Image 1 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 2 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 3 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 4 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 5 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 6 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 7 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 8 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 9 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 10 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 11 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 12 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 13 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 14 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 15 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 16 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 17 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
Image 18 — Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)
▲ 8 r/OriginalEXEs+1 crossposts

Meet Grober'ing, the "Emperor of Traitors" (can you come up with the Exe's reaction to it)

Grober’ing — “Emperor of Traitors” Complete Character & Lore Profile

  1. A Brief History of Grober’ing Grober’ing was once a human being and one of the most honest heroes of his world. His life changed dramatically when his home planet (Argai) was destroyed by a Warp storm. He managed to evacuate the entire population of the planet, presumably using his Devil Fruit, Béton Béton no Mi (“Concrete-Concrete Fruit”), but sacrificed himself in the process. He did not die. Afterward, he encountered Erebus, the Architect of Heresy. This meeting became one of the major turning points in his life. Over time, Grober’ing came to hate the Chaos Gods—not merely because of their actions, but because of the fact that they existed and were, in one way or another, responsible for turning him into what he became. He voluntarily turned away from hope and allowed himself to fall into darkness. His original motivation gradually transformed into Absolutely Blind Revenge and Decimation. For thirteen point seven billion years, he unleashed his rage upon countless worlds. Over time, he acquired titles such as: “Emperor of Traitors” “Absolutely Blind Revenge and Decimation” Eventually, his name became associated not merely with destruction, but with the very concept of betrayal. He committed the Olson Extinction, fought angels, and was defeated by them. His relationship with the very concept of honesty became so distorted that betrayal eventually ceased to be merely a method and became a religion. Yet completely unexpected traits remained within him. He loves crustaceans, certain plants, and can take a genuine interest in ordinary things—for example, tea. The contrast between an ancient destroyer of worlds and a being who can seriously ask: “Would you like some tea?” became one of the defining characteristics of his later history. One of the most important tragic details of his past was the death of the best friend of a certain hero. That hero eventually took revenge on Grober’ing and permanently deprived him of his right eye. Later, an even more paradoxical truth was revealed: The Chaos Gods had created Grober’ing simultaneously as a parody and an ideal weapon against EXE characters. Therefore, his hatred of EXE characters was originally part of his very purpose. However, that attitude gradually changed—especially after EXE characters themselves showed him an entirely unexpected side of their nature. This is where his gradual transformation begins. For the first time, Grober’ing encounters beings he had always considered monsters who are nevertheless capable of loyalty, support, compassion, friendship, and responsibility.
  2. Main Enemies and Allies Main Enemies The most significant opponents in Grober’ing’s history include: The Chaos Gods — his original and primary targets; Erebus, the Architect of Heresy — one of the key figures connected to his fall; Angels — opponents who once defeated him; Various heroes and protectors of different worlds; EXE characters — initially his enemies, whom he hated and against whom he was effectively created; Individual heroes whom he personally harmed, including the hero whose best friend was killed by Grober’ing. Allies His most important allies and companions eventually include: Sarah Henderson Artwright / Needlem0use; Luther; Xenophanes; The Godmother / Mrs. SEGA; Fatal Error / Fatal Sonic; RE-RUN / Lilith Rose; Shiryu of the Rain; and other members of the Alliance of Honor. The fact that Shiryu of the Rain eventually joined the Alliance of Honor is particularly symbolic, considering his own past reputation and Grober’ing’s former attitude toward figures of that kind.
  3. Things Grober’ing Likes Grober’ing has several surprisingly mundane interests: 🦀 Crustaceans; 🌳 Poplar trees; 🌺 Poppies; Various unusual plants; Tea, although for a long time he had absolutely no idea how to offer it normally; His own concrete constructions; Grand projects; Moments when people take him seriously; And, during his later period, friendship and communication, although admitting that he values them remains difficult for him. His Most Amusing Characteristic Grober’ing is capable of discussing matters on a cosmic scale and then suddenly switching to something completely mundane: “Would you like some tea?” This eventually became one of his character’s recurring internal memes.
  4. Things He Dislikes Grober’ing dislikes: Betrayal, despite having once turned betrayal into his own religion; Lies; Hypocrisy in others; Weakness of character; Pointless cruelty; Loss of control; People treating his past as something that can never be changed; EXE characters, during his early period; The Chaos Gods; Erebus and everything associated with the period of his fall; Admitting that he is wrong; Having to take responsibility for his own actions; And, in his past, essentially anyone who opposed him, contradicted him, or simply had nothing to do with Chaos. One final point is especially important: Grober’ing hates situations in which he is perceived not as a magnificent monster, but as an ordinary human being. His fear of having the human being inside him recognized eventually became one of the sources of his own aggression.
  5. Weapons and Artifacts Halberd “Hypocrisy” “Hypocrisy” is Grober’ing’s primary symbolic weapon. It is not merely a halberd. It represents his ideology: outwardly magnificent power concealing lies, contradictions, manipulation, and the desire to control others. One of its most important abilities is the creation of Warp rifts. Therefore, the halberd serves two purposes: Weapon + instrument for violating the boundaries between worlds. Grenade Launcher “Deceit” “Deceit” is his second characteristic weapon. Its name represents another side of Grober’ing: he does not rely solely on brute force. He prefers deception, unexpected attacks, traps, manipulation, and psychological pressure. If “Hypocrisy” represents his personality and ideology, then “Deceit” represents his methods.
  6. Béton Béton no Mi Béton Béton no Mi, or the Concrete-Concrete Fruit, is a Devil Fruit of the Logia type associated with concrete. Its primary ability is to allow Grober’ing to transform into concrete and create, manipulate, and control concrete. This explains a significant part of his visual identity and his unusual attachment to concrete structures. Within this universe, the fruit allows him to: Create concrete; Control concrete; Form concrete armor; Create weapons; Create enormous structures; Build defensive fortifications; Create concrete creatures and prototypes; Potentially use concrete as part of his efforts to save the population of his home planet. Concrete therefore became more than a material to him. It became almost a language through which he expresses his will.
  7. Character and Personality Grober’ing cannot be described with a single word. In the Beginning He was: honest hero → idealist → protector → human being with a powerful sense of responsibility. After His Fall His development gradually became: hurt → despair → depression → hatred → desire for revenge → fanaticism → ideology of betrayal. The central problem with Grober’ing is not that he was originally evil. Quite the opposite. He knew too well what goodness was. And after deciding that goodness had betrayed him, he began to hate it precisely because he understood it. He is extremely proud, stubborn, sarcastic, suspicious, and prone to dramatization. At the same time, he is capable of: Analysis; Recognizing obvious facts; Learning; Developing attachments; Regretting his actions; Feeling awkwardness; Showing concern; And gradually accepting responsibility. This is what eventually transforms him from a conventional “world-destroying villain” into something more complicated: a tragic fallen idealist.
  8. Personality Type If this is treated as a literary classification rather than a strict psychological diagnosis, Grober’ing can be described as: “A Fallen Idealist” with elements of: A revenge-driven antagonist; A fanatic; A tragic anti-villain who eventually became a true villain; An ideological antagonist; A control freak; A nihilistic destroyer. His central progression can be summarized as: “I was honest → honesty did not save me → therefore honesty is a lie → therefore I will destroy honesty.” In other words, he effectively punished the entire world for his own pain instead of accepting that pain as part of his personal history.
  9. What Type of Villain Is He? His primary classification is: Tragic Fallen Hero However, at different stages of his existence, he also becomes:
  10. An Ideological Villain He does not merely want to destroy things. He wants to prove that his worldview is correct.
  11. A Revenge-Driven Villain His hatred of the Chaos Gods initially develops from a desire for revenge.
  12. A Fanatic Betrayal eventually ceases to be a tactic and becomes a belief system.
  13. A World Destroyer After billions of years, his hatred becomes so vast that individual planets and civilizations lose their meaning to him.
  14. A Fallen Idealist This is ultimately the most accurate description of him.
  15. Abilities Grober’ing's main abilities include: Concrete manipulation; Transformation into a concrete form; Creation of concrete armor; Creation of concrete weapons; Creation of enormous concrete structures; Creation of concrete creatures; Absorption of the power of certain artifacts; Creation of Warp rifts through “Hypocrisy”; Summoning beings through the Warp; Enormous physical strength; Extreme endurance; High regeneration; The ability to continue existing after catastrophic damage; Vast combat experience; Psychological pressure; Manipulation; Provocation; The use of fear; Strategic thinking; Adaptation to unusual opponents. And there is one ability that did not originate as a supernatural power: The ability to learn from his own mistakes. This eventually becomes potentially more important than many of his combat abilities.
  16. Weaknesses His weaknesses can be divided into physical/conditional and psychological ones. Physical / Conditional Weaknesses Silver — within this version of the universe, it can slow his regeneration; Water and low temperatures — can potentially weaken or temporarily disable his concrete nature; Damage to his right eye — a permanent physical reminder of his past; Certain effects that interfere with his control over concrete; Specific powers or artifacts capable of counteracting his abilities. Psychological Weaknesses These are considerably more interesting: His past; His fear of seeing the human being inside himself again; His pride; His difficulty admitting mistakes; His need to constantly justify his actions; His hatred of vulnerability; His need to control situations; His fear of being wrong; His emotional attachments, which he spent a long time trying to deny. This creates the central paradox of his character: He can be defeated not necessarily by greater strength, but by forcing him to confront himself.
  17. The Role of Key Characters Sarah Henderson Artwright / Needlem0use Sarah becomes one of the most important figures in Grober’ing's later history. She functions as a kind of moral mirror for him. She does not try to prove: “You were always a monster.” Instead, she effectively shows him: “You did monstrous things—but that does not mean you are required to remain only that.” She is also one of the people capable of breaking through his defenses using sarcasm rather than brute force. Her influence on Grober’ing therefore represents: responsibility + self-irony + the return of his ability to see himself as human. Sarah also refuses to allow him to turn remorse into self-pity. If he regrets something, he is expected to repair what he can and change what he can control. Luther Luther is a calmer and more analytical counterweight to Sarah. If Sarah forces Grober’ing to look at himself, Luther forces him to look at the facts. He does not necessarily pressure him emotionally. He simply notices contradictions: “You say one thing, but you do another.” This makes Luther one of the people Grober’ing can simultaneously find irritating and respect. Luther was also the one who ultimately destroyed Grober’ing's “Emperor of Traitors” mask—symbolically forcing him to confront the person beneath the title. Xenophanes Xenophanes has a more philosophical influence on him. He helps Grober’ing confront the question: “What if power and righteousness are not the same thing?” Xenophanes can move the conflict away from: “Who is stronger?” and toward: “Who is right, and what is the price of victory?” This is especially painful for Grober’ing because he spent most of his existence attempting to use strength as proof that his worldview was correct. Dr. Ludwig Ludwig is primarily a medic, observer, and specialist in human behavior rather than merely another combatant. His importance becomes particularly clear whenever Grober’ing has to deal not with physical damage, but with the consequences of his own behavior. Ludwig can turn even a moral problem into a medical-style protocol: “Diagnosis: chronic inability to admit the obvious.” And then proceed to explain, with complete seriousness, why the patient needs to change his behavior. Grober’ing's fear of psychotherapy is something Ludwig has occasionally used to pressure him into confronting his problems. Fatal Error / Fatal Sonic This relationship represents one of the greatest reversals in Grober’ing's worldview. Because Grober’ing was originally created as a weapon against EXE characters, Fatal Error was naturally one of his enemies. Later, however, Fatal Error becomes one of the people who forces him to realize that EXE characters are not necessarily the monsters he imagined them to be. Their later interactions can include simply talking, drinking tea, and discussing old conflicts such as Fatal Prime. Fatal Error therefore becomes an example of: former enemy → conversation partner → potential friend. The Godmother / Mrs. SEGA The Godmother logically becomes one of Grober’ing's closest associates during his later period. Her role differs from Sarah's and Luther's. She represents Grober’ing's connection to the wider EXE community and demonstrates that terrifying appearances can conceal individual personalities, relationships, values, and moral positions. Through her, Grober’ing gradually has to abandon his old equation: “EXE = monster = enemy.” Tiberos the Scarlet Flow Grober’ing once fought Tiberos the Scarlet Flow. Tiberos eventually killed him, permanently destroying Grober’ing's belief in his own invincibility. This defeat became one of the most important reality checks in his history. For someone who had spent an absurd amount of time believing that he could outlast almost anything, being decisively stopped by someone else demonstrated that “I cannot be defeated” was never an objective fact—it was a belief. The Spirit of Ferrus Manus Grober’ing once mocked the fact of Ferrus Manus's death. Later, he received a hammer blow in response. The incident eventually became another example of Grober’ing learning that mocking someone else's tragedy does not make him superior—and that the dead, their memory, and the people who remember them cannot simply be reduced to jokes.
  18. The Central Paradox of His Story Grober’ing wanted to destroy honesty. Yet honesty ultimately became one of the main tools through which he began to change. He wanted to destroy hope. Yet hope allowed others to continue believing that he was not completely beyond change. He wanted to escape responsibility. Yet responsibility for his own actions eventually became the very thing he could no longer escape. His story therefore gradually transforms from: “A man became a monster and decided to destroy the world.” into: “A man who once decided that the world deserved punishment for his pain gradually discovered that his own beliefs had become part of the trap.” That is why his later story works especially well as the story of a fallen idealist who first attempted to destroy morality and eventually had to learn how to use it again.
u/UnusualJournalist153 — 10 days ago
▲ 29 r/Needlemouse2+1 crossposts

How do you like my fan art (don't judge me harshly, I'm not a professional artist)?

Information about my fan art dedicated to Sarah (Needlem0use): 1) The first fan art is my attempt to draw Sarah (Needlem0use) in her classic style. 2) The second fan art is my own design of Sarah (Needlem0use), inspired by existing designs (the blue circle depicts Luther, when I watched the first episode of the remake of the series Needlem0use by Dokusnon/Kentaro., I really liked the idea that Sarah is Luther's wife). 3) The third fan art is my attempt to draw Sarah (Needlem0use) in the style of Kikoriki/Gogoriki, in the form of a Hedgehog/Chiko from Kikoriki/Gogoriki.

u/UnusualJournalist153 — 12 days ago

Wendigo (concept)

Wendigo (concept, on the left the old version created on April 7, on the right the new version created on April 10):

  1. Description: Wendigos are man-eating spirits, symbolizing insatiable hunger, cold, cannibalism, a warning against excess and greed. The spirits of lonely places and the evil that devours.
  2. Origin:
  1. During the harsh winter and famine, people can be possessed by the evil spirits of the Wendigos themselves, after which people receive the special status of "Psychosis/Wendigo syndrome" (what exactly makes this status I will write below). 2. Wendigos can arise if brave warriors sell their souls to ward off a threat from their kingdom and city, and when the threat is over, they will go into the forest and turn into Wendigos there. 3. People can turn into Wendigos due to the use of black magic (in our case, due to the Gifts of Death, Blood and Emptiness) + cannibalism again. 4. People can turn into Wendigos if they bite them. 5. People can turn into Wendigos if they are cursed by a witch doctor (in our case, a plague doctor).
  1. Purpose/goals: Eating humans (and most likely other intelligent races), or turning them into their own kind.
  2. Appearance:
  • Very tall (about 4 meters);
  • A human-like silhouette;
  • Very thin and bony build;
  • Lipless mouth;
  • Sharp fangs;
  • Translucent and very, very shaggy bodies;
  • Sharp claws;
  • Small and black eyes.
  1. Individual traits: The same as the Wendigo had during his lifetime, but with major changes, because to the existing traits, such features as: Bloodthirstiness; Savage; Giant; Voracious; Moon Child; Flesh Eater; Night Child; Rebirth; Fast; Strong; Weightless; Eagle Eye; Greedy; Lasciviousness; Frost protection; Ugly; Icy aura; Genius; Deceitful; Hard skin; Sturdy; Immortal; Regeneration; Unhappy; Long-lived; Jerk; Infertility; Wizard's Heart; Unyielding; Immune; Immune to poison; Wise; Acid Protection?; Step Back?; Blocking?; Evasion?.
  2. Subspecies traits (physical, magical, mental, and unique): Wernicke zone; Hyper-intelligence; Large stomach; Voracious; Cold resistance; Improved strength; Long life; Carnivorous; Aggressiveness; Gift of air; Permafrost adaptation; Accelerated recovery; Exoskeleton.
  3. The essence: Wendigos no longer feel guilty or guilty. They just lost their emotions. Everyone. All that remained was a terrible hunger. The Wendigo's only food is human flesh. At the same time, despite their thinness, their hunger cannot be satisfied. After killing and devouring one victim, the Wendigos do not get the desired satisfaction, but are looking for more and more victims. Wendigos harvest supplies in dark places such as caves and abandoned mines. Their preferences include the sweet fat of children, the soft skin of women, the fleshy parts of men, and the fragile bones of the elderly.
  4. General information: Intelligence - 77. The damage is 77. The speed is 77. The Attack Speed Is 77. Armor - 700. Health - 700. The Critical Chance Is 77. Hunger is endless. Fertility is 0. Life span is until they are killed. Diplomacy - 0. Military - 0. Management - 0 (Wendigos don't rule). Endurance - 92. Mana is 92. All other parameters, such as house, family tree, gender, children, and others, make no sense, because Wendigos are no longer who they used to be.
  5. Status/Statuses: Before turning into a Wendigo: "Psychosis/Wendigo syndrome" - this status appears in people if they are possessed by the evil spirit of the Wendigo himself, because of this they have a fear of turning into a man-eating monster, usually against the background of reduced nutrition. Patients are haunted by thoughts of committing murder and an obsessive desire to eat human meat. Usually, "possessed Wendigos" are killed by fellow citizens. This status lasts as long as it takes for the "possessed" to kill and eat their victim. After turning into a Wendigo: Starving, this status lasts until the Wendigo is killed.
  6. Immunity: Wendigos are immune to cold, poisons, acid?, conventional weapons, and moral constraints.
  7. Powers and abilities: Wendigos are very fast and impetuous, stronger than an adult, masters of disguise, their fangs and claws easily pierce skulls and tear apart mithril. They can hear their prey from miles away. They can reproduce and imitate any voices to lure out their prey. Their whistling has a hypnotic power - luring a person to the place where the Wendigo is. They are able to control the weather (create a snow cloud and, if I understood the description of the "Gift of the Air" correctly, then a tornado). They can summon wolves and bears from the darkest thickets (their task will be to create a choir in order to scare the victim, the Wendigo pays for this with a portion of the loot, or they simply help the Wendigo in the battle with the victim). They can hunt both during the day and at night, but at night it is preferable, since they prefer to eat their prey during the day. Half-finished Wendigos can chase their would-be assassins even across oceans. Ordinary knives and bullets are useless against them.
  8. Language: The same language that the Wendigos spoke when they were alive.
  9. Preferred food: Only human flesh.
  10. Premium: No.
  11. Subspecies: Only humans can become Wendigos.
  12. Weaknesses: They are afraid of fire, and if there is a bonfire somewhere, they will never come to this place. All the amulets currently available in the game can help in the battle with the Wendigo / protect against the Wendigo. They are vulnerable to silver.
  13. Names: In addition to the original name, the Wendigo may have the following names: Wendigo, Weendigo, Windego, Wiindgoo, Windgo, Wiindigoo, Windago, Windiga, Wendego, Windagoo, Widjigo, Wiijigoo, Wijigo, Weejigo, Wìdjigò, Wintigo, Wentigo, Wehndigo, Wentiko, Windgoe, Windgo, Wintsigo, Wīhtikōw, Wi·nteko·wa, Windigo, Vihtigo (Wihtigo), Vitigo (Witigo), Vitiko (Witiko), Vano (Wano).
  14. Epochs: The Age of Darkness; the Age of the Moon; the Age of Ice and the Age of Despair.
  15. Biomes and habitat: Frozen biome; Lowland biome. Forests and lakes.
  16. Event: "A man (insert the man's name) has committed a terrible crime, and now he has turned into a Wendigo!".
  17. Breeding: Wendigos do not breed.
u/UnusualJournalist153 — 5 months ago

Revenant (concept)

  1. Description: Revenants are undead creatures that emerge from the souls of mortals who have met a cruel and undeserved fate (for example, they were betrayed by their own friends). They break back into the world to take revenge on their abuser or to complete the last, critical task that remains unfinished (for example, liberating the territory and its inhabitants or protecting those whom they swore to protect). Revenants inhabit their mortal bodies and look like zombies, but instead of lifeless pallor, the Revenants' eyes glow with determination and flare up in the presence of an enemy. If the Revenants' body is destroyed or unreachable, they inhabit another humanoid corpse. Regardless of the container they use, their enemies will always find out the true nature of the Revenants. If the Revenants die, they will come back to life 24 hours after death. If their bodies have been destroyed, they will recover within 1 mile of the place of their death. Revenants can retain some (approximately 150% of their original stats) or all of their magical abilities, skills, and equipment. If their equipment has also been destroyed, Revenants do not restore it.
  2. Purpose/goals: Revenge, the Revenants have only one year to carry it out. If the enemy / enemies are dead, or the revenants cannot take revenge before the appointed time, their bodies will crumble to dust, and their souls will go to the afterlife. In the event that the revenant's enemy/enemies are too powerful to deal with him/them alone, they look for worthy allies to carry out revenge. No magic can hide the target/targets of the Revenants' pursuit; they always know the direction and distance between them and the target/objects of revenge. In the case of multiple targets, they hunt them down one at a time, starting with the creature that dealt them the fatal blow. When the goal is achieved, the Revenants finally find peace. They die and cannot come back to life. If a creature/creatures being hunted/hunted by Revenants dies, the Revenants will know about it. If the enemy/enemies of the Revenants are/are located where walking, running, jumping or swimming cannot be reached, then the Revenants can leave their kingdom to join the kingdom that has the religious trait "Teleportation". If the Revenants can't get to their victim at ALL (she jumped out of the world), then the Revenants will fail and crumble to dust. Revenge is not the only goal of Revenants, as mentioned above, they may have other goals. Revenants can create their own army from the enemies of their abuser.
  3. Appearance: Exactly the same as their original sprite, only with faded (possibly torn) clothes, deathly pale skin, red eyes, and gray/black hair (if, of course, the Revenants had any during their lifetime).
  4. Individual traits: The same as the Revenants had during their lifetime, but with major changes, because to the already existing features, such features as: Immune; Unyielding; Regeneration; Fast; Agile; Ambitious; Lucky; Wise; Bloodthirsty; Crippled; Genius; Unhappy; Ugly; Eagle Eye; Poison immunity, Infertile; Moon Child; Night Child; Sturdy; Strong; Honest (probably); Vindictive/Vindictive - "Does everything possible to revenge!" (this trait can be present in any INTELLIGENT being, not necessarily only in Revenants, perhaps it will affect the transformation of an ordinary intelligent being/ creatures into a Revenant/ Revenants, and it should be in the same category as the Distraught; Infected; Cursed; The tumor and Spores of the FUNGUS, (by rarity, this trait should be legendary)).
  5. Subspecies traits (physical, mental, and unique): Prefrontal cortex; Accelerated recovery; Advanced hippocampus; Amygdala; Wernicke's zone; Hyper-intelligence; Primordial; Waterfowl (probably); Agile; Aggressiveness; Rapid aging; Exoskeleton; Fins (probably); Bad genes; Increased strength.
  6. General information: Intelligence - 55. Damage - 48, + Revenants can deal double damage if they don't have weapons. The speed is 32. The Attack Speed Is 32. Armor - 220. Health - 420. Critical Chance is 44. Hunger is 0, Revenants don't need air, food, drink, or sleep. Fertility - 0. Life Span - 1. Diplomacy - 1036. Military - 0. Management - 0 (revenants do not rule). Endurance - 92. Mana is 92. All other parameters, such as house, family tree, gender, children, etc. they remain the same as they were in the Revenants during their lifetime (although perhaps the mind will change).
  7. Status/Statuses:
  1. Thirst for revenge - "Thinks only about how, when and how to take revenge!". This status lasts as long as the revenants themselves live. 2. Invincible (if the 3rd immunity option is selected).
  1. Immunity, options to choose from: Option 1. Revenants are immune to paralysis, stun, enchantment, exhaustion, and fright, as well as divine light, death mark, light magic, and life magic. Option 2. Revenants are not immune to divine light, death mark, light magic, and life magic. Option 3. Revenants are absolutely invincible (thanks to their "Invincible" status) and the only ways to destroy them is to wait for their end of existence or kill the object of their revenge (this option will work if the mechanics of moving into other corpses are not implemented).
  2. Language: The same language the Revenants spoke in their lifetime.
  3. Favorite weapon: Any kind.
  4. Preferred food: Nothing.
  5. Architectural style: Nothing.
  6. Premium: No.
  7. Religion: The same one that Revenants professed during their lifetime, but revenants can safely abandon it if necessary.
  8. Culture: The same as the Revenants had during their lifetime, but Revenants can safely give it up if necessary.
  9. Kingdom, city, army, and settlement: The same as the Revenants lived in during their lifetime, but Revenants can safely abandon them if necessary.
  10. Subspecies and intelligence: Creatures without intelligence and subspecies cannot become revenants.
  11. Powers and abilities:
  1. Capture. Instead of dealing damage, Revenants can grab the target. 2. The vengeful gaze. Revenants target one creature they see within 30 feet of them, which they have sworn revenge on, and the target becomes paralyzed (thanks to the "Stunned" status that Revenants are able to cast on it) until the Revenants inflict damage on it. When the paralysis ends, the target becomes terrified by the Revenants for 1 minute (thanks to the "Surprised" and "On Guard" statuses, which Revenants can also apply to it). All 3 statuses are applied only if there is a fight between the Revenants and their enemies.
  1. Weaknesses: Fire. Divine light (if the 2nd immunity option is selected). Death mark (if the 2nd immunity option is selected). Light magic (if the 2nd immunity option is selected). The magic of life (if the 2nd immunity option is selected).
  2. Event: "The Revenant (insert name for Revenant) is back to take revenge! Or fulfill your goal."
  3. Loyalty: Most likely the same as during his lifetime, but reduced by 10%.
  4. Eras: Revenants appear in all eras.
  5. Biomes and habitat: The frozen biome. The swamp biome. Cities and forests.
  6. Quotes: Most of the quotes/phrases of the Revenants are tied to their thirst for revenge, or their fulfillment of another unfinished goal.
  7. Love: If Revenants lose their love, they won't be able to find a new one.
  8. The Clan: The same as the Revenants had during their lifetime.
  9. Happiness: If other creatures have happiness initially at 100%, then revenants have it at 0, and it increases only when they get closer and closer to fulfilling their/their goals/goals.
  10. Don't take a step back!: If other creatures with low health start running for their lives, then revenants, unlike them, fight to the end, and it doesn't matter if they die or win.
  11. Reproduction: All Revenants are infertile.
  12. Coins and loot: These two parameters for Revenants remain the same as they were during their lifetime, because Revenants can use them to buy books and better equipment.
  13. How to save the enemies of the Revenants from their revenge:
  1. Convince the Revenants to forgive them.
  2. Earn their forgiveness.
  3. Continue the path of the villain, starting to threaten them, because they probably have those who are dear to them.
u/UnusualJournalist153 — 5 months ago