Halkegenia Online Thread 6 - //"Pixies!"\\

Oh god, I just realized something.

Imps are the race that Vampire LARPers would gravitate towards.
 
Mizuki_Stone said:
Exelent Nightvision, underground flight (exclusive), and nasty dark magic of brokenness. In turn they utterly suck in daylight, as in the entire species is photosensitive, still they're one of the heaviest 'light' species, giving them a lot of combat options.
Photosensitivity is just something some people here thought of as a possible drawback, but there is no particular reason they should have or need such a drawback.
 
DragonKing0117 said:
Halkegenia is in an age equivalent to the middle ages. Noble of the period tended to not like it when their subjects were in better condition then themselves... unless they were just that nice and caring...
Early Modern.


Also I imagine it would more be the water mage being pissed that she's being undercut by price.
 
Larekko12 said:
Oh shit. Halk Vampires are already super Human Gandalfr and Above physical combatant with Hax Spirit magic what about a Fae one?
If were lucky it dosent work.

Im not even sure we know all that much about halk vampires beyond hate sunlight, drink blood (or sweat).
Well there probably is more, but i dont know, and i dont remember seeing much in the facts thread.
 
I'm going by word of Trigger on this. Apparently some of them get sunburns off of candlelight, or something. I'd try to dig back to find it but... yeah... I'm not going back over a thousand pages to find the quotes. It was in one of the early threads however.

Regardless, the whole thing about Imps is that they're built to operate in the darkness. They're the Underground Combat build. The Gnomes are the Underground Industry. The Drow to their Dwarf.

And yeah, I wager they are stuffed with the whole 'emo/goth' subculture. I'd bet a disproportionately large hunk of their population are teenagers as well.
 
Mizuki_Stone said:
I'm going by word of Trigger on this. Apparently some of them get sunburns off of candlelight, or something. I'd try to dig back to find it but... yeah... I'm not going back over a thousand pages to find the quotes. It was in one of the early threads however.

Regardless, the whole thing about Imps is that they're built to operate in the darkness. They're the Underground Combat build. The Gnomes are the Underground Industry. The Drow to their Dwarf.

And yeah, I wager they are stuffed with the whole 'emo/goth' subculture. I'd bet a disproportionately large hunk of their population are teenagers as well.
Wut?:confused:

The only reference that I can find from TH regarding the traits of the Gnome and Imps races was here.
Gnomes- Walking boulders with extreme strength from an early level. They're big, they're tough, even a low level Gnome can cart around and fire a swivel gun like a human would handle a musket. Their Fae instincts render them mildly agoraphobic though its hardly crippling and most are quite happy to get out and about, they just prefer a nice, dark, cool place to relax.

Imps- Slighter build but incredibly nimble and fast. They can build up their strength, but most tend to high speed fighters like Yuuki or else mages like Zolf. They have an aversion to bright lights, but again, they're as happy to get out on a sunny day as anyone, just remember to bring a wide hate and sunglasses. That said, they really do love being out at night.
 
Gearhead said:
Imps can fly underground, where there is no sun or moonlight, and make up for this by not having a very high flight altitude.
No they don't, that's a misinterpretation of a line in the Jotunheim segment. There's nothing to say Imps can't fly as high and given how useless this would make them in aboveground combat, I doubt it very much.
Sinclair said:
I support the notion of the Chalice at maturity, assuming it still works. Although allowing its use for Halk commoners needs to be strictly regulated, if it is allowed at all.
We don't have any confirmation as of yet that Halk humans would even be capable of using the Chalice.

The SAOvivors might have only worked because they were also translated from a VR game of Cardinals, or it may have been that their similarly superhuman capacities allowed for it. Same as the stuff with potions then.
 
Mizuki_Stone said:
I'm going by word of Trigger on this. Apparently some of them get sunburns off of candlelight, or something. I'd try to dig back to find it but... yeah... I'm not going back over a thousand pages to find the quotes. It was in one of the early threads however.
There are Halk!Vamps, in Tabitha Side stories we have one.
Nee-sama, a vampire is a very dangerous enemy! Other than their weakness of fearing sunlight, they are very difficult to diffrentiate between humans, plus they can even use primial magic! Kyuikyui! Scary!" Lectured Sylphid. Tabitha remained indifferent, continuing to read her book.
"And vampires can suck dry a person's blood, turn their victum into puppets under their control!"
Tabitha winced her eyes. "True"
If only comparing power, a vampire's power is second to that of a swamp monster or dryad. Similarly being capable of controlling primal magic, elves only excel vampires in primal magic because of practise.
But there is one special characteristics that makes vampires the most evil creature to ever walk Halkenia.
They are no different from a human. Before they draw blood they hide their fangs. Even detection spells from mages fail to expose them.
Cruel and cunning, vampires are the nightime human hunters.
"Even for a squadron of knights, vampires are by no means easy to handle. I really hope she thanks me for spending the time to think up of this!" said Elisabeth cheerfully.
 
I'm pretty sure Vamps are more famous from the Karin Side stories and the Vamp sisters and the Licking.


^Early Modern Period
 
DragonKing0117 said:
With this we know how much the world would shit bricks if a Fae ever became a vampire.
If fae can even contract vampiracy. Also, you said early Halk is a medieval age analogue, it's not. It's Early Modern, which, believe me, is a BIG difference.
 
So the Imps are going to be an incredibly schizophrenic race, then.

The majority are going to be teenage goths, probably of the more annoying variety, who probably were focused on in-game roleplay and thus have underleveled and poorly-chosen skill sets.

A minority of them are going to be terrifying stealth combat machines. Probably with heavy min-maxing of their skills, and emphasis on whatever the most bullshit uses of the darkness power are: shadow teleportation, vampire-style animal transformations, really nasty debuffs (blindness, silence, ennervation, etc.), and a focus on either one-hit kills from ambush or strike-and-fade type stuff. If you've seen the second X-Men movie, think the sequence at the beginning where Nightcrawler is teleporting around the White House hallways, beating the shit out of Secret Service agents as he goes.

The absolute scariest Imps will be the one or two of them who are actually the second type of player and who successfully disguised themselves as the first.
 
Academic Guardian said:
Hey not all of them are like that :( Yuuki is a straight up fighter! (and that would make them too similar to Spriggans)
Yuuki is going for obscene speed with her build.

And Spriggans are the illusionists, the shapechangers, and the vicious close-range fighters. They can get stuck in and stay there. Imps are more fragile; they need to boom-and-zoom. Imp shapeshifting is also explicitly tied to vampire legends (mist, bats, wolves, blood, that's it), whereas Spriggans have a much broader range.

Figure that the Imps, like the Puca, are relatively specialized in their combat role. If you wanted a more general-purpose fighter, you'd go with a Sylph, a Spriggan or especially a Salamander. Undine too, to some extent; they're still a bit fragile for the front lines, but can abuse healing magic to compensate.

Puca are pretty exclusively support types, unless you can get a group of them together who really know what they're doing. If that happens, they can do buff-related bullshit equivalent to a team full of Medics keeping everyone perpetually Ubercharged in TF2. Plus music, of course; Puca rap battles are more literal than the normal sort, and a hypothetical Puca frontliner is beating the shit out of people with a guitar (hell, there's probably one dude who picked 'Atomsk' as their handle and built their entire character around dual-wielding with a guitar in one hand and a bass in the other).

Cait Sith, played to their utmost racial affinities, are Pokemon trainers. Except they actually beat up the other trainers before stealing their money, instead of just beating up their Pokemon.

Endgame Leprechauns are Tony Stark.

Gnomes? Alchemy for fun and profit. Potions, poisons, potent potables. That's not their first line of defense, though; their first line of defense involves using Messrs. Hamilton, Jackson, Grant and Franklin to convince the opponent they'd rather do something else. Also, given that they're the dorfs of ALO, they probably had Drunken Fist as a Hidden Skill.
 
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