Divine Knights

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The Divine Knights are a series of seven constructs formed from the physical bodies of slain deities and processed in the forges of Axis, creating uniquely distinctive machines. However, the Divine Knights ended up more powerful than originally planned thanks to the divine blood flowing through their systems, and Abadar accepted demands from the celestial gods to place limits on them to prevent their abuse by mortals. Thus was forged into their very essence a holy commandment: The Divine Knights were only to fight great threats, such as kaiju and similar machines that might be forged elsewhere, and would be useless against other threats.

### The Raiment of the Gods

The Raiment of the Gods is a rare magical effect that is applied to the Divine Knights, and also to some other machines that learned how to imitate it after the plans were leaked by a team of Proteans who had infiltrated Axis with the goal to cause a little more chaos. The Divine Knights bear the true, original version of this effect, while other machines merely have similar imitations.

This effect, when applied to machines like the Divine Knights, renders them impervious to harm and effects except those caused by other things equipped with the raiment, or certain great creatures like kaiju and similar foes. However, since it also means they can't harm lesser foes, all the raiment really means is that it makes a unit good against similar threats.

## Growth And Development

The Divine Knights start as basic, first-level robots (using the Gonzo giant robot rules) when they first bond to a user. Through battle, they can grow in level, adjusting to any combination of features and powers available to their current level. Unlike many other mechs, the Divine Knights do not need external repair teams to change or improve their systems. However, they rapidly lose power once a bond with their owner is lost (though they can regain that power if a former owner reclaims a lost Divine Knight).

Otherwise, Divine Knights bond with their users similar to the mythic bonds of legendary items, and these bonds are typically not broken by anything except death. In addition, each of the Divine Knights possesses a unique ability and the power to self-repair. A Divine Knight restores 10% of its maximum hit points every hour it is not in combat.

All of the Divine Knights come equipped with external weapons, although pilots sometimes guide them to develop other tools as well. Further, Divine Knights do not gain size increases. While they may gain all the effects of larger-size equipment, such as a bigger frame, this represents a hardening and improvement of their basic structure and they do not actually grow in size.

## The Knights

### The Emperor of Flames - Testa-Rossa

This crimson-hued battle hulk is a highly aggressive unit. At the start of its round, it may grant any one weapon it holds (including a natural attack or its unarmed strike) the *Blazing Emperor* quality. This effect lasts for one round and increases the damage of that weapon by 1d6 fire damage, plus 1d6 at 4th level and every 4 levels thereafter. This damage bypasses resistance, but not immunity, to fire damage.

In addition to its other qualities, Testa-Rossa is immune to all fire damage. This is a divine-level defense and cannot be bypassed, except by a deity.

### The Lord of the Frost - Ordine

This cerulean-hued unit is implacable as a glacier. At the start of its round, it may grant any one weapon it holds (including a natural attack or its unarmed strike) the *Frozen Lord* quality. This effect lasts for one round and increases the damage of that weapon by 1d6 cold damage, plus 1d6 at 4th level and every 4 levels thereafter. This damage bypasses resistance, but not immunity, to cold damage.

In addition to its other qualities, Ordine is immune to all cold damage. This is a divine-level defense and cannot be bypassed, except by a deity.

### The Corroding Doom - Zector

This dark-hued unit corrodes all foes that stand against it. At the start of its round, it may grant any one weapon it holds (including a natural attack or its unarmed strike) the *Melting Death* quality. This effect lasts for one round and increases the damage of that weapon by 1d6 acid damage, plus 1d6 at 4th level and every 4 levels thereafter. This damage bypasses resistance, but not immunity, to acid damage.

In addition to its other qualities, Zector is immune to all acid damage. This is a divine-level defense and cannot be bypassed, except by a deity.

### The Heavenly Roar - El-Prado

This shimmering golden unit crackles with electrical energy. At the start of its round, it may grant any one weapon it holds (including a natural attack or its unarmed strike) the *Heavenly Wrath* quality. This effect lasts for one round and increases the damage of that weapon by 1d6 electricity damage, plus 1d6 at 4th level and every 4 levels thereafter. This damage bypasses resistance, but not immunity, to electricity damage.

In addition to its other qualities, El-Prado is immune to all electricity damage. This is a divine-level defense and cannot be bypassed, except by a deity.

### The Blade of Heroes - Valimar

This ashen-colored knight is the simplest of the Divine Knights in external appearance, but it holds greater potential than any of the other units. Rumors say that it was forged from the hearts of the gods whose bodies became the Divine Knights. Valimar subtracts its pilot's level from each hit of damage it takes, and it deals an additional 2d6 untyped damage on all hits with any weapon it uses. This damage increases by 1d6 at 4th level and every 4 levels thereafter.

In addition to its other qualities, Valimar gains three free uses of the Auto Repair (Type 3) ability each day. Rumors claim that Valimar has greater secrets yet to be uncovered, and will only accept a true hero as its pilot.

### The Argent Knight - Argreion

This silvery-white knight often hovers over the battlefield rather than walking, its lance flashing with holy power. At the start of its round, it may grant any one weapon it holds (including a natural attack or its unarmed strike) the *Holy Blessing* quality. This effect lasts for one round and increases the damage of that weapon by 1d6 good-aligned damage, plus 1d6 at 4th level and every 4 levels thereafter. This damage bypasses resistance, but not immunity, to good damage.

In addition, Argreion possesses an External Weapon in the form of a lance. This weapon has the Conduit quality and can be used as a Pile Bunker; it automatically increases in effective size to match the arms of the unit at no additional cost.

### Ishmelga, The Extinguisher

This ebony-hued machine rocks the ground with every step it takes. Ishmelga's attacks bypass damage reduction and energy resistance of all types. In addition, it gains 50% more hit points than it would normally have, and heals 50% more than usual whenever it recovers hit points through any method.
Category:Creations