation, which lead to a bismuth room where a seemingly infinite number of the skulls of some animal blocked his progress (which the Mage was able to stop time to enable him to cross), leading finally to a final walkway. At the end, he entered a bizarre room lined by shelves filled with jars in which severed heads floated and was lined by columns that appeared to be spinal cords erupting from a fleshy entrance in the floor. The master of the chamber which had been left by Trevor due to it&#039;s lack of loyalty regarding who it slays, the Dullahan, appeared and attacked him. After it&#039;s defeat, the souls it had consumed escaped and it burned to nothingness. After it vanished completely the rune at the center of the room began to glow, and Wallachia shook and buckled as massive vortexes in the sea caused the water levels across the country to recede, and with the breaking of the seal completely Castlevania reformed and returned from the depths to the world. Back in the Abandoned Castle, Trevor was horrified and exclaimed &amp;quot;Was I too late?&amp;quot; before being stabbed through the back by Isaac, who revealed he had baited Trevor into sending Hector to the seal (which could only be broken by a great deal of demonic magi) and by fighting the Dullahan, he had broken it simply by being near it. Isaac then cackled like a madman as he left Trevor to bleed to death on the decaying carpet. Hector managed to return to the mortal world, and quickly made his way to the bridge from the Aqueduct that lead to the castle. As he approached the bridge Julia came and implied that Dracula&#039;s Curse would continue to spread as it&#039;s source was never banished. She told him to give up his grief and regret and focus on cleansing the castle and if necessary defeating Dracula again. Hector knew his knowledge of demons would enable him to find where the Curse originated, but Julia explained that she found Trevor near dead and he would not be able to help. She warned him that being a Devil Forgemaster made him much more susceptible than anyone else to the Curse and that he could fall easily to it&#039;s influence. As he walked away, she expressed the wish under her breath for him to survive. &lt;br /&gt;
&lt;br /&gt;
Hector&#039;s Golem forced open the gate to Castlevania for him to enter, where he found himself in beautiful marble hallways populated by Dracula&#039;s strongest servants. After fighting through the gatehouse and ramparts, he entered the main hall and battled through Dracula&#039;s elite. Exiting through a side staircase, Hector came to Dracula&#039;s torture chambers; chambers lined only by iron maidens with wire floors above large pits, every surface somehow covered in blood and gore. The connected hallways were lined by long corridors where giant spiked mechanisms separated segments above further blood-collection channels. Empty cells, stacks of bones, and shackles on the walls to force people to watch their friends and family reduced to pulp decorated other areas. Past that was the dungeons proper and the catacombs (conveniently in one place) where Dracula likely entombed the bloodless remains of the humans he found particularly interesting. Above that, Dracula&#039;s inner hallways which were decorated with statues of demons, highly elaborate carvings of demons in flight, painted frescoes with iconography of Wallachia&#039;s nobility, carvings that depicted humans suffering or weeping with altars surrounded by candles and obscured by piled skulls, and candle holders in the shape of a coffin containing a vampire in rooms with high tiled ceilings and dark hallways lit only by moonlight against curtains. After a great many such hallways, Hector reached the entrance to the Pinnacle; a shattered staircase leading from the main castle keep to a tower that only existed from the place the staircase reached it and upwards. Within was Dracula&#039;s inner sanctum, a dark room decorated with black and gold engravings where black magic bled like water, where marble pillars lay between sconces where candles burned purple light, where on the walls lay four glowing orbs held up by golden statues of hands and a large statue of demons kneeling before teeth and eyes; one had cracked open, revealing a (still alive) incubating demon akin to those floating freely in the catacombs of the Gaibaldi Temple. On the ground lay a swirling purple energy contained by the iron wire floor. Here Isaac had waited, congratulating Hector on his restoration of Castlevania. Promising Hector&#039;s gruesome death was at hand, he attacked while cackling insanely. Hector defeated each of his Devils, and slammed Isaac to the floor ready to stab him to death with his own glowing purple (a recurring evil color apparently) sword before he recalls Julia&#039;s warning not to let the Curse take hold of him. He falls to his knees, recognizing that the bloodlust in him was Dracula&#039;s will trying to control him. Zead stepped into the room, clapping and wondering out loud if the Curse had failed to take hold because his desire for revenge was weak or his spirit was strong as a magical coffin rose from the floor and pulled the unconscious Isaac into it then sunk back into the floor with Zead&#039;s claim that the single moment of weakness in Hector was all he needed. Zead explained that since Devil Forgemasters are the only beings infused with Dracula&#039;s magic, one of them would need to become his new body. He voiced regret that Hector, the stronger of the two, had been able to resist the Curse before revealing Dracula&#039;s soul was now taking control of Isaac&#039;s body. He withdrew the hand blade he had used before against Saint Germaine, fully pulling it from his cloak and revealing it to be a scythe. Hector correctly identified him as Death before he was pulled into the Chaos Abyss where the bottom of the Pinnacle tower resided permanently and Death had been banished by Trevor and his allies. Standing on the hems of Death&#039;s massive cloak, he battled the Grim Reaper&#039;s body and avoided his blades. After severely weakening the Reaper, Hector was pulled back to reality and exited the chamber to reach the last staircase, which had not yet emerged from the Chaos Abyss and lay within a maelstrom of purple smoke and clouds. At the top of the stairs was the floating structure that Hector saw far above in the Infinite Corridor, Dracula&#039;s Throne room which was still incomplete with the walls and ceiling having not reformed. Only the back wall, a few pillars depicting vicious draconic serpents, and the throne itself still existed. As Hector entered the coffin that had drawn Isaac in opened and revealed the reborn Dracula. &lt;br /&gt;
&lt;br /&gt;
Dracula greeted Hector, asking why he had betrayed him. Hector replied that Dracula&#039;s persecution of mankind and indiscriminate slaughter forced him to. Dracula was outraged, claiming humans are not worth the air they breath and that the world was being cleansed of their taint. Hector stated that it was not Dracula&#039;s place to judge them. Dracula claimed that it is the place of the strong to judge the weak, and humanity had foolishly judged him and for that he had sentenced them to extinction before attacking Hector. Hector beat Dracula&#039;s first form, the usual fly/teleport/shoot fireballs (and now lasers) with the added power of forcing bloody spikes from the ground that chased Hector around the room. After taking significant punishment, Dracula shattered the remnants of Castlevania around him save a single piece of ground and transformed into a massive demonic black dragon with four feathered wings. Dracula attacked with various powers using black magic of all kinds as well as his own claws before succumbing to his own power in Hector&#039;s control. Dracula, defeated and near death, returned to the throne room with Hector and realized he had not fully merged with the impure and damaged Isaac. He claimed that although he could be temporarily banished again from the world, his Curse could never be lifted and would cause the wickedness in mankind&#039;s hearts to obliterate themselves. Hector replied that being a Devil Forgemaster he had the power to diminish it into a harmless state. With that, Dracula was pulled back into the Chaos Abyss and Isaac&#039;s body collapsed lifeless. Hector drew the Curse (which was apparently all of the purple glowing shit everywhere) into one final Innocent Devil (the form of which is not shown), and with the loss of the energy Castlevania was again pulled into the Abyss with it&#039;s master. Hector felt revealed and prepared to be pulled into the Abyss as well when Julia appeared. Realizing she would be pulled in as well if he tried to stay, Julia created a magical rune on the floor with her staff which returned them to ;as they disappeared, she said one final goodbye to her brother&#039;s body. Castlevania shattered once more into lifeless stone and dust back in the material plane, and remnants of the Curse disappearing into the world around. The dark clouds around Wallachia departed and the sun shone again for the first time since the death of Lisa. Viewing the crumbled remains of the castle Hector and Julia acknowledged the Curse had touched the heart of every human, but both still had &amp;quot;faith in the morrow&amp;quot;. Something that Saint Germaine, in the uncorrupted and intact state of the Eneomaos clock where Hector fought him, repeated and stated that wasn&#039;t the kind of thing for him (either to himself, or the audience playing the game) due to his different perception of time due to visiting the &amp;quot;morrow&amp;quot;. He felt relief time had been stabilized, and said he would travel far into the future where the final battle between man and Dracula would be fought. He wondered if they would remember &amp;quot;your&amp;quot; fight, or start it anew then tipped his hat and vanished again.&lt;br /&gt;
Hector and Julia are then seen walking the road to her shop in the mountains. Upon being asked what he intended to do now, he replied that he had to find some hidden place for his free-willed monsters. She offered him to stay with her which he happily accepted. It&#039;s unknown if they had any children or what happened to his many Innocent Devils after his death (or even if he did die, as he still has the power of Dracula and Julia is a witch) as Curse of Darkness came near the end of the series and thus can&#039;t be referenced later without retcons. &lt;br /&gt;
&lt;br /&gt;
Throughout his journey, Hector collected many chairs. Many were anachronistic, and likely were somehow involved with Saint Germaine. Hector stored them within a pocket dimension where he could happily sit in Dracula&#039;s throne and play Pachinko with a flush toilet nearby all day erryday. Because vidya.&lt;br /&gt;
Within Dracula&#039;s Castle, he found a special Innocent Devil; Pumpkin, the non-canon hero from Leon&#039;s time, had somehow been forced into servitude under Dracula and was freed by Hector! Adorbz. &lt;br /&gt;
&lt;br /&gt;
Hector also fought his way upwards through one giant tower, the Tower of Eternity in the Forest of Jigramunt, then flew to the Tower of Evermore outside the Garibaldi Temple from it&#039;s top and fought his way down to the bottom. There was no real purpose for this except to kill more shit. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Abandoned Castle.png|The Abandoned Castle exterior.&lt;br /&gt;
Image:Garibaldi Temple.png|The Garibaldi exterior.&lt;br /&gt;
Image:Damaged Garibaldi.png&lt;br /&gt;
Image:Mortvia Aqueduct 1.png|The Mortvia Aqueduct entrance.&lt;br /&gt;
Image:Forest of Jigramunt.png|The Forest of Jigramunt entrance.&lt;br /&gt;
Image:Infinite Boss.png|Dullahan&#039;s collection.&lt;br /&gt;
Image:&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Castlevania: The Adventure/Castlevania: The Belmont Legacy (Castlevania 3)===&lt;br /&gt;
[[File:Castlevania Adventure Castlevania.jpg|thumb|right|400px]]&lt;br /&gt;
Originally a Gameboy (not Color, not Advance, not DS; that big blocky black and white screen Gameboy that sucked batteries like Dracy himself during a heatwave) game, the story was later retold in a short comicbook series released by IDW. Initially there was confusion as to who the main character was, since the English version of the game box, manual, and advertising stated that Simon (a later Belmont) was the main character when in fact it was Christopher, a new member of the family. Since this was around the time that Castlevania&#039;s storyline was actually beginning to link game to game, Konami had to clear up the mystery of the Belmont family and timelines by clarifying it goes Trevor, then Christopher, then Simon (the original Belmont video game hero) with Leon being added later as the one that preceded Trevor. &lt;br /&gt;
&lt;br /&gt;
Exactly 100 years after Trevor defeated Dracula, the powers of Dracula&#039;s Curse return to the world. The Belmont clan had grown powerful and rejoined the nobility of the rebuilt Wallachia after Dracula&#039;s first defeat, although the people were still highly superstitious and believed the magic that the Belmonts were able to use was black magic rather than holy. Cultists have spread, worshiping Dracula instead of God, and their nightly heretical rituals and sacrifices (initially animal, later human) strengthened the returning Curse.&lt;br /&gt;
&lt;br /&gt;
The vidya version is extremely basic. Christopher fights his way through a forest, then a graveyard, then the mountains until he encounters an evil knight which he fights and kills. He then entered the dungeons of the castle, then made his way into the caverns below it, and fought a small army of Flea Men. He then progressed into the castle itself and was menaced by constant spike traps in floor and advancing wall varieties before fighting a Harpy. He then progressed into the castle courtyard, through the halls, then confronted Dracula himself who first did the standard &amp;quot;teleport around the room and throw fireballs&amp;quot; trick he always does before turning into a giant bat that shot smaller bats. After being defeated, Castlevania (this time resembling more a giant insect hive than a castle proper) crumbled as Christopher watched from a nearby cliff. After he left however, Dracula (in bat form) burst from the rubble and flew off...&lt;br /&gt;
&lt;br /&gt;
The comic story is CONSIDERABLY more complicated. The Belmonts are local nobility, and the past heroes of the clan are regarded as saints and are immortalized within the Church. Dracula himself had three wives at some point in the past, which was never previously shown. Christopher Belmont shook off his recurring dreams of finding his young son turned into a vampire by Dracula, and married a woman named Illya the same day as cultists within the town, lead by a noble family that were the descendants of the mortal servants of Dracula, secretly resurrected him with sacrifices of cultists. While Christopher consummated his marriage, Dracula broke into the family cemetery and defiled the corpses and graves of the clan, in particular Christopher&#039;s parents, with the symbol of Dracula&#039;s dragon heraldry carved into the walls of the tomb. &lt;br /&gt;
Ilyana and Christopher armed themselves with the Belmont relics (the axe, watch, holy water, cross, and dagger-the subweapons of every game) while Gaspar, the patriarch of the Totoya clan that had been entrusted to keep the Vampire Killer safe and hidden, returned it to the two warriors. Gaspar, his grandchildren Viktor and Pascha, the Belmont family servant Deimos, and the two wedded Belmonts set off on horseback towards the location where the traitor nobles were located. In the meantime Sona, the eldest daughter of the traitor clan, had resurrected Dracula&#039;s form from an emaciated skeleton bat to his blue-skinned red-eyed glory using her own blood before becoming his lover. &lt;br /&gt;
As the heroes entered the lands of Dracula&#039;s spreading curse they were attacked by zombies. Viktor&#039;s throat was torn open by Dracula himself before he captured Ilya and flew to await the return of Castlevania itself. Viktor, now a vampire, attacked the heroes. Gaspar allowed himself to be bitten in order to use the time of transformation to relay information to Christopher about Dracula&#039;s current actions and strength. The heroes killed Viktor and forced the transformed Gaspar to lead them to the cave where Dracula had made a home in the skeleton-filled section of subterranean caverns normally used by Belmonts to reach his castle with Sona, whom he had been callously draining for sustenance and otherwise forced her to walk naked through the caves until needed.&lt;br /&gt;
As Dracula attempted to turn Ilya into a new bride the heroes attacked him. Gaspar&#039;s last act of freedom before using Pascha&#039;s holy blade strike at Sona to take his own life was to break the chains holding Ilya in place. Sona was beheaded, but Dracula escaped in bat form while dragging Christopher through the ceiling. In midair, Christopher used the Vampire Killer to break Dracula&#039;s neck and ride the disintegrating corpse to safety. &lt;br /&gt;
Viktor and Gaspar were buried in the Belmont cemetery while Pascha was made a vassal of the clan. However, when Christopher and Ilya conceived a child it was shown to have Dracula&#039;s pointy ears and glowing red eyes...&lt;br /&gt;
&lt;br /&gt;
===Castlevania II: Belmont&#039;s Revenge (Castlevania 4)===&lt;br /&gt;
[[File:Adventure 2 Castle.jpg|thumb|right|400px|Top left: Sunken Temple. Bottom left: Plant Castle. Top right: Cloud Castle. Bottom right: Rock Temple. Center: Castlevania.]]&lt;br /&gt;
Yet another original Gameboy game. &lt;br /&gt;
&lt;br /&gt;
Christopher&#039;s son, Soleiyu Belmont, had been turned into a demon/vampire by Dracula on the day he was to be passed control of the family and the Vampire Killer in 1591. Christopher first had to conquer four castles held by Dracula&#039;s minions. &lt;br /&gt;
&lt;br /&gt;
* The Crystal Castle is an elaborate series of halls full of waterfalls, with the sunken city that Trevor once braved now having risen to surround it. The boss of the area was the Dark Side, an elemental wizard.&lt;br /&gt;
* The Rock Castle, partially formed out of the same caves where Christopher fought Dracula before, full of hieroglyphics and ancient traps. The boss was the Iron Doll, a goat-headed demon wearing a suit of armor.&lt;br /&gt;
* The Plant Castle was not a physical building so much as a marsh with vines and branches making a massive palace, with rope bridges and ropes forming the pathways between sections. Kumulo and Nimbler were the bosses of the castle, a pair of living statues with goatlike heads attached to moving walls.&lt;br /&gt;
* The Cloud Castle was a fortress resting in the mountains surrounding Castlevania that resembled a decrepit eastern monastery (possibly the Garibaldi Temple). The castle boss was the Angel Mummy, a humanoid being stuck to the wall with a human skull and a dragon head on the tail, both of which breathed fire and swapped vertebrae by firing them like boomerangs to each other. In the middle of the body was a scowling face which roared at Christopher.&lt;br /&gt;
&lt;br /&gt;
With all four castles conquered and the orbs the bosses dropped collected, the hive-like Castlevania rose again from the lake in the same way it had for Hector. Once again he braved the courtyard, this time pursued through the main hall by a giant tunneling serpent-like Bone Dragon. He then traveled through the chapel and encountered his son in the keep, ready to die to buy Dracula enough time to be fully resurrected. Soleiyu fought the same as Christopher using a dark whip, but was unable to defeat his father and was cleansed of Dracula&#039;s control by the Vampire Killer and the spirit of Sara. Christopher left his son to recover and traveled through an outdoor hall decorated with statues of the Grim Reaper bowing to their master before descending on a rope to the same place he had (in the previous game) fought Dracula before. Using the souls of the four beings Christopher defeated, Dracula reclaimed his old form and attacked Christopher by...teleporting around the room and telepathically juggling energy balls and throwing them at him. This time, Dracula was defeated without taking a second form. &lt;br /&gt;
Christopher and Soleiyu watched Castlevania crumble again into the lake. This time, no giant bat or vampire baby was seen and Soleiyu spent the rest of his life dedicating himself to cleansing the land of any presence of Dracula or the Curse. &lt;br /&gt;
&lt;br /&gt;
===Castlevania (Castlevania 5)===&lt;br /&gt;
[[File:Castlevania 1 Awesome Art.jpg|thumb|right|500px]]&lt;br /&gt;
The very first Castlevania game, starring a Belmont that looks like Arnold Schwarzenegger Conan The Barbarian and He-Man had a lovechild that stole Indiana Jones&#039;s whip. &lt;br /&gt;
First released for the floppy disk (look it up, kids) peripheral for the Famicom, AKA Japanese NES. Americans then Europeans got it as a cartridge game later, before it was ported back to Japan as a cartridge not long before the launch of the Super Nintendo/Super Famicom. To date, the game has had a grand total of seven rereleases with the most recent ones being graphical and control upgrades. &lt;br /&gt;
&lt;br /&gt;
Dracula&#039;s Curse has never been weaker thanks to the efforts of Christopher and Soleiyu, but as the strength of Jesus Christ grew on Easter 1691, the power of Dracula grew in the hearts of the wicked as well. Cultists held a Black Mass on the ceremony of the hundred years since he had been defeated, which succeeded in resurrecting him and making Castlevania manifest once more in the lake in Transylvania (no mention of Wallachya).&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
The following are statblocks for Castlevania monsters, should you want to convert the Castlevania vidya games into a Dungeons-and-Dragons type of system.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spittlebone&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Small Undead&lt;br /&gt;
Hit Dice: 2d12(13hp)&lt;br /&gt;
Initiative:&lt;br /&gt;
Speed: 20ft, Climb 20ft&lt;br /&gt;
AC: 17(+4 Dex, +2 Natural, +1 Size), Flatfooted 13, Touch 15&lt;br /&gt;
Base Attack/Grapple: +1 / -2&lt;br /&gt;
Attack: Slam +5 Melee (1d4+1)&lt;br /&gt;
Full Attack: Slam +5 Melee (1d4+1)&lt;br /&gt;
Face/Reach: 5ft / 5ft&lt;br /&gt;
Special Attacks: Venomous Spittle&lt;br /&gt;
Special Qualities: DR 5/Bludgeoning, Undead Traits, Spider Climb&lt;br /&gt;
Saves: Fort +0, Ref +4, Will +0&lt;br /&gt;
Abilities: Str 13, Dex 19, Con -, Int -, Wis 11, Cha 1&lt;br /&gt;
Skills: -&lt;br /&gt;
Feats: -&lt;br /&gt;
Environment: Any underground&lt;br /&gt;
Organization: Solitary&lt;br /&gt;
Challenge Rating: 2&lt;br /&gt;
Treasure: -&lt;br /&gt;
[[Alignment]]: Always Neutral&lt;br /&gt;
Advancement: 3-6HD(small)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A skittering sound above you makes you look up. You see a bundle of bones clinging to the wall, almost like a spider. Drops of green ichor trail down from it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spittlebone are the reanimated remnants of the bones of those who died by poisoning. They have a single skull and spine surrounded by a network of ribs from several bodies. They have four short limbs, apparently all hands, who end in bony fingers that let them grip wall and ceilings with ease. Their skulls constantly exude a thin, dripping ooze which is highly toxic to those who come in contact with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most spittlebones prefer to lie in wait and ambush prey, dripping venom down on them from above. they are not above attacking foes directly in combat however, though their slam is relatively weak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Venomous Spittle(Ex)&#039;&#039;: Spittlebone skulls constantly produce a thin liquid poison that drips from the eye and nose sockets of the creature. This is a contact poison (DC 10) with initial and secondary 1d4 points of strength damage. They can deliver this poison in one of two ways. In melee they spin their head around, splashing the poison on all adjacent targets. Alternately they cling to a high ceiling or wall and wait for a foe to come underneath them, then they tip over and dribble poison down over their foe. Both of these are ranged touch attacks. When dripping the poison downward the range increment is 20ft. The save DC for this poison is constitution based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spider Climb(Sp)&#039;&#039;: A Spittlebone can traverse any surface, even vertical ones, with perfect ease as though permanently affected by a Spider Climb spell. If this effect is dispelled for any reason the Spittlebone may resume it as a free action on its turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venus Weed&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Large Fey&lt;br /&gt;
Hit Dice: 18d6+90(153)&lt;br /&gt;
Initiative: +6&lt;br /&gt;
Speed: 0ft (Immobile)&lt;br /&gt;
AC: 21(-1 Size, +2 Dex, +10 Natural), Flatfooted 19, Touch 11&lt;br /&gt;
Base Attack/Grapple: +9 / +24&lt;br /&gt;
Attack: Briar Whip +15 melee (1d8+7 Bludgeoning and Piercing plus Blood Drain)&lt;br /&gt;
Full Attack: 4 Briar Whip +15 melee (1d8+7 Bludgeoning and Piercing plus Blood Drain)&lt;br /&gt;
Face/Reach: 5ft x 10ft / 30ft*&lt;br /&gt;
Special Attacks: Alluring Scent, Spell-like Abilities, Chaparral Lash, Blood Drain&lt;br /&gt;
Special Qualities: Passive Form, Damage Reduction 10/Cold Iron, Low Light Vision, Regeneration 5, Tremor-sense 120ft, Cold Iron Shear&lt;br /&gt;
Saves: Fort +11, Ref +13, Will +12&lt;br /&gt;
Abilities: Str 25, Dex 14, Con 20, Int 10, Wis 13, Cha 22&lt;br /&gt;
Skills: Bluff +27, Concentration +26, Diplomacy +28, Sense Motive +24, Listen +22, Spot +22&lt;br /&gt;
Feats: Alertness, Awesome Blow, Negotiator, Improved Bullrush, Power Attack, Quicken Spell-like Ability x2(Spike Growth, Entangle)&lt;br /&gt;
Environment: Any Forrest&lt;br /&gt;
Organization: Solitary&lt;br /&gt;
Challenge Rating: 18&lt;br /&gt;
Treasure: Standard&lt;br /&gt;
Alignment: Usually Neutral Evil&lt;br /&gt;
Advancement: -&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What appears at first glance to be simple white rose in the midst of a patch of briars sways briefly as you come closer. The rose suddenly begins to grow in size, exploding in girth as the figure of a beautiful woman with blue-white hair rises from the center of the now enormous rose. She casts a sly wink in your direction as as a flurry of thorny briars lash out at your party.&lt;br /&gt;
&lt;br /&gt;
Venus Weeds are dangerous and devious fae creatures that enjoy luring humanoids to be their doom. They appear to be human or elven females rising from the center of an enormous rose, surrounded on all sides by thorny briar. Despite their appearance as plants, these creatures are Fey, and quite intelligent, and can lay surprisingly devious traps via their unique abilities.&lt;br /&gt;
&lt;br /&gt;
Venus Weeds feed only on blood, and will attack just about anything that gets near them if they are hungry. If not hungry they can be quite charming and personable, but make no mistake, they have no sense of friendship or camaraderie with other creatures and will just as easily consume someone who&#039;s done them favors in the past of other food is scarce.&lt;br /&gt;
&lt;br /&gt;
Occasionally, however, they will lure in a suitable subject for a dalliance to satisfy their need to reproduce. Such subjects generally do not survive the process, but certain softer-hearted Venus Weeds may keep them around as pets if they prove competent and complacent enough. Such unions cause the venus weed to expand in much the same way as human would in pregnancy, however they do not deliver a single child, but rather expel a cloud of diaphanous seeds, each of which with a the tiny figure of a female held aloft by a small, feathery seed stem. These seed children scatter to the winds, and few ever take to germination. Those who do will spend a good 5 years underground developing a network of roots(using a natural Diminish Plants effect to kill off existing vegetation) before rising up from the earth and taking their first look around. Such young Venus Weeds are often the target of those who would attempt to harvest them for guardians. (See below). They typically reach full maturity in about 15 more years, and can live for up to 200 years, though their age never shows on their beautiful, timeless faces.&lt;br /&gt;
&lt;br /&gt;
Venus Weeds speak Sylvan and usually common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Because of their vine&#039;s unique animated properties they can effectively fight at quite a range from their actual bodies, and they make use of this ability to thwart foes, Using Bull Rushes and Awesome Blows to knock adventurers back while grappling with spellcasters and ranged attackers, all the while protecting themselves with Spike Growth and Wall of Thorns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alluring Scent(Su)&#039;&#039;: The Venus Weed&#039;s signature weapon is their beautiful and deadly fragrance. This scent can travel for a half mile or more, depending on wind conditions, and permeating a large selection of its hunting grounds. All vermin and animals with an intelligence score of 2 or less that are exposed to this scent are inexorably lured toward the source of the scent with no saving throw. All other creatures that smell it must make a Willpower save (DC 25) or become complacent and calm, suffering a -2 to all skill checks, attack and damage rolls, and to initiative rolls for 1d4 hours. Any male Humanoid or Monstrous Humanoid that comes within 60ft of a Venus Weed must make an additional save, at the same DC, or become Charmed, as the spell, for one day. A creature that succeeds their save against this effect is immune to that particular Venus Weed&#039;s Alluring Scent for 24 hours. This is a Mind Affecting Effect. Creatures who do not breath are immune to this effect. The save DC is Constitution Based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spell-like Abilities&#039;&#039;: At will: Entangle, Detect Animals and Plants, Snare; 5/Day: Diminish Plants, Plant Growth, Spike Growth; 1/Day: Greater Magic Fang, Speak with Plants, Wall of Thorns. Caster level 20th, Save DC 16 plus Spell Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chaparral Lash(Ex)&#039;&#039;: A Venus Weed grows at the center of a wide network of thorny vines, woody roots, and lashing tendrils. These are a mix of the Venus Weed&#039;s body and natural plants that they have co-opted into a symbiotic relationship. In either cast, they are able to fight effectively against any creature within 30ft. They may take all normal combat options(including special attacks such as Trip, Disarm, Grapple, or Bull Rush) as if they were anywhere within 30ft of their central stalk. Attacking the Vines and plants does little as their regeneration, coupled with their Plant Growth ability can reinvigorate their surroundings, however making an attack on the vines performing a special action(like those Grappling an ally) that deals at least 10 points of damage will disrupt the attack. That damage, however, is not transferred to the Venus Weed. Only attacking the main stalk can damage a Venus Weed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood Drain(Ex)&#039;&#039;: The briar thorns on a Venus Weed&#039;s tendrils are hollow and drain blood from their foes. A Venus Weed deals 1 point of constitution damage from blood loss with each successful melee hit as well as each successful grapple check. On a critical hit this increases to 2 points of constitution damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Passive Form(Ex)&#039;&#039;: A Venus Weed can assume the form of a small, simple rose to conceal themselves. They cannot see, but can still hear and use their tremorsense ability. Changing form one form to another is a move action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regeneration(Ex)&#039;&#039;: Only fire and cold iron weapons with at least a +1 enhancement bonus deal normal damage to a Venus Weed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tremorsense(Ex)&#039;&#039;: A Venus Weed can detect the location of any creature that is in contact with the ground within 120ft of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cold Iron Shear&#039;&#039;: Young Venus Weeds, those who have established themselves and have just sprouted above ground but have not yet reached maturity, can be controlled by careful pruning like a plant, however the tools used must be made of Cold Iron. These Dwarfed Venus Weeds(see below) are generally easier to control than Wild Venus weeds, or even domesticated Venus Weeds left unchecked.&lt;br /&gt;
&lt;br /&gt;
Venus Weeds have a +4 racial Bonus on Grapple Checks. This bonus in included in the stat block above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capturing a Venus Weed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gathering an Adult Venus Weed from the Wild is very, very problematic. Between their offensive capabilities, not to mention their ability to charm, simply approaching them is difficult. Even then, harvesting them is amazingly difficult as their roots can extend for 50ft or more outward from their central body, and up to three times as far downward. It&#039;s generally much easier to harvest them while young.&lt;br /&gt;
&lt;br /&gt;
Harvested when they have just sprouted, an Immature Venus Weed is much more tractable. (Diminutive Fey, 1d6+1 HP, Str 8, Dex 14, Con 12, Int 10, Wis 8, Cha 12; AC 15 (+2 Size, +2 Dex, +1 natural) Spot +4, Listen +4, Alertness. No attacks, DR 1/Cold Iron, Spell-like Abilities: 5/Day: Entangle, Diminish Plants). In this smaller form, they usually rely on their fragrance to draw forth insects and small rodents which they feed on while establishing their Chaparral network of roots and vines. When harvested in this stage, they can be pruned back(see Cold Iron Shear) into a Dwarfed Venus Weed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dwarfed Venus Weed&lt;br /&gt;
Medium Fey&lt;br /&gt;
Hit points: 18d6+54 (117 hp)&lt;br /&gt;
AC: 21 (+3 Dex, +8 Natural)&lt;br /&gt;
Attack/Grapple: +9 / +18&lt;br /&gt;
Attack: Briar Whip +14 Melee, 1d8+5 range 10ft&lt;br /&gt;
Stats: Str 21, Dex 16, Con 17, Int 10, Wis 13, Cha 19&lt;br /&gt;
Replace Improved Bullrush and Awesome Blow with Sidestep Charge(Psionics Handbook) and Combat Reflexes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities: Dwarfed Venus Weeds no longer have the Chaparral Lash Ability. Their Tremorsense is limited to 60ft. The Saves for their Alluring Scent ability is reduced to 23. Their Spell Like Abilities are caster level 15th, and the Save is 14 plus spell level.&lt;br /&gt;
&lt;br /&gt;
Other than these changes, they are identical to their Wild Cousins. Dwarfed Venus Weeds, however, are generally instructed to slay anyone they cannot charm, and send their charmed charges to their doom in other traps, or to incapacitate intruders for their masters to deal with. If they have been roughly or improperly treated, however, they may be willing to aid a party in order to get revenge on their former masters... this is rare, however, as Dwarfed Venus Weeds are just as immobile as their wild counterparts and not likely risk being discovered as traitors if they cannot escape. Dwarfed Venus Weeds speak Sylvan, Common, and whatever language or dialect their masters generally speak, as well as possibly other common local languages.&lt;br /&gt;
&lt;br /&gt;
The Dwarfing process, sadly, renders these Venus Weeds sterile and unable to reproduce.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axe Armor&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Large Construct&lt;br /&gt;
Hit Dice: 3d10+30 (45 hp)&lt;br /&gt;
Initiative: +0&lt;br /&gt;
Speed: 20ft&lt;br /&gt;
AC: 21 (-1 size, +0 Dex, +2 natural, +8 adamantine full plate, +2 heavy steel shield) Touch 9, FF 21&lt;br /&gt;
BaB/Grapple: +2/+6&lt;br /&gt;
Attack: +1 Large Throwing Axe +3 (ranged) or +1 Large Throwing Axe +7 (melee) or Slam +6&lt;br /&gt;
Damage: +1 Large Throwing Axe 1d8+6 or Slam 1d8+5&lt;br /&gt;
Space/Reach: 10ft/10ft&lt;br /&gt;
Special Attacks: --&lt;br /&gt;
Special Qualities: Damage Reduction 5/adamantine, Construct Traits&lt;br /&gt;
Saves: Fort +1 , Ref +1 , Will +1&lt;br /&gt;
Abilities: Str 20, Dex 11, Con -, Int -, Wis 10, Cha 1&lt;br /&gt;
Feats: --&lt;br /&gt;
CR: 3&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flea Men&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Small monstrous humanoid&lt;br /&gt;
Hit Dice: 1d8+1 (5 hp)&lt;br /&gt;
Initiative: +11&lt;br /&gt;
Speed: 20ft&lt;br /&gt;
AC: 20 (+1 size, +7 Dex, +2 natural) Touch 19, FF 13&lt;br /&gt;
BaB/Grapple: +1/-3&lt;br /&gt;
Attack: Medium Dagger +9 (ranged) or medium dagger +9 (melee)&lt;br /&gt;
Damage: Dagger 1d6+1&lt;br /&gt;
Space/Reach: 5ft/5ft&lt;br /&gt;
Special Attacks: Sneak Attack +1d6&lt;br /&gt;
Special Qualities: Darkvision 60ft, Amazing Leaper, Uncanny Dodge&lt;br /&gt;
Saves: Fort +1 , Ref +9 , Will +2&lt;br /&gt;
Abilities: Str 13, Dex 25, Con 12, Int 8, Wis 10, Cha 8&lt;br /&gt;
Feats: Improved Initiative, Dodge, Mobility, Weapon Finesse, Leap Attack&lt;br /&gt;
Skills: Climb +5, Jump +30, Spot +2&lt;br /&gt;
Equipment: Medium Dagger&lt;br /&gt;
CR: 2&lt;br /&gt;
Alignment: Chaotic Evil&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Amazing Leader (Ex)&#039;&#039;: A Flea Man has a +30 racial bonus to jump checks, and can take 10 on such checks even when distracted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Uncanny Dodge (Ex)&#039;&#039;: As per the Rogue class feature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!Name&lt;br /&gt;
!Class&lt;br /&gt;
!Value&lt;br /&gt;
!Ranking&lt;br /&gt;
!Wargear&lt;br /&gt;
!Quantity&lt;br /&gt;
!Movement&lt;br /&gt;
!Dexterity&lt;br /&gt;
!Accuracy&lt;br /&gt;
!Strength&lt;br /&gt;
!Toughness&lt;br /&gt;
!Survival&lt;br /&gt;
!Attacks&lt;br /&gt;
!Leadership&lt;br /&gt;
!Armor Save&lt;br /&gt;
!References&lt;br /&gt;
|-&lt;br /&gt;
|Storm Guardian&lt;br /&gt;
|Troops (Eldar)&lt;br /&gt;
|7 Points&lt;br /&gt;
|3 Power Level&lt;br /&gt;
|Shuriken Pistol, Chainsword and Plasma Grenades&lt;br /&gt;
|36&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Guardian]&lt;br /&gt;
|-&lt;br /&gt;
|Striking Scorpion&lt;br /&gt;
|Elites (Eldar)&lt;br /&gt;
|14 Points&lt;br /&gt;
|4+3=7 Power Level&lt;br /&gt;
|Scorpion&#039;s Claw, Scorpion Chainsword and Plasma Grenades&lt;br /&gt;
|27&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Striking_Scorpions]&lt;br /&gt;
|-&lt;br /&gt;
|Warp Spider&lt;br /&gt;
|Fast Attack (Eldar)&lt;br /&gt;
|18 Points&lt;br /&gt;
|5+4=9 Power Level&lt;br /&gt;
|Death Spinner&lt;br /&gt;
|18&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Warp_Spiders]&lt;br /&gt;
|-&lt;br /&gt;
|Plague Marine&lt;br /&gt;
|Troops (Chaos)&lt;br /&gt;
|19 Points&lt;br /&gt;
|7 Power Level&lt;br /&gt;
|Plague Knife, Boltgun, Blight Grenades and Krak Grenades&lt;br /&gt;
|12&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Plague_Marines]&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Gunner&lt;br /&gt;
|Troops (Eldar)&lt;br /&gt;
|24 Points&lt;br /&gt;
|3 Power Level&lt;br /&gt;
|Fusion Gun and Plasma Grenades&lt;br /&gt;
|12&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Dire_Avengers]&lt;br /&gt;
|-&lt;br /&gt;
|Scorpion Exarch&lt;br /&gt;
|Elites (Eldar)&lt;br /&gt;
|26 Points&lt;br /&gt;
|4+3=7 Power Level&lt;br /&gt;
|Shuriken Pistol, Scorpion Chainsword and Plasma Grenades&lt;br /&gt;
|3&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Exarch]&lt;br /&gt;
|-&lt;br /&gt;
|Dark Reaper&lt;br /&gt;
|Heavy Support (Eldar)&lt;br /&gt;
|27 Points&lt;br /&gt;
|4+9=13 Power Level&lt;br /&gt;
|Reaper Launcher&lt;br /&gt;
|27&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Dark_Reapers]&lt;br /&gt;
|-&lt;br /&gt;
|Spider Exarch&lt;br /&gt;
|Fast Attack (Eldar)&lt;br /&gt;
|30 Points&lt;br /&gt;
|5+4=9 Power Level&lt;br /&gt;
|Powerblades and Two Death Spinners&lt;br /&gt;
|2&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Power_Weapons]&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Exarch&lt;br /&gt;
|Heavy Support (Eldar)&lt;br /&gt;
|32 Points&lt;br /&gt;
|4+9=13 Power Level&lt;br /&gt;
|Tempest Launcher&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Fire_Dragons]&lt;br /&gt;
|-&lt;br /&gt;
|Plague Veteran&lt;br /&gt;
|Troops (Chaos)&lt;br /&gt;
|32 Points&lt;br /&gt;
|7 Power Level&lt;br /&gt;
|Plague Knife, Plasma Gun, Blight Grenades and Krak Grenades&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Chaos_Space_Marine]&lt;br /&gt;
|-&lt;br /&gt;
|Plague Havoc&lt;br /&gt;
|Troops (Chaos)&lt;br /&gt;
|33 Points&lt;br /&gt;
|7 Power Level&lt;br /&gt;
|Plague Knife, Blight Launcher, Blight Grenades and Krak Grenades&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Chaos_Space_Marine_Havocs]&lt;br /&gt;
|-&lt;br /&gt;
|Plague Champion&lt;br /&gt;
|Troops (Chaos)&lt;br /&gt;
|44 Points&lt;br /&gt;
|7 Power Level&lt;br /&gt;
|Power Fist, Plague Knife, Plasma Gun, Blight Grenades and Krak Grenades&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Aspiring_Champion]&lt;br /&gt;
|-&lt;br /&gt;
|Wraithblade&lt;br /&gt;
|Elites (Eldar)&lt;br /&gt;
|45 Points&lt;br /&gt;
|10 Power Level&lt;br /&gt;
|Ghostaxe and Forceshield&lt;br /&gt;
|50&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|9&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Wraithguard]&lt;br /&gt;
|-&lt;br /&gt;
|Deathshroud&lt;br /&gt;
|Elites (Chaos)&lt;br /&gt;
|48 Points&lt;br /&gt;
|14+13=27 Power Level&lt;br /&gt;
|Flail of Corruption&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Deathshroud]&lt;br /&gt;
|-&lt;br /&gt;
|Grave Warden&lt;br /&gt;
|Elites (Chaos)&lt;br /&gt;
|57 Points&lt;br /&gt;
|14+13=27 Power Level&lt;br /&gt;
|Blight Launcher and Bubotic Axe&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Grave_Warden_Terminator_Squad]&lt;br /&gt;
|-&lt;br /&gt;
|Blightlord&lt;br /&gt;
|Elites (Chaos)&lt;br /&gt;
|58 Points&lt;br /&gt;
|14+13=27 Power Level&lt;br /&gt;
|Combi-Plasma and Bubotic Axe&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Blightlord_Terminators]&lt;br /&gt;
|-&lt;br /&gt;
|Blight Champion&lt;br /&gt;
|Elites (Chaos)&lt;br /&gt;
|58 Points&lt;br /&gt;
|14+13=27 Power Level&lt;br /&gt;
|Combi-Plasma and Bubotic Axe&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|9&lt;br /&gt;
|5&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Champion_of_Chaos]&lt;br /&gt;
|-&lt;br /&gt;
|Vyper&lt;br /&gt;
|Fast Attack (Eldar)&lt;br /&gt;
|75 Points&lt;br /&gt;
|4 Power Level&lt;br /&gt;
|Starcannon and Shuriken Cannon&lt;br /&gt;
|9&lt;br /&gt;
|16&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Vyper]&lt;br /&gt;
|-&lt;br /&gt;
|Maugan Ra&lt;br /&gt;
|HQ (Eldar)&lt;br /&gt;
|140 Points&lt;br /&gt;
|7 Power Level&lt;br /&gt;
|Maugetar&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|5&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Maugan_Ra]&lt;br /&gt;
|-&lt;br /&gt;
|Myphitic Blight-Hauler&lt;br /&gt;
|Fast Attack (Chaos)&lt;br /&gt;
|142 Points&lt;br /&gt;
|7 Power Level&lt;br /&gt;
|Missile Launcher, Multi-Melta, Bile Spurt and Gnashing Maw&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Myphitic_Blight-hauler]&lt;br /&gt;
|-&lt;br /&gt;
|Karandras&lt;br /&gt;
|HQ (Eldar)&lt;br /&gt;
|150 Points&lt;br /&gt;
|8 Power Level&lt;br /&gt;
|Scorpion Chainsword, Scorpion&#039;s Claw and Plasma Grenades&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|5&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Karandras]&lt;br /&gt;
|-&lt;br /&gt;
|Nurgle Daemon Prince&lt;br /&gt;
|HQ (Chaos)&lt;br /&gt;
|156 Points&lt;br /&gt;
|8 Power Level&lt;br /&gt;
|Hellforged Sword and Malefic Talons&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Daemon_Prince]&lt;br /&gt;
|-&lt;br /&gt;
|Foetid Bloat-Drone&lt;br /&gt;
|Fast Attack (Chaos)&lt;br /&gt;
|159 Points&lt;br /&gt;
|8 Power Level&lt;br /&gt;
|Heavy Blight Launcher and Plague Probe&lt;br /&gt;
|1&lt;br /&gt;
|10/8/6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6/5/4&lt;br /&gt;
|7&lt;br /&gt;
|10/5/2&lt;br /&gt;
|3/2/1&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Foetid_Bloat-drone]&lt;br /&gt;
|-&lt;br /&gt;
|Fire Prism&lt;br /&gt;
|Heavy Support (Eldar)&lt;br /&gt;
|165 Points&lt;br /&gt;
|9 Power Level&lt;br /&gt;
|Prism Cannon and Shuriken Cannon&lt;br /&gt;
|2&lt;br /&gt;
|16/12/8&lt;br /&gt;
|1&lt;br /&gt;
|4/3/2&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|12/6/3&lt;br /&gt;
|3/D3/1&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Fire_Prism]&lt;br /&gt;
|-&lt;br /&gt;
|Typhus&lt;br /&gt;
|HQ (Chaos)&lt;br /&gt;
|175 Points&lt;br /&gt;
|9 Power Level&lt;br /&gt;
|Master-Crafted Manreaper, Destroyer Hive and Blight Grenades&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|5&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Typhus]&lt;br /&gt;
|-&lt;br /&gt;
|Chaos Predator&lt;br /&gt;
|Heavy Support (Chaos)&lt;br /&gt;
|190 Points&lt;br /&gt;
|9 Power Level&lt;br /&gt;
|Twin Lascannon and Two Lascannons&lt;br /&gt;
|2&lt;br /&gt;
|12/6/3&lt;br /&gt;
|1&lt;br /&gt;
|4/3/2&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|11/6/2&lt;br /&gt;
|3/D3/1&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Predator_Annihilator]&lt;br /&gt;
|-&lt;br /&gt;
|Avatar of Khaine&lt;br /&gt;
|HQ (Eldar)&lt;br /&gt;
|250 Points&lt;br /&gt;
|13 Power Level&lt;br /&gt;
|Wailing Doom&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|4&lt;br /&gt;
|[http://warhammer40k.wikia.com/wiki/Kaela_Mensha_Khaine]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Weapons and Items =&lt;br /&gt;
Like the monster conversions above, these are weapons and items which exist in the various Castlevania games, now D&amp;amp;D-ified for your dice-rolling, Cheetos-munching pleasure.&lt;br /&gt;
&lt;br /&gt;
==Holy Rod==&lt;br /&gt;
&lt;br /&gt;
This blessed and anointed rod functions as a +1 Alchemical Silver Holy Light mace when used in combat. Additionally, it allows its wielder to Smite Evil (as a 5th level Paladin) once per day. If the wielder is a Paladin, or otherwise has a Smite Evil ability, they gain the ability to use this power one additional time per day as a 5th level Paladin or their character level, whichever is more beneficial.&lt;br /&gt;
&lt;br /&gt;
==Moon Rod==&lt;br /&gt;
&lt;br /&gt;
This weapon appears at first glance to be a heavy silver and iron rod with a moon and stars motif. It grants the wielder low light vision(or Doubles the range of their existing Low Light Vision) when held. While out of direct sunlight(at night, underground, inside large buildings, etc) the wielder of this staff can touch a series of runes(as a move action) and transform it into a +2 Heavy mace, each of its bladed fins appearing to be a crescent moon. Twice per day, while the rod is in weapon mode, the wielder of this staff can command the blades on the staff to fly out, dealing 3d8 points of slashing damage to everything in a line 30ft long and 10ft wide (reflex save DC 14 for half) before returning to the Moon Rod&#039;s Head.&lt;br /&gt;
&lt;br /&gt;
==Shield Rod==&lt;br /&gt;
&lt;br /&gt;
This simple looking iron rod functions as a +2 Defending Light Mace and grants its wielder several advantages when using a shield. While a character wields a Shield Rod, the shield bonus to armor gained from wielding a Shield(and only that from a shield, not the bonus gained from the Two Weapon Defense feat tree or other source) is increased by +1. A character wielding a Shield Rod can invoke the Shield spell with a command word twice per day. Additionally, up to three times per day as a full round action, a character can use the power of the Shield Rod to draw out the magic of any spell 4th level or lower that was used to enchant their shield, casting it as a Spell-like Ability at a caster level equal to their character level or the shield rod&#039;s caster level, whichever is higher. (For example, a 10th level Cleric with the Shield Rod and a +1 Blinding Heavy Shield of Bashing could use the shield rod to cast either the Searing Light spell(from the blinding enchantment) or the Bull&#039;s Strength spell(from the Bashing enchantment). This ability can be used on specific shield enchantments (like Bashing) as well as armor enchantments that can have been applied their shields (Such as Energy resistance).&lt;br /&gt;
&lt;br /&gt;
==Fist of Tulkus==&lt;br /&gt;
&lt;br /&gt;
These heavy blue leather and silver gauntlets give their wielder the ability to Produce Flame, as the spell, at will as a swift action at first caster level. In the hands of non-monk, they gain the unarmed damage and flurry of blows ability of a 5th level monk. A Monk who dons these gauntlets improves his or her unarmed damage and flurry of blows ability as though they were five levels higher.&lt;br /&gt;
&lt;br /&gt;
==Holbein Dagger==&lt;br /&gt;
&lt;br /&gt;
This +2 Keen Dagger slices the air so cleanly that it leaves a crescent shaped &amp;quot;blade&amp;quot; of vacuum behind it. Attacks with the Holbein dagger can re-roll any miss chance due to concealment on, as the dagger&#039;s crescent lash may strike where the blade would not.&lt;br /&gt;
&lt;br /&gt;
==Werebane==&lt;br /&gt;
This +3 Alchemical Silver Bane Shapechanger Rapier is considered Keen when wielded against a Lycanthrope. Additionally, the weapon grants its wielder the following special ability: As a standard action with the Werebane you may lash out in a flurry of thrusts. As a standard action, you may make two attacks against a single opponent with the Werebane. Both attacks use the same attack roll (with a -4 penalty) to determine success and deal damage normally, however you may apply precision damage only once. If the attack roll was a critical hit, only the first attack was a critical hit, all the rest deal normal damage.&lt;br /&gt;
&lt;br /&gt;
For every five points of base attack bonus you have above +6, you may add one additional thrust to this attack, to a maximum of four attacks at a base attack bonus of +16. However, each attack after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three attacks and -8 for four).&lt;br /&gt;
&lt;br /&gt;
Damage reduction and other resistances apply separately against each attack.&lt;br /&gt;
&lt;br /&gt;
==Shotel==&lt;br /&gt;
This blade appears to be a scimitar at first glance, though its curve is much deeper and the weapon is edged along the concave of the blade. Said to be weapons of the wild Wind Dervish of the East, this weapon is more dangerous when thrown. The Shotel functions as a +1 Thrown, Returning Scimitar. When used as a thrown weapon, however, the weapon&#039;s Enhancement bonus increases to +3 and it gains the Keen special quality.&lt;br /&gt;
&lt;br /&gt;
==Jewel Sword==&lt;br /&gt;
This +1 Platinum Sabre (Platinum follows the same rules as gold for Heavy Weapons, Magic of Faerun 179. It deals 1d8 points of damage and has a critical threat range of 18-20. Any character without Exotic Weapon Proficiency(Heavy Weapons) takes a -4 penalty on attacks with the Jewel Sword. They may wield the Jewel Sword in two hands to avoid this penalty.) has a heavily jewel encrusted pommel and crossguard, and a line of priceless jewels long the spine of the blade. The weapon glows with a silvery light whenever it&#039;s within 30ft of unclaimed gold, silver, or jewels(this includes hidden, buried, unattended or forgotten money, but not coinage or jewelry currently held or carried by a person). Additionally, if the Jewel sword delivers the final blow on an enemy, there&#039;s a chance it will conjure a small gemstone. There&#039;s a 20% chance that any time the Jewel Sword slays a foe that a random jewel(or jewels) will be formed from the wound. The jewels would be worth 1d4-1(chance of 0) + the creature&#039;s HD total times 10 in gold. (i.e, if it slew an ogre, a 4 HD creature, then you would roll 1d4-1(chance of -0) and add the ogre&#039;s HD total(4,) multiplying the final total by 10 to determine the price. If the roll&#039;s total was 3, then (3 + 4) x 10 = 70gp; one or more small gems whose total is 70gp will be found in the wound.) This ability can only affect creatures with 4 or more HD. Class levels do not count toward a creature&#039;s HD total for the purposes of this effect.&lt;br /&gt;
&lt;br /&gt;
==Stone Sword==&lt;br /&gt;
This exceptionally heavy +3 Longsword is actually made of a polished and alchemically treated stone. It has hardness 15 (8 for Stone, +1 for Alchemical treatments, and +6 for the enhancement bonus) and 35 HP (2 HP base plus 3HP for alchemical treatments plus 30hp for Enhancement bonus). When the Stone Sword scores a critical hit, the victim must succeed a fortitude save (DC 22) or be petrified by the curse of the blade as a Flesh to Stone spell.&lt;br /&gt;
&lt;br /&gt;
==Marsil==&lt;br /&gt;
This powerful blade of flame was said to have been crafted by demons long ago. It functions as a +4 Inferno* Bastard Sword. Twice per day, with a command word, the wielder of Marsil can call down a Flamestrike spell, caster level 10th, centered on himself. This spell will not damage the wielder of Marsil.&lt;br /&gt;
&lt;br /&gt;
==Inferno==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Price: +3 bonus&lt;br /&gt;
Property: Weapon&lt;br /&gt;
Caster Level: 15th&lt;br /&gt;
Aura: Strong; (DC 22) Evocation&lt;br /&gt;
Activation: Standard(Command) and -&lt;br /&gt;
Synergy Prerequisite: Flaming Burst&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This weapon&#039;s hilt is decorated with extensive flame and fire motifs in gold and brass and always feels warm to the touch&lt;br /&gt;
&lt;br /&gt;
An inferno weapon functions in almost all cases as a flaming burst weapon. However, when the command word to activate the flaming effect is uttered the weapon&#039;s primary striking portion(the blade, axe head, tip, etc) transforms into a flickering sheet of white hot flame. This does not change the weapon&#039;s hardness, hit points, or weight, nor does it prevent the weapon from being sundered or disarmed. In addition to its flaming burst properties, all weapon damage dealt by an inferno weapon(the base weapon damage and its enhancement bonus, positive strength bonus, precision damage, and similar damages) is considered to be fire damage. Speaking the command word to turn off the flaming property reverts the weapon to its normal form.&lt;br /&gt;
&lt;br /&gt;
An inferno weapon cannot also be enhanced with glacial or tempest.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Craft Magic Arms and Armor, Wall of Fire&lt;br /&gt;
&lt;br /&gt;
Cost to Create: Varies&lt;br /&gt;
&lt;br /&gt;
==Gurthang==&lt;br /&gt;
Known as &amp;quot;Gurthang the Bloody&amp;quot;, this vicious weapon hungers for the life of its foes. It functions as a +2 Vampiric, Wounding Longsword. Additionally, for up to 10 rounds per day, it can allow its wielder to restore lost life as though they had Fast Healing 3, so long as they make at least one successful attack and deal damage to a living creature with a normal circulatory system(humanoid, monstrous humanoid, animal, giant, magical beast) each round with Gurthang.&lt;br /&gt;
&lt;br /&gt;
==Mablung==&lt;br /&gt;
Mablung, the Sword of Defense, was created by the same ancient master who devised the Shield Rods. Mablung is a +4 Defending Longsword, but otherwise has all of the same functions as a shield rod.&lt;br /&gt;
&lt;br /&gt;
==Mormegil==&lt;br /&gt;
Mormegil the Dark is an unholy blade forged with evil intent. It is a +2 Unholy Bastard Sword in most people&#039;s hands. In the hands of an Undead, however, the blade becomes a +4 Unholy Surge Bastard Sword. All intelligent undead who hold Mormegil are considered fully proficient with it and can use it one or two handed.&lt;br /&gt;
&lt;br /&gt;
==Mourneblade==&lt;br /&gt;
This rune etched +2 Cold Iron Bastard sword howls when wielded, and can draw energy from the spirit and magical essences that animate give life to all beings. Every time this weapon strikes a foe, its wielder heals one hit point worth of damage as though with the Fast Healing ability.&lt;br /&gt;
&lt;br /&gt;
==Obsidian Sword==&lt;br /&gt;
This deadly blade is carved from a massive spike of pure obsidian and imbued with dark magics. This +4 Unholy, Keen, Mighty Cleaving Greatsword is preternaturally sharp. The Obsidian Sword gains a +4 circumstance bonus to cleave attacks, and a +4 circumstance bonus the roll to confirm a critical hit. These bonuses stack.&lt;br /&gt;
&lt;br /&gt;
==Terminus Est==&lt;br /&gt;
An ancient executioner&#039;s weapon, this +3 Brutal Longsword is permanently covered in a deadly poison. Every time the weapon strikes a foe, that creature must make a fortitude saving throw(DC 14) against initial and secondary 1d4 points of Constitution damage. If used in a Coup de Grace attack, the base fortitude save DC versus death is 15+damage dealt. Terminus Est can be used, when held in two hands, to perform Executions and grants a +10 competence bonus on Profession(Executioner) Checks (See Book of Vile Darkness for Execution rules).&lt;br /&gt;
&lt;br /&gt;
==Brutal==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Price: +1 Bonus&lt;br /&gt;
Property: Weapon&lt;br /&gt;
Caster Level: 7th&lt;br /&gt;
Aura: Moderate; (DC 18) necromancy&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
Activation: -&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This weapon is set with bronzed spines and embossed runes of battle. It feels very heavy for its size.&lt;br /&gt;
&lt;br /&gt;
A Brutal weapon deals particular ferocious telling blows in combat. A brutal weapon automatically deals maximum weapon damage when a critical hit occurs. For example a Battle axe (normally a x3 critical weapon) would deal 3d8 damage on a successful critical hit. A +1 Brutal Battle axe would deal 27 damage on a successful critical hit just as though you had rolled the maximum value on each of the dice(3d8+3 maximized for 27). This enhancement cannot be added to any weapon that already has a critical enhancing effect (such as keen, impact, cruel, or savage.)&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Craft Magic Arms and Armor, Slay Living or Circle of Death&lt;br /&gt;
&lt;br /&gt;
Cost to Create: Varies&lt;br /&gt;
&lt;br /&gt;
==Heaven Sword==&lt;br /&gt;
These +4 Thrown, Returning Longswords of Distance are always crafted in pairs, though not always found together. Anyone who acquires a matched pair of Heaven Swords may utilize their special ability. As a standard action at will they can hurl both blades at once while speaking a command word, duplicating the effects of a Twinned Whirling Blade spell. The Heaven Swords will return to their wielder after this attack as if they had been thrown normally.&lt;br /&gt;
&lt;br /&gt;
==Red Rust==&lt;br /&gt;
This dull and rusted falchion&#039;s blade is bright red with vivid rust, though it never seems to degrade further or fall apart. While it seems to function for tests as a Masterwork Falchion, when wielded in combat it becomes a -1 Cursespewing Falchion. While some will be tempted to continue using it for its unique abilities, beware, for its curse is not restricted to those whom it strikes. There is 10% chance that a player will lose their action when wielding Red Rust as though they were affected by Bestow Curse. Also, on a roll of a natural 1, a character wielding Red Rust automatically strikes himself.&lt;br /&gt;
&lt;br /&gt;
==Claimh Solais==&lt;br /&gt;
A weapon crafted for the explicit purpose of destroying evil and impurity, this +4 Large Alchemical Silver, Axiomatic, Holy Greatsword is considered medium size for the effects of wielding it. Its unique cross-shaped blade also allows it to function as a Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
==Masamune==&lt;br /&gt;
Masterwork Bastard Sword&lt;br /&gt;
Masamune lowers your AC by ten. Every time you slay an enemy while wielding Masamune, roll 1d10. On a 10, Masamune gains an additional +1 enhancement bonus.&lt;br /&gt;
&lt;br /&gt;
In addition, you gain the Flurry of Blows class feature of a 14th level Monk, but this Flurry can only be used while wielding Masamune two-handed.&lt;br /&gt;
&lt;br /&gt;
==Glacial==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Price: +3 Bonus&lt;br /&gt;
Property: Weapon&lt;br /&gt;
Caster Level: 15th&lt;br /&gt;
Aura: Strong; (DC 22) Evocation&lt;br /&gt;
Activation: Standard(Command) and -&lt;br /&gt;
Synergy Prerequisite: Icy Burst&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This weapon&#039;s hilt is enameled in white and blue with many crystals on dangling silvery-white chains and feels icy cold to the touch&lt;br /&gt;
&lt;br /&gt;
A glacial weapon functions in almost all cases as an icy burst weapon. However, when the command word to activate the frost effect is uttered the weapon&#039;s primary striking portion(the blade, axe head, tip, etc) transforms into a flickering sheet of crystalline cold. This does not change the weapon&#039;s hardness, hit points, or weight, nor does it prevent the weapon from being sundered or disarmed. In addition to its Icy Burst properties, all weapon damage dealt by a glacial weapon(the base weapon damage and its enhancement bonus, positive strength bonus, precision damage, and similar damages) is considered to be cold damage. Speaking the command word to turn off the frost property reverts the weapon to its normal form.&lt;br /&gt;
&lt;br /&gt;
A glacial weapon cannot also be enhanced with inferno or tempest&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Craft Magic Arms and Armor, Wall of Ice&lt;br /&gt;
&lt;br /&gt;
Cost to Create: Varies&lt;br /&gt;
&lt;br /&gt;
==Tempest==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Price: +3 Bonus&lt;br /&gt;
Property: Weapon&lt;br /&gt;
Caster Level: 15th&lt;br /&gt;
Aura: Strong; (DC 22) Evocation&lt;br /&gt;
Activation: Standard(Command) and -&lt;br /&gt;
Synergy Prerequisite: Shocking Burst&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This weapon has lightning jags in gold and copper across its form and hums with power when picked up.&lt;br /&gt;
&lt;br /&gt;
A tempest weapon functions in almost all cases as an shocking burst weapon. However, when the command word to activate the shock effect is uttered the weapon&#039;s primary striking portion(the blade, axe head, tip, etc) transforms into a flickering sheet of arcing lightning. This does not change the weapon&#039;s hardness, hit points, or weight, nor does it prevent the weapon from being sundered or disarmed. In addition to its shocking burst properties, all weapon damage dealt by a tempest weapon(the base weapon damage and its enhancement bonus, positive strength bonus, precision damage, and similar damages) is considered to be Electricity damage. Speaking the command word to turn off the shock property reverts the weapon to its normal form.&lt;br /&gt;
&lt;br /&gt;
A tempest weapon cannot also be enhanced with inferno or glacial.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Craft Magic Arms and Armor, Lightning Bolt&lt;br /&gt;
&lt;br /&gt;
Cost to Create:Varies&lt;br /&gt;
&lt;br /&gt;
==Cruel==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Price: +1 Bonus&lt;br /&gt;
Property: Weapon&lt;br /&gt;
Caster Level: 12th&lt;br /&gt;
Aura: Moderate; (DC 21)Necromancy&lt;br /&gt;
Activation: -&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This weapon is enameled in brilliant red that makes it look as though it is covered in fresh blood. A trio of large spikes jut from its pommel.&lt;br /&gt;
&lt;br /&gt;
A Cruel weapon deals telling blows in combat with grim efficiency. All critical threats are considered automatic successes(meaning that every threat is an automatic critical hit). This enhancement cannot be added to any weapon that already has a critical enhancing effect(such as keen, impact, Savage, or brutal) and does not stack with feats or class abilities that improve critical hits such as Improved Critical, though a character can use the more advantageous ability on a given attack roll.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Craft Magic Arms and Armor, Slay Living or Circle of Death&lt;br /&gt;
&lt;br /&gt;
Cost to Create: Varies&lt;br /&gt;
&lt;br /&gt;
==Savage==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Price: +1&lt;br /&gt;
Property: Weapon&lt;br /&gt;
Caster Level: 12th&lt;br /&gt;
Aura: Strong, (DC 21)necromancy&lt;br /&gt;
Activation: -&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This black, rune-glyphed weapon is covered with jagged edges and sharp spikes. It seems eager for battle.&lt;br /&gt;
&lt;br /&gt;
A Savage weapon deals a much more dangerous strike when a telling blow occurs. The critical multiplier for weapons with a x2 multiplier increase to x3, the multiplier for a x3 weapon increases to x5, and the critical multiplier for a x4 or higher weapon increases to x7. This enhancement cannot be added to any weapon that already has a critical enhancing effect(such as keen, impact, Savage, or brutal) and does not stack with feats or class abilities that improve critical hits such as Improved Critical, though a character can use the more advantageous ability on a given attack roll.&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Craft Magic Arms and Armor, Slay Living or Circle of Death&lt;br /&gt;
&lt;br /&gt;
Cost to Create: Varies&lt;br /&gt;
&lt;br /&gt;
==Soul Blades==&lt;br /&gt;
&lt;br /&gt;
Soul Blades are a name for spirit with a dual nature, very like ghosts, who dwell on the ethereal plane, but manifest on the material plane in the guise of an animated physical weapon. Soul blades are related to poltergeist phenomena in that they are not a single spirit. Rather they occur whenever a a large number of creatures of the same race, or with the same purpose, have died in a certain area. The trailing wisps of spiritual energy that once bound their soul join together to form a Veilegeist, a Spirit made of many undead spirits. While the Template specifies using a single creature as the &amp;quot;base&amp;quot; creature, understand that Soul Blades are composed of the undead energy of thousands of creatures, the &amp;quot;base creature&amp;quot; was simply the most dominant bit of soul present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creating a Soul Blade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soul Blade is an inherited template which can can that can be added to any fae, giant, humanoid, or monstrous humanoid. A Soul Blade uses the base creatures statistics except as noted here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size and Type&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The creature&#039;s type changes to Undead. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soul Blades are ethereal creature, even when they incarnate. They have a fly speed of 30ft with perfect maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soul Blades are Ethereal Creatures. On the Ethereal plane they have a Deflection Bonus to Armor Class equal to their Charisma Bonus(minimum of +1). See their Incarnate ability below for more information about Soul Blades on the Material Plane.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As Base Creature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As base Creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Soul Blade retains the Special Abilities of the base class and gains the following Abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Incarnate(Su)&#039;&#039;: Soul Blades normally exist on the Ethereal Plane, much like ghosts. As a Standard Action they can Incarnate, taking a semi-physical form of a ghostly, immaterial humanoid figure wielding a large, physical weapon. Their body is immaterial to anything which does not affect ethereal creatures and weapons and spells both pass through it without harm. Their weapon, while physical, is actually an extension of their body. Attacking the weapon is like attacking the creature itself, and the weapon has an Armor Class equal to the Base Creature(with a size modifier as if two sizes smaller than the base creature). Damaging the weapon is like dealing damage to any other creature, not an object. You do not provoke attacks of opportunity for attacking the weapon as you would with a sunder attempt. A Soul Blade in Incarnated form cannot be disarmed, and cannot be tripped or grappled by creatures not on the ethereal plane.&lt;br /&gt;
&lt;br /&gt;
The weapon that forms when a Soul Blade incarnates is empowered by their spiritual essence. It assumes the form of a single magical weapon of the type and abilities of the Soul Blade&#039;s choice, though it always forms with the same powers. Once a power has been applied to the Blade, it cannot be changed. The weapon&#039;s total market price bonus cannot exceed one half the Soul Blades hit dice total(rounding down), and its Enhancement bonus to attack and damage cannot exceed their Hit Dice total divided by four, rounding down(minimum of +1).&lt;br /&gt;
&lt;br /&gt;
When Incarnated a Soul Blade attacks with its weapon as though it were wielded by a creature of the Base Creature&#039;s size and abilities, including strength. The attack is physical, but can strike incorporeal creatures as though always enhanced with the Ghost Touch special quality, regardless of enhancement bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rejuvenation(Su)&#039;&#039;: A Soul Blade cannot be disposed of merely by destroying its physical, or even ethereal, form. A Soul Blade that is destroyed will reform in 2d4 days, returning automatically to the location it was created at. The only way to permanently set a Soul Blade to rest is to fully placate the Veilegeist, the multitude of pained spirits that give it power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Veilegeist&#039;&#039;: Soul Blades are made up of the combined spiritual energy and the emotional suffering and pain of hundreds, or even thousands, of dead beings. This emotional energy is powerful, but unstable. Creatures may attempt to bargain or reason with, or placate the Veilegeist with a diplomacy check. The Soul Blade&#039;s initial reaction is Hostile to most creatures, depending on the nature of the Veilegeist.&lt;br /&gt;
&lt;br /&gt;
During each round of combat there is a 5% chance that some aspect of their opponents will remind some component of the spirits that make up the Soul Blade of their past life. In such a situation the Soul Blade will take no offensive action, as though dazed, though it will still defend itself. If a Diplomacy check is made to influence the Soul Blade during such a round it gains a +4 bonus.&lt;br /&gt;
&lt;br /&gt;
Setting a Soul Blade to rest requires discovering what is still driving the spirits to prowl the mortal realm. Some Veilegeist are made up of the victims of wars, soldiers and innocents alike slain by greed and a lust for power. Such spirits may seek vengeance on the powers that killed them, or on those who emulate them, or they may seek to protect others from suffering a similar fate. Still other Soul Blade are the result of the deaths of guardians of some great purpose. More than one city or castle has a ghostly, patrolling Soul Blade which still stands guard over its masters demesne, even if its master has long since passed away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hardness(Ex)&#039;&#039;: The weapon that a Soul Blade Incarnates as has a hardness score of 10 plus 2 points per +1 enhancement bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spell Resistance(Su)&#039;&#039;: Soul Blades have a spell resistance equal to 15 plus Hit Dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Str +4 , Dex +4, Con -, Int +0, Wis +0, Cha +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a creature with the Augmented Subtype, it retains the features(and thus skill points per HD) of the base creature. Do not include Hit Dice from class levels in this calculation. Treat skills from the base creature痴 list as class skills, and other skills as cross-class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Challenge Rating&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As Base Creature +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Adjustment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- (as in, Not a chance)&lt;br /&gt;
&lt;br /&gt;
Sample: Hunting Girl&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Soul Blade Elven Ranger 4&lt;br /&gt;
Medium Undead(Augmented Elf)&lt;br /&gt;
Hit Dice: 4d8 (18hp)&lt;br /&gt;
Initiative: +4&lt;br /&gt;
Speed: 30ft (Fly 30ft, Perfect)&lt;br /&gt;
AC: 22 (+2 Size*, +5 Dex, +1 Deflection), Flatfooted 13, Touch 22&lt;br /&gt;
Base Attack/Grapple: +4 / +8&lt;br /&gt;
Attack: +11 Rapier (1d8+5 plus Bane Humanoid[Shapechanger])&lt;br /&gt;
Full Attack: +11 Rapier (1d8+5 plus Bane Humanoid[Shapechanger])&lt;br /&gt;
Face/Reach: 5ft / 5ft&lt;br /&gt;
Special Attacks: Favored Enemy(Shapechanger), Spells&lt;br /&gt;
Special Qualities: Combat Style, Elven Traits, Hardness 12, Incarnate, Rejuvenation, SR 19, Undead Traits, Veilegeist, Wild Empathy&lt;br /&gt;
Saves: Fort +4, Ref +9, Will +2&lt;br /&gt;
Abilities: Str 18, Dex 20, Con -, Int 12, Wis 13, Cha 12&lt;br /&gt;
Skills: Handle Animal +8, Hide +12, Knowledge (Dungeoneering) +8, Knowledge(Nature) +8, Listen +8, Search +8, Spot +8&lt;br /&gt;
Feats: Endurance (B), Improved Initiative, Track(B), Weapon Finesse.&lt;br /&gt;
Environment: Any&lt;br /&gt;
Organization: Solitary&lt;br /&gt;
Challenge Rating: 6&lt;br /&gt;
Treasure: None&lt;br /&gt;
Alignment: Lawful Neutral&lt;br /&gt;
Advancement: By Character Class&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You see an ornate silver rapier hovering in the air in front of you, surrounded by the wispy outline of a nude female. As you approach, the blade springs to attention, wielded by the steady hand of the ghostly figure in front of you.&lt;br /&gt;
&lt;br /&gt;
The Hunting Girl, as such spirits are called, are the spiritual essence of the tortured innocents slain by evil were creatures, often mixed with the emotional energy of those who hunt such evil beasts and failed. While they do not always appear as women, the spirit which commands this Soul Blade is female. The Hunting Girl seeks to slay were-beasts of all ilk, and her unique Soul Blade manifests as a form of spiritual silver, rather than steel, to combat their damage reduction. The Hunting Girl, if startled or confronted by any living creature will seek to defend itself, especially against unnatural creatures such as undead and those with the tint of evil. The Hunting Girl can, however, be reasoned with if treated with dignity and respect.&lt;br /&gt;
&lt;br /&gt;
The Hunting Girl speaks Elven, Common, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hunting Girl, if confronted by by were creatures of any ilk, will almost move to attack, and will strike with great hatred. Otherwise the Hunting Girl singles out the most likely looking target and flies down to strike. The Hunting girls spellcasting is weak, but it usually uses Summon Nature&#039;s Ally I to call forth enormous blue ravens (treat as a Hawk).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Favored Enemy Humanoid(Shapechanger)(Ex)&#039;&#039;: The Hunting Girl gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humanoids with the Shapechanger subtype. Likewise, it gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spells&#039;&#039;: The Hunting girl casts spells as a fourth level ranger. It knows one first level spell per day, and usually prepares Summon Nature&#039;s Ally I.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combat Style(Ex)&#039;&#039;: The Hunting girl has chosen the Two-weapon Fighting Style, but does not use a second weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Incarnate(Su)&#039;&#039;: The Hunting Girl is an ethereal creature, but it incarnates on the Material Plane as a +1 Alchemical Silver Bane(Humanoid[Shapechanger]) Rapier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rejuvenation(Su)&#039;&#039;: If slain or destroyed, either on the Material or Ethereal plane, The Hunting Girl reforms in 2d4 days. Attempts to put the spirit to rest have all failed, and it&#039;s likely that The Hunting Girl will only ever reach true peace if all Were-creatures are destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Veilegeist&#039;&#039;: The Hunting Girls Ideologist shows a strong empathy for elven characters, and any elven character who attempts a diplomacy check against it gains a +4 bonus. Comparatively, it seems to fear and distrust undead creature, and such beings suffer a -8 penalty to diplomacy checks to influence the Veilegeist. Even though the Hunting Girl is hostile to most creatures, it will not usually attack unless provoked.&lt;br /&gt;
&lt;br /&gt;
==Armor Lord==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Large Undead&lt;br /&gt;
Hit Dice: 20d12 (130hp)&lt;br /&gt;
Initiative: +0&lt;br /&gt;
Speed: 20ft&lt;br /&gt;
AC: 33(-1 size, +20 Natural, +4 Shield*), Flatfooted 33, Touch 9&lt;br /&gt;
Base Attack/Grapple: +10 / +24&lt;br /&gt;
Attack: +20 Mwk Bastard Sword (2d6+10)&lt;br /&gt;
Full Attack: +20/+15 Mwk Bastard Sword (2d6+10)&lt;br /&gt;
Face/Reach: 10ft / 10ft&lt;br /&gt;
Special Attacks: -&lt;br /&gt;
Special Qualities: Blindsight 60ft, DR 15/Bludgeoning and Adamantine, Low Light Vision, Force Shield, Turn Immunity, Undead Traits&lt;br /&gt;
Saves: Fort +6, Ref +6, Will +12&lt;br /&gt;
Abilities: Str 30, Dex 10, Con -, Int -, Wis 10, Cha 1&lt;br /&gt;
Skills: -&lt;br /&gt;
Feats: Power Attack(B)&lt;br /&gt;
Environment: Any&lt;br /&gt;
Organization: Solitary&lt;br /&gt;
Challenge Rating: 10&lt;br /&gt;
Treasure: Gear(Large masterwork Bastard Sword)&lt;br /&gt;
Alignment: Neutral Evil&lt;br /&gt;
Advancement: -&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You see what appears to be a large suit of armor, holding a massive blade, blocking your path. Runes of binding are etched into the blue-enameled steel and flare to life as the armor begins a menacing advance on your position.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Armor Lords undead crafted from the spectral remains of knights who died in service to their master. Their souls are collected and bound to an immense suit of armor, animating it as a defender. These soulbound suits of armor are the perfect guards for sensitive areas. They cannot be reasoned with, placated, deceived, or easily destroyed. They have no intelligence to speak of, and can follow only simple orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If threatened, most Armor Lords will use their Force Shield ability first to gauge the power of their attackers before moving to strike the most dangerous down first. They are methodical, and once they have chosen a target only that target&#039;s destruction will stay their hand as long as they can reach it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blindsight(Ex)&#039;&#039;: An Armor Lord&#039;s preternatural sense allows it to maneuver and fight without benefit of its visual senses. Invisibility and darkness don&#039;t affect their attack rolls, and they don&#039;t need to make spot or listen checks to notice any corporeal creature within the range of their blindsight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Shield(Su)&#039;&#039;: At will as a swift action an Armor Lord can manifest a 10ft diameter translucent Wall of Force attached to their left arm. They may use this as a Tower Shield for all purposes, including using it for cover, but it has no maximum dexterity bonus, no armor check penalty, and no arcane spell failure chance. This shield is immune to all forms of attack except for the following: Disintegrate or Mordenkainen&#039;s Disjunction will both destroy the shield. It can, however, be restored as a swift action on the Armor Lords next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Turn Immunity(Su)&#039;&#039;: An Armor Lord&#039;s binding magic is extremely powerful. It cannot be turned by a cleric with fewer levels than it has HD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creating an Armor Lord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Armor Lords are created by binding the spirits of the dead to a suit of armor. In order to create an armor lord you need a large suit of masterwork platemail (1,150gp), a Large Masterwork Bastard Sword (370gp), and the bodies of at least 10 humanoids whose souls will be co-mingled into the Armor Lord, and a number of Onyx gemstones worth 1,000gp&lt;br /&gt;
&lt;br /&gt;
Creating an Armor Lord requires a 20th level spellcaster with the spells Create Greater Undead, Wish/Miracle, Wall of Force and costs 7,000xp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardian Lord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rumors of a more powerful Armor Lord, known as an Armor Guardian or Guardian Lord, circulate among the whispered rumors of necromantic circles. Guardian Lords are said to be twice as powerful as Armor Lords (40 HD, BAB +20, 60 Str, 260hp) with enchanted blades (large +5 Vorpal Bastard Sword: +49 melee; 2d6+30 19-20, x2 and vorpal) great defense (Immune to Fire, Cold, and Lighting, DR 20/Adamantine and Bludgeoning and Magic, SR 55) and the ability to create towering infernos at will (Spell-like Ability: At will: Wall of Fire [Caster level 40th])&lt;/div&gt;</summary>
		<author><name>2A02:587:3A12:6900:997:67E1:242F:3AD</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Catfolk&amp;diff=113640</id>
		<title>Catfolk</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Catfolk&amp;diff=113640"/>
		<updated>2018-08-15T08:51:02Z</updated>

		<summary type="html">&lt;p&gt;2A02:587:3A12:6900:997:67E1:242F:3AD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Promotions}}&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
/tg/ and the [[furry]] fandom have long had a great deal of hostility towards each other. And yet, hate and love can be said to be two sides of the same coin. Furries have often shamelessly involved themselves in roleplaying games, from the likes of [[Ironclaw]] and its [[weeaboo]] spin-off [[Jadeclaw]] to [[Teenage Mutant Ninja Turtles]] And Other Strangeness. And yet, even more mainstream games have thrown them some encouragement.&lt;br /&gt;
&lt;br /&gt;
Cats are, without a doubt, one of the most commonly admired of animals by furries. Consequently, anthropomorphized cats are a common feature in fantasy and science fiction settings, even in games; ironically, [[catgirl]]s, despite being [[monstergirls]], are very much a rarity in official game materials, because they are seen by many writers as being &amp;quot;too [[/d/|deviant]] and/or [[weeaboo]]&amp;quot;. Yet &#039;&#039;&#039;catfolk&#039;&#039;&#039; somehow get a pass on this.  Catgirls were introduced into science fiction literature by Murray Linebarger, writing as &amp;quot;Cordwainer Smith&amp;quot;, first appearing in his short story &amp;quot;The Ballad of Lost C&#039;mell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Anyway, there&#039;s a lot of different cat-people races that run around various game settings. This article will serve to house and refer to them all.&lt;br /&gt;
&lt;br /&gt;
The notorious Pooka of [[Changeling: The Dreaming]] can easily be adapted into catgirl form, as can certain others -- hell, there&#039;s an entire &#039;&#039;catgirl kith&#039;&#039; called the Nyan. Likewise, [[Changeling: The Lost]] has kiths/seemings you can spin as catgirls. [[Big Eyes, Small Mouth]], being &amp;quot;the anime RPG&amp;quot;, of course lets you design catgirls as fantasy races or aliens. These are just a couple of examples. Also there is a /tg/ homebrew rpg for them, named [[CATastrophe]].&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
Catfolk in [[Dungeons &amp;amp; Dragons]] go all the way back to first edition, with [[Rakasta]] first appearing in the modules X2: Castle Amber and X1: Isle of Dread, alongside the [[Lupin]] (dog/wolf-people, another hugely common furry race), and Tabaxi first appearing in the Fiend Folio. The Rakasta have a long enough history to warrant their own page, but as for other D&amp;amp;D catfolk...&lt;br /&gt;
&lt;br /&gt;
===Tabaxi===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tabaxi 1e FF.jpg|The original tabaxi from the Fiend Folio.&lt;br /&gt;
File:Tabaxi 2e MC.jpg|The revised tabaxi from 2nd edition.&lt;br /&gt;
File:Tabaxi 2e MM.png|And they wonder why there are so many furries in D&amp;amp;D.&lt;br /&gt;
File:Tabaxi 5e.jpg|The latest take on the tabaxi; looks kind of like the Cheetos mascot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initially appearing in the Fiend Folio, Tabaxi are a reclusive race of humanoid felines native to tropical and subtropical jungles. They live in Stone Age-level clans, shyly hiding from most other sapient humanoids and hunting native game like peccaries and capybaras. The Tabaxi were later made a native race of the [[Forgotten Realms]] indigenous to [[Maztica]] - because of course you&#039;re going to have jungle-dwelling cat-people in the South America expy, right? - in the Fires of Zatal adventure. They were then chosen to be added to the official [[Advanced Dungeons &amp;amp; Dragons]] Monstrous Manual.&lt;br /&gt;
&lt;br /&gt;
In the shift, tabaxi went from having an implicitly [[catgirl]]-like appearance and tiger-colored pelts to a [[furry]] appearance and a yellow with black spots pelt with either solid spots (like a leopard) or roseate spots (like a jaguar); those tabaxi who look like leopards pronounce their species name as ta-BAX-ee, whilst those who resemble jaguars instead call themselves tah-BAHSH-ee.&lt;br /&gt;
&lt;br /&gt;
Maztican tabaxi share something in common with [[lizardfolk]], in that they have a larger, more powerful, innately magic and utterly evil &amp;quot;lord&amp;quot; version that possibly has infernal origins and which sometimes enslaves their clans. Unlike the Lizard Kings, though, &amp;quot;tabaxi lords&amp;quot; appear as huge, talking, non-anthro male jaguars or leopards. They&#039;re most notable for the fact that they&#039;re bitter rivals of [[couatl]]s, and in fact were probably made to be expies for the Huitzilpochtli and Quetzalcoatl rivalry, and the fact that they can only reproduce by humping the female tabaxi, which is kind of squicky even for many furries.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, the fact their picture in the Monstrous Manual depicts a naked, big-breasted female tabaxi was probably responsible for more than its share of closet D&amp;amp;D furries.&lt;br /&gt;
&lt;br /&gt;
Tabaxi became a full-fledged PC race in 5th edition, appearing in Volo&#039;s Guide to Monsters. They are notable as one of the absolute &#039;&#039;fastest&#039;&#039; races in the game, with a base speed of 40 feet per round and the ability to make a super-charged Dash that eats up their next turn&#039;s movement action... which is a pretty cheap price for moving close to 160 feet in a single turn. This turned out to be something of a mistake, as their base speed was actually a good 10 feet slower, but still, tabaxi can really sprint, which is odd, given they were jaguars &amp;amp; leopards, not cheetahs.&lt;br /&gt;
&lt;br /&gt;
The 5e Tabaxi PC writeup looks like this:&lt;br /&gt;
::Ability Score Modifiers: +2 Dexterity, +1 Charisma&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Vision: Darkvision 60 feet&lt;br /&gt;
::Feline Agility: When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can&#039;t use it again until you move 0 feet on one of your turns.&lt;br /&gt;
::Cat&#039;s Claws: You have a Climb speed of 20 feet and can make unarmed strikes with your claws, dealing 1d4 + Str modifier Slashing damage instead of the normal bludgeoning damage.&lt;br /&gt;
::Cat&#039;s Talent: You have Proficiency in Perception and Stealth.&lt;br /&gt;
&lt;br /&gt;
===Catfolk===&lt;br /&gt;
In 3rd edition, when [[Mystara]] was lost in [[Wizards of the Coast|WoTC&#039;s]] files, they created a more generic anthro cat race, and they called them... catfolk. First appearing in the Miniatures Handbook, they were later reprinted with a fuller racial writeup in the Races of the Wild. They&#039;re described as basically a primitive and nomadic tribal society of humanoid big cats, most commonly resembling lions, with leopard, tiger and cheetah-like individuals being just a difference in coat patterns. They&#039;re described as having an emotional nature and tending to act in &amp;quot;fits and starts&amp;quot; rather than in a smooth, continuous effort. Bursts of activity interspersing consistent laziness. They have the habit of leaping impulsively out of hiding and into combat when a foe is in the vicinity, and this is among the reasons why they tend towards Chaotic Neutral alignment. Many catfolk favor the use of charms and totems that they braid into their hair for luck in battle, success on the hunt, and good fortune in other such endeavors.&lt;br /&gt;
&lt;br /&gt;
:: +4 Dexterity, +2 Charisma.&lt;br /&gt;
:: A catfolk’s base land speed is 40 feet.&lt;br /&gt;
:: Low-Light Vision: Catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.&lt;br /&gt;
:: Racial Skills: Catfolk have a +2 racial bonus on Listen and Move Silently checks.&lt;br /&gt;
:: +1 natural armor bonus.&lt;br /&gt;
:: Automatic Languages: Common, Feline. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan.&lt;br /&gt;
:: Favored Class: Ranger.&lt;br /&gt;
:: Level adjustment +1.&lt;br /&gt;
&lt;br /&gt;
===Amurrun===&lt;br /&gt;
[[File:PF Catfolk (Original).jpg|200px|thumb|right|The first ever Amurrun, in all her [[catgirl]] glory!]]&lt;br /&gt;
[[Image:Catfolk Serendipity Shaman.png|thumb|200px|left|A Serendipity Shaman, one of the unique class styles developed by the Amurrun.]]&lt;br /&gt;
[[Pathfinder]] also includes catfolk, which refer to themselves in-universe as the Amurrun, as part of their fantasy kitchen sink approach. This elicited some query from fans over differences in artwork, portraying them various as [[catgirl]]s and as catfolk, until it was clarified in one splat-book that Amurrun are very &amp;quot;mutable&amp;quot; and so the exact ratio of cat to human in their appearance varies wildly between areas, or even between individuals, sort of like the Khajiit of The Elder Scrolls. Whether or not this has to do with humans tending to screw Amurrun is left unclear.&lt;br /&gt;
&lt;br /&gt;
Like many of the more popular Pathfinder races, Amurrun have a wide array of alternative racial traits and options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Amurrun Traits:&#039;&#039;&#039;&lt;br /&gt;
:: +2 Dexterity, +2 Charisma, -2 Wisdom&lt;br /&gt;
:: Racial Type: Humanoid (Catfolk)&lt;br /&gt;
:: Medium&lt;br /&gt;
:: Base Speed: 30 feet&lt;br /&gt;
:: Low-Light Vision&lt;br /&gt;
:: Cat&#039;s Luck: Roll a Reflex saving throw twice and take the better result. This can be done once per day.&lt;br /&gt;
:: Natural Hunter: +2 racial bonus to Perception, Stealth and Survival checks.&lt;br /&gt;
:: Sprinter: +10ft racial bonus to speed when using the Charge, Run or Withdraw action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variant Amurrun Traits:&#039;&#039;&#039;&lt;br /&gt;
:: Cat&#039;s Claws: Replaces Natural Hunter, grants the ability to make claw attacks (inflict 1d4 damage) as primary attack-class natural weapons.&lt;br /&gt;
:: Clever Cat: Replaces Natural Hunter, grants a +2 racial bonus to Bluff, Diplomacy and Sense Motive checks.&lt;br /&gt;
:: Climber: Replaces Sprinter, grants a Climb speed of 20 feet and a +8 racial bonus to Climb checks.&lt;br /&gt;
:: Curiosity: Replaces Natural Hunter, grants a +4 bonus on Diplomacy checks made to gather information, Knowledge (History and Local) are always class skills, +2 racial bonus to Knowledge (History and Local) if they take a class with those skills.&lt;br /&gt;
:: Nimble Faller: Replaces Sprinter, the catfolk lands on its feet after a fall even if the distance caused lethal damage, +1 racial b onus to CMD against Trip maneuvers.&lt;br /&gt;
:: Scent: Replaces Low-Light Vision, grants the Scent trait.&lt;br /&gt;
:: Jungle Stalker: Replaces Cat&#039;s Luck and Sprinter, grants +2 racial bonus to Acrobatics checks, ignore the first square of difficult terrain caused by foliage in each round.&lt;br /&gt;
&lt;br /&gt;
===Tibbet===&lt;br /&gt;
Perhaps the most obscure of all the D&amp;amp;D catfolk, tibbets are a race of shapeshifting sapient felines that originated in [[Dragon]] Magazine #135 as a monster before being rewritten for 3rd edition as a PC race in the Dragon Compendium Volume 1.&lt;br /&gt;
&lt;br /&gt;
The original tibbit, or cat-were, was an absurdly overpowered little freak. Said to be a very rare (5% chance) result of crossbreeding between a feline [[wizard]] familiar and an ordinary housecat, they were magical cats with &amp;quot;Very High&amp;quot; intelligence, 15% magic resistence, and the ability to shapeshift between the form of a &amp;quot;fat but energetic&amp;quot; black-furred housecat and a small, stealthy, dark-skinned humanoid with cat&#039;s ears. Roguish and mischievous by nature, tibbets are naturally chaotic race - 85% Chaotic Neutral, 15% Chaotic Good. As shapeshifters, they are immune to mundane weapons, needing at least a +1 to be hurt, and their feline natures give them both keen senses, making them immune to surprise, and feline agility, making them immune to falling damage.&lt;br /&gt;
&lt;br /&gt;
In its humanoid form, the AD&amp;amp;D tibbet has the powers of a 10th level [[Rogue|Thief-Acrobat]], whilst in cat form, it can use its meow to Dispel Magic 3/day, spend 1 round licking itself or another tibbet to cure 3d8 hitpoints of damage 2/day, or generate a Mirror Image by arching its back 1/day. Its spell-like abilities are cast as a 10th level [[wizard]]. In either form, it has access to the psionic powers of Body Equilibrium, Precognition, and Telempathic Projection, which it can use as a 10th level [[psion]].&lt;br /&gt;
&lt;br /&gt;
If that&#039;s not enough ridiculousness for you, just once in its lifetime, a tibbet can make a one-way Plane Shift that transports itself and up to 200lbs of various materials to the plane of [[Pandemonium]], where tibbets apparently dwell &amp;quot;in great numbers&amp;quot;. Given that this was made before [[Planescape]] recognized the planes, it&#039;s probably more logical to place them on the [[Beastlands]] now. The tibbets who remain on the mortal world can also issue a plea for help, summoning 5d10 of their fellows from Pandemonium who will fight on their summoner&#039;s side for 30 rounds before they are drawn back into the planes.&lt;br /&gt;
&lt;br /&gt;
And the cherry on top: if you ever kill 20 or more tibbets in one place, there&#039;s a 25% chance that the Cat Lord, a powerful lesser deity that watches over all cats, will materialize at that spot and seek vengeance for their killing.&lt;br /&gt;
&lt;br /&gt;
The 3rd edition version is altogether less powerful, and is essentially what you get if you try to mix &amp;quot;werecat&amp;quot;, &amp;quot;[[catgirl]]&amp;quot; and &amp;quot;[[halflings]]&amp;quot; in a pot. They are now described as having evolved from wizardly bonded cats generations ago, so you can no longer try and engineer the birth of tibbits by crossbreeding your familiar with other cats. In their humanoid form, they look pretty much like halflings or maybe [[gnome]]s; small humanoids with pointed ears. Their feline-like eyes and their cat&#039;s fur-colored hair betray their true nature. In feline form, they look like any normal housecat.&lt;br /&gt;
&lt;br /&gt;
Moody, curious and often rather arrogant, tibbits are by nature both hedonistic and adventurous, flexible, but surprisingly loyal to those they consider a true friend.&lt;br /&gt;
&lt;br /&gt;
Their stats are as follows:&lt;br /&gt;
::Monstrous Humanoid (Shapeshifter)&lt;br /&gt;
::+2 Dexterity, -2 Strength&lt;br /&gt;
::Small&lt;br /&gt;
::Base land speed 20 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Feline Transformation: A tibbet can spend a standard action at will to transform into a house cat. In this form, it becomes Tiny, gains +2 to AC and attack rolls, +8 to Hide checks, +10ft speed, suffers -8 Str (dropping it no lower than Str 3) and gains +2 Dex and the Scent ability.&lt;br /&gt;
:::It gains a natural bite attack (1d3 piercing damage) and 2 natural claw attacks (1d2 slashing damage) and its only full attack option is to make 2 claw attacks and 1 bite (-5 penalty), no matter its base attack bonus.&lt;br /&gt;
:::Weapons, shields, armor and robes are melded into the tibbet&#039;s body during the transformation and cannot be used. Items that require a physical apparatus to function, such as rings or boots, shift into an appropriate form for a cat and remain viable.&lt;br /&gt;
:::In cat form, a tibbet can&#039;t speak or use its paws to manipulate fine objects, which prohibits the use of casting spells with verbal or somatic components, using scrolls, or activating magic items.&lt;br /&gt;
:::Whilst in cat form, a tibbet&#039;s true nature is only revealed to any effect that can pierce the effects of a Polymorph spell. If slain in cat form, a tibbet reverts to its true form in 1 round. Returning to its humanoid form takes a full-round action and, once it has done so, the tibbet must wait for 1 hour before transforming again.&lt;br /&gt;
::+2 to Spot checks, Jump checks and Escape Artist checks.&lt;br /&gt;
::Can speak to cats as an innate ability.&lt;br /&gt;
::Favored Class: [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
Space Wolf Xenocidal Imperial Knight Crusade Legion&lt;br /&gt;
&lt;br /&gt;
Champions of Fenris Company of the Great Wolf (Kingsguard Stormforce, Brethren of the Fell-Handed, Wolf Guard Void Claws, Grimnar&#039;s War Council, Arjac&#039;s Shieldbrothers and Wolf Guard Thunderstrike)&lt;br /&gt;
&lt;br /&gt;
Kingsguard Stormforce (Logan Grimnar Warlord with Terminator Armour, Storm Bolter, Belt of Russ, The Axe Morkai and Stormrider, Wolf Guard Void Claws with 1 Wolf Guard Terminator Leader and 4 Wolf Guard Terminators with Terminator Armour and pairs of Wolf Claws embarked on Land Raider Redeemer Dedicated Transport with Twin-Linked Assault Cannon, Two Flamestorm Cannons, Searchlight, Smoke Launchers, Frag Assault Launchers, Multi-Melta, Storm Bolter and Extra Armour and Stormfang Gunship with Skyhammer Missile Launcher, Twin-Linked Lascannon, Helfrost Destructor and Ceramite Plating) - 250 + 70 + 5 x (33 + 15) + 240 + 10 + 5 + 10 + 220 + 15 = 320 + 5 x 48 + 265 + 235 = 320 + 240 + 265 + 235 = 1060 points&lt;br /&gt;
&lt;br /&gt;
Grimnar&#039;s War Council (Ulrik the Slayer with Power Armour, Plasma Pistol, Wolf Helm of Russ, Crozius Arcanum, Healing Balms and Wolf Amulet, Njal Stormcaller with Runic Armour, Nightwing, Staff of the Stormcaller, Wyrdbane, Psychic Hood and Bolt Pistol, Rune Priest Psyker with The Wulfen Stone, The Armour of Russ and Black Death Relics of the Fang, Psychic Hood, Bolt Pistol and Space Marine Bike Special Issue Wargear and Iron Priest with Runic Armour, Boltgun, Thunder Hammer, Servo-arm, Thunderwolf Mount and four Cyberwolves, all with Frag Grenades and Krak Grenades) - 145 + 180 + 60 + 25 + 10 + 40 + 35 + 25 + 20 + 55 + 50 + 4 x 15 = 145 + 180 + 215 + 55 + 50 + 60 = 145 + 180 + 215 + 165 = 705 points&lt;br /&gt;
&lt;br /&gt;
Brethren of the Fell-Handed (Bjorn the Fell-Handed with Trueclaw, Twin-Linked Lascannon and Smoke Launchers and 2 Venerable Dreadnoughts with Great Wolf Claws with Built-in Heavy Flamers, Helfrost Cannons and Extra Armour, all with Searchlights and Drop Pod Dedicated Transports with Deathwind Launchers and Locator Beacons) - 220 + 5 + 2 x (95 + 25 + 5 + 10 + 20 + 10) + 3 x (35 + 15 + 10) = 225 + 2 x 165 + 3 x 60 = 225 + 330 + 180 = 735 points&lt;br /&gt;
&lt;br /&gt;
Arjac&#039;s Shieldbrothers (Arjac Rockfist with Anvil Shield, Foehammer and Terminator Armour and 1 Wolf Guard Terminator Leader and 4 Wolf Guard Terminators with Terminator Armour, Thunder Hammers and Storm Shields and Land Raider Crusader Dedicated Transport with Twin-Linked Assault Cannon, Two Hurricane Bolters, Searchlight, Smoke Launchers, Frag Assault Launchers, Multi-Melta, Storm Bolter and Extra Armour) - 115 + 5 x (33 + 15) + 250 + 10 + 5 + 10 = 115 + 5 x 48 + 275 = 115 + 240 + 275 = 630 points&lt;br /&gt;
&lt;br /&gt;
Wolf Guard Thunderstrike (Wolf Guard Terminator Leader and 9 Wolf Guard Terminators with Power Weapons, Storm Bolters, Two Cyclone Missile Launchers and Terminator Armour and Wolf Guard Pack Leader and 9 Wolf Guard with Power Armour, Frag Grenades, Krak Grenades, Plasma Pistols and Storm Shields within Drop Pod Dedicated Transport with Deathwind Launcher and Locator Beacon) - 10 x 33 + 2 x 25 + 10 x (18 + 15 + 15) + 35 + 15 + 10 = 330 + 50 + 10 x 48 + 60 = 380 + 480 + 60 = 920 points&lt;br /&gt;
&lt;br /&gt;
House Terryn Adeptus Mechanicus Imperial Knight Crusader Artemidorus, Unbowed with Avenger Gatling Cannon, Meltagun, Heavy Flamer, Heavy Stubber, Rapid-Fire Battle Cannon, Stormspear Rocket Pod and Ion Shield - 425 + 5 + 35 = 475 points&lt;br /&gt;
&lt;br /&gt;
House Terryn Adeptus Mechanicus Imperial Knight Crusader Artemidorus, Unbowed with Avenger Gatling Cannon, Meltagun, Heavy Flamer, Heavy Stubber, Rapid-Fire Battle Cannon, Stormspear Rocket Pod and Ion Shield - 425 + 5 + 35 = 475 points&lt;br /&gt;
&lt;br /&gt;
4 HQ, 8 Elites, 6 Transports, 3 Heavies, 3 Titans&lt;br /&gt;
&lt;br /&gt;
Ancient Biel-Tan Aeldari Swordwind Soul Craftworld&lt;br /&gt;
&lt;br /&gt;
Windrider Guardian Core Host with Farseer, Warlock Conclave, 3 units of Windriders and Vyper Squadron&lt;br /&gt;
&lt;br /&gt;
Farseer Skyrunner with Rune Armour, Shuriken Pistol, Singing Spear, Eldar Jetbike with Shuriken Catapult and Ghosthelm - 100 + 5 + 15 = 115 points&lt;br /&gt;
&lt;br /&gt;
Aeldari Warlock Seer Conclave with 7 Warlock Skyrunners with Rune Armour, Shuriken Pistols, Singing Spears and Eldar Jetbikes with Shuriken Catapults - 5 x (35 + 5 + 15) = 7 x 55 = 385 points&lt;br /&gt;
&lt;br /&gt;
Aeldari Cuirassiers with Windrider Warlock with Rune Armour, Singing Spear and Eldar Jetbike with Shuriken Catapult and 4 Windriders with Mesh Armour and Eldar Jetbikes with Shuriken Cannons - 50 + 5 + 4 x (17 + 10) = 55 + 4 x 27 = 55 + 108 = 163 points&lt;br /&gt;
&lt;br /&gt;
Aeldari Cuirassiers with Windrider Warlock with Rune Armour, Singing Spear and Eldar Jetbike with Shuriken Catapult and 3 Windriders with Mesh Armour and Eldar Jetbikes with Shuriken Cannons - 50 + 5 + 3 x (17 + 10) = 55 + 3 x 27 = 55 + 81 = 136 points&lt;br /&gt;
&lt;br /&gt;
Aeldari Cuirassiers with Windrider Warlock with Rune Armour, Singing Spear and Eldar Jetbike with Shuriken Catapult and 3 Windriders with Mesh Armour and Eldar Jetbikes with Shuriken Cannons - 50 + 5 + 3 x (17 + 10) = 55 + 3 x 27 = 55 + 81 = 136 points&lt;br /&gt;
&lt;br /&gt;
Vyper Squadron with 6 Vypers with Bright Lances, Shuriken Cannons, Spirit Stones and Holo-Fields - 6 x (40 + 10 + 10 + 10 + 15) = 6 x 85 = 510 points&lt;br /&gt;
&lt;br /&gt;
Wraith Host (Spiritseer with Rune Armour, Shuriken Pistol and Witch Staff, 3 Ghost Warrior Squads, each with 5 Wraithguard with D-Scythes, Wraithlord with Two Shuriken Catapults and Two Bright Lances and Wraithknight with Two Heavy Wraithcannons and Two Shuriken Cannons) - 70 + 3 x 5 x (32 + 10) + 120 + 2 x 20 + 295 + 2 x 15 = 70 + 15 x 42 + 120 + 40 + 295 + 30 = 70 + 630 + 160 + 325 = 1185 points&lt;br /&gt;
&lt;br /&gt;
Wraith Host (Spiritseer with Rune Armour, Shuriken Pistol and Witch Staff, 3 Ghost Warrior Squads, each with 5 Wraithguard with D-Scythes, Wraithlord with Two Shuriken Catapults and Two Bright Lances and Wraithknight with Two Heavy Wraithcannons and Two Shuriken Cannons) - 70 + 3 x 5 x (32 + 10) + 120 + 2 x 20 + 295 + 2 x 15 = 70 + 15 x 42 + 120 + 40 + 295 + 30 = 70 + 630 + 160 + 325 = 1185 points&lt;br /&gt;
&lt;br /&gt;
Wraith Host (Spiritseer with Rune Armour, Shuriken Pistol and Witch Staff, 3 Ghost Warrior Squads, each with 5 Wraithguard with D-Scythes, Wraithlord with Two Shuriken Catapults and Two Bright Lances and Wraithknight with Two Heavy Wraithcannons and Two Shuriken Cannons) - 70 + 3 x 5 x (32 + 10) + 120 + 2 x 20 + 295 + 2 x 15 = 70 + 15 x 42 + 120 + 40 + 295 + 30 = 70 + 630 + 160 + 325 = 1185 points&lt;br /&gt;
&lt;br /&gt;
5 HQ, 9 Elites, 3 Troops, 3 Fasties, 3 Heavies, 3 Titans&lt;br /&gt;
&lt;br /&gt;
[[Image:Viking.jpg|835px]]&lt;br /&gt;
[[Image:Windrider.jpg|835px]]&lt;br /&gt;
[[Image:Varagyr.jpg|835px]]&lt;br /&gt;
[[Image:Conclave.jpg|835px]]&lt;br /&gt;
[[Image:Priest.jpg|835px]]&lt;br /&gt;
[[Image:Aeldari.jpg|835px]]&lt;br /&gt;
[[Image:Ulrik.jpg|835px]]&lt;br /&gt;
[[Image:Skyrunner.jpg|835px]]&lt;br /&gt;
[[Image:Stormfang.jpg|835px]]&lt;br /&gt;
[[Image:Vyper.jpg|835px]]&lt;br /&gt;
[[Image:Dreadnought.jpg|835px]]&lt;br /&gt;
[[Image:Wraithguard.jpg|835px]]&lt;br /&gt;
[[Image:Redeemer.jpg|835px]]&lt;br /&gt;
[[Image:Wraithlord.jpg|835px]]&lt;br /&gt;
[[Image:Titan.jpg|835px]]&lt;br /&gt;
[[Image:Spectre.jpg|835px]]&lt;br /&gt;
&lt;br /&gt;
===Paka===&lt;br /&gt;
[[File:Paka 3e.jpg|200px|thumb|right|An elegant, well-groomed, aristocratic [[swashbuckler]] catgirl... pity she&#039;d rather eat your heart than win it.]]&lt;br /&gt;
[[File:Paka 2e.gif|thumb|200px|left|The original Paka artwork from 2e... yes, 2e Ravenloft art could be kind of crap.]]&lt;br /&gt;
&lt;br /&gt;
Though certainly not as obscure as tibbets, few but the setting&#039;s most devoted fans remembers the existence of &#039;&#039;&#039;pakas&#039;&#039;&#039;, a race of evil feline lesser shapeshifters hailing from the [[Ravenloft]] setting. Possibly drawing their inspiration from a cheesy horror flick called &amp;quot;The Cat People&amp;quot;, pakas are evil, malicious [[catgirl]]s (and catboys) who can take on a human form to disguise themselves amongst the ignorant, xenophobic peasants that make up 99% of the non-monstrous population in the Demiplane of Dread. Except, in this case, they&#039;re justified trying to burn pakas at the stake, because pakas are fucking douchebags. Seriously; their whole fluff is that they believe humans committed some transgression against them long ago, and so now they want revenge on all humanity. They don&#039;t even remember what humans supposedly &#039;&#039;did&#039;&#039;, they just take it as religious doctrine that humans did something, and that nebulous something is justification to trick, harass, and even kill or eat humans forever. Yeah, they&#039;re assholes.&lt;br /&gt;
&lt;br /&gt;
That said, they are capable of gratitude, and are known to appreciate and repay acts of kindness, generosity and mercy towards them. This was even used as justification in Quoth the Raven #19, which houses the largest amount of paka-related lore in any Ravenloft book, to give them potential PC status. After all, they&#039;re a chaotic species more than an evil one, and so that means there are some paka out there who decide that the whole revenge deal is stupid and devote themselves to just having fun instead.&lt;br /&gt;
&lt;br /&gt;
Beyond being able to switch between catgirl and human forms, pakas have the magical ability to telepathically communicate with and control felines of all kinds, from common housecats to great cats like lions or tigers. They can also heal wounds by licking them, though not very often.&lt;br /&gt;
&lt;br /&gt;
Paka society is essentially matriarchal pride-structure; females group together and form stable bands, whilst males roam as they see fit, occasionally hooking up with a pride (usually to bang any interested females) and then leaving when they&#039;re not interested anymore, with kittens being raised by the female prides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;4e Stats:&#039;&#039;&lt;br /&gt;
::Mandatory Ability Score Increase: +2 Dexterity&lt;br /&gt;
::Flexible Ability Score Increase: +2 Intelligence OR +2 Wisdom&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares (30 feet)&lt;br /&gt;
::Skill Bonuses: +2 Bluff, +2 Stealth&lt;br /&gt;
::Shapechanger: You have the Catform at-will racial power (shift between your paka form and your human form as a minor action) and are considered a Shapechanger for effects and conditions that target racial types.&lt;br /&gt;
::Lick Wounds: Racial encounter power, only usable when bloodied, use a minor action to spend a single healing surge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pathfinder Stats:&#039;&#039;&lt;br /&gt;
::+2 Dexterity, +2 Intelligence, -2 Strength&lt;br /&gt;
::Medium&lt;br /&gt;
::Normal Speed (30 feet)&lt;br /&gt;
::Low-Light Vision&lt;br /&gt;
::Change Shape (Su): A paka can use a standard action to shift between its normal form and its &amp;quot;human guise&amp;quot;, a single specific human identity of the same gender as its normal form. In human guise, a paka has a +10 racial bonus on Disguise checks made to pass itself off as a human. This otherwise functions as Alter Self, save it does not adjust ability scores.&lt;br /&gt;
::Claws: A paka has two primary natural claw attacks dealing 1d4 damage.&lt;br /&gt;
::Jumper: A paka is always considered to have a running start when making a jump.&lt;br /&gt;
::Lick Wounds (Su): As a standard action, a paka can lick its wounds, gaining fast healing 2 for 1 round. A paka can use this ability to heal 2 hit points per character level each day.&lt;br /&gt;
::Speak With Cats (Sp): Once per day, a paka with a Charisma score of 11+ can communicate with any feline; beyond species restriction, this functions as a Speak With Animals spell with caster level equal to the paka&#039;s character level.&lt;br /&gt;
::Sneaky: +2 racial bonus to stealth checks.&lt;br /&gt;
&lt;br /&gt;
===Terali===&lt;br /&gt;
The &#039;&#039;&#039;terali&#039;&#039;&#039; are a race of leopard-featured catfolk native to the jungles of southern Termana in the [[Scarred Lands]] campaign setting. Materially primitive - they are a Stone Age people, using wood, bone and ivory as their primary materials - they are, none the less, one of the more civilized races of Termana - certainly compared to their [[gnoll]] neighbors.&lt;br /&gt;
&lt;br /&gt;
These leopard-people live a seminomadic lifestyle; traveling in tribes up to 200 strong, they build vilages for shelter during the rainy season, and then roam the jungles following the game and living out of temporary shelters during the dry season. As natives of the Gamulganjus, part of the region of Termana so colorfully known as the Land With No Gods, they give no fealty to God nor Titan. Instead, they worship a pantheon of spirits, both ancestral and territorial.&lt;br /&gt;
&lt;br /&gt;
A terali tribe is led by a hereditary chieftain, who is advicsed by a councile of elders and tribal sorcerers. These latter souls are instantly recognizable; they are melanistic, giving them an entirely black coat in comparison to the black-dappled yellow of their kinsfolk. Only 1 in 20 terali are born with this trait, and they are highly revered by their fellows for being so obviously touched by the spirits.&lt;br /&gt;
&lt;br /&gt;
For the most part, the terali are content to stay in their jungle, but every so often one of the tribe&#039;s marked ones will declare that a terali must be sent to the outside world in search of wisdom - or even be chosen by the spirits for this role themselves. This is in no small part because their spirituality is heavily defined by ritualistic approaches to cleanliness, with outsiders being considered impossibly filthy by spiritual standards - it takes a month to &amp;quot;decontaminate&amp;quot; any terali who returns from the outside world.&lt;br /&gt;
&lt;br /&gt;
Whilst the spirits worshipped by the terali are never defined, a D&amp;amp;D player could do worse than to look up 4e&#039;s &amp;quot;Primal Power&amp;quot;, which gives one of the most detailed looks at such &amp;quot;spirit religions&amp;quot; as D&amp;amp;D has ever had and whose [[Primal Spirits]] are certainly minable for inspiration.&lt;br /&gt;
&lt;br /&gt;
Terali have yet to appear in the 5e update for the Scarred Lands, and in 3rd edition, appeared in the Termana Gazetteer with the following profile:&lt;br /&gt;
::+2 Dexterity, -2 Wisdom&lt;br /&gt;
::Medium&lt;br /&gt;
::Base speed 40 feet&lt;br /&gt;
::Low Light Vision&lt;br /&gt;
::Natural Weapons: 2 claw attacks (1d3 damage each) per round, or 1 bite attack (1d4 damage) per round; a terali cannot use these when armed with a weapon or carrying a shield, and still provokes attacks of opportunity when using them unless it has the Improved Unarmed Strike feat.&lt;br /&gt;
::+2 racial bonus to Listen, Search and Spot checks.&lt;br /&gt;
::+2 racial bonus to Wilderness Lore checks in jungle and forest terrain.&lt;br /&gt;
::[[Favored Class]]: [[Druid]] and [[Ranger]] for normal terali, [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorcerer]] for marked one terali.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
&lt;br /&gt;
==The Elder Scrolls==&lt;br /&gt;
[[File:Khajiit Family.jpg|200px|thumb|right|A family of Khajiit. Given how these things work it is very possible that the housecat the catgirl is holding is the father of the tiger in the back. TES is weird like that.]]&lt;br /&gt;
{{topquote|If you have coin, Khajit has wares.|Any Khajit merchant proving that money overlaps the barriers of race and language.}}&lt;br /&gt;
&lt;br /&gt;
Yeah, [[The Elder Scrolls]] is technically /v/ rather than /tg/, but it&#039;s popular enough on /tg/ to get its own article, so it counts for here.&lt;br /&gt;
&lt;br /&gt;
In the world of Nirn, the indigenous catfolk are a people called the Khaijit. Like the [[lizardfolk|Argonians]], khaijit predate the arrival of elves in Tamriel, the continent where all the games take place. This gives them some unique cultural aspects, most notably in that whilst their pantheon has some clear similarities to the mainstream religion of Tamriel, they believe their gods to take the form of mighty dragon-cats. They are a tribal people, with related tribes forming greater groups called clans, and matriarchal, in that a (typically hereditary) female khaijit called a Clan-Mother, who has authority over her clan and with greater government matters being settled by meetings of Clan-Mothers.&lt;br /&gt;
&lt;br /&gt;
Of course, because Tamriel is full of racist pricks, the khaijit have traditionally suffered from prejudice and oppression, even being kept as slaves in some provinces. Ironically, they share a strong, mutual dislike for the argonians, despite both being in the same boat.&lt;br /&gt;
&lt;br /&gt;
One thing that makes khaijit unique is how mutable they are: all khaijit start life as a non-morphic kitten, and grow up into a unique form based on the states of Nirn&#039;s two moons - the large moon, Masser, and the small moon, Secunda - during that kitten&#039;s birth. This can result in anything from the standard humanoid cat, with different sizes and appearances earning different names, to creatures that resemble housecats with human sapience, to sentient tigers and dire tigers. In fact, there have been &#039;&#039;seventeen&#039;&#039; named variants of khaijit, all based on the different moon statuses, although they are readily grouped into four categories based on Masser&#039;s state: Large Quadruped khaijit are born when it&#039;s Full, Large Biped khaijit are born when it&#039;s Waxing, Small Biped khaijit are born when it&#039;s New, and Small Quadruped khaijit are born when it&#039;s Waning.&lt;br /&gt;
&lt;br /&gt;
For obvious reasons, the moons are an important part of khaijit culture and religion. Indeed, their one supreme spiritual authority is a being called the Mane; a living god-king born on the incredibly rare convergence of Masser and Secunda, which in the khaijit tradition forms a third moon. He&#039;s known as the Mane because for reasons of tradition, all khaijit shave their manes (head-fur) to represent the dawning days of their race, when only the Mane was allowed to wear a full mane. In fact, he&#039;s traditionally supposed to weave the shorn-off manes of all his tribe into his own hair, which leads to modern Manes being gigantic shaggy balls of fluff that can&#039;t even walk under the weight of all that hair.&lt;br /&gt;
&lt;br /&gt;
Another way the importance of the moons to khaijit is shown is in their holy mana, a substance they call &amp;quot;moon-sugar&amp;quot; due to believing it originated as crystalized moonlight before being carried in by the tides to the region where the sugarcanes they produce it from grows. Khaijit do have a massive sweet tooth, but they also consider moon-sugar to be sacred, and consuming it is very important to their religion. Unfortunately, this has only made their reputation with other races worse; see, moon-sugar functions like a drug when consumed by any creature other than a khaijit, who have racially immunized themselves by ingesting it in just about every sweet food they make (which is just about everything). On its own, moon-sugar is a fairly mild drug, but the problem is, if you mix moon-sugar with nightshade, you can create a super-nasty opium-like narcotic called &amp;quot;skooma&amp;quot;, which is irreversibly addictive and tends to really fuck you up.&lt;br /&gt;
&lt;br /&gt;
==Magic: The Gathering==&lt;br /&gt;
[[File:MtG Wild Nacatl.jpg|200px|thumb|right|A wild nacatl warrior-woman from the plane of Alara.]]&lt;br /&gt;
&lt;br /&gt;
Given the wide array of monsters in [[Magic: The Gathering]], and especially what they did with [[minotaur]]s, you shouldn&#039;t be surprised to know that there are quite a diverse array of catfolk scattered across the [[plane]]s.&lt;br /&gt;
&lt;br /&gt;
One of the very first catfolk breeds to appear in M:TG were the Cat Warriors of Jamuraa, a continent on the plane of [[Dominaria]]. There are multiple different physical subspecies - tigers, leopards, jaguars and cougars - and various different cultural tribes, but not a lot is known about them. They scattered across Dominaria after the Phyrexian Invasian devastated their homeland.&lt;br /&gt;
&lt;br /&gt;
Dominaria is also home the Panther Warriors, a culture made-up of exiles from Jamuraa who sometimes serve dark forces, but are mostly neutral in their outlook.&lt;br /&gt;
&lt;br /&gt;
The Leonin are a race of lion-folk found on two planes. The more well-known are the White Mana-aligned leonin of [[Mirrodin]], a highly religious and honorable race that worships the white sun of their world. They tame the pterons, flying reptiles, as steeds. In contrast, the leonin of [[Theros]] are disgraced outcasts who scrabble on the edges of civilization.&lt;br /&gt;
&lt;br /&gt;
The Nacatl are a race of &amp;quot;jungle-themed&amp;quot; catfolk from Naya, a shard of the plane of [[Alara]]. They resemble tigers, jaguars and ocelots, and are divided into three strains; Cloud, Wild and Savage. See, the nacatl used to &#039;&#039;own&#039;&#039; Naya, their empire stretching far and wide, but a religious nut named Marisi came out of the woods preaching that civilization had corrupted and weakened the nacatl, arguing that they needed to go back to a more primal lifestyle. The resultant civil discord as nacatl either fell for her dribble or shunned her ended up destroying the empire. Now, the bulk of the nacatl race are the Wild Nacatl - stone-wielding tribals who stalk the lowland jungles. The Cloud Nacatl are those who dwell in the mountaintop ruins of their former empire and still preserve their former civilization. Savage Nacatl are an extremist branch of the Wild Nacatl who refuse to even use stone tools, instead relying on teeth and claws like their primal ancestors.&lt;br /&gt;
&lt;br /&gt;
The nishoba are a race of [[ogre]]-sized sabertoothed snow-leopard-folk, native to the continents of Terisiare and Otaria of Dominaria.&lt;br /&gt;
&lt;br /&gt;
[[Rakshasa]] are black magic-practicing catfolk native to [[Tarkir]], whose dark practices have warped them until they are considered both Cats and [[Demon]]s in terms of creature type.&lt;br /&gt;
&lt;br /&gt;
==Warhammer 40,000==&lt;br /&gt;
The back of the Warhammer 40k 6th Edition rulebook mentions &amp;quot;Homo sapiens hirsutus&amp;quot;, or [[Felinid]]s as one of the fifteen known races of [[abhuman]]s. Because [[Games Workshop]] never gave a definitive description for [[Felinids]] from [[Warhammer 40,000]] other than the fact that they&#039;re [[abhuman]]s and have a suggestive feline name, /tg/ likes to imagine them as catgirls, [https://www.youtube.com/watch?v=iUuvHPr4BGk regardless of other, more literal interpretations]. So if you see an [[Imperial Guard]] regiment with cat ears and the player insists it&#039;s canon, that&#039;s why.&lt;br /&gt;
&lt;br /&gt;
==Red Dwarf==&lt;br /&gt;
[[Image:Evolution of Cat.jpg|thumb|left|Evolution of Cat to Catfolk]]&lt;br /&gt;
The first non-human &amp;quot;party member&amp;quot; of the Red Dwarf TV show was Cat, the survivor of a race of humanoids who evolved from Lister&#039;s pet cat over the three million years that the ship was flying off aimlessly into deep space. So, naturally, in [[Red Dwarf - The RPG]], Evolved Cats are one of the player options.&lt;br /&gt;
&lt;br /&gt;
Unlike most catfolk, Red Dwarf catfolk aren&#039;t furries; they look like humans with slightly pointy ears and elongated canines. Sort of like downplayed elves with vampire teeth, really. Though according to dialogue in the show, they have six nipples, and it&#039;s implied the women thusly have six tits. They are characterized for being vain, shallow, short-sighted and self-centered, more interested in themselves and in looking as sexy as possible than in anything else, to the point of tending to ignore bigger issues to focus on their personal grooming.&lt;br /&gt;
&lt;br /&gt;
In the Red Dwarf RPG, Evolved Cats have maximum Agility 7, Dexterity 6, Strength 5, Perception 7, Intelligence 5 and Willpower 6. They get 1 free point in both the Awareness and Athletics skill, but their vanity and self-absorbed nature imposes a -2 penalty to all Empathy checks.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
[[File:BloodAngelsLovesCats.jpg|300px|thumb|right|Everybody loves catgirls, even the space marines]]&lt;br /&gt;
The catgirl is one of the most iconic forms of [[monstergirls]] in the known world, with a popularity that transcends multiple media and which means many actually don&#039;t recognize them as such, since catgirls are often held up as more of a &amp;quot;cute Japanese thing&amp;quot;. They are endemic in Japanese media, especially fantasy settings ranging from classical to urban to star opera, and because of this, there are some on [[/tg/]] who don&#039;t accept them as legitimate fantasy creatures, deriding them as [[weeaboo]]. &lt;br /&gt;
&lt;br /&gt;
Like all of the &amp;quot;[[beastfolk]] [[monstergirls]]&amp;quot;, exactly how cat-like they are differs hugely from depiction to depiction. At the lowest, most vanilla tier, you end up with a perfectly human girl who merely dresses up in a cat motif, has hair styled to resemble cat ears, and probably makes use of the iconic meowing verbal tic. These are, ironically, the most contentious of the catgirls, with most monstergirl fans mocking them as not really proper monstergirls, for the same reason &amp;quot;humans wearing cat-ear hairbands and strap-on tails&amp;quot; aren&#039;t considered catgirls. The average catgirl at the least has cat ears atop her head and a cat&#039;s tail sticking out of her rump, and this is the most iconic form for the race.&lt;br /&gt;
&lt;br /&gt;
But, Japanese artists in particular like to get a bit more beastly: clawed (or outright paw-like) hands and/or feet, limbs covered in fur, and digitigrade legs are all common aspects on more &amp;quot;monstrous&amp;quot; catgirls. Some catgirls go so far as to have human-like faces but bodies entirely covered in fur (or at least colored to look that way), a rare but not unheard of &amp;quot;blending point&amp;quot; between the [[beastfolk]] and [[monstergirl]] fetish zones. In some corners of the internet, this is known as the &amp;quot;Flora Paradox&amp;quot;, after a particularly prolific webcomic that uses this look for its catgirl protagonist: &amp;quot;If you&#039;d hit that, you&#039;re a [[furry]]; if you wouldn&#039;t, you&#039;re gay&amp;quot;. On /co/, this is known as either the Tigra Paradox, after the Marvel superheroine who happens to have that exact look or, more traditionally, the Cheetara Paradox, after the female protagonist of [[Thundercats]].&lt;br /&gt;
&lt;br /&gt;
Particularly in anime and Japanese media, catgirls often display cat-like mannerisms, such as loving fish, being easily distractible or lazy, hissing at people they don&#039;t like, etc. One especially iconic Japanese trait is a verbal tick where where they frequently say or finish their sentences with &amp;quot;nyan&amp;quot; (which sometimes comes in [https://youtu.be/KlwVBKs5T_E?t=25 the form of a speech impediment] instead). This is intended to ramp up the cuteness factor, and it stems from the fact that &amp;quot;nyan&amp;quot; is the Japanese onomotapeia for the noise a cat makes, equivalent to the Western &amp;quot;meow&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Whether or not the [[sphinx]] should be considered a catgirl is a topic of some debate. On the one hand, she literally is a blending of woman and cat. On the other hand, she traditionally very much doesn&#039;t look the typical catgirl.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Catgirl Back.jpg&lt;br /&gt;
File:Catgirl Maid.jpg&lt;br /&gt;
File:Catgirl Martial Artist.jpeg &lt;br /&gt;
File:Catgirl Qipao.jpg&lt;br /&gt;
File:Catgirl Witch.jpeg&lt;br /&gt;
File:Chainsaw catgirl.jpg &lt;br /&gt;
File:Coy Catgirl.png&lt;br /&gt;
File:Disheveled Catgirl.jpeg&lt;br /&gt;
File:EleGoth Catgirl.jpg&lt;br /&gt;
File:Everyday Catgirl.jpeg&lt;br /&gt;
File:Fishnetted Catgirl.jpg&lt;br /&gt;
File:Flora Promotional Banner.jpg&lt;br /&gt;
File:Punk Catgirl.jpg &lt;br /&gt;
File:Risque Catgirl.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Furry]] [[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2A02:587:3A12:6900:997:67E1:242F:3AD</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Knights_Inductor&amp;diff=293380</id>
		<title>Knights Inductor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Knights_Inductor&amp;diff=293380"/>
		<updated>2018-08-15T04:56:19Z</updated>

		<summary type="html">&lt;p&gt;2A02:587:3A12:6900:997:67E1:242F:3AD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Knights Inductor&lt;br /&gt;
|Heraldry = [[Image:Knights_Inductor_pauldron_left.png|center|140px]]&lt;br /&gt;
|Number = 314&lt;br /&gt;
|Battle Cry = Ex Tenebra Lux&lt;br /&gt;
|Founding = [[21st Founding| 21st (ca. M36)]]&lt;br /&gt;
|Successors of = [[CLASSIFIED]]&lt;br /&gt;
|Successor Chapters = None &lt;br /&gt;
|Chapter Master = Lord Arbiter Zakis Randi&lt;br /&gt;
|Primarch = [[CLASSIFIED]]&lt;br /&gt;
|Homeworld = [[Aprior]]&lt;br /&gt;
|Specialty = Conflict Resolution, Covert Warfare&lt;br /&gt;
|Strength = ~800 (previously over ~2000)&lt;br /&gt;
|Allegiance = [[Imperium]]&lt;br /&gt;
|Colours = Azure on Ceramite, Adaptive Camouflage&lt;br /&gt;
}}&lt;br /&gt;
{{Topquote|Always forgive your enemies; nothing annoys them so much.|Oscar Wilde}}&lt;br /&gt;
The &#039;&#039;&#039;Knights Inductor&#039;&#039;&#039; chapter is a fairly detailed attempt to create a viable chapter of [[Reasonable Marines]]. The first tale of the Knights Inductor was penned by an Anon known only as LongPoster, telling the story of one Inquisitor Rightina Immam and her visit to the Aprior Sector, hoping to investigate them for [[heresy]]. She found it in large quantities.  They&#039;ve since taken on a bit of a life of their own (though not to the extent of, say, the [[Angry Marines]]), with other writers chiming in and a completed [[Codex - Knights Inductor|fandex]].  Unfortunately, the tale was left unfinished, and the Knights Inductor were all but forgotten, until another Anon, creatively calling himself &amp;quot;Not LongPoster,&amp;quot; continued their story.  However due to this, the Chapter has attracted no small amount of controversy, especially with the &amp;quot;Return of the Reasonable Marines&amp;quot; tale which included a large number of improbable and heretical elements.  It would be wise to read such stories with a large amount of skepticism, as their contents have almost certainly either been falsified or exaggerated by untoward elements of the Inquisition.  &lt;br /&gt;
&lt;br /&gt;
==Index Astartes: Knights Inductor==&lt;br /&gt;
&lt;br /&gt;
===Origins===&lt;br /&gt;
&#039;&#039;&amp;quot;Our progenitors despised us, and our leadership didn&#039;t understand us. We were lost, until Captain Norys helped us find ourselves.&amp;quot;&#039;&#039; - Chapter Master Zakis Randi&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
[CONTENT REDACTED: Purged by Inquisitorial Order, Contents May Prove To Be Inaccurate&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Of all of the Space Marine Chapters, none are so legendary in their hatred of the enemies of Man as the [[Desert Fangs]], now known only as the &amp;quot;[[Angry Marines]]&amp;quot; since the [[Horus Heresy]]. The Angry Marines were also renowned for their resilience against the corruptions of [[Chaos]]. This was believed to be their rage shielding them from Chaos&#039; whispers, but in M36, a heretical Magos Biologis by the name of Jakobus Hamundr discovered ancient records on the Angry Marines&#039; [[gene-seed]]. The information was incomplete, but it whispered that the [[Rachnus Rageous|Primarch of the Second Legion]] was potentially a Null of phenomenal power, and that his anti-psychic nature had imprinted itself on his Legion&#039;s gene-seed. The effect had been suppressed for unclear reasons, and supplemented with the burning hatred which earned the Angry Marines their name. Hamundr was convinced that he could restore it in order to create a Chapter with the same if not greater Warp-resistance as the Angry Marines, but without the instability of the Angry Marines&#039; berserk rage.  The Adeptus Indignatus would not cooperate with a successor less angry than they, so Hamundr had to ask the [[Doom Eagles]] to lend a leadership team to instill a proper [[Codex Astartes|Codex-compliant]] nature into the inductees of the new chapter.  Hamundr shortly disappeared after the gene-seed&#039;s creation, supposedly silenced by the Inquisition, though for unknown reasons the gene-seed made it to the Founding.&lt;br /&gt;
&lt;br /&gt;
The next Founding turned out to be the [[21st Founding|Cursed 21st]], and Hamundr&#039;s plan soon went awry.  The Warp-resistance was almost non-existent, with an abnormally high gene-seed rejection rate, especially within those of even the smallest psychic potential, causing them to suffer excruciating soul-pain before eventually expiring. While the Knights were not afflicted by the iconic berserk rage of their progenitors, neither did they exhibit the proper disdain for or hatred of Mankind&#039;s enemies; it seemed that the altered gene-seed had failed to carry over the vehement hatred that the Space Marines are so feared and admired for, instead encouraging an implacable if not dour state of mind.  Most crucially however, post-implant recruits proved extremely resistant to the mental conditioning used to train inductees in other Chapters in the art of war, greatly increasing the amount of training a recruit had to undergo and leaving the Chapter vulnerable to human fears. The chapter&#039;s leadership decided that a crusade would harden the Knights&#039; hearts with the fires of war, and so the Knights Inductor set off for the nearby war-torn world of Kronos VI.&lt;br /&gt;
&lt;br /&gt;
====Crusade on Kronos VI====&lt;br /&gt;
&lt;br /&gt;
Kronos VI was a Hive World home to several munitions manufactora, where the working class had suffered for generations under the yoke of their planetary leadership, until they realized that they outnumbered their rulers by about six orders of magnitude. The Munitorum demanded that order be restored by any means possible, and the standard practice for such situations was that the rebellion be annihilated.&lt;br /&gt;
&lt;br /&gt;
The [[Salamanders]] had also sent a detachment to Kronos VI, under the command of one Captain Carolus Norys. Where the Angry Marines shunned the Knights for their dispassion, and their leadership pushed them in a direction they did not truly desire, Norys gladly took the fledgling Chapter under his wing, and the Knights soon saw him as their [[spiritual liege]]. He instilled in them a sense of guardianship: that their purpose was to protect the [[Imperium]] first, and only to exercise force in the service of that purpose, and even then, to minimize collateral damage while doing so. Rather than destroying the rebellion, the Salamanders and Knights Inductor worked to address the populace&#039;s demands for better living conditions and a government more responsive to their grievances, overseeing the revitalization of the primary hive city. Their solution took longer than a simple extermination campaign would have, but it resulted in a stable government, better living conditions for the Kronans, and a more productive, stable world in the long run. The Knights Inductor knew that they had found their purpose at last: to seek troubled systems, repair them, and leave them better off than before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information on what the Knights Inductor did after pacifying Kronos, and other events pertaining to the Knights Inductor and the Aprior Sector, see the [[Aprior Sector Timeline]].&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Knight Inductor&#039;s origins, despite being relatively recent circa M36 have been shrouded through interference and intrigue.  There are some claims to their being descendants of a Founding Legion but out of all the current Founding Chapters none have records pertaining to the Successor Chapter known as the Knights Inductor.  Attempts to procure the source of their gene-stock results in Inquisitorial interference.  All that is known for sure is that they were part of the [[21st Founding|Cursed 21st]] Founding and had their gene-seed tampered in such a way as to produce a Warp-resistant strain as a counter to Chaos.  There are a few Chapters of Adeptus Astartes that are known for Chaos resistance, such as the venerable Grey Knights and the extreme Exorcists, both using differing methods with positive results but never before had the gene-seed been directly modified to do so.&lt;br /&gt;
&lt;br /&gt;
The results were mixed at best.  While the average Knights Inductor indeed proved to be more resistant to the wiles of Chaos, they did not show any particularly significant benefits or advantages in engaging the forces of Chaos over the aforementioned Grey Knights and Exorcists.  In larger groups they had the potential to stifle the effects of the Warp to an extent but nowhere anywhere near the effectiveness of a Culexus or equivalent Grey Knight force.  This mild benefit was matched with a higher than normal rejection rate, particularly within those that exhibited Warp-sensitivity or Psyker potential.  The resulting rejection grew all the more excruciating to those who could become Psykers, forcing the Knights Inductor to pre-screen candidates for psychic potential and recruiting them without implantation, depriving the Chapter of regular Librarians.  With this as the last straw the Ordos Malleus declared the testing of the Chapter for their use as a dedicated anti-Chaos force a failure.&lt;br /&gt;
&lt;br /&gt;
On top of all this, initiates proved to be equally resistant to hypnotherapy training and typical indoctrination procedures, lengthening the amount of required to train initiates up to combat standards.  Without the mental conditioning of Space Marines, they came to be regarded with disdain as pseudo-Marines and their naturally calm and dour state of mind lacking righteous fury as potentially detrimental to their faith in the Emperor.  To some in the Inquisition these side-effects weren&#039;t enough to deter them from attempting to replicate the Warp-resistance effects but the original research data was already long lost. &lt;br /&gt;
&lt;br /&gt;
====Crusade on Kronos====&lt;br /&gt;
After initial testing by the Inquisition of their anti-Warp traits and subsequent declarations as failures in that regard, they were given under the leadership of the [[Doom Eagles]] in order to instill a Codex-compliant nature into the still raw Knight Inductor Chapter. The chapter&#039;s leadership decided that a crusade would harden the Knights&#039; hearts with the fires of war, and so the Knights Inductor set off for the nearby war-torn world of Kronos VI.&lt;br /&gt;
&lt;br /&gt;
Kronos VI was a Hive World home to several munitions manufactora, where the working class had suffered for generations under the yoke of their planetary leadership, until they realized that they outnumbered their rulers by about six orders of magnitude. The Munitorum demanded that order be restored by any means possible, and the standard practice for such situations was that the rebellion be annihilated.&lt;br /&gt;
&lt;br /&gt;
The [[Salamanders]] had also sent a detachment to Kronos VI, under the command of one Captain Carolus Norys. Where most Chapters shunned the Knights for their dispassion, and their leadership pushed them in a direction they did not truly desire, Norys gladly took the fledgling Chapter under his wing, and the Knights soon saw him as their [[spiritual liege]]. He instilled in them a sense of guardianship: that their purpose was to protect the [[Imperium]] first, and only to exercise force in the service of that purpose, and even then, to minimize collateral damage while doing so. Rather than destroying the rebellion, the Salamanders and Knights Inductor worked to address the populace&#039;s demands for better living conditions and a government more responsive to their grievances, overseeing the revitalization of the primary hive city. Their solution took longer than a simple extermination campaign would have, but it resulted in a stable government, better living conditions for the Kronans, and a more productive, stable world in the long run. The Knights Inductor knew that they had found their purpose at last: to seek troubled systems, repair them, and leave them better off than before.&lt;br /&gt;
&lt;br /&gt;
===Homeworld===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The only creature I&#039;ve ever met with a more callous disregard for life than yours was a [[Dark Eldar]] Archon, and at least he had the courtesy not to proclaim his devotion to virtue while he murdered billions.&amp;quot;&#039;&#039; - Chapter Master Jakob Morridus, shortly before executing Canoness Sarah Azaniel&lt;br /&gt;
&lt;br /&gt;
At first, the Knights Inductor were a fleet-based Chapter, having dedicated themselves to repairing the Imperium world by world. Eventually, their crusade took them out to the Eastern Fringe, where the Astronomican&#039;s light pushes against the intergalactic calm in the Warp, setting up a great turbulence. In M40, the turbulence erupted into a full Warp Storm, enclosing the sector which the Knights Inductor were pacifying. With no means of leaving, the Knights decided to put down roots and push their skills to their limit in improving the sector.&lt;br /&gt;
&lt;br /&gt;
[[Aprior]] was the most populated system in the sector, and was riven by internal division and external threats, so the Knights decided to improve that system first. They appeared to the fractious Apriori, and offered a deal: cooperate with us, and we will build a [[Noblebright|noble, bright]] future together. The Apriori were skeptical at first, having been disunited for so long, and several factions objected to the idea of unity or cooperation with their former enemies. The Aprior Commandery of the [[Sisters of Battle|Order of the Sacred Rose]] was the most outspoken of these factions, especially when they learned that the Knights Inductor were willing to tolerate trade with [[xenos]] or attempt to rehabilitate heretics in the pursuit of peace. When their objections failed to attract popular support or produce results, they deemed the sector heretical, and sought to put it to the torch, starting with their home system of Marion. The Knights Inductor were able to stop the Sisters on the world of Dvi-Marion by incapacitating the Sisters&#039; orbital assets, trapping them on the ground. The Knights tried and convicted the Sisters of crimes against humanity for the brutal tactics they employed, and offered a choice: use their expertise to help the Apriori, or be executed. The Sororitas who accepted were reformed into the more scholarly and defense-focused Order of Reason&#039;s Light, in line with what the Knights Inductor felt was a more reasonable interpretation of the Decree Passive.&lt;br /&gt;
&lt;br /&gt;
Once the Knights extinguished the immediate threat of rebellion and started to implement their social policies, quality of life started to improve for those Apriori who cooperated with them, and support for the Knights grew rapidly. The Apriori banded together and set to work fortifying their world, and then spread, first to nearby stars, and then to the whole sector, driving back the threats of the cosmos and advancing the Knights&#039; social programs as they went. The worlds of the Aprior Sector are varied, but their societies have several common policies dating to this era: citizens are regularly screened for genetic mutation, starting before birth, and extensive public education programs include civil defense training to ensure that all Apriori citizens can contribute to their worlds&#039; defensive efforts.&lt;br /&gt;
&lt;br /&gt;
The Knights Inductor use these programs to identify children who are compatible with their [[gene-seed]] and have the potential for combat aptitude. Because Aprior is largely composed of Civilized Worlds as opposed to Feral or Death Worlds, there is not an easy way to identify which of these children are truly Space Marine material without actually putting them through training, so the Knights simply train them all: when flagged children reach age twelve, their parents are contacted and offered the opportunity to allow their child to go through training. There is no penalty for refusal, but having a child in the Knights Inductor is a high honor, and even those who do not become Knights are skilled enough to excel in the Chapter Staff, the Apriori Armed Forces, or almost any other technical or military career field, so most parents accept.&lt;br /&gt;
&lt;br /&gt;
As the Knights Inductor were the leaders of the fleets which settled the [[Aprior Sector]], they have the option to directly rule every planet therein. They have temporarily exercised this power on worlds in a dire state of emergency, but otherwise, they leave the systems outside of the Aprior Subsector to govern themselves, so long as they meet certain standards of economic viability, self-sufficiency, and protection of the rights of citizens.&lt;br /&gt;
&lt;br /&gt;
===Beliefs===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;As we proceed in our duties, consider the [[God-Emperor of Mankind|Emperor of Man]]. Despite his genius and continuing honorable courage, he made a number of avoidable mistakes, even from the foundation of the Imperium. Even with the greatest ability, and noblest goals, mistakes happen. Therefore, let us admit to our own errors, that we may refine our ways.&amp;quot;&#039;&#039; - Knights Inductor Invocation&lt;br /&gt;
&lt;br /&gt;
Like most [[Space Marine Chapter]]s, the Emperor is not worshiped as a god among the Knights Inductor, but as a man: and even then, although the Knights Inductor believe that he is powerful, worthy of admiration, and in many ways the best that mankind has to offer, they also believe (though they would say that it is not so much &amp;quot;belief&amp;quot; as &#039;&#039;awareness&#039;&#039;) that he is not perfect. They are scrupulously careful to avoid blind devotion, because doing so would blind them to their own imperfections. A significant part of the Chaplains&#039; sessions with the Space Marines is spent in reflection, to recognize and learn from their failures and shortcomings and improve going forward; reminding themselves that even the Emperor of Mankind can make mistakes helps keep them humble.&lt;br /&gt;
&lt;br /&gt;
The Knights Inductor&#039;s practice of recruiting from the worlds they pacify has given them a personal understanding of and respect for the diversity present in the Imperium, not to mention several millennia of experience in forging a viable alliance out of many disparate members, within and beyond the subsector. They believe, from personal experience, that every Imperial world and citizen is able to contribute to the Imperium and is worth protecting; and that protecting the Imperium, rather than seeking and destroying the Imperium&#039;s enemies, is their primary purpose.&lt;br /&gt;
&lt;br /&gt;
===Combat Doctrine===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Any Space Marine can apply force and destroy a target. The true measure of a Chapter is how it can achieve victory without force.&amp;quot;&#039;&#039; - Captain Roland Darren, Third Company&lt;br /&gt;
&lt;br /&gt;
Knights Inductor [[gene-seed]] makes them steadier but not as quick, relative to other Space Marine Chapters, and they use tactics to play to their strengths. Rather than making [[Rip and tear|high-visibility close-quarters assaults]], they use [[Raptors|camouflage]] and more exotic stealth techniques to mask their deployments and strike from long range, usually with heavy mechanized support thanks to the Aprior Sector&#039;s thriving industrial base and growing manufacturing capacity. The Knights Inductor amplify this advantage through advanced electronic and psychological warfare, tricking enemies into reacting to forces which aren&#039;t really there, or even forcing them into surrendering in the face of apparently overwhelming opposition. Then, while the enemy is jumping at shadows, they employ surgically-precise strikes to eliminate enemy leadership or destroy enemy linchpins.&lt;br /&gt;
&lt;br /&gt;
The most peculiar &amp;quot;combat doctrines&amp;quot; of the Knights Inductor have to do with their preference to limit or even avoid combat if it is reasonable to do so; they have found that a nonviolent resolution is preferable to a bloody war, and that, by not exterminating the enemy, prisoners taken can supply information and be used as bargaining chips, or even defect entirely. They may also leave a detachment behind after major combat operations are complete to help establish stability, rather than perpetuating needless and wasteful conflict and leaving the locals to clean up the mess by themselves. These practices have earned the Knights Inductor the moniker of &amp;quot;[[Reasonable Marines]]&amp;quot; among Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
Sometimes, this involves [[Heresy|tolerating or cooperating with people]] (human or otherwise) whom more puritanical chapters or Imperial authorities would have [[Exterminatus|exterminated]]; the Knights Inductor (and Apriori in general) are not picky about their allies, so long as they behave. When the encroaching [[Tyranids]] and [[Necrons]] calmed the Warp storms surrounding the Aprior Sector, Inquisitor Rightina Immam was sent to identify any deviations which had developed over the thirteen hundred years of isolation, and she was alarmed to find such tolerance; she immediately called an Inquisitorial Council to examine the Knights and judge them (see Report &amp;quot;[[An Investigation into the Heresy of the Reasonable Marines]]&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Radical [[Inquisitor]]s, exemplified by Johannes Krieger of the [[Ordo Hereticus]], advocated cautious acceptance of the Knights Inductor. Krieger acknowledged their deviations, but argued that their experience made them useful to have in the Imperium, and that their Warp-resistance and, in extreme cases, Warp-nullifying effect is especially valuable to the Inquisition. As a Recongregator, he also suggested to his like-minded colleagues that some &amp;quot;deviations&amp;quot; might be put to good use in the Imperium, such the Apriori genetic screening and public education policies. On the other hand, the more Puritanical Inquisitors, led by staunch Monodominant Inquisitor Lord Avius Damnos, claimed that no utility can justify the degree of Apriori deviation. He and his colleagues in the [[Ordo Malleus]] tried to rouse the Imperium in a Crusade against the Aprior Sector.&lt;br /&gt;
&lt;br /&gt;
The Radicals gained the upper hand, if only through bureaucratic inertia: the Aprior Sector did not appear to be threatening enough to expend the effort to initiate a Crusade and the costs of eliminating an experienced and firmly-entrenched foe, especially when more immediate threats are always all around, though Inquisitor Rightina was dispatched to monitor the Aprior Sector as a concession to the Puritans.&lt;br /&gt;
&lt;br /&gt;
====Teron I====&lt;br /&gt;
&lt;br /&gt;
Captain Darren has earned the honorific &amp;quot;Master of the Deal&amp;quot; for his successes in defusing conflicts without bloodshed; the &amp;quot;Non-War of Teron I&amp;quot; is one of his more famous accomplishments. When a [[Tau]] strike force claimed to own the Imperial world of Teron I, the local [[Imperial Guard Regiment]]s were provoked to mobilize, which would invite a weightier response from the Tau Empire, and could only escalate from there. A long meat-grinder war was in the making, but cooler heads within the [[Administratum]] realized that the regiments were needed to fight the [[Tyranids]], and that driving out the Tau would leave them dangerously under-strength for such a deployment. Fortunately, Darren&#039;s [[Battle Barge]] was in the vicinity, and the Administratum asked him to handle the situation.&lt;br /&gt;
&lt;br /&gt;
Rather than preemptively striking the Tau, as the IG force commander suggested, Darren established a defensive perimeter against a sudden Tau attack, and used some technological trickery to give the appearance of having many more Marines deployed than he actually had on hand. When he engaged the Tau diplomatically, he was able to convince them that the resources required to take the world by force would be better spent colonizing non-Imperial worlds, playing on the fact that the Tau desired expansion more than bloodshed.&lt;br /&gt;
&lt;br /&gt;
In the debriefing session thereafter, Darren was asked what he would have done had he not convinced the Tau to leave without a fight. For his answer, Darren whistled, and twelve [[Terminator]]s deactivated cloaking devices, appearing as if from thin air. After the flustered leadership calmed down, Darren assured them that he was &amp;quot;well prepared for a hostile reception.&amp;quot;&lt;br /&gt;
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====The Glove Comes Off====&lt;br /&gt;
&lt;br /&gt;
A full-out battle fought by the Knights Inductor is always representative of a last resort effort to contain and subdue the enemy before the threat grows too large.  For every battle fought in this manner is a dozen more resolved peacefully and with a lot less collateral damage.  However there is always a line that can be crossed to cause the Knights to show their true martial strength.  Perhaps negotiation wasn&#039;t an option, such as it often is with [[Tyranids]], [[Orks]], [[Chaos]], and [[Necrons]].  But sometimes the Knights are forced into a form of preventative self defense by unreasonably hostile aggression by even fellow Imperial forces.  &lt;br /&gt;
&lt;br /&gt;
When the efforts of even the best diplomats of the Knights Inductor fail, then the glove comes off, and the advanced technological might of the Knights is unleashed to minimize damage sustained.  This kind of conflict is highly distasteful to the Knights and they fight all the harder to resolve things quickly.&lt;br /&gt;
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===Organization===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;There is no specific regulation to the number of Marines in a chapter.&amp;quot;&#039;&#039; - Sergeant (later Captain) Aeron Sacres, Fourth Squad, Fifth Company&lt;br /&gt;
&lt;br /&gt;
For the most part, the Knights Inductor operate under the [[Codex Astartes]] as taught by the [[Doom Eagles]] who first led the Chapter, but in the millennia since their founding, they have diverged to adapt to changing circumstances.&lt;br /&gt;
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In order to be flexible, the Knights tend to separate their forces. It is very rare for a whole Company to fight together; they frequently fight as individual Squads, in fairly separated battles -- on many occasions, a Company has found itself split across multiple fronts of warfare. To ensure that each detachment has enough Marines to fight effectively, the Knights gradually increased their standard squad size from ten to its present (and likely final) value of twenty-four. A squad of this size can divide itself two, three, or even four ways depending on the tactical needs of a particular mission; thus, even a squad that finds itself alone can instantly become a four-fold threat. This organizational change has the additional effect of allowing the Knights to increase their numbers without technically violating the Codex Astartes, though this was not their original intent.&lt;br /&gt;
&lt;br /&gt;
The Third Company takes this division to the extreme, loaning individual squads (sometimes with support from the Chapter Armory and Reserve Companies) to Imperial forces in need of Astartes assistance. While lending their support, the squads gather intelligence on the tactics and technology of their allies and enemies; often, they will be supported in these efforts by a [[Techmarine]] or [[Librarian]]. After the conclusion of the campaign, the squad returns home with an impressive record of victory, battle experience, and information to be shared among and dissected by their battle-brothers. This practice is highly regarded as the biggest source of combat information for the greater Chapter and may even be adopted by other Companies to increase the intake of knowledge.  &lt;br /&gt;
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Following the Zeist Campaign, the greatest tacticians of the Knights Inductor pieced together an adaptive-reactive battle plan called the Macharius Strategem, named after the great Lord Solar Macharius whose victories were practically assured, from a local to stellar scale. It is heavily based upon intense study and scrutiny of Macharius&#039; campaigns, as well as integrated information from Third Company and other sources. While those few who can see it in practice in battle hail it as a battle plan without flaw, the more shrewd commanders and tacticians of the Knights Inductor are careful not to over rely on a single strategy, and regularly revise it as new, brilliant tactics are invented and assimilated.&lt;br /&gt;
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==== Joint Force Operations ====&lt;br /&gt;
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&#039;&#039;&amp;quot;By the word of the Emperor, the Astartes are His bulwark against the Terror, the defenders of humanity. Whatever alliances they need to make to fulfill this great task they should make, and the Knights Inductor, at least, will do so.&amp;quot; - Captain David Connor, Aprior 24th Mechanized Regiment, Imperial Guard&#039;&#039;&lt;br /&gt;
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For all their ability, Space Marines cannot win wars alone; only the vast legions of the [[Imperial Guard]] have enough boots and guns to take, hold or defend large territories. The Knights Inductor quickly learned that they were more effective as part of a combined, diverse force than they were alone, and the first step taken by any detachment of Knights entering a new conflict is to identify and join such a coalition, or attempt to found one if none exist. This is usually straightforward, as almost every Imperial world has some armed forces that the Knights can augment, but integration takes time, while [[Space Marines]] are at their best in rapid deployments, and many threats to the Imperium are extremely time-sensitive.&lt;br /&gt;
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When the Knights Inductor came to rule the [[Aprior Sector]], they decided to ensure that their Sector&#039;s armed forces were built from the ground up with joint operation in mind. Every [[Imperial Guard|Guardsman]], [[Imperial Navy|Voidsman]], [[Scout]], and (eventually) [[Sisters of Battle|Novice]] in the Sector is taken through several standard, cross-service courses during training, with extensive time devoted to joint training exercises. The result is a set of highly competent armed services, capable of seamlessly integrating into one unified force as circumstances require.&lt;br /&gt;
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This grants the Aprior Sector a substantial advantage over invaders, compared to the rest of the Imperium, as all facets of their defenses are trained to fight together for maximum effect, but it also serves them well on offensive campaigns, because it requires next to no time at all for an Apriori Joint Force to establish an optimal plan of action. The cross-training also helps each respective service integrate cohesively with their counterparts from other worlds. For this reason, detachments of Knights Inductor bound for high-conflict zones, such as the [[Damocles Gulf Campaign]], are often accompanied by a Battlegroup from Battlefleet Aprior and several Guard Regiments. The reverse also applies; large Navy or Guard forces will often have a detachment of Knights Inductor for support.&lt;br /&gt;
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The most common example of joint operations between the Knights Inductor and the Apriori Guardsmen is the inclusion of young, skilled, and highly motivated troopers in the Scout Company of the Chapter.  While they are outmatched physically they have the potential to yet become Knights should they pass secondary screening tests and proving themselves in combat alongside neophyte Scouts.&lt;br /&gt;
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=== Gene-seed ===&lt;br /&gt;
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&#039;&#039;&amp;quot;Our Primarch is lost. All that remains of him is our [[gene-seed]], and through that, he is always with us.&amp;quot;&#039;&#039; - Apothecary Stephan Aigle&lt;br /&gt;
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Like their parent Chapter and Legion, Knights Inductor gene-seed has mutations in the organs that affect the brain. These mutations enhance the abilities of Nulls to the point that they can manipulate the shape and strength of their &amp;quot;null aura&amp;quot; to some degree, while [[psyker]]s&#039; abilities are severely blunted, if not outright deadened. All Knights Inductor receive significant mental resistance to Warp powers and emotional stabilization, allowing them to keep a cool head under all circumstances and resist corruption. It also seems that the psychic resistance makes the gene-seed itself less vulnerable to further mutation. These traits endear the Knights Inductor to the [[Inquisition]], especially the [[Deathwatch]], encouraging them (and thus the other Imperial factions) to turn a blind eye to the Knights&#039; more deviant practices and beliefs. This resilience comes at a cost: the Catalepsean Node has been rendered ineffective, training takes up to a decade longer as the Neophytes are less susceptible to hypnotherapy, and a Knight&#039;s reaction time is about 15 percent longer than that of the average Space Marine.&lt;br /&gt;
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The Knights Inductor still need psykers for [[astropath]]ic communication, so Neophytes who happen to be psykers are trained and armored without implants, though this leaves them less capable in combat than their counterparts in other Chapters. The Knights Inductor also need Blanks to become full Marines to ensure they have proper psychic warfare units, so their recruitment program places special emphasis on identifying Blanks for the Librarius; thanks to this program, they have about as many &amp;quot;Silencers&amp;quot; as most Chapters have [[Librarian]]s.&lt;br /&gt;
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Their gene-seed banks are regularly screened for signs of any deviation; they are of the opinion that the resistance to corruption doesn&#039;t replace caution in any measure. There are three major gene-banks throughout the Aprior Sector, though the locations are highly classified, and the number stored in each is an even more tightly-held secret. The Knights Inductor know well the value of their Pariah gene factor within their gene-seed and take great lengths to insure that even if the whole Sector was destroyed, the gene-seed would live on.&lt;br /&gt;
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====Null Knights====&lt;br /&gt;
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The mutations in Knights&#039; Inductor gene-seed make them all but immune to Chaotic corruption, but have left them open to other fates. The [[Necron]]s originally planted the Pariah gene in humanity, and when the [[Desert Fangs]] encountered the tomb on [[Voralia]], the Necrons were pleased to see how much their plan had matured. Knights Inductor are already much stronger and faster than a normal human being; their potential power after upgrading was nearly limitless. Over the years, some three dozen Knights Inductor have been captured, augmented with Necron technology, and conditioned to see all life as essentially chaotic; they now serve the Necrons, reborn as Null Knights.&lt;br /&gt;
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These Null Knights have caused a good deal of grief to the Knights Inductor, as they superficially appear to be Knights in a remarkable likeness and wreak havoc where ever they tread. Nominally it is elements of 6th Company that is tasked with tracking down and eliminating their cursed Necron counter-parts. However the galaxy is vast and clues to the Null Knights&#039; whereabouts scarce, and over the millennia only approximately a third of the Null Knights have been successfully eliminated. Attempts at containment and rehabilitation of the Null Knights themselves have proved to be unfeasible, to the cost of two whole Tactical squads of the 6th Company.&lt;br /&gt;
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Each encounter with the Null Knights is seemingly always marked with gruesome violence upon the discovery of one. They are invariably found in high positions of power, having achieved their status through intimidation and manipulation. The cost of apprehending a discovered Null Knight is depressingly high, but the costs of an undiscovered one wreaking havoc are much, much higher. Upon discovery, a Null Knight will not attempt to flee until it has done maximum damage to the subsector or planet they are in, even if doing so increases its chance of capture. It is unknown as to why they do this, though amongst the 6th Company hunters it is attributed to the Null Knight&#039;s programming that causes them to inflict massive chaos.  &lt;br /&gt;
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Should the Hunters fail or falter in their duty, the greater Imperium&#039;s doom would be assured as the Null Knights leave countless planets ripe for Necron awakening or incursions, and possibly threatening Holy Terra itself.&lt;br /&gt;
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===Battle-Cry===&lt;br /&gt;
&lt;br /&gt;
The Knights Inductors&#039; motto is &amp;quot;Ex Tenebra, Lux&amp;quot; (&amp;quot;From Darkness, Light&amp;quot;); usually, commanders render it in Low Gothic as &amp;quot;Light up the night!&amp;quot; or &amp;quot;Ignite them!&amp;quot; when they are confronting a foe with force.  The cry is also often whispered instead before the opening shots are taken.&lt;br /&gt;
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==Deathwatch Rules==&lt;br /&gt;
;Chapter Purpose: Counter to [[Chaos]]&lt;br /&gt;
;Chapter History: [[21st Founding]] (M36)&lt;br /&gt;
;Chapter Progenitor: [[Desert Fangs]]&lt;br /&gt;
;Gene-Stock Purity: A New Generation&lt;br /&gt;
;Chapter Demeanor: &amp;quot;See, But Don&#039;t be Seen.&amp;quot;&lt;br /&gt;
;[[Gene-Seed]] Deficiency: Missing Catalepsean Node&lt;br /&gt;
;Chapter Flaw: We Stand Alone&lt;br /&gt;
;Chapter Characteristic Modifiers: +5 Willpower, +5 Ballistic Skill&lt;br /&gt;
;Figure of Legend: Captain Carolus Norys, [[Salamanders]] Second Company&lt;br /&gt;
;Deed of Legend: Early mentor and [[spiritual liege]] to the Chapter&lt;br /&gt;
;Chapter Home World: [[Aprior | Aprior Regius (Civilized)]]&lt;br /&gt;
;Chapter Home World Terrain: Varies&lt;br /&gt;
;Home World Relationship: Stewardship (most worlds in the Aprior Sector have representative governments, like most worlds the Knights pacified while fleet-based)&lt;br /&gt;
;Organization: Codex, with squads of 24 rather than 10.&lt;br /&gt;
;Combat Doctrine: Codex&lt;br /&gt;
;Solo Mode Ability: Mental Fortress (JTF Ars Tactica)&lt;br /&gt;
;Squad Mode Attack Pattern: Fire for Effect&lt;br /&gt;
;Squad Mode Defensive Stance: Regroup&lt;br /&gt;
;Specialty Restriction: Cannot be [[Librarian]]s (Knights Inductor do not posses Librarians as portrayed in the [[Deathwatch]] Core Rulebook, though a Silencer could be used as [[fluff]] to justify use of Librarian [[crunch]].)&lt;br /&gt;
;Special Equipment: Customized Technology (their long isolation has resulted in technological adaptation, without the Mechanicus to keep their techmarines under control)&lt;br /&gt;
;Chapter Belief: The [[God-Emperor of Mankind| Emperor]] Above All (more accurately, The [[Imperium]] Above All)&lt;br /&gt;
;Chapter Status: Over Strength (~3000, looking to found a Successor at the next Founding)&lt;br /&gt;
;Chapter Friends: Apriori PDF and Guard, [[Salamanders]] (and successors), Tyranids of Hive Fleet Draco (after its link to the Hive Mind was severed due to assimilating the Pariah gene, causing the Norn Queen of the Hive Fleet to become self-aware in the process), [[Exodite]] Eldar of Lida, [[Tau]] of the [[Farsight]] Enclaves, some Radical Inquisitors&lt;br /&gt;
;Chapter Relics: None&lt;br /&gt;
;Chapter Enemies: [[Dark Eldar]] (esp. the Kabal of the Hand of Fate), [[Inquisition]] (Monodominant)&lt;br /&gt;
;Battle Cry: &amp;quot;Light up the night!&amp;quot;&lt;br /&gt;
;Heraldry: Scale&lt;br /&gt;
;Livery: Camouflage (in combat), or Azure on Ceramite (ceremonial)&lt;br /&gt;
;Custom Chapter Advances: Death From Afar&lt;br /&gt;
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==Tabletop==&lt;br /&gt;
True Reasonable Marines would be pretty broken on the tabletop, but Knights Inductor can be used in [[Epic]] and [[Apocalypse]] games as a fluff reason to have many different armies cooperating -- the Knights Inductor aren&#039;t picky about their allies, so long as they behave.&lt;br /&gt;
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A playable, awesome, and balanced [[codex]] is in the works, with unique units such as &#039;&#039;&#039;Silencers&#039;&#039;&#039; and &#039;&#039;&#039;Silent-Hand Veteran Squads&#039;&#039;&#039; units. It WILL be made of [[awesome]]. Check.  It.  Out.  At &amp;gt;[[Codex - Knights Inductor]], give critique, comments, and suggestions (try to refrain from directly editing the main codex without posting the idea on the talk page first).   &lt;br /&gt;
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The Codex features unique rules setting it apart from Vanilla Marines, and emphasizes their unique Chapter traits and style of warfare. The average Knight however is more costly than a comparable Marine simply for the wargear that they have, and making the most of special equipment and abilities is of utmost importance&lt;br /&gt;
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NOTE: If you want to represent Knights Inductor legally using the Vanilla codex, you could use the Iron hand Chapter tactics to represent their nanomite booster power armor (granting FNP) and nanomite vehicle repair systems, or Salamanders to represent their spiritual lineage coming from Salamanders and their propensity for high quality advanced wargear.  You could also easily do Raven Chapter Tactics to represent their potent stealth tactics, Ultramarine for tactical flexibility, Fists for their better then average range skills, and really, the only chapter tactic that does not work for the Knights are the Black Templars.&lt;br /&gt;
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[[Aprior Sector]] Internal Security also has an [[User:Voidsman|in-progress army list]], and the various navies of the Sector also have some [[User:Blackjack217|lists in progress]] for [[Battlefleet Gothic]].&lt;br /&gt;
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[[Image:GauntletLauncher-MP14-EN-UR-1E.png|550px]]&lt;br /&gt;
[[Image:SwordBreaker-REDU-EN-SR-1E.png|550px]]&lt;br /&gt;
[[Image:PhotonStrikeBounzer-SP14-EN-C-1E.png|550px]]&lt;br /&gt;
[[Image:Number93UtopiaKaiser-YCSW-EN-SR-LE.png|550px]]&lt;br /&gt;
[[Image:Return.jpg|550px]]&lt;br /&gt;
[[Image:Unity.jpg|550px]]&lt;br /&gt;
[[Image:Solidarity.jpg|550px]]&lt;br /&gt;
[[Image:TheBeginningoftheEnd-DESO-EN-SR-1E.png|550px]]&lt;br /&gt;
[[Image:Mirror.jpg|550px]]&lt;br /&gt;
[[Image:Devour.jpg|550px]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Knights_Inductor_pauldron_left.png|A depiction of a Knight&#039;s left [[pauldron]], painted azure for a ceremonial occasion.&lt;br /&gt;
File:Reasonable_marine.JPG|Knights Inductor are known for their preference for stealth over high-visibility close-quarters assaults.&lt;br /&gt;
File:Reasonablemarine.png|Typical Knights Inductor camouflage for desert or scrubland operations.&lt;br /&gt;
File:DAoT.jpg|What a typical major city in the Aprior Sector looks like.&lt;br /&gt;
File:KI_Color.jpeg|The formal colors of the Knights Inductor Veteran of the 3rd Company&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Writefaggotry==&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ex Tenebra Lux - From the Darkness, comes a Light&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even when all the world around you seems grim and dark&lt;br /&gt;
&lt;br /&gt;
Reason blazes a light through the void&lt;br /&gt;
&lt;br /&gt;
Understanding saves relationships, lives, time and resources&lt;br /&gt;
&lt;br /&gt;
Hate narrows the future ahead&lt;br /&gt;
&lt;br /&gt;
Understanding opens a thousand paths&lt;br /&gt;
&lt;br /&gt;
When men are losing their reason and understanding around you&lt;br /&gt;
&lt;br /&gt;
Hold fast to reason&lt;br /&gt;
&lt;br /&gt;
To sanity&lt;br /&gt;
&lt;br /&gt;
To the thing that makes us more than beasts&lt;br /&gt;
&lt;br /&gt;
A few say sanity is for the weak&lt;br /&gt;
&lt;br /&gt;
Some say reason leads to despair&lt;br /&gt;
&lt;br /&gt;
And more say understanding ourselves and others is impossible&lt;br /&gt;
&lt;br /&gt;
They all are wrong&lt;br /&gt;
&lt;br /&gt;
For even in a place of grim darkness&lt;br /&gt;
&lt;br /&gt;
Can come a light&lt;br /&gt;
&lt;br /&gt;
That will lead the way&lt;br /&gt;
&lt;br /&gt;
Going through the darkness&lt;br /&gt;
&lt;br /&gt;
So stand strong&lt;br /&gt;
&lt;br /&gt;
Never surrender&lt;br /&gt;
&lt;br /&gt;
Because&lt;br /&gt;
&lt;br /&gt;
Ex Tenebra Lux&lt;br /&gt;
&lt;br /&gt;
-Codicier Park&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Null Knight 01 - Xerxes===&lt;br /&gt;
&lt;br /&gt;
Xavion pried the boltgun from the rigid fingers of a fallen brother, the trigger finger having held on through the death spasms.  Small impact craters pockmarked the walls along with the scorch marks from the lasguns of the dismembered security teams.  He could still hear the screams far, far down the corridor thanks to his enhanced hearing.  The whine of lasguns was dying down far too quickly, punctuated by the sound of bolters fired on full auto.  The monster that did this couldn&#039;t be far.  &lt;br /&gt;
&lt;br /&gt;
He took off sprinting down the long corridor.&lt;br /&gt;
&lt;br /&gt;
The sight of a boot disappearing around a corner a hundred meters away goaded him on, and despite the cries of wounded men and the groans of his broken brothers around him he knew that he had to take that -thing- down.  It was very likely he would simply be slain like the rest of Phoenix Tactical Squad, but he needed to do this.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Xerxes!&amp;quot;  The Null Knight didn&#039;t even spare a glance to the lone Knight that appeared at the hangar doors, instead unpinning two stolen fragmentation grenades from his belt and flung them with tremendous force at Xavion across the length of the entire hangar, forcing him to roll to the side or risk being blasted by the shrapnel in the open.  The Null Knight leaped for the Valkyrie as it took off, grabbing on to a handhold near the side hatch on the assault craft.  Former Sergeant Xerxes shaped his hand into a rough blade and punched straight through straight through the hull in an attempt to rip off the entire hatch.and gain access inside.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;XERXES!!&amp;quot;  Xavion trusted his hand to guide the barrel of the bolter up despite his sorrow and anger.  He trusted his eye to make the miniscule adjustments needed to take in the atmospheric current differences from inside the hangar to the blustering winds just outside.  He trusted the machine spirit of the bolter to be able to react to the trigger pull exactly when needed.  But there were so many factors, too many, the target&#039;s movements alone combined with that of the Valkyrie made for a challenging shot. His helmet had been torn off earlier in the one-sided battle outside the containment cell; he couldn&#039;t even rely on the help of auto-sense for this shot.&lt;br /&gt;
&lt;br /&gt;
Now this time the Null Knight looked back, perhaps to gloat, perhaps to confirm the position of another target.  The eyes of the Knight were glowing a sickly green and they looked on dispassionately as the bolter in Xavion&#039;s hands flashed a brief orange.  The enhanced mind within calculated that the bolt would miss, even if it was an upgraded Kraken bolt with a stronger propellant charge.  It had already projected the flight path within Xerxe&#039;s twisted mind, and he began to turn to go into the hole he&#039;d just made in the Valkyrie, confident that he could murder the crewmen within and pilot the ship to an escape point before reinforcements arrived.  &lt;br /&gt;
	&lt;br /&gt;
The bolt was already losing kinetic velocity by the time it reached the end of the hangar, though it had been kept on its path thanks to the gyroscopic stabilization etchings on the bolt.  As Xerxes had predicted, it was off target.  It would most likely hit the lower hull of the Valkyire, or at worst be deflected off the Knight&#039;s power armored right leg.  &lt;br /&gt;
&lt;br /&gt;
The wind outside buffeted the flying bolt, changing it&#039;s trajectory to fly up and to the right.  Shortly after a power armored figure was seen plummeting from the entrance of Hanger 0-12 at the rehabilitation and containment facility.  &lt;br /&gt;
&lt;br /&gt;
47 Knights had fallen that day.  Over 230 security and scientific personnel had also been slain during the lone Knight&#039;s rampage.  Many more would have perished if the Null Knight had managed to escape.  But there were still more like him out there...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Captain Xavion?&amp;quot; The pilot of the Thunderhawk sounded tinny through the floating servo-skull&#039;s external speakers, &amp;quot;we are arriving at the Necron tomb that Null Knight Vasilis most likely escaped to.  Prepare for a hot drop, elements of the 22nd Aprior Shock Trooper regiments report contacts on several fronts.&amp;quot;  The corresponding points filed across Xavion&#039;s line of sight as the information came through the JNET Tactical grid. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Understood.&amp;quot;  He checked the adjustments on his personal Stalker pattern bolter for the umpteenth time during the flight as he strode to the front of the Thunderhawk to address the veterans under him.  It was time to free his estranged brother from the Necron taint.  &lt;br /&gt;
&lt;br /&gt;
The servo-skull of Xerxes followed him close behind.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
Several stories and other pieces of fiction have been written about the Knights Inductor, including:&lt;br /&gt;
&lt;br /&gt;
*[[An Investigation into the Heresy of the Reasonable Marines]], the first story written about them, by the original LongPoster.&lt;br /&gt;
*[[Return of the Reasonable Marines]], the sequel to the above, written by a [[writefag]] calling himself [[User:Not LongPoster Again | Not LongPoster]].&lt;br /&gt;
*[[Apriori Public Service Announcements]], a sort of Apriori equivalent of &amp;quot;The [[Imperial Infantryman&#039;s Uplifting Primer]]&amp;quot; and &amp;quot;[[Imperial Munitorum Manual]]&amp;quot;: an in-universe piece of writing meant to convey the feel of the setting.&lt;br /&gt;
*[[Tales from the Aprior Sector]], short stories in the [[Aprior Sector]] that aren&#039;t long enough to stand alone.&lt;br /&gt;
*[[Aprior Sector Timeline]], a timeline of all events pertaining to the Knights Inductor and the Aprior Sector.&lt;br /&gt;
*[[Aprior Sector]], a guide to the Knights&#039; home, including brief descriptions of all planets, organizations, characters, and technologies featured in the other stories.&lt;br /&gt;
*[[The Twin Crusades: The Black Crusade on Marion]], written by one &#039;&#039;Not&#039;&#039; Not LongPoster, which focuses on a [[Chaos]] warfleet attacking the homeworld of the Order of Reason&#039;s Light.&lt;br /&gt;
*[[Codex - Knights Inductor]], designed mostly by Remoon101, this is their codex.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/2803229/#2803229 First Thread], in which the Knights Inductor are introduced.&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/14710019/#14710019 Second Thread], in which Index Astartes: Knights Inductor and the first chapters of [[Return of the Reasonable Marines]] are written.&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/15148501/#15148501 Third Thread], in which Return of the Reasonable Marines is continued.&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/16191331/#16191331 Fourth Thread], in which Return of the Reasonable Marines is concluded, and the [[Aprior Sector Timeline]] is written.&lt;br /&gt;
**[http://archive.easymodo.net/tg/thread/16573997 Four-and-a-halfth Thread], in which discussion is had, and a new [[writefag]] promises to have new writing coming soon.&lt;br /&gt;
*[http://archive.easymodo.net/tg/thread/16583590 Fifth Thread], in which said writefag (calling himself Not Not LongPoster) delivers the prologue and first chapter of [[The Twin Crusades: The Black Crusade on Marion]].&lt;br /&gt;
**[http://suptg.thisisnotatrueending.com/archive/16909600#16909600 Five-and-a-halfth Thread], in which Not Not LongPoster revises the above.&lt;br /&gt;
&lt;br /&gt;
[[Category:Knights Inductor]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;/div&gt;</summary>
		<author><name>2A02:587:3A12:6900:997:67E1:242F:3AD</name></author>
	</entry>
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