#Jumpchain
Explore tagged Tumblr posts
Text
After staring at that title for thirty seconds, novice web fiction readers will be like “uhhh… you mean those Gamer fics? Where the main character has video game stats that he levels up by grinding or quests? Like Worth the Candle, Play Test, or A Daring Synthesis?”
Nope. I don’t mean Gamer fics, or LitRPGs, or anything like that. We’re going significantly more meta with this. For starters, the Celestial Forge makes the main character of a story stronger every 2000 words.
Read more here.
171 notes
·
View notes
Text
Jumpchain stuff.
You are strong child, but I am beyond strength.
51 notes
·
View notes
Text
The Allomantic Pyramids
The Allomancer Pyramids are sought after for their relatively generous passive benefits.
As with all of the Pyramids, they are each divided into one of the sixteen base metals. This division determines what base metal and shardmetal alloys they have access to through the shard.
Each member seeds 50% of their Will, which in this case is generalized capacity. Be it physical, cognitive, and spiritual. To the one above them in the hierarchy. This includes any actual benefits from their seeds.
40% of this will is sent into a sort of 'bank', a vast ocean of raw investiture which is reserved for the synthesis of material through the individual's shard. This is a costly endeavor, changing raw investiture into matter, and only experienced veterans of the pyramid have the presence of mind to ration their synthesis. The recommended first synthesis is a Lerasium alloy, to grant Allomantic abilities even if their place in the hierarchy is somehow severed. However, the amount of investiture required to synthesize a shardmetal like that takes years for 1s and even 2s to accumulate.
5% of this will be sent to the one they seed as Allomantic ability in the first place. This does in fact mean that those without the ability to utilize Allomancy when joining the pyramid will not be able to do so until they are seeded by 0s or above.
The last 5% of this will be sent to the one they seed as getting generalized capacity, a replacement for what they are currently giving.
The shards used by Allomancer Pyramids are by far the largest of them all. The slots are placed behind the ear as they all are, but their single slot is as tall as the ear and half an inch thick. Unlike the other shard slots, these shards do not physically touch the person using them, rather, there is a sort of protective casing around the slot. The Allomancers only need the metal in their body after all.
Above is a standard shard, a storage cartridge that can be used instead of the canisters, a canister, a sunheart filament, and a small crystal.
As with all of the pyramidal shards, it is comprised of three basic components. Will Stone, Atlantian Crystal, and a Sunheart filament. The protective casing which the shard slot is lined with is also Will Stone, and there are numerous Raysium contact points on the shard to facilitate proper connection between the shard and the slot. These contact points are outwardly coated in silver to prevent the user from burning the Raysium, accidentally or otherwise. These shards also have the additional invested attribute of lighter weight. The volume of material is essential to the art.
These shards can either be slotted with eleven canisters or a cartridge.
The Canisters are far more common and are empty lead cylinders, used when the Allomancer chooses to manifest materials. The canisters not able to be burned, protect the individual from the potentially harmful material, such as a Harmonium Alloy that they could manifest. Each canister can manifest only a single material at a time, but can manifest any materials the Core allows. Due to the nature of matter, the amount of material that can be stored in canisters and how much investiture it takes to synthesize the same volume of material will vary based on the material itself.
The Cartridges, however, hold exactly 24 hours of burning worth of material, for non-instant materials such as Aluminum. This material is condensed and lightened through the use of investiture, though they still retain 10% of their weight. This weight attached to one side of the skull makes them unlikely to be used below a certain tier of the Pyramid.
#allomancy#cosmere#creative writing#atlantis the lost empire#cyberpunk 2077#jumpchain#hierarchy#will of the many#the hierarchy#mistborn#metal
3 notes
·
View notes
Text
Why Do I Like Jumpchains?
I have been creating jumpchain content for a bit now. It has begun to color what I'm known for in some spaces. In the Reddit community over jumpchain enjoyers, I'm actually not unknown, due to my passion for this community and the contributions I've made to forcibly expanding and growing our audience and community. But why do I like jumpchains? That's a good question.
For me, jumpchains remind me of the wonder I felt when I first started playing video games. They allow me to feel what it is like to live in another world, another time, sometimes even another country. In doing a jumpchain I don't just think of the powers I/my jumper get or their cool gear, I think of the sights they get to see.
As a child, one of the things that I loved the most about video games were the sights I got to see. Getting to see even things as simple as Kanto region in the original Pokemon games was incredibly exciting to me. Getting to see Yoshi's Island was exciting to me. Nowdays seeing things like the eerie pool rooms and liminal spaces in Anemoiapolis and seeing the dragon filled skies above Skyrim in TES:V excites me. For me, creating a jumper is, in a sense, giving someone else the chance to feel that wonder. I actually like creating jumpers who don't have meta-knowledge or genre-awareness so they can experience the wonders of these places for themselves for the first time.
Another thing that I really like is the freedom jumpchains offer. Video games are inherently limited by the fact that they are programmed and thus have limits (though ones that are being stretched and improved every day) that imagination and imaginary games like jumpchains do not. If you ever wanted to wander Hyrule as a dragon but knew that no Legend of Zelda game would let you do that, well... Jumpchain. If you ever wanted to ride through the Mushroom Kingdom on a F-Zero machine... Jumpchain. If you have *thoughts* about how someone in a Metroid powersuit would do in Castlevania... Jumpchain, baby!
On a more personal level, I also strongly enjoy jumpchains as a sort of escape. I don't mean that in a way that is super depressing or anything, but I'm physically disabled and I'm also chronically ill. My health will... never be good. For the rest of my life. But with a jumpchain I can allow myself to become someone who can do cool stuff that I can't do. As a kid I was a martial artist with formal training in Taekwondo and Karate and less formal training in Muay Thai and Silat, and I LOVED martial arts. I may not ever be able to do the same kind of martial arts shenanigans I could once do, but I can with jumpchains. Between basic perks in jumps like Generic First Jump and full jumps like Generic Fist, I can envision myself doing cool stuff that is beyond my real-life capabilities. I don't often do self-inserts in real, sketched out, chains but I sometimes daydream about self-inserts doing a few jumps. I like to imagine getting the parkour skills of the mario brothers from the Super Mario 64 jump, and spending time on Isle Delfino in the Super Mario Sunshine jump, or spending a decade honing my skills as a martial artist in the Generic Fist jump.
Why do you like jumpchains? If you see this post, and you feel like engaging with it but aren't a jumper yourself, what do you think it'd take for someone to persuade you to try? I'd love to know what could convince you to try out a chain yourself.
9 notes
·
View notes
Text
ORIGIN
[THE HELLSING ORGANIZATION] Founded centuries ago to defend England from the terrors of the night, the Hellsing Organisation acts as the Queen’s sword against any and all supernatural and inhuman threats. Founded by famed vampire hunter Abraham Hellsing, the organisation is now overseen by his great granddaughter, Ser Integra Hellsing. Though their unorthodox methods and employees have nearly left them ostracized by their own government, no other task force has ever proven themselves as capable at combating the monsters of this world.
LOCATION
[HELLSING ESTATE] Located a short distance outside of London proper, this sprawling estate is home to Ser Integra, the Hellsing Organisation, and two of the most dangerous beings alive. The Organisation coordinates their missions and recuperates from their battles here, making it a hub of activity. It’s also usually a nigh-impregnable fortress, just so long as there aren’t any Texan ghouls visiting that day. If you work for the Hellsing Organisation, expect to spend a lot of time here. Just don’t walk your dog on the lawn, I hear they planted landmines. Jumpers with the Hellsing origin may choose to start here.
PERKS
[FOUR STAR HUMOR] You’d think with so much violence, gore, and wholesale destruction, this place would be a real downer. Instead, it’s fucking hilarious! Quips are clean, snark has the perfect sting to it, callbacks pay off in spades, and everyone’s comedic timing is so goddamn good! Now you are invested with the same spark of comedy that shines through in this show. It’s almost like a team of professional writers are spending months writing your jokes.
[GETTING MEDIEVAL] When facing down the armies of darkness, some prefer the old ways. Integra wields a sabre. Yumi swings a katana. Hell, we’ve got Zoren and Anderson over here using scythes and bayonets. Whether you fight with trench knives, cavalry spears, or another kind of bladed weapon, you’re a master of armed melee combat. With training as extensive as yours, perhaps bringing a sword to a nazi vampire gunfight isn’t such a losing proposition.
[GUNSMITH] With such a variety of monstrosities out there, the warriors of the Hellsing Organisation often needed the right tool for the right job. Thankfully, experienced monster hunter Walter Dormain stepped up and began supplying Hellsing operatives with effective (if sometimes outlandish) firearms and other equipment. Now, you too share his proficiency for weaponsmithing. Need a fifty-pound pistol chambered in 13mm high-explosive? You can make that work. Want to turn that fledgling vampire over there into a one-woman anti-air network? It might take some tinkering, but you can throw together a suitable firearm given time and materials. Really demonstrate the mastery of your craft as you reduce your enemies to red sauce.
[I'M A VAMPIRE HUNTER FIRST] Oh, you’re an old hand at this. Like Walter and Ser Integra, you’re well acquainted with the eldritch horrors of the world and how to best dispatch them. You have a lifetime of experience fighting the strange and supernatural, as well as knowledge of their strengths and weaknesses. You could turn your deadly arts against mortal foes; a human with this perk and the element of surprise could take down a room of soldiers by themselves. But your skills truly shine when facing down honest, inhuman monsters. Walter was just a man (albeit a very skilled one) and he still managed to hold his own against Alucard in single combat. This is no substitute for the supernatural abilities needed to take down the strongest of supernatural foes, but artificial vampires and even some lesser werekin will seem like unremarkable opponents to you.
[SHARPSHOOTER] Sharpshooter: Some people don’t need magic to make their bullets connect. Some people are just damn-good shots. You are a bane to clay pigeons everywhere, with marksmanship to rival the best Hellsing has to offer. These skills scale with your inherent power level, so the average schmuck would find themselves on par with professional military snipers, while a trained professional could match shots with the catholic gunslinger Heinkel. Got the blood of a True Vampire? Well, you’ll be shooting a dozen V1 rockets out of the air from four kilometers away, so long as you have canons that can reach that far. You may not be doing anything unreal without other abilities, but even without vampire powers or giant guns, your sharpshooting borders on the supernatural.
[TERROR] You’re a master of intimidation, giving even immortal creatures pause with your mere presence. Of course, it’s better if there’s some truth behind the fear. Build up a reputation like Anderson, and you could stun a platoon of nazi vampires mid-frenzy. This also applies to a quieter form of terror, letting you sow fear like The Crimson Fucker himself. Whether you communicate by blood-chilling stares or carrier pigeon, you can instill as much fear as your reputation would warrant, right up until you seize the moment and FUCK the fear turkey!
[UNDER YOUR SKIN] You can be a real prick at times. You have the unnerving ability to find the exact thing to say to aggravate people. Some might yell back, some might blindly charge into battle, but they will all be angry when you want them to be. Whether you’re bringing up some brat’s alcoholic father or calling your boss a bitch to her face, you are the Michaelangelo of getting people to hate you.
ITEMS
[STANDARD KIT] Can’t have you fighting the enemies of mankind completely nude. Well, you could, and no doubt some of the folks here might appreciate it, but it would make things a bit trickier. Instead you’ve been outfitted with some basic combat equipment, courtesy of your faction. For the Nazis among you, that might mean an SS uniform and an MP40. For Hellsing operatives and their allies, you’ll get a set of appropriate combat fatigues and a modern assault rifle. Whichever quartermaster supplies your gear, you’ll have durable clothing, any standard-issue equipment carried by the average foot soldier, and a suitable weapon with plenty of ammunition. Not that it will do you much good against the creatures of the night.
[HOLY BULLETS] If you’re going to be fighting monsters, you’ll want every advantage you can get. Jumpchan has secured a contract with the Royal Armory, providing you with crates of sanctified ammunition in appropriate calibers for any firearm you own. Be ready for World War Three with plenty of ammunition! New shipments will resupply your stockpiles at the end of each week.
[WHEELS] Sure, you may be able to run faster than a speeding locomotive, but who wants to be so pedestrian? You are now the proud owner of a luxurious personal vehicle. This could be a private jet from the Vatican, an expensive antique car, or even a stagecoach pulled by purebred racehorses. Whatever your choice, ride in the smug assuredness of luxury.
[“I SEE FOUR”] This is almost a literal ton of explosives. If you set them all off at once, you could create an explosion visible from across the city. This could be a pallet of plastic explosive, enough landmines to surround a country estate, enough 40mm grenades to stave off a charging vampire horde, or enough explosive vests to outfit an entire company of ninja catholic suicide bombers. Yes, really. This supply restocks at the start of each month.
[70-INCH PLASMA SCREEN TV] Exactly what it says on the box, courtesy of Ser Integra. You’ve got a full home entertainment system here, along with a subscription to dozens of streaming services, ensuring that you always have something to keep you mollified. She’s also thrown in a top-of-the-line gaming computer and the highest-quality internet money can buy. Better hope some blonde little shit doesn’t blow this one up too.
DRAWBACKS
[I LIVED IN LEEDS. NOTHING HAPPENED] Something most certainly happened in your childhood. Something bad. Like, bad enough that it led to the darkest scene in Team Four Star history. And you’re not just going to handwaive your backstory away, either. This is going to have real, resurfacing consequences going forward. Maybe your self-esteem will be shot to shit, or you’ll freeze up when your enemies pressure you, or you’ll be too busy hiding behind a cheery face to form meaningful relationships. Whatever the case, you’re going to carry your personal baggage for most, if not all, of your time here.
FUTURE
[JOURNEY ON] And so we must part ways. I hope you’ve enjoyed your time here, and that you bring as much Hellsing craziness as possible with you to your next Jump. See you next time, Jumper.
#hellsing#jumpchain#cyoa#hellsing oc#file: information#file: jumpchain#file: build#file: text#file: mercēnāria
6 notes
·
View notes
Text
Commission/Image ideas of Maximilian Roivas on Jumpchain
Outline of the character
Name
Maximilian Roivas
Gender
Male
Age
Late 40s, Early 50s
Physical
Appearance
Large, rotund, portly white gentlemen with dark goatee, eyebrows and eyes, in a powdered wig wearing a three-piece suit that includes: a black silk damask coat with metallic thread embroidery and brass buttons, a single-breasted plain silk waistcoat, and black silk breeches; A lace cravat; ribbed stockings, dark-colored buckled shoes with a curved French sabre.
Strong limbs, he’s more active and firm than ever. Remarkably manicured.
Scene
Pose
Saber out, looming in his finest outfit, open doctor bag in other hand the Tome of Eternal Space levitating out next and away to his shoulder
Facial Expression
Peering dark eyes with a toothy grin..
Background
N/A, may allude to cadaver or taxonomy research space
Facial Features
Eye color
Dark brown, if not black.
Hairstyle and color
His powdered two roller curls aside wig
or
Natural low bristle cut head. Maybe with signs of sewn scars.
Facial Hair
Low, dark, full bristly beard
Shape of the face.
Oblong just a little too block but broad. His nose is a little ruddy, his eyelids darker than his off-white skin
Clothing and style (KEEP IT SIMPLE)
Base
May choose outfit/look you like; I would be open to a series or collage of multiple different ones.
His iconic Georgian era three-piece suit that includes:
a black silk damask coat with metallic thread embroidery and brass buttons
a single-breasted plain silk waistcoat
black silk breeches
a white linen shirt underneath
Alternate Costumes
A more catsuit like take of the above with exaggerated color with appropriate hat or hood, to give him a vaguely rodent-like impression
A more blended in contemporary outfit, that can’t help but look out of date with a buzzcut, gauged ears, plus elements of Silent Bob as well.
Pale simple full body greyish white or biege clothes, perhaps with surgeons apron, or howie coat, green gel like gloves (alludes to asylum outfit)
Accessories and Jewelry
A lace cravat
Ribbed stockings
Black buckled shoes
Weapons
Curved sabre
Woodstock pistol with lever, looks like a flintlock but has been modified, closer to a dragoon pistol.
Physical
Appearance
5’ 11” 350 lbs, full short dark beard. Natural hard is dark with some greying. He keeps it short. His complexion is off-white, not unhealthy but not the brightest with pink tint to his nose. His eyes and lids look darker. His limbs ar think. He’s a bear or barrel of a man with strong eyebrows. He’s serious and intense always seeming just on the edge of madness
Background and personality
This is the part that is less likely the artist will read, because even with these restrictions, this is still an awful lot of information that will take more than one day for any artist to digest. We’re not dumb, it’s just that we have to actually do the words-to-images reasoning. Feel a bit freer here, since all the essential information should be already written.
Personality Traits
Meticulous and hardworking. He has recovered, been True American Rescued from the Asylum, and hit with the guilt of his excesses as a result of ptsd and disbelief. He is at uncanny peace with the bloody and taxonomic, but has a sense of propriety from his time
Background History
Once a physician in pre Revolution America his estate at Rhode Island was besieged by monsters in human flesh he was forced to fight and soon went on a rampage seeking them as also autopsied and catalogued them and the humans. Committed to an asylum, he condemned society but was rescued in an odd jump by the Jumper and avenged by his descendant Alex. Later, he was assured of her freedom from the Ancients and was taught how to embrace weirdness as not-madness and to have freedom from his woes while seeking to prevent such torment afflicting his kin and similar.
Loved ones
Widowed even before the events of his game his children had to see him committed. He is being cared for by Jumper, Brosus and, oddly, mentored by Ronaldo. He finds himself emotionally intimate with many companions and comfortable as bedmates even as frustrated by his lesser ability by comparison to his cohort.
Occupation
Physician, now more a taxonomist than surgeon but focused deeply on xeno-biology and medical treatment and concerns of nonstandard and especially nonhumanoid life or abominations, mutations, and those produced by those who haunted his family.
Interests and Hobbies
Very much his job, but taking an interest in fashion, cosmetics, and beauty skills plus still having home care, keep, or alterations in his blood.
Strategies for Giants/Kaiju/Large targets
If runes and enchanted blade proves insufficient he will summon a ship or cannons to fire. These are constructions of his mind and skill and practice though may have one in personal storage to draw out or operate at a distance. For him ships are a symbol of mankind conquering the wild vast unknown or primal to settle beyond what it abides and asserts his courage and charges his morale for those it fights for and challenges who would stand as above humanity and reason in contempt or indolence. He tends to call it the Venture Assurance.
3 notes
·
View notes
Text
Sean: j4 Pt2
He was falling through the air long enough that he should have hit the . . . He landed in dark cold water. It was flowing faster than he expected. He immediately started swimming and drew a breath. His whole body felt like it had fallen asleep, and was burning with that terrible static feeling. Breathing hurt. There was nothing but cliffs. There was nothing to do but try to keep his head above water. Sean hated swimming. It was one of the most humiliating sports he’d ever been forced to try by his well meaning parent. It wasn’t that he was bad at it, but it felt like he was always a few seconds away from downing. Getting out of a pool was awkward, and anyone already out of the pool could easily keep him from climbing out himself. It had been trivial to avoid swimming the last 30 years, especially the last 10 when his telekinesis pretty much made everything as easy as walking. Internally he swore over and over at that stupid, bored, too-edgy-for-you, guy for preventing him from taking it as his consistent perk from the last jump. Even with his enhanced physique, swimming in a cold river was hard after a few minutes. The longer he swam the more everything hurt. The staticky burning feeling was only getting stronger. It didn’t take long for swimming to safety to turn into treading water and then floating. There were no beaches, or even strong footholds to climb out of the water wasn’t an option. It could have been 20 minutes or 3 hours Sean floated in the river before he bumped into something hard under the water. He scrambled to get his feet more under him. He could feel a gentle slope to the side, which took him out of the current, and into a little cove of shallow water near one of the walls. Exhausted, he sat down with as much of himself out of the water as possible, and leaned against the wall of the canyon, glad that the body mod at least kept him safe from hypothermia.
4 notes
·
View notes
Text
Updated my Pokemon Jumpchain fic again after a long hiatus. Also available on AO3, though I've restricted it to logged in readers only because of recent AI scraping issues. I might unrestrict everything eventually but for the moment, I'm keeping a lid on what I can. For those unfamiliar, it's an Orre focused Self-Insert fic - no romance, OCs, a bit of improvised lore expansion, and an expanded Pokedex to cover all generations to current (which will update as time goes on). Rotating POV, a mix of First and Third person. Mental health and PTSD are major subjects. Currently just finished up with Miror B. and Pyrite Town.
3 notes
·
View notes
Text
MOVED
YOU CAN FIND THE NEW BLOG HERE
Everything that was on this blog has been queue up on the new one til the end of the month.
2 notes
·
View notes
Text
I’m watching a playthrough of the first trilogy for Ace Attorney, all because the amazing Jumpchain fic Companion Chronicles is visiting it for an intermission, and anything Companion Chronicles visits, I have to check out.
So... does Edgeworth stop being such a shitty, condescending person?
Like, he uses really underhanded methods - as befitting a lawyer - and shit talks phoenix regularly, and it’s kinda pissing me off?
5 notes
·
View notes
Text
Which companion would it best fit and what attributes should it have?
Gold decorated and engraved Colt Model 1851 revolver, United States, manufactured in 1853
from The Metropolitan Museum of Art
505 notes
·
View notes
Text
Jumpchain stuff, google it because it’s too long to explain here
25 notes
·
View notes
Text
Castes
Utilizing the sophisticated Kaminoan cloning techniques and the general training tactics they employed, which were obviously significantly modified since the introduction of the Symbiotes with further training, augmentation, and conditioning since the acquisition of the desired imprints for the Symbiotes, the forces of the Rulerlings have seen four distinct castes arise.
However 'four' does ignore the Livestock caste and their various forms.
Below is a broad overview of the castes below the Rulerlings, as the Rulerlings will each have specific variations to their forces based on the resources they have access to.
Allomancers
Genetically, extremely similar to the originally modified clones produced by the Kaminoans. Tier 2 and 3 clones within the caste are Mistings, with tier 3 clones possessing further genetic augmentations to include small glands that produce heavily invested metals scattered across the skin of their pectoral and deltoid regions giving them a bumpy 'scarified' appearance. The tier 3 mistings denature their near-constant metallic annihilation through a Sunheart filament implanted into their sternum which surrounds the crystal connected to the core. In dark environments and bare-chested, they can appear to have a dim blue light emit from their chest. The filament can only be used one way, either taking energy from the core to fuel rationed emergency Allomancy or negating the effects of Allomancy to store into the core.
The Symbiotes of these members possess white markings on the face reminiscent of a stylized fanged half-skull mask, with the eye coverings black rather than the stereotypical white of the other castes. These masks become more complicated the higher tier the Symbiote's host is, from an almost simple half-skull mask to a fanged half-skull mask to a fanged half-skull mask with a lower jaw that moves when speaking. They usually manifest as black skin suits, similar to the previously encountered Spider-Man and his 'Venom' Symbiote, with white markings similar to ribs below the pectorals and white bands around the wrist and ankles. The tier 3 Symbiotes will additionally also pronounce the 'scarification' of their host. The tier 3 Symbiotes will either display themselves as armor or expand themselves out into a black mist around their host. The apparent thickness of the armor and the amount of fog will depend upon the amount of the Allomancer's metal the Symbiote has stored. The fog will break apart the metal it stores that it comes in contact with, though this process is slow, roughly 45 seconds per gram of material. This fog ability is thanks to the imprint donor, Alpha, and the Harvester Symbiote translating it into useable genetic code. The tier 2 Symbiotes will also store the Allomancer's metal as armor plating. The Symbiote's main auxiliary function is the storage of metal, the injection of metal, and the extraction of metal when Allomancy is not planned to be in use.
The disparity between tier 2 and tier 3 units are significant and pronounced, though not as pronounced as with the Hemalurgists.
Feruchemists
Genetically, extremely similar to the originally modified clones produced by the Kaminoans. Tier 2 and 3 clones within the caste are Ferrings, with cybernetic augmentations acquired from Night City, the Shard Slots. The electrical contacts of these cards are no longer used as such, rather, they are used as 'slots' of Feruchemical stores. Each 'chip' can have a number of 'slots', but has a total storage capacity of 500 BEUs. Tier 2s have four SS, two behind each ear. Tier 3s have two SS, one behind each ear. The tier 3 chips are different, inlaid with Sunhearts and Crystal, they have effectively infinite denatured storage and can be tapped at regular intervals for extra investiture. That chip has sixteen two-way contacts and one incoming contact. Their second chip has one contact for each highly invested metal, with special protective measures around volatile metals such as the Harmonium alloy.
The Symbiotes of this cast simply is a black skin suit with two white eye coverings. Very little variation between the tiers, they excel at covering the SS while in clothing modes. Currently, they have no imprinted sequences. Their auxiliary function does not currently exist, simply making up for the weaknesses of the host while storing and multiplying the strengths while tapping. They seem to have a preference for maintaining the clothing forms.
The disparity between new tier 2 and tier 3 units is practically non-existent, however, older tier 3 units begin to display some level of Feruchemical Savantism. Which, when combined with the Symbiotes, drastically enhances their general effectiveness.
Hemalurgists
Genetically, they've deviated from the originally modified clones produced by the Kaminoans. Unlike the other castes, they produce generations with slightly enhanced qualities through the use of spikes. The exception to this is the tier 3 clones who are practically unchanged, having retractable fangs which function as innate spikes in their bodies, grown into the root of these fangs is a Sunheart and a Crystal, a portion of their 'feasts' sent to the core as a tithe. They often 'sacrifice' much of the investiture they accumulate in their Sunhearts to grow the 'metal roots' deeper into their skull before they can store the investiture for their permanent personal use. Also unlike the other castes, they don't clone their tier 2 units, they become elevated after 'hunting for their own spikes' from the tier 1 clones. The amount of spikes allowed is based on time, though they seem to insist on hunting for spikes themselves rather than taking one from the Archives. They are additionally unique in that they are often willing to recruit members from local forces, as they have determined that 'true' generations are sometimes superior to 'false' generations. They additionally have an honorary tier 0, a Hemalurgic Construct auxiliary force, this auxiliary force lacks Symbiotes and are taken from the native Human populations.
The symbiotes of this caste have white eye coverings, fanged maws made of the flesh of the black skin suit, digitigrade legs, claws on their hands and feet, and one tube on each forearm. These tubes can be used as railguns for their spike projectiles, with each tier having an exponentially higher maximum velocity for these projectiles. This ability was taken from the donor who caused catastrophic damage during their acquisition, Misaka Mikoto. The tier 3 Symbiotes have one pair of fangs on their upper jaw display a metallic color and often have web-like patterns on their bodies, which sometimes shift. The tier 2 Symbiotes have white dots on their chest signifying how many spikes they have acquired, despite the spikes being implanted above the eyebrows. The Symbiotes of tier 2 and tier 3 will often 'remove the eyes' when their hosts enter into homicidal rages in an attempt to remove the visually triggering stimulus (often blood) and allow their host to regain control of themself. In particularly bad rages, they will also 'seal their mouths' to prevent cannibalization, which is not uncommon in the caste. The auxiliary function of these Symbiotes is to aid in the acquisition of new spikes, to share the spiritual load of possessing many spikes, and to quiet the bloodthirst of their hosts.
The disparity between initial tier 1 and tier 3 clones has increased over time, with tier 1 clones being more effective until tier 3 clones have enough investiture to outgrow their lower-ranked cousins. At this point, the disparity becomes significant as time passes.
Harvesters
Created after having left the locality of the Kaminoans, they are considered to be a novel caste. The Human counterpart of the caste is effectively braindead, more a physical scaffolding for the Symbiotes. They are unique in that there is no tier system for the clones. Though they are by far the smallest caste due to their uniform non-combatant role.
The Symbiotes of this cast have patterns across their bodies, often colorful with greens, blues, and oranges. The highly ranked Symbiotes possess hoods and 'battle skirts' often. On their face is a particular and uniform pattern laid in green markings, in the palms of their hands is one blue circle each, and there is a red-orange triangular void in the front of their neck. They have integrated the mining technology of the Castes/Demons into their palms, a modified Talisman (feeding the energy through a Sunheart filament into a Crystal) into their faces, and the Faro Plague's biomass furnaces in their neck. This was possible due to the imprint donor, Malware. Though they could integrate further technologies into their forms, the forces have yet to discover one which would be suitable for universal integration. Their auxiliary functions are the recruitment of local volunteers (if they are not deemed hostile), management of the farms, coordination of recourse acquisition in the locality, and the repurposing of fallen unit resources.
This caste has, since its inception, become an integral part of the Rulerling's forces; fueling the Core with souls, the Foundries with metal, and the Bioforges with biomass.
Livestock
There are three varieties of livestock; one that contributes to materials, one that contributes to investiture, and one that contributes to biomass. They are created from the mushroom men gained from the decaying world of flesh.
Organic Livestock They have been bred over the course of going from locality to locality, to be larger, fatter, and stronger. They are harvested for their investiture and their biomass.
Metallic Livestock Spliced with the genes of an Osmosian, they have been bred to permanently absorb and wholly convert their bodies into a singular metal they come into contact with. This method is where a majority of the heavily invested metal supplies comes from. They are harvested for their investiture and metal.
Archival Livestock Each generation, they are implanted with a spike with specific qualities to pass on a fragment of the quality to their children in order to increase the quality over generations. They are harvested for their qualities and their biomass.
#jumpchain#star wars#scorn game#ben 10#atlantis the lost empire#marvel#symbiote suit#cosmere#allomancy#feruchemy#hemalurgy#metal#ethically questionable#cowboys vs aliens#horizon zero dawn#a certain scientific railgun#cyberpunk 2077#generator rex#creative writing#bad post#9 movie#mistborn#i don't know how to tag#clone troopers#oc?
3 notes
·
View notes
Text
youtube
3 notes
·
View notes
Text
REIBAI 4
YOU TRY TO GO BACK TO NORMAL. You go to school and avoid your parents, but everything’s so boring after surviving the Dark Tournament that you make a habit of tracking down Hiei and getting into fights. The boredom doesn’t last long and soon you’re embroiled in the mystery of the tunnel being dug into the Makai.
YOUR POWERS ARE GETTING STRONGER. You knew that already. It’s why you trained them in the first place, but the longer it takes to find the ones responsible the stronger your powers get. There’s only a week until the barrier between Makai and Ningenkai is breached and you finally have a lead. Yūsuke’s predecessor as a Spirit Detective is behind this and you won’t let him win.
YOU’RE RUNNING OUT OF TIME. Everyone has barely started hunting when Sensui attacks and you find out there’s two days left before the breach. Fighting Sensui is overwhelming and you can barely keep up. You’re lead to the cave where the beach is being orchestrated. Gamemaster is defeated and soon after so is the Elder Toguro Brother. The only ones left are Sensui and Itsuki.
YOU’RE ANGRY. Itsuki traps everyone in a separate dimension but Yūsuke, leaving him to fight Sensui and his other personalities alone. You can’t escape until Kawabara gains a new ability to cut through dimensions.
YOU’RE TOO LATE. Yūsuke is dead and Sensui has escaped to Makai. You follow him along with the others. Yūsuke deserves revenge and the four of you engage Sensui in battle. Then, you feel an unexpected presence. Changed but there. Yūsuke lives.
YOU WATCH. Yūsuke fights, faring better now that he’s awakened his Yōkai blood. The fight is a little more even when suddenly Yūsuke changes. He wins, but it’s a bitter pill to swallow when he wasn’t in control of himself. They’ve won, but the breach doesn’t close.
YOU THINK IT’S OVER. It’s not. The Three Kings of Makai are on the move. Raizen, Yūsuke’s ancestor, is dying and wants Yūsuke to be his successor. Mukuro invites Hiei and Yomi blackmails Kurama. You and Kuwabara are left in Ningenkai. You train with Genkai, moving in with her after your parents decide to move with your brother further south. When Kurama comes looking for allies you accept. It’s during a training session that you awaken something you never expected. Seikōki. Not even Genaki has it, only Sensui did. You suspect it’s because of your status as a Jumper. Not long after, Raizen dies and Makai is on the brink of war. Yūsuke has a plan. A tournament.
YOU JOIN. You have no interest in ruling, but you’ll be damned if you let your friends fight without you. You lose to Yūsuke and you just laugh. He’s come a long way from barely defeating those first few Yōkai to going toe-to-toe with S-Class Yōkai. After the tournament is over, you continue working for Reikai part-time until you graduate from high school and transition to full-time. You stay with them through the barrier coming down and a regime change. The years pass and everything is good until you start coughing up blood. It’s an illness that no one can cure, the same as what happened to Sensui. Your body can’t handle the strain of the Seikōki and it’s breaking down. Eventually, you’re bedridden as your friends work to find a cure that doesn’t exist. Kurama comes to you, a cup of steaming tea in hand and a resolved look in his eye. You can barely hold the cup, but you drink the whole thing. With one last smile, you let the drugged-laced tea put you to sleep and you don’t wake up again.
3 notes
·
View notes
Text
Concept of the 3 forms of Koku in one place
A fiery one-eyed serpent coils about idealized Texan landscape or setting. Its head foreground (so beneath) his two human forms in the center. The mouth is open, positioned as if emitting or swallowing them.
The humans face to the viewer, one a young man with a Pac-Man shaped lantern shield on one arm with a gada in the other wearing armor reminiscent of Japanese lacquer, or urushi. The other an old man with a scarred eye with iridescent replacement stone/monocle with a metal bladed umbrella
This may be further framed or set as if appearing in Old Man Koku's mirror
Detailed here
Koku – elder form
Outline of the character
Name Koku
**Gender **Male
Age 65 years of age
Physical Appearance 4’5”, 150lbs (shape), Japanese, His skin warm weathered, but refreshed with honey skin tone. His full head of hair is restored and its bright vibrant white, he has a visibly scarred and special right eye.
Scene
Pose This is more about attitude, he keeps his legs wide and knees slightly angled out but really has a casual and pleased posture
Facial Expression Impish and piercing as if analyzing or inspired Veiny or creased bare neck
Background (If needed.) ****May use his Mirror as background or framing of the illustration
Facial Features
Eye colorWhile he may wear wide sunglasses in public he does not need to wear them for this picture. Have them be present. His lost right eye may be replaced by an iridescent opal or similarly colored an expressive brown-rimmed iridescent coke lens monocle (like Bubbles’s from the Trailer Park Boys, or a Magikoopa’s eyeglasses but radiant/colorful) with no hook or chain but holds were last hand places it. The lids or lens can flex squeeze and keep features of the eye and surrounding parts like an expressive mask or Duckman’s glasses or spider-man's eyes. The left eye is a normal dark brown
Hairstyle and colorBright vibrant white color Aside from being full now his head of hair is the same as always but he may tie it to be ‘fashionable’ or go for a “daddy style” that appeals to ladies
Facial HairBushy thick eyebrows, mustache that is longer than similarly shaped and colored beard. Snowy white color
Shape of the face.Creased brow with head shaped like a turnip.
Clothing and style (KEEP IT SIMPLE)
BaseKoku dresses in short sleeved loud button up shirts. He now keeps them open to display his smooth, jacked, virile body. His bottoms are darker than his tops. He wears them tight at the thews and glutes, but can be wide at the ends. They may go past his knees but end above his ankles. He’s got it and he flaunts it. some. His footwear may be simple sandals or fuller shoes if he’s in a colder or wet environment. May or may not wear a knit beanie/winter hat with a crest on its upturned brim (Hawaiian lounger or slacker?)
Overall color scheme Simple colorful top, darker plain bottom, honey alluring muscularly creased skin His shirt is open and shows hint of his sexy body in contrast with apparent age but must focus to get it.
Accessories and JewelrySunglasses, Broforce Iron Eagle Tattoo or accessory where fit, Hat (refer to the sunglasses link), Sandals
WeaponsIt is grey/white/silver and black colored metal umbrella with a rose sphere with a kanji in it. Search for Brolliequinox an umbrella on the webpage linked (may ignore all else)
Physical Appearance4’5”, 150lbs, Japanese, His skin warm weathered, but refreshed with honey skin tone. His full head of hair is restored and its bright vibrant white, visibly scarred and special right eye.
Background and personality
Fanfiction version of a character from Flame of Recca Copied from fan wikia Kokū (虚空) is one of the creators of *madōgu, and a Hokage Flame Master and leader of the Flame Dragons before Ōka. He and his rival Kaima competed to create madōgu, but he is forced to kill his rival once the latter succumbed into further madness.* Personality He is often portrayed as perverted but also very wise. As one of the creators of the madōgu, Kokū is knowledgeable about the many different types of powers each madōgu possess including ones that his rival Kaima created such as the Tendō Jigoku. He appears to possess great insight as he realized that Kurei was far stronger than Recca and opted to train him on how to properly utilize each of the flame dragons' powers. Abilities Kokū demonstrates his power. Among all the flame dragons, Kokū is the only one that is capable of manifesting his human form outside of Recca's body. the most unique. Kokū's power takes the form of a giant, concentrated laser beam. He has a mirror that allows a person to enter their mindscape. As one of the original creators of madōgu, Kokū knows a great deal about each madōgu's strengths and weaknesses. Trivia His physical appearance as well as characteristics resemble that of Master Roshi from the Dragon Ball series.
Personality TraitsImpish, inventive, bemused and filled with deep conviction about power, research and its use
Background HistoryFounder of the Hokage ninja and developer of the Madogu, rescued from full dispersal as ancestral spirit by Jumper. He researches his craft and enjoys a ...pleasurable retirement
Loved onesHokage, Renge, Jumper, cohort, his apprentices
OccupationRetired vagabond, in his words, but more craftsman foremost
Interests and HobbiesWomen, food, puzzles, collecting, and sight-seeing
Koku – younger form
Outline of the character
NameKoku
GenderMale
Age20
Physical AppearanceHe is 5' and 165lbs. His body is dense roaring bronze, robust, and made of solid carved muscle. He is a Japanese young adult with bronze tone skin with only veins and muscles, no wrinkles or spots. He’s slicked back pointed hair and thick eyebrows and a strong jaw but with an oddly boyish face. Fireplug build and shape.
Scene
PoseFlexing for the audience with a gada in one hand, other arm in Pac-man shaped Lantern-shield. He is bare-chested but for corded necklace, his mouth open.
Facial Expression Mouth open in a howl or hoot of power. Seems remarkably boyish while brutal
Background (If needed.)If in planned picture in on the plains of Heavenly Texas with his fire dragon self coiled about the scene with its mouth over to right side resting almost at foot of his younger and older self .
Facial Features
Eye colorSame as older
Hairstyle and colorBristles that seem to spike from his head at an angle. They have yellow-red tips that seem to darken to untreated black as gets to head.
**Facial HairCheeks are bare. He has dark, thick, angled-pointed **eyebrows
Shape of the face.Rounded block but with strong chin and plump nose **1****, **2
Clothing and style (KEEP IT SIMPLE)
BaseBare head, neck, chest, and shoulders. Only armored skirt and boots The armor looks like red-orange, gold, or black urushi-e. Plates of perfectly smooth finished japanese earthenware/pottery. Overall color scheme and how it contrasts the background (if present.)
Accessories and JewelryBead ear piercings,
Thong necklace,
Hokage symbol or Broforce Eagle as accessory or bodyart that is not on his head
WeaponsA Dark color and rose Gada in one hand with a Pac-Man shear lantern-shield/vambrace redesigned for his combat style(Remove the extending points out the glove or shield. And the part of the shield towards the shoulder more cut in like open circular shears to catch or cut weapons) on opposite arm
Physical AppearanceHe is 5' and 165lbs. His body is dense roaring bronze, robust, and made of solid carved muscle. He is Japanese with bronze tone skin with only veins and muscles, no wrinkles of spots. He’s slicked back pointed hair and thick eyebrows and a strong jaw but has an oddly boyish face. Fireplug build and shape.
Background and personality
This is the part that is less likely the artist will read, because even with these restrictions, this is still an awful lot of information that will take more than one day for any artist to digest. We’re not dumb, it’s just that we have to actually do the words-to-images reasoning. Feel a bit freer here, since all the essential information should be already written.
Koku Fire-Dragon forum
Outline of the character
Name Koku
Gender
Age???.
Physical AppearanceDragon form is still one-eyed. His sclera like the iron core of a sun with contrast color for pupils so on. Show his his body shifting in solidity and hue the farther from the “core” until clear his serpentine form wreathed in clear and white tinged blaze.
Scene
PoseCoils about setting head foreground (so beneath) his two human forms mouth open a bit to them as if emitting or to swallow them
Facial ExpressionThis one on the dragon
Background (If needed.)Is the background
Facial Features
Eye colorDragon form is still one-eyed sclera like the iron core of a sun with contrasting color for pupils so on
Hairstyle and colorSolar blazing style with similar colors for tresses or hair wish depict on dragon body
Facial HairN/A
Shape of the face.Strawberry shaped head
Clothing and style (KEEP IT SIMPLE)
BaseOverall color scheme Red-orange with white-blue to clear periphery and black core.
Accessories and Jewelryn/a
WeaponsN/A
Physical AppearanceShow his his body shifting in solidity and hue the farther from the “core” until clear his serpentine form wreathed in clear and white tinged blaze.
Bad diagram example
4 notes
·
View notes