Avatar of Durandal
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    1. Durandal 10 yrs ago

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8 yrs ago
Current The boys are back in town
8 yrs ago
You load sixteen tons and what do you get?
1 like
9 yrs ago
Die for the Emperor, or die trying.
2 likes
9 yrs ago
Took some political alignment and bias tests today. I think the results were skewed.
1 like
9 yrs ago
You are what you dare, or so some say. Don't be that guy who is forever after known as the one who set his pants on fire.
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<Snipped quote by darkwolf687>

With all this supermetal crap, I think I'd just make a really big long-range cannon on the opposite side of the planet, have a small scout team mark the rather obvious target (or just spot it from orbit or high-altitude satelite) and then put a hole in it with a power armor human-enchanted-or-whatever supermetal shell that has superexplosives and crap.

That should put a hole in it. If not, I'll just use a nuke to blast a crater large enough to make it extremely difficult to get up.

Or maybe just a weather machine, and get it stuck in the mud. Slip'n'slide, eh?


Considering they have starship-grade armor and and starship-grade shield, they take quite a bit of punishment. And besides, 40k doesn't do logical.
Those legs/waist would be crushed to oblivion.

The giant cannon wouldn't be kinetic; ammunition wouldn't be able to be efficiently funneled to it.

General proportions and all that suggest that firing the big cannon would drop it on its back.

Very easy target for a whole lot of effort and resources.

General design of it suggests a medieval-y walker, steampunky. I don't think technology would've advanced sufficiently to have such little legs pull up such big feet and move them without falling over, nor while keeping up such a great big weight.


Tell that to the 40k Imperium of Man. And the two big guns happen to be energy weapons, yes.
@WilsonTurnerWhat about dis?

@Keyguyperson
Anything I should change at this point? Also, good luck with your exams.
APPLICATION!!K!@!@!@!@!!1!1!11 Currently a work in progress.

2spooky4u
Hey there @KeyGuyPerson. Room for someone from the past?
Kara, Lady of the Mystic



Dominion:

Mysticism, Foresight, and Sculpture

Appearance:


Outwardly, Kara appears little more than a fine looking, mature woman taller than average height, even for males. One who assumes this would be incorrect in their assumption. Flowing black hair, retaining a sheen no matter what has happened, is usually half pulled up behind her while the rest hangs loose around her shoulders. Cold eyes stare out of a pale face, lips painted a permanent red. Her clothing is as ornate as her station, usually a red-and-gold fabric arranged into a regal manner, the exact positioning reliant on her mood. A permanent feature is the crown on her head, an item of bronze that she never parts with.

Personality:

Strong of will, keen of mind, and impetuous of nature, Kara does not always bear herself as one would expect a god to carry themselves. Sometimes indulging in childlike pleasures, she rushes to and fro, involving herself in many of the matters of her nation, frequently walking among her subjects as any other person would. Often she insists that others treat her not as a god but simply a mother, there to talk to and depend on. As such, she detests those who would rule by fear and impersonal means, viewing them as not worth of commanding a nation in any means. When protecting those under her, she is merciless in nature except when mercy would hold more strategic value. Each life she claims sees another blood-red mark upon her staff or crown, and the myriad dots attest to her skill as a combatant.

Powers:

As Lady of Mysticism and Foresight, Kara can utilize various magical abilities that enhance her skills tremendously. Blessed with the powers of divination, she is able to trace the paths of the future before they happen, revealing to her the plethora of possibilities that can happen as well which are most likely, although nothing is certain. This allows her to react to events and actions before the user knows they would even embark upon such a course, although this can lead to unintended consequences not expected in the paths of fate. It is this skill that allows her to guide her nation with efficacy, as well as enabling her to succeed in battle.
In addition, she sports more traditional magical abilities, chief among them shields of magic which are at once both aesthetically pleasing and useful. Various combat abilities exist, though they are mainly simple spells such as elemental bolts of energy or rudimentary healing. As one of her domains is sculpture, bodyguards of stone or bronze frequently accompany her.

Magic Items:

The Staff of Palas- An ancient staff of power, it amplifies her abilities greatly, as well as having an enchanted blade at the tip able to tear through most materials with ease.
The Bronze Crown- A symbol of her power, Kara utilizes the Bronze Crown to phase in out and out of substance, enabling her to pass through mundane objects unaffected and some magical items. She cannot, however, interact with much of the physical world in this state.

Mortality:

Kara's physical body is that of a normal human, able to be damaged easily. It is her spirit, however, that endures, for she is a lich, with a phylactery hidden deep within the nation. When she is killed, the crown and staff return to the phylactery after dissolving into dust. Only by destroying the phylactery can she be truly destroyed.



Affaraqid Caliphate




Terrain:

Affaraqid is a land of deserts and plains, though sand is the predominant feature. Settlements are few and far between, centered around massive oases that provide the life blood of the desert. As one progresses inwards, the rolling plains give way to the desert, a burning land that kills the unwary. At the center of this desert lies The Mountains, a small chain of mountains that holds a large portion of Affaraqid's population.

Wildlife:

Few animals live in the desert regions, most being dangerous in some manner, whether it be venom, claws, teeth, or simple brute strength. The plains hold most of the wildlife, mainly nomadic grazing creatures and other such herbivores, along with small and medium sized predators.

Species:

Affaraqid is a land of pure humans, all non-human sentient species having been driven out long ago. The humans of Affarqid are usually thinner in frame than other humans, with skin of a bronze color, although their wiry strength and agile muscles enable them to compete with larger peoples.

Culture(s):

The Affaraqid's are a simple people on the outside, complex underneath, and exultant in their lives. Each person enters life in shade and ends in it, a representation of the deshrouding of the eyes at birth and the shrouding of life at death. A rather peaceful culture, they nevertheless support a military of substantial size that doubles as guards for caravans and emissaries to other nations. Sports are held in high regard and keep the Affarqid people fit. Combined with the harsh conditions of their homeland, Affaraqid's are humans sturdy in spirit and body. Much of their food is spiced with the natural herbs and plants that grow in the plains and desert, including the oft-desired pepper. Architecture is simple, square buildings and open areas that serve to relieve the heat of the day when inside.

Capital:

Morath, City of Bronze

Important Individuals:

Sarik the Younger, Kara's regent in Affaraqid
Sarik the Elder, Commandant of the Armies
Ferulag Hassan, Lord Mystic
Amira Derush, Farseer of Affaraqid
<Snipped quote by Durandal>

Technically were all demi-gods because of the nature of the ALL-god from what I can tell in the OP.


Right at that. Some are more god than others, though. Ah well, nothing that matters particularly. A good story is best.
So would I be ze only demigod at the moment?
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