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    1. Art of Fun 10 yrs ago

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Creatures:
Creature Name: Dire Rat, "Sewer Wolf"
Creature Appearance: "Pest control ain't gonna like this..."
Creature Description: Rats are pretty bad, yeah? Vectors of disease, nasty bites, usually come in swarms. Now, imagine if there were rats the size of dogs wandering around in the underground. That's exactly what the Dire Rat is. Unlike their smaller rat relatives the Dire Rat is mostly solitary, and groups are usually no larger than four or five. These gigantic pests were not an issue until roughly one-hundred years ago, when they first appeared. As it turns out the Dire Rat is the result of mutation, but the source of this mutation is unknown. Not that it matters now, though; they're their own creature, and they can breed. They're sneaky buggers, and aggressive to boot. At least they're easy to hit.
Appearance edited!
Thanks for the feedback! But yeah, on the necromancy point, I can see why that's the case and agree entirely. When it came to controlling undead, I was going more for the mindless zombie/skeleton sorts in order to eliminate the issue of potentially controlling player character undead. Her appearance was mostly just me being unable to find a picture I really liked, I guess. I'll browse around some more and try and find something more appropriate.

I'll be sure to do my best to portray the cult that isn't in a way which frames them as a large threat. They're very much intended to be minor in the long run, but very persistent.
Name: Irishtu "the Experi-Mentor" Hayle

Age: Early 30's

Gender: Female

Race: Human (Lich)

Appearance:"The keys to being a successful magician are imagination and self-control. If you lack these qualities, then you will only hurt those around you."

Profession: Professor at Almagest’s Academy of Arcane Arts, Definitely-Not-Evil

Personality: Dour, sinister, scheming, malevolent, chaotic evil - all good ways to describe most liches. Irishtu takes a different approach to (un)life from her fellow brothers-in-magic; while she is by no means the nicest person in Karstberg, she's not the sort to be unnecessarily harsh or cruel to another. In fact, she's absolutely respectful to others in a way which is surprising given she is not only of 'blue blood' but she is also the daughter of one of the worst criminals to plague the underworld of Karstberg. It may very well be the latter fact which has lead to this behaviour; Irishtu is very much aware that she's on thin ice in the city, and does her best to maintain the serious, professional demeanour of a professor to not rouse any unwanted attention. When teaching she has a no-nonsense policy, earning her the prestigious award of "Second Strictest Professor on Campus" from the student body, something she takes a little bit of pride in. She may be tough on her students, but it produces results.

The other side of Irishtu only makes its self known when the eyes of society are no longer upon her, be it a moments reprieve in the staff room or in her own home. At heart, she's a sort of princess, it's how her father raised her and it never really changed. Compliments, gifts, and general attention are her opiate, but only one she'll indulge in with those she trusts. In truth she's actually a very kind person with a lot of affection to give - it just happens that her situation does not allow for it.

Equipment/Weapons: Her obligatory phylactery is hidden away somewhere. She knows exactly what and where it is and intends to leave it there. Can never be too cautious, after all. Outside of that, she has various tomes and grimoires in her ownership which cover a large variety of magical subjects. One such grimoire, De Vermis Mysteriis, was written by her father and supposedly contains some absolutely horrific instructions to spellcasting.

Abilities: Irishtu is competent in most areas of magic with a speciality in Magic Theory and Conceptualization. She is so adept in these two areas that she is credited with the invention of the first 5-Dimensional Hypercube Dungeon Hypothesis, something which was then very quickly declared to never be carried out. As a Lich, her phylactery makes it so that her physical body can reform when 'killed', but that process in its self is time consuming. Her connection with her phylactery can be cut with the appropriate preparations, robbing her of the functional physical immortality it grants. The phylactery its self can be destroyed, killing her instantly.

Brief Backstory: The Hayle family was long considered suspicious by authorities and other noble bloodlines, but it was only in the last generation that it was confirmed that there was actually something wrong with them. In short, they are a family of necromancers who aspire to Lichdom and it was Irishtu's father, Holger Hayle, who achieved it. His new-found power earned him followers in the form of a cult called the Children of the Worm. Holger was responsible for many crimes and atrocities in the underworld, and by the time it was linked back to him he was more than ready for a confrontation. In the end his preparations were for naught, meeting a less than pleasant end at the hands of the law.

For all his heinous acts, Holger could never be called a bad father. He loved his daughter just as much as he did his magic, if not more so. If he could have, he would have given her the world. With the loss of her father, the 13 year old Irishtu found herself thrown into world which despised her for the actions of her father, a cult which looked to her as a sort of prophet, a noble family that was going to lose all its land and a legacy of magic passed down to her. She grew quickly, to say the least. In the first year after her fathers passing, she underwent the transformation into Lichdom, gaining dominion over corpses in the process, to ensure the work of her father did not merely fade into oblivion. After that, she disassociated herself from the Children of the Worm and began working towards redeeming the Hayle name. She has been doing this over the years by becoming a respectable member of Karstberg, and is even now one of the foremost Magic Academics in the city and a reputable professor. Word is that she's even gunning for the position of Headmistress at Almagest’s! Imagine that.

Irishtu Hayle has never used the necromantic abilities Lichdom grants her outside of communing with spirits, but that does not stop the wary gazes and the extra set of eyes that are kept on her - just in case she is a maniacal lich after all.
Magic:
Magic Name: Necromancy
Magic Description: A broad classification of magic which is defined as magic which enables communication with the deceased or the use of deceased as tools or weapons.
Religion:
Religion Name: The Children of the Worm
Chief Deity: Vermis the Writhing God, Master of Transformations
Religion Description: A cult that promises immortality with the coming of their god, Vermis. Those loyal to him and his prophets shall be rewarded, but one must be active to earn this favour. If something is holy then it is to the Children to make it unholy. If there is peace, then there must be chaos. Change is their goal, and it's usually not for the best. The Children are without a doubt a group of criminals who commit crimes in the name of their god. The biggest problem when facing the Children is how entrenched they are in the cities catacombs and sewers - catching them is an issue. As a note, Irishtu does not associate herself with the group despite her fathers connection to them.
Hey! I love the stuff you've typed up, Tachi. It's an interesting approach to magic and a fun idea, so I figured I'd try my hand at getting in. Any problems/clarifications and I'll be happy to work it out.

Name: Ou Ten

Age: 14

Appearance: "Stillness and silence."

Personality: Subdued and calm but by no means shy, Ten is very open person with plenty of love to spare; so much so in fact that he views all life as immensely sacred, from his peers in the academy to the insects on the ground. Negative emotions and responses are rare things to come from the young monk, but they can be drawn out of him with enough dedication - if you can get to this point with him, then you're probably doing something incredibly wrong.

Ten is a very virtuous person indeed, but he does have his vices. He will often espouse the importance of dedication, discipline and moderation, but this is hypocrisy coming from him. He's an obsessive by nature, once he becomes interested in something he feels he must excel at it or know as much as he can on the subject. It just so happens that so far, his obsession has been purely on his monks lifestyle rather than anything that could be considered gluttonous.

Clubs: Book club, Gardening club

Brief Backstory: Ten was raised to be a monk, and has spent most of his life surrounded by them in a tranquil monastery located in the Guangxi province of China. Tradition and routine heavily dominated his life; one such ancient (and dangerous) tradition forged his contract with the Qilin. In face of this unique feat among the monks, he was permitted to leave the monastery to become more worldly. It was not long before he learned of the Covenant Academy, a place with fellow contractors such as himself whom he could learn from. The spark of curiosity ignited into a blaze, driving him from his homeland to Japan.

Contract(s): Four the Qilin

Contracted Beings:
Name: "Four-Syllables-of-Primordial-Divinity"

Type: Qilin

Personality: The Qilin, simply called 'Four' by Ten, mirrors its summoner in many ways despite being mostly non-verbal divine creature. It is a peaceful creature which places value on all existences, but unlike Ten there is a very clear prideful streak present in Four. It is a docile thing, yes, but if its pride is insulted it will not hesitate to stand up for its self with a rather painful head butt. It becomes downright fierce if an innocent is threatened by conflict, rushing to defend them. The Qilin is large enough to serve as a mount, but one had to earn that right.

Powers: Friend of the Land - Thanks to Ten's contract with the Qilin, the young monk now has a greater empathic connection with animals. He cannot directly understand anything an animal would be communicating, but he can get a feel for what they're thinking.

Fusion: "Mandate of the Heavens, Divine Benevolent Ruler!"
The Qilin may be weak by the standards of most magical creatures, the abilities it grants a contract holder are great. The Qilin are drawn to wisdom and kindness in individuals, and they rewarded it justly. When Four fuses with Ten, the young monks gain 'mandate' over the domains of plant life, fungi and earth. On top of that, he acquires the Qilin's levitation and flight ability. The strength of the mandate granted by Divine Benevolent Ruler is appropriately dictated by his wisdom and kindness. For example, if Ten were an absolute pacifist sage, the strength of Divine Benevolent Ruler would be near its peak. However, it could never be used for fighting if he wished to maintain it at that level. As it is now, Divine Benevolent Ruler allows him to accelerate, control and mutate the growth of plant life & fungi with some minor geokinesis. Ten's knowledge and ability to conceptualize, imagine and multi task plays a large part in how far he can actually take this ability.

The fusion manifests self in golden scales covering the top of his forearms, tufts of blue hair encircling his wrists. The golden antlers and accessories of the Qilin reshape and reforge into halos of distinctly Vedic and Buddhist design, maintaining their position behind him perfectly. A sensation of clarity, a calm in the eye of the storm, radiates from him in this form. Indeed, the name of the fusion is accurate - it feels like observing a divine and benevolent ruler.

Summon: "O Celestial Messenger of Greatness and Peace, Four-Syllables-of-Primordial-Divinity!"
Innately, the Qilin's abilities are rather limited due to its status as sort of harbinger and divine pet. To this end, it has powers based mainly around movement.

Levitation & Flight: Its feet never touch the ground, constantly held above the dirt by small clouds that manifest below each foot. With this ability, it can charge through the skies as fast as it would on the ground.

Speed: At its highest speed, Four could give any muscle car a run for its money in a straight stretch.
OC Character



Name: Ezekiel Prinn (Prinn 01)
Gender: Male
Age: 13-14 (Pre) 15 (Post)
Race: Human (Spacenoid)
Height: 5’8
Weight: 9 stone
Rank/Title: EFSF Ensign, Test Pilot
Special: Cyber Newtype (Failure)

Bio:
As is the story with most Artificial Newtypes, Ezekiel is an orphan of the One Year War, his parents lost when Zeon attacked Side 1. Those years are blurry for him, part due to trauma and him simply being too young at the time. For the duration of the One Week Battle, he was sealed away in a shelter in a last ditch effort from his parents.

Ezekiel was soon found by rescue teams, alive but malnourished. Upon his arrival on Earth, he was given an opportunity; to abandon his past, undergo the Artificial Newtype creation process, and become a weapon of the Earth Federation. To the young, tried and grief-stricken Zeke this was a no-brainer choice - a chance to get back at the ones who attacked his home.

Once the Newtype Research Facilities were established 2 years after the OYW, Zeke was one of the first ‘volunteers’ to undergo the long process. At the time, it was unrefined and dangerous, Zeke being a testament to this. Through out the process, he suffered through many dangerous incidents, even going through one of the first recorded incidents of Synaptic Breakdown. He survived, but came out a failed Cyber Newtype. What does that mean exactly? For starters, Zeke lacks a lot of the benefits of being a Newtype; his enhanced spatial awareness is intact, exceptional even, but he cannot detect other newtypes or the intents of others. To add to this, he also suffers from minor incidents of Synapse Syndrome after mind intensive activities.

In recognition of having gone through the Artificial Newtype program and his decent piloting abilities, he was assigned to the Earth Federation Space Forces as a test pilot, sent into conflict zones of all varieties to test the capabilities of a mobile suit.

Zeke has a personal, seething hatred of the Decepticons and Zeon forces, although his time at the Research Facility dulled it along with many other emotional responses. He’s not one to get angry, but the sight of a Decepticon is usually enough to set him off. Although it was Zeon who are primarily responsible, the Alien nature of the Decepticons only makes them much worse in the eyes of Zeke. The Titans, with their general distaste of Spacenoids, have not got a pleasant place on his list either.

He’s incredibly neutral when it comes to other factions. If they are his enemy during that battle, he will fight them to the best of his ability. End of.

Personality:
As expected of a war orphan, Zeke has some issues. Outside of the safety of a mobile suit sudden loud noises frighten him, suffers from insomnia and is generally uncaring of social faux pas’. Where Zeke was once a passionate and angry child, he has become far more muted and mellowed out since going through the Artificial Newtype process.

Sloth-like would be a good way to describe Zeke outside of his Mobile Suit. He likes to to just be lazy, taking whatever opportunity he can to catch a moment of sleep in lieu of his insomnia. This often gets him into trouble with his superiors, as it can even happen when they’re speaking directly at him. It’s quite the effort to get Zeke to do things that are not pilot a mobile suit.

As an odd hobby, he likes to take unflattering pictures of the people who he serves alongside, his reason being that ugly photos are more memorable than the pretty ones.

When people actually get close to Zeke he’s very reluctant to let them go, clingy even. The deaths of his comrades hit him hard every time, and it’s easy to see how. When sad, he sleeps - a lot.

When deployed, Zeke could be described as the ideal soldier; He’s a very good pilot, follows orders to the dot, and has an uncanny sense of battle flow. His leadership skills are essentially non-existent.

Mech



Name: Jegan Alpha
Type: Real
Dimensions: 20 meters
Weight: 45 Metric Tons

Stats:

Strength: 30
Armor: 25
Firepower: 46
Performance: 30
Mobility: 30
Energy Output: 35 (40 conditionally)
Sensors: 53

Description:
The Jegan Alpha is exactly that, an early prototype for the next generation of Mass Production Mobile Suits. With more manoeuvrability than the standard GM II and a high quality detection suite, the Jegan Alpha is well suited for skirmishes in closed or open spaces. It suffers from OS glitches and occasional clunkiness, there's still a lot of work to be done before it's ready for mass production.

Weapons:
Beam Saber x2
Precision Modified Beam Rifle
3 E-pacs
Vulcan Gun Pod
3-Slot Grenade Rack
Smart-Missile Launcher (2 Shots)

Abilities:
Enhanced Spatial Awareness: Zeke senses of location, distance and direction are top notch, to the point where he does not have to be directly observing something to be aware of it. It acts as a sort of sixth sense. For example, should someone be approaching him at an angle he cannot see with his eyes, he’ll still be able to ‘feel’ its presence. This also gives him a talent for marksmanship and detecting battle flow.

Photographer: He likes to take photos of things. It’s a hobby.

Signature Moves:
Through the Barrel: Zeke takes a moment to focus, and in a display of inhuman marksmanship and awareness shoots to disarm the enemy(s) or peel away their defences. If the enemy is aiming in his direction, it will most likely be a shot aimed for the barrel of the ranged weapon.

Synapse Surge: Only accessible in the most stressful of battles. Zeke’s spatial awareness is enhanced to a disturbing degree for a short amount of time. No longer is it that he can just ‘feel’ things around him, he straight up knows where they are. Once this state fades, he suffers from his Synapse Syndrome.

Themes:
Deployment & Crossfire
Synapse Surge
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