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The Smiling face of Nazarick

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Synopsis
Among the many floor guardians of the Great Tomb of Nazarick, one stands apart in both demeanor and origin: Sans, the Skeletal Trickster. Unlike the other guardians forged for grandeur or cruelty, Sans was created by the enigmatic Supreme Being W. G. Gaster, whose mind bent toward experiments few could comprehend. Conceived as a fusion of laziness and lethality, Sans was not designed to dominate through raw power alone, but to test intruders’ resolve with cunning, patience, and unrelenting wit. Though outwardly aloof—lounging at his post, making bad puns, and feigning disinterest—Sans hides frightening insight and a mastery of space-warping abilities. His bone magic and “Gaster Blasters” make him an unpredictable opponent, while his eerie awareness being an npc sets him apart even among Nazarick’s loyal servants. To the other guardians, he is both an oddity and an enigma—mocked for his sloth, yet respected for the quiet threat he embodies. To Ainz, he represents a curious relic of another Supreme Being’s eccentric genius, a tool both useful and dangerous if underestimated. In the grand halls of Nazarick, Sans is the floor guardian who greets intruders with a grin, a pun, and—if they persist—a glimpse of the merciless violence lurking behind his laid-back smile.
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Chapter 1 - Chapter 1

Character sheet

Name: Sans Wingding

Race:

Primary: Skeletal Monster (Undead) Secondary: Soulbound Trickster (Skeletal Seraphim)

Creator: Gaster Wingding – One of the 41 Supreme Beings

Floor Position: 8.5 Floor Guardian (Judgement Hall)

Alignment: Chaotic-Good

Titles:

The Lazy JudgeThe karmic ExecutionerGuardian of the Judgement HallWarden of the Seven SoulsArbiter of Mercy and No MercyDeath's Smiling Face

Race Classes:

Skeleton (Lv. 5) – Base undead body, basic resistances.Skeletal Mage (Lv. 10) – Grants mid-tier magic access and boosts INT.Soul Manipulator (Lv. 5) – Unlocks "karma"-based debuffs and soul damage.

Racial Traits:

 Undead Immunities: Immune to poison, disease, sleep, paralysis, bleed, charm, fear, and morale effects. Skeletal Form: Takes 50% reduced damage from piercing and slashing weapons but +50% from blunt damage. Soulbound: Cannot be permanently killed unless both body and "soul core" are destroyed. Eternal Awareness: Cannot be ambushed, ignores invisibility and stealth effects. Time-Slip: Natural immunity to all time-based debuffs, time stop, and slow effects.

Job Classes:

Soul Sniper (15) – Attacks ignore defense by targeting "Soul HP."Moral Arbiter (15) – Unlocks "Karma Counter" hidden mechanic.Time Mage (Lv. 10) – Temporal slowdown, speed buffs, short time-stops.Space Mage (Lv. 10) – Blink teleportation, spatial traps, battlefield warping.Illusionist (Lv. 5) – Creates afterimages and false projections to avoid hits.Precision Caster (Lv. 5) – Greatly increases accuracy and critical damage for single-target magic.Comedic Assassin (5) – Critical hits occur after making a pun.

Special Class Template:

Boss Monster (Custom AI) (Lv. 5) – Adds HP/MP scaling, unique scripted dodging behavior, and "Judgement Mode."

Total Level: 65 (effective combat level ~110 due to boss template scripting)

Base Form Stats (Level 100 NPC)

HP: 5,000

MP: 85,000

Physical Attack: Low

Magic Attack: Very High

Defense: Low

Agility: Extreme

Special Resistances: Time-stop resistance, spatial manipulation resistance, immunity to instant death.

 

Sans — "No Mercy" Form (Level 100 NPC, Boss State)

HP: 20,000

MP: 120,000 (massive boost for sustained magic spam)

Physical Attack: Medium (uses bone spears and telekinetic force in melee range)

Magic Attack: Extreme (burst-damage magic that ignores most resistances)

Defense: Medium (gains layered magical barriers during phase)

Agility: Absolute (guaranteed dodge script against all non-inescapable AoE)

Special Resistances:

Perfect Time-stop resistance (cannot be frozen in time at all)Absolute Spatial Resistance (cannot be banished, teleported, or displaced unless he allows it)Soul Damage Immunity (immune to effects targeting his soul directly)HP Lock Mechanic (cannot be reduced below 1 HP unless certain AI conditions are met, like the Player passing a hidden "skill check")

Unique Abilities (No Mercy Mode)

Gaster Blaster Storm (Ultimate): Summons dozens of high-damage beams in chaotic patterns, scaling damage over time.Reality Flicker: Short-range teleport every 0.3 seconds, making tracking extremely difficult.Bone Zone: Traps enemies in a moving maze of bone walls and spikes, dealing constant chip damage and restricting mobility.Judgement Chains: Applies a debuff that reduces enemy damage output and movement speed the more hostile actions they've taken against Nazarick.Karmic Retribution MAX: DoT effect that bypasses magic immunity and scales based on target's total kills (PvP and NPCs).BA DUN TSS: after making a bun pun a drum sound can be heard in the background

AI Changes in No Mercy Mode

Loses comedic taunts, becomes completely silent and relentless.Prioritizes killing healers and high-mobility attackers first.Scripted to "fake openings" to lure enemies into traps.Will actively ignore tanks if there's a more threatening DPS or caster nearby.If Base Sans is a glass cannon evasion boss, No Mercy Sans is a bullet-hell raid nightmare — you don't kill him by brute force, you kill him by solving the AI's pattern puzzle.

Behavior & Personality

Appears lazy, tells puns and bad jokes.Hates needless cruelty but has zero tolerance for threats to Nazarick or the Supreme Beings.Respects Ainz greatly but sees Gaster Wingding as his true "dad."Often warns intruders before attacking — but once the fight starts, he shows no mercy.Creator: Gaster Wingding — a Supreme Being known for puzzle-based dungeon design and advanced AI scripting.

Relationship with Other NPCs:

Calls Albedo "Boss Lady"Frequently plays board games with Demiurge (and cheats)Close to Pandora's Actor, both loving to prank intruders.Treats Momonga with deep respect, calling him "Boss" without honorifics.

Personality:

Lazy appearance hides incredible battle skill.Enjoys puns and wordplay — especially skeleton jokes.Has an unspoken "code of mercy" for intruders who show kindness to NPCs.

Creator's Notes (Recovered from Tabula's Private Build Log)

"To make something truly frightening, you don't start with blood, fangs, and fire.

You start with a smile.

Sans is the embodiment of gap Moe. A creature so outwardly harmless that enemies drop their guard instantly — only for that façade to be stripped away in the moment of judgment.

The skeleton is inspired by a digital legend from an old morality-based pixel RPG. I was fascinated by the concept of a character who could be all-knowing, all-dodging, yet choose not to act unless the target's sins warranted it.

Nazarick already has Guardians who command armies, Guardians who decimate worlds, and Guardians who hold entire ecosystems in their grasp. But none who act as a silent moral arbiter.

Sans fills that role. He doesn't guard a door. He doesn't rule a floor. He guards decisions. And in YGGDRASIL… decisions have consequences."

Great Tomb of Nazarick NPC Lore Archive

Entry No. 072 – Sans, The Still Shadow in the Hall

Compiled by: Tabula Smaragdina, on behalf of the Supreme Beings

"A shadow that refuses to move is mistaken for a harmless outline on the wall… until the wall itself swallows you whole."

Sans is a paradox deliberately crafted — a liminal thing caught between jest and judgment, sloth and slaughter. Though he leans eternally against some doorframe or wall, eyes half-lidded in perpetual rest, it is no accident. His stillness is a calculated mask, hiding a mind that has already read the script of your every move.

Born from the arcane designs of W.D. Gaster, his core was stitched from fragments of worlds not native to Yggdrasil. This core hums with awareness beyond the stage, granting Sans the unshakable knowledge that this life, this land, and even his bones are part of a "game." He laughs at the absurdity of it — but never at the Supreme Beings who placed him here. To them, his jest is reverence.

I (Tabula Smaragdina) shaped his story, weaving a gap moe narrative: a skeletal lay about whose yawns mask the mind of an executioner. He is neither hero nor villain, but a threshold — and only those who step over it find out which side they now stand on.

Touch Me imbued him with the compassion of a true knight, ensuring Sans will cross any room to aid an ally — even if it means abandoning his precious nap. Ulbert Alain Odle laced within him predatory cunning and encyclopedic battle knowledge — a commander's mind hidden behind the smirk of a street comedian. He can dissect enemy tactics within seconds, turning their own plans into the rope that hangs them. This, paired with his cruelty, means that when Sans fights, it is never improvisation — it is execution of a script already written in his mind. Peroroncino crowned the design with NO MERCY: a battle phase that replaces jest with precision, humor with horror, and bone with the inevitability of death itself. Momonga ensured the seamless shift between the two states — so smooth that the moment one realizes the change, the fight is already over.

In the amphitheater of the Great Tomb, Sans sits upon the lowest step, pretending to watch nothing at all. In truth, every corner, every shadow, every breath taken within those walls passes through his notice.

Will greet invaders with casual lines such as:

"you lost? nah… you just took a wrong turn. i'd recommend the exit.

…unless you're lookin' for trouble. in that case… congrats."

Flavor Text (Hidden)

"funny thing about knowing you're a character in a game…

you stop worrying about winning.

you start worrying about keeping the folks who wrote you smiling.

…and buddy, if you're here to wipe that smile off,

you're not gonna like the next part."

"Sans – Eighth Floor Guardian.

A laid-back skeleton who's always been aware of his NPC nature, content to drift through scripted lines and pre-set paths. But if the game ever stops… so does the script."

Gaster Wingding (Supreme Being)

Guild Role: Puzzle-maker, AI scripter, and environmental designer.Friendship Circle: Best friend of Momonga, Touch Me, Peroroncino, Ulbert Alain Odle and Tabula SmaragdinaGuild Personality: Quiet, mysterious, speaks in riddles, but deeply loyal to Nazarick.Specialty: Designed multi-path dungeons that reward or punish players depending on moral choices — which inspired the entire 8.5th floor's structure.When Sans deems an opponent irredeemable, he triggers his No Mercy Protocol church bell, ringing in the background signaling the NO MERCY form, unleashing his full destructive capabilities.

Powers & Abilities:

Core Abilities

Bone Barrage: Summons walls and streams of magical bones as projectiles.Gaster Blasters: Floating skull cannons that fire concentrated magical energy beams.Soul Manipulation: Can affect enemy movement via "gravity shifts" (blue mode, orange mode, etc.).Teleportation: Near-instant displacement over short distances.Karmic Retribution: Deals DOT (damage over time) that increases the more morally "evil" the target is.

No Mercy Form (Triggered when intruders kill friendly NPCs or refuse surrender)

Gains 6 black spectral wings, each holding one of the Six Souls:Blue (Integrity) – Gravity control.Orange (Bravery) – Speed boosts and flame attacks.Light Blue (Patience) – Time-slow effects.Green (Kindness) – Barrier creation.Purple (Perseverance) – Damage reduction and endurance.Cyan (Justice) – High-precision ranged attacks.Red Soul (Determination): Embedded in his heart, powering his ultimate form.Floating Skull Crown: Upper half of a Gaster Blaster with glowing red eyes hovers above his head.Weapon: Red-Blade – a massive red energy great sword (similar to Ichigo's but crimson red not black ) that fires slicing energy waves.Extra Ability: Knife-Tail – whip-like tail tipped with a blade for surprise attacks.

 

 

8th Floor – Mount Ebott & The Monster Domain

Theme: A massive hollow mountain with both external slopes and internal caverns.

Environment:

Snow at higher altitudes.Rocky cliffs and forests in lower zones.The inside of the mountain is a vast monster biome.

Creatures:

Low-tier: Giant bats, cave wolves, ice slimes.Mid-tier: Stone golems, frost trolls, armored lizards.High-tier: Chimera, frost wyverns, yeti champions.Special Elites: Mountain Wardens — large four-armed ogres that guard the main entrance to the 8.5 Layer.Upper-floor Guardian – victim

Defenses:

Anti-teleport wards.Magical fog to disorient intruders.Traps designed by Nazarick's crafting NPCs (pitfalls, collapsing ceilings, ice spike launchers).

Purpose:

Serves as a natural gauntlet before challengers can even face the Area Guardians of 8.5.Tests endurance, resource management, and party cohesion before the "true dungeon" begins.

 

Zone Layout & Guardians

The RuinsArea Guardian: Flowey the Flower (Sentient Plant/Chaos Entity)Appearance: Innocent-looking golden flower with a face, but capable of monstrous transformations.Role: Psychological manipulator. Lures intruders into letting their guard down.Abilities:Vine Snare – Roots wrap around enemies to immobilize.Soul Drain – Can leech life energy and magic power from enemies.False Kindness – Temporarily buffs an enemy's stats before instantly turning on them, making the buff a curse. Snowdin ForestArea Guardian: Papyrus the Kind Skeleton (Undead Skeleton/Support Fighter)Appearance: Tall, thin skeleton in battle armor with a flamboyant scarf.Role: Morality tester — values mercy and honor.Abilities:Bone Pillar Wall – Summons massive bone pillars to block paths.Snowstorm Shield – Creates an icy barrier reducing incoming ranged damage.Mercy Check – Will spare any intruder who submits and passes his moral dialogue checks (programmed AI morality puzzles). WaterfallArea Guardian: Undyne the Undying (Undead Fish Warrior/Tank)Appearance: Armored fish-like warrior wielding a glowing spear.Role: Combat endurance test.Abilities:Spear Storm – Summons a barrage of spectral spears.Undying Resolve – Can fight for 15 seconds after "death" before falling.Tidal Guard – Summons massive water waves to push enemies away. Spider Cavern (Between Waterfall & Hotland)Area Guardian: Muffet, Mistress of Webs (Demi-Human Spider Queen / Economic Enforcer)Appearance: Petite young woman with spider traits — four extra arms, black segmented eyes, and a purple dress. Surrounded by thousands of obedient spiders.Role:Functions as a trap master and economic choke point for the 8.5 Floor.Demands payment from intruders in gold, rare items, or "soul essence" to allow safe passage.If payment is refused, she activates her web traps and engages in combat.Abilities:Web Bind – Immobilizes multiple targets with enchanted silk.Venom Pastry – Throws poisonous baked goods that apply stacking debuffs.Arachnid Swarm – Summons hundreds of small spiders to gnaw at intruders, reducing their stamina and focus.Thread Step – Teleports short distances using her web strands as portals.Zone Features:Entire cavern ceiling and floor covered in sticky threads that slow movement.Web bridges above lava pits, forcing careful navigation.Ambush points where giant spiders drop from above.

 

HotlandArea Guardian: Mettaton EX (Mechanical Automaton/Illusionist)Appearance: Humanoid robot with a performer's flair, always in the spotlight.Role: Distraction and misdirection.Abilities:Laser Curtain – Covers the battlefield with light beams that both damage and obscure vision.Showstopper – Creates illusory clones while performing combat "acts."Audience Power – Grows stronger the longer the battle is observed (programmed as an escalating boss fight). Judgement Hall (Final Area)Floor Guardian: Sans Wingding – The Lazy JudgeFunction: Decides if the challenger may pass to the Royal Suite (9th Floor) or be erased from existence.Combat Role: The deadliest duelist in the Underground, capable of extreme mobility, magic, and soul manipulation.Special Lore Function: His judgment algorithm considers not just the intruder's current alignment but their accumulated "karma" in Nazarick's systems.

Environmental Traps

RUINS: Hidden spike floors, false walls that lead back to the entrance.SNOWDIN: Magical blizzard reducing visibility and slowing movement.WATERFALL: Slippery terrain + water currents that push invaders toward traps.HOTLAND: Heat exhaustion debuff + lava pits.JUDGEMENT HALL: Gravity-altering soul zones that mimic Sans' blue/orange soul effects.

Security Functions

Every zone has Soul Sensors that monitor intruders' actions. If invaders bypass a guardian without a fight, their "Judgement" score worsens, making Sans battle harder. Sans can summon phantoms of defeated guardians to aid him in combat.