#well. except for the technology combat skills and durability. but you know
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mayra-quijotescx · 2 years ago
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"I'm uh. going to survey the perimeter." "Please just put me in with the cargo." "Stop perceiving me." "*watches the people talking to it via security feed bc eye contact is painful*" "*people asking it personal questions register as actual pain on its performance reliability scale*" "what if. what if I just. started walking and never came back. no. no. I didn't download enough entertainment, also that's be stupid." "these are My Humans now and I am begrudgingly protective of them but I still do not like it when we are about me, please stop" "please I just want to watch my stories"
murderbot I know you wouldn't want my love but you have it nonetheless, sorry
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regaliasonata · 1 year ago
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I'm curious to what stats you'd use to rank the rangers? Like would it be Strength, Intelligence, Teamwork, and Skill? Or would you use the dnd list of charisma, dexterity, intelligence, strength, constitution, and wisdom? Or a different set altogether?
Ooh you know I never considered this before(still need to play dnd actually😭🤔)
Power source theme wise I categorize rangers teams either by Technological, Magical, Spiritual, Elemental and Spatial/Temporal
I think I'd use
Strength- To go with their physical capabilities and such
Intelligence- Definitely for their ranger oriented skills(so like the black mage or sorcerer type deal)
Teamwork- Synergy and such, like how well they can work together in terms of linking power.
Skill- Probably for identifying their personal knowledge or wit that goes with their abilites as some characters usually train before becoming rangers.
Potential/Danger- How strong or how crazy their powers can get, like could they be basic or end up breaking reality?
You know what I'll do one ranger since I'm having fun ^^
1=Poor, 2=Below Average, 3=Average, 4=Great, 5=Excellent, Ø=Unknown(Wild)
🟢🐊🪶🔥✨️Camille✨️🔥🪶🐊🟢
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Description: Being over 10,000 years old and hailing as Dai Shi's personal general, Camille has displayed from time and time again that she's a capable individual both on the battlefield and with her own wits. She's able to transform into the green chameleon warrior at will.
Strength: 5/5
-Due to being part rinshi.Camille possesses superhuman qualities within her strength and durability even holding her own unmorphed and without the usage of her powers agaisnt the rangers.
Intelligence: 4/5
-With her years of experience she's been able to hone her craft, with what we've seen Camille's able to keep an impressive hold with her morphed state and having quick reaction time plus due to the chameleon spirit she's gained quite the stealthy yet lethal title for herself, and let's not forget her gaining the phoenix spirit to boost her strength. However one thing to note is how Camille doesn't utilize her animal spirits in a true way like the rangers until the end of the season via the megazord so there may still be more waiting to be untapped
Teamwork: 2/5
-Team synergy and co-op...isn't one thing that Camille shines in. While she provides a slight basis to keeping herself around other individuals for missions and whatnot she's only really regarded rinshi warriors as servants or forced team members via Dai Shi to have as disposal. Plus being around the Beast King for so long has only allowed for her to seek his approval, though this get's better later as the series progresses.
Skill: ???
-While it's unknown of the amount of her experience Camille is over 10,000 years old. She's gotten strong enough not only to handle most opponents but also to be regarded by Dai Shi as his right hand could be considered as a high honor and ranking amongst all rinshi, she also possesses the ability to conjure a zord which is rare amongst some general based characters.
Potential/Danger: Ø
-Camille's main abilities are classified under the spiritual power source, her chameleon animal spirit grants her camouflage and intagibility with phasing through items. Though the limits of this are unknown intagibility has many feats depending on the person's capabilities. There is also the matter of her having the phoenix animal spirit which in theory has access to a myriad of feats considering it's a mythical beast and also associates itself with sacred fire and life properties.
✨️⚪️💠✒️🐉🦖Trent Fernandez🦖🐉✒️💠⚪️✨️
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Description: The white dino thunder ranger, obtaining his power from the white dino gem and also originally being an evil ranger for Mesogog, Trent as been shown to be a dangerous adversary among most combatants.
Strength: 4/5
-While being under his father's control, Trent displayed an exceptional performance when it came to strength as he was able to disperse of the rangers when needed. Also to add with being an extra ranger they tend to be an opposing factor that generally overpowers the team.
Intelligence: 4/5
-Having been under Mesogog's influence and eventually learning to understand his powers more via Tommy, Trent has found himself becoming quite adept to his powers. However some of the ferocity that was with him in those early days left with his evil counterpart.
Teamwork: 3/5
-His synergy with team oriented situations has grown since being under his father's control however a rift was created after the team felt betrayed by his antics. Plus there would also be the guilt as a driving factor to keep him hesitant in trying to build more on creating a good basis when it comes to helping his companions.
Skill: 5/5
-Being Anton's son and also prioritizing art there's a lot to utilize when it comes to his abilities. The creativeness from Trent's mind can act as a prime resource to making attacks or concepts, let's also take into consideration with Tommy he has access to the Morphin Grid and training from a skilled mentor to add to his arsenal
Potential/Danger: 4/5
-the white dino gems give Trent the power of camouflage and forming shapes with his sword. While unknown on the extent of these powers his art skills may be able to create a myriad of objects or ideas for him to display on the battlefield.
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the-orbz · 2 years ago
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Powers, Abilities, Magic
"Magic? We wouldn't call this magic, we know how it works and what to do! Oh, your species has no access to mana! No wonder it seems magical to you, well, we can help you use this so called 'magic' but to us it is mostly just powers, we call most of them by color or type."
Welcome to what some would call a "magic" system, but after deeper understanding from https://youtu.be/Jeb_mSOgrVg (Tale Foundry) I have converted much of the resources that will be going into 2.5/3.0, if we get to see it. Things will be named by how they are referred to WITHIN DCL, so stay tuned.
Starting at the bottom, we have "Energy" (Tier 5) Energy is a very manipulable form of mana, changing color easily with crystals. It is considered the easiest form to use and does not require special powers within technology to use it. Simple programming and adaptability will be needed, but most societies with a dedicated science team will figure out how to use energy. When used energy has several effects. Energy is a very effective power source with few consequences, gathering it does not harm the environment and it does not release toxic gases, just mana which goes into the mana ecosystem. As an ability, it powers simple push/pulse based things, such as firing a beam to move something or jumping with it to reach better heights. When used in certain tech, it can be turned solid, making a durable weapon as more energy replaces the damage, but it works best as a "one solution for all" overshield, reducing the impact of attacks (Melee weapons and guns alike) and covering large areas for explosions. Pure metal bullets are the weakest against energy overshields because they do not remove energy, the bullet just gets caught.
The Elements (Tier 4) (Known as "Basic Element Manipulation" or "Element Powers") Simple stuff such as fireballs, wind gusts, earth rising. Use of mana to cause these effects comes as a gift to many, but is rarely needed compared to other powers. Still very powerful, the low skill ceiling makes these powers an easy choice. (What will your fire do, increase in heat?) Elements are best used in casual life, such as heating up a tea that has gone cold, raising earth to help build, sailing, or even pouring a glass of water.
Legendary's Tier 3: The Colors "Powers" The colors consist of 6 different colors with different effects, and are mainly fueled on emotional equivalents (and mana), save for a few exceptions that will be explained further down. (*)
Purple: Manipulation: Purple powers consist of Manipulation and trickery, many are unsure of what it truly does, but it seems to be very effective. Such effects include stealth, disorientation, and more. Purple mages are hard countered by orange mages. Determination fuels manipulation, but the twistedness of blue helps.
Red: Determination (Strong Emotions): Red powers consist of... gearing up. Red mages tend to create a weapon with their powers, being either a sword or halberd. They also create armor and rarely create a sword, with some minor enhancements to them to boost the armor and weapon(s). Kindness can slow a red mage down, causing them to not use their combat related powers as much.
Green: Helping/Kindness: Green consists mainly of healing powers and protection powers, shields of green colored energy being conjured. Red out damages green mages.
Orange: Reaction/Avenging: Orange consists of reaction and body enhancing. Orange mages will dodge mostly, a good portion of them do believe in doing the right thing and as such are extraordinarily hard to turn evil. You could manipulate them to believe they are doing the right thing however. Orange is an effective mix of Red and Yellow, while still doing its own things.
Blue: Not being enough/depression: Notably there are blue mages who simply just want more power, the fear of not being able to make a jump can fuel the power. Blue consists of gravity powers, reducing their weight, increasing their speed, and more.
Yellow: Patience/Accuracy: Yellow consists of near unavoidable shots with well placed timing, it takes patience to get the most power out of yellow powers at low level, or simple blasts at high level. No one can deny the helpfulness of a yellow snipers
Bonus Interactions: Yellow and Orange are matched equals. Blue is the weakest in direct combat, they need orange to cover their weakness, but can use their powers to force away foes. Purple is considered the strongest, but hardest to learn. Green is considered very helpful by some, and useless by others.
Void's Tier 3: The Shades
Black: Harm: Black powers have a large number of shadow control mages associated with it, but shadows are an elemental power. Black powers cause additional damage, directly beating any forms of shields but not having much defense. Black powers also can cause unexpected damage, cursing specific movements like a reverse blue mage. Black mages are the damage in the shades.
White: Enhancement: Being better, getting better. White typically increases durability and strength, and a slight increase to damage. When you use white, you are using it to make yourself able to use other things and resist more, and for weapons it helps cut through resistances. White mages are defense in the shades.
Clear: Sight: Clear powers consist of knowledge of much more, typically clear mages may not process the same, seeing on another realm of vision. They can use their powers to climb onto platforms from the '4th Realm' and hold onto things most cannot see or simply 'create' simple force walls. They can also travel through this, seeming to warp into specific spots. Clear mages are utility in the shades.
Tier 2: Light, Dark, Crystal "God Powers"
Light: Time, light reverses wounds as its main function to prove they are kind. Light mages trait's are stronger feelings for others (selflessness) and self sacrifice, mixing well with green, orange, and red. Time travel is forbidden and no light mage except true gods of the element can use it, so using the powers to copy lesser powers happens very often. Legendary.
Dark: Space, dark warps around as its main function, it proves nothing. Traits are the opposite, feelings that control you and selfishness. Not all dark mages are rude, just sad. Purple, Blue, and Yellow powers seem to match best with dark powers. Legendary.
Crystal: An empty pallet, crystals can be filled with other powers and mimic their abilities permanently, crystal mages are under Void mages and since they are tier 2 they can use every power below it, but crystal mages need to collect a sample of it. Crystal mages get the pure version of the element so it is typically better, but can run out of power and need to not use the pure form. Void.
Tier 1: Legendary and Void "God Magic"
Legendary: Mastery over emotions and Creation (embrace emotions): Legendary mages use everything below it and nearly every spell, but no one understands what it is capable of, even mages of that type just say it is a more powerful version of lower elements, while Illusionist and Gilc are the only ones to truly use its power.
Void: Emotional Isolation: Void magic counters everything. Abilities and powers may throw a fireball, it disappears with a void cast. Someone may be insane because of powers, gone as long as Void magic is used on them. The true power of Void magic is unknown, as there is no true Void solo caster.
Character Creation, Exceptions.
Typically it is easier and more fun to type characters after you create them, and as such is very recommended. It is easier to start with the base "I want a hero who helps everyone" and then work your way down to a Light+Red/Orange/Green mage warrior, notably you can fit every color into the character if you try hard enough.
Sometimes you want to work in reverse, maybe you want someone who is fast with blue magic, which is okay, many characters are created with Blue magic in place first just because of the love for Sans Undertale (Yes). Keep track of your element/color but remember what it is, a simple sniper in an army does not have to do much to fit the yellow mold as they already have to be patient, and their whole personality does not have to be "must be perfect."
That is another trap, do not lock yourself to just filling a role, mortals tend to have a variety of emotions to them, someone could be kind, but they do not have to be a green mage, and they can still cause harm. Gods or power incarnates tend to represent their element pretty purely, such as Illusionist's chaotic nature, but it makes them odd to role-play with (Still can be very fun, love for a character can achieve perfection with it in many situations.) That being said, you can still stick to one power type/color, emotions and urges still exist.
For most characters you cannot do the impossibility of "A green mage who isn't kind" or "A red mage who gives up" without the exception, which exists because these powers are also tools, not just a representation of who the character is. Firstly, crystals can hold any power and use it. Secondly, many characters look like they are using a type of power (green to heal) but are actually Legendary! Legendary is a magic type that could allow a character to use purely blue powers despite being quite happy with themselves, and they may never learn to use other colors with it, but legendary is pretty rare. More importantly, legendary mages are sought after due to their powerful soul, careful! ("Legendary" is a keyword for "main character" around here, so you wanting to be unusual may force this.)
Lastly, a magic not listed, Soul magic. Soul magic ignores everything above, it is both a power and a magic. Many soul mages can infuse other types of powers and magic into their own soul with theft, and their known power is beyond limits. Soul mages keep their magic secret due to it being a sin, it only causes harm, even when used in a righteous way to Avatar away powers from someone, it disturbs the natural order and causes both Legendary and Void to turn an eye to look. Soul magic can consume any soul to use their power, and without the knowledge of even Orbz powers his orbs. Within the knowledge of Magi, it powers his King/God Slayer AIs, and semi within knowledge of Segmentals it helps Mecha Killer. Weak soul level mages function as black/white/clear mages combined, using an odd mix of grabbing at a person's being and slightly learning about them. Soul magic would fit under the Void category and is only separated due to the fact that it survives without the Void Core.
All magic and powers of these types have a core, most of them being tied to their head type (Legendary) and the lesser cores (Dark and Light) only being a back-up, despite being less safe. (Those cores are also the only ones that can be fed fuel.) There is yet to be a Void core, something that will change as a user joins and gives DCL the life it needs.
A friend to share this with, to create many stories with and bounce ideas back at each other. They exist, but Puppet keeps scaring them off, but maybe one day, in our limited time.
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ballahackairsoft01 · 2 years ago
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Best Airsoft Rifle Brands For That Real Fun In the Game!
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Step right up, gun enthusiasts and gamers! Looking for an exciting and realistic way to hone your shooting skills or engage in friendly airsoft battles with your buddies? Well, look no further than airsoft rifles! Airsoft rifles are the latest craze in shooting sports. It has taken the world by storm with their realistic shooting experience and thrilling airsoft battles. But with so many different brands and models available in the market, it can be tough to know which one to choose, which brand offers cheap airsoft rifles, etc.
Don’t sweat it, my friends! In this article, we'll be taking a closer look at some of the absolute best airsoft rifle brands to help you make an informed decision. So lock and load, and let's get started!
11 Best Brands For Airsoft Rifles
Tokyo Marui - Tokyo Marui is a Japanese brand that is known for its high-quality airsoft guns. They offer a wide range of rifles, including the popular Tokyo Marui AK47, which is one of the most realistic and reliable airsoft rifles on the market. Tokyo Marui's rifles are also known for their durability and accuracy, making them a popular choice among serious airsoft players.
Valken - When it comes to top-tier airsoft rifles, Valken is a brand that truly stands out from the pack. Known for their high-quality craftsmanship, innovative designs, and unparalleled performance, Valken airsoft rifles are a favorite among airsoft enthusiasts and professionals alike. One of the key features that sets Valken airsoft rifles apart is their attention to detail. From the realistic feel and weight to the precision accuracy, every aspect of these rifles is carefully crafted to provide the ultimate shooting experience. And with a wide range of models to choose from, there's a Valken airsoft rifle for every level of shooter.
G&G Armament - G&G Armament is a Taiwanese brand that is well-respected in the world of airsoft rifles and is known for its innovative designs. Their airsoft rifles are designed with precision, using high-quality materials and advanced technology to deliver exceptional performance. From the smooth and reliable gearbox to the high-capacity magazines, every aspect of these rifles is carefully designed to provide the ultimate shooting experience. With their durable construction and high-quality materials, they're built to last, so you can use them for years to come. The G&G Armament CM16 Raider is a popular choice among airsoft enthusiasts, as it offers a perfect balance of power, accuracy, and affordability.
Elite Force - Elite Force is a US-based brand that offers a range of high-quality airsoft rifles. Their rifles are designed with attention to detail, using advanced materials and technology to deliver exceptional performance. Every aspect of these rifles is carefully designed to provide a realistic shooting experience, from the feel and weight of the gun to the precision accuracy. Another great thing about Elite Force airsoft rifles is their versatility. No matter what type of airsoft game you're playing, these rifles are designed to handle a variety of different scenarios, from close-quarter combat to long-range engagements. So you can count on Elite Force to provide the performance and reliability you need to succeed. The Elite Force M4 CQB is a popular choice among players, thanks to its compact size and excellent accuracy.
Classic Army - Classic Army is a Hong Kong-based brand that has been in the airsoft industry since 1997. They specialize in manufacturing high-quality airsoft rifles that are designed to deliver exceptional performance in any situation. The Classic Army M4 is a popular choice among airsoft players due to its excellent accuracy and reliability.
Krytac - Krytac is a relatively new brand that has quickly made a name for itself in the airsoft industry. From the ergonomic grip to the high-capacity magazines, every component of these rifles is carefully designed to provide a realistic and immersive shooting experience. Krytac airsoft rifles are built with durability and longevity in mind, using high-quality materials that ensure these rifles can withstand the rigors of intense gameplay. With their meticulous and innovative design, and outstanding performance, it's easy to see why this brand is a go-to for airsoft enthusiasts and professionals around the world. The Krytac Trident MK2 is a popular choice among airsoft players because of its excellent range and accuracy.
VFC - VFC is a Taiwanese brand that is known for its high-quality airsoft rifles. Their rifles are designed with precision, using advanced technology and high-quality materials to deliver exceptional performance. The VFC Avalon Saber is a popular choice among airsoft players for its durability and extremely good accuracy.
Lancer Tactical - Lancer Tactical is a California-based brand that offers a range of affordable airsoft rifles rather, cheap airsoft rifles. Their rifles are designed for both beginners and experienced players, with features like adjustable hop-up and reinforced internals. The Lancer Tactical LT-19B is a popular choice among beginners, as it offers great value for money.
CYMA - CYMA is a Chinese brand that offers a range of airsoft rifles at affordable prices. Their rifles are known for their reliability and durability, making them an admired choice among airsoft players. These rifles are designed to handle a wide range of scenarios, from short-range skirmishes to long-range engagements. The CYMA AK47 is a go-to alternative among players, thanks to its realistic look and feel.
G&P - G&P is a Hong Kong-based brand that offers a range of high-end airsoft rifles. Their rifles are designed with precision and attention to detail, using high-quality materials and advanced technology to deliver out of the ordinary performance. The G&P M4A1 is among the best options for serious airsoft players, its realistic look and feel are worth the appreciation.
ARES - ARES is a Taiwanese brand that offers a range of innovative airsoft rifles. Their rifles are designed with unique features like electric blowback and quick-change spring systems, making them a popular choice among experienced players. The ARES Amoeba is a popular choice among players, thanks to its compact size and advanced features.
Ultimately, there are many great airsoft rifle brands available in the market, each with its own unique strengths and features. Whether you're a serious airsoft player or a casual shooter, there is sure to be a brand that is perfect for you. When choosing an airsoft rifle, it's important to consider your specific needs and preferences. Do you prefer a rifle that is designed for close-range combat, or one that is designed for long-range accuracy? Do you prioritize power or accuracy? By answering these questions, you can narrow down your choices and choose an Airsoft rifles brand that is best suited to your needs. By considering the aforementioned details and doing your research, you can find the best airsoft rifle brand to suit your needs and take your airsoft experience to the next level.
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cerastes · 2 years ago
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So is Specter proof the seaborne can evolve to survive oripathy, or is there another reason she's still kicking with a small country's worth of it in her spinal cord?
Ok, let's get something right first: Specter is not a Seaborn, she's Aegirian, specifically one from Aegir (as opposed to, say, Thorns or Weedy, who are Aegirians from Iberia). The Seaborn are deep sea creatures that have incredibly high and advanced adaptability capabilities, making them evolve at a staggering rate, and cannot really be understood too well from a human perspective, as their moral compass and behavior are completely alike those of humans (remember that we're using the Terran definition of human here). Specter herself is an Abyssal Hunter, that is, an Aegirian that underwent a special treatment in order to attain immense strength and durability. This treatment involves using something of the Seaborn (we don't know the specifics) in the process and it becoming part of the subject, turning them into a Hunter. This is practically a supersoldier program, made specifically to fight the Seaborn without having to use advanced Aegir technology, instead using good ol' metal like swords, spears, and buzzsaws. The reasoning behind this, as Gladiia explained in Under Tides, is that this is so the Seaborn don't evolve based on their supertechnology and thus become actually unstoppable; the Seaborn cannot evolve much from fighting adversaries using antiquated technology they already have accounted for in their evolution. In other words, instead of fighting the Seaborn with technology, the Abyssal Hunters bring raw stats to the table: Strength and durability from their Hunter procedure, and combat skill from their intense, grueling training and conditioning.
With that in mind, let's move on to the ask proper: We don't know yet, as Specter's case doesn't provide an answer to that. While it is true that the Hunters have some Seaborn in them, they are still fundamentally Aegirians, and Specter herself is an exceptional case aside from that: She is exceptionally durable even by Abyssal Hunter standards. Gladiia's talent suggests that Abyssal Hunters can tap into a regenerative factor naturally, but no one does it better than Specter, who naturally has the highest HP and strongest regen possible out of the Hunters. Gladiia's special skill is her speed, Skadi's is her strength, and Specter's is her durability, to the point where gameplay reflects this by giving both of her forms the best Immortality skills bar none and by a high margin compared to others (Guard Specter's lasts for 15 seconds, Unchained's lasts for 20 seconds).
As you said, there's enough Originium in Specter's spine to infect a small country if it were broken down (and this is no hyperbole, this is explicitly stated by Bishop Quintus, the one who did that to Specter in the first place). Even Quintus himself is impressed that somehow Specter has survived it, suggesting that her surviving it at all was not, in fact, part of the plan. In part, there's Rhodes Island to thank, as Kal'tsit herself saw to it that Specter received the best care possible, with only herself (and presumably Gladiia, Warfarin and Doctor) having clearance to enter her room (and technically, Skadi, but that's only because Kal'tsit reluctantly gave her permission after Skadi would just go in anyway), but besides that, there's also just the simple fact that Specter is just built different and is quite literally the best at not dying.
Incidentally, the experiments inflicted upon Specter might have had the aim to answer your question in the first place. We're still not sure what exactly it was that Quintus was hoping to achieve, but as he's Church of the Deep personnel, it definitely involved the Seaborn in one way or another.
Long story short, Specter in particular is really bad at dying and that's predominantly why she's still kicking.
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Character Bio: Peni Parker (SP//dr)
Name: Peni Parker
Hero Alias: SP//dr
Bio:
Let’s do this one last time.
Peni Parker was born on October 15th, 3132, to Richard Parker, the first SP//dr, and New York City chief of police Yuriko Watanabe, the latter of whom died shortly after giving birth. Being the daughter of SP//dr, and all that came with it, defines her life. From a young age, Peni had little opportunity to actually bond with her father. He made sure she was well-fed, had a roof over her head, and fixed her boo-boos, but he was always too busy defending the city to really BE with her. Part of why the kid got into robotics and science was to try to bond with her dad, to give them something to talk about. School has never been an issue for her, with her regularly acing her classes. As the daughter of a celebrity (most superheroes are idolized in this world, and SP//dr, New York City’s finest outside the police, is no exception), she always attended private schools with enough protection to make villains think twice about trying to attack her to get to SP//dr. There’s also the fact that most people only want to befriend her for the clout, but that’s a story for another day. She isn’t necessarily friendless, though. One of her closest friends is Harry Osborn, son of Norman Osborn, CEO of Oscorp and one of her father’s bosses in the SP//dr program. The two of them hung out a lot as kids due to their fathers’ setting them up on playdates while they were busy with Oscorp and SP//dr, and they have been friends ever since. All in all, Peni leads a fairly normal life. However, things change at the ripe age of 9 years old.
Richard Parker was a hero. The guy who was bit by a spider and became the one and only SP//dr. The hero who saved the city again and again. The man who, no matter how many times he got hit, always got back up. But after one too many battles with one Doctor Otto Octavius, he didn’t. Couldn’t. Just like that, the man she wanted so badly to be with was gone, and with him, her world shattered. To say she was heartbroken would be an understatement. The next morning, still raw with grieving, Peni moves in with her aunt and uncle, fellow SP//dr program employees May and Benjamin Parker, but not before they introduce her to a certain opportunity. As it turns out, Peni had the right genetic material to be able to pilot SP//dr, just like her father. And so, May and Ben inform Peni that she’s the only suitable replacement for her father as the pilot. Basically, they tell her “Let this spider bite you and get in the robot, Peni”. In spite of knowing how dangerous it is, how massive the responsibility is, and how great a legacy she’ll need to uphold, she accepts. She lets the spider bite her, forming a psychic link with it and gaining a supportive friend in the process. But there’s one problem: She is nine, and thus has no idea how to actually fight or be a hero. After a few months of training under the tutelage of SHIELD and Daredevil, a friend of her father, and connecting with the other heroes based in New York City, she finally takes the leap of faith and starts her life as SP//dr, the hero of New York City.
Abilities:
Psychic Link: The spider bite granted Peni a psychic link with her spider by essentially setting up a wireless connection between their brains. What this means is that the two have access to one another's brains, including senses, thoughts, memories, emotions, and instincts. However, this isn’t always a good thing. While it does allow the two to share experiences, it also has possible consequences such as sensory overload and mental contamination.
Psychically-Operated Mech: SP//dr, the mech, exists on the bleeding edge of mech control systems. How it works is that the spider is half of the mech’s CPU, and a human pilot can link with the spider and become the other half. For Peni, this means that she can control it in tandem with her spider like it was her own body, with all the relatively enhanced agility and dexterity that entails and few of the harmful side effects normally associated with using brain-computer interfacing to control extra body parts. However, like the psychic link, this comes with consequences, such as mental contamination, sensory overload, and the sensation of damage. With the ability to move the mech like a body comes the ability to use the mech’s senses like her own, which extends to feeling damage like physical injuries. The mech’s armor and coding reduce the sensory data her brain receives, but she still feels pain when hit.
Physical Strength: The mech is capable of lifting and moving approximately 45000 kilograms of mass without risk of critically damaging itself. However, both pilots hold back to preserve the mech’s internals and to avoid collateral damage, such as undue property destruction, injury, or death. Without restraint, the max lifting capacity of the mech has been measured between 60000 and 70000 kilograms.
Webs: SP//dr is capable of shooting webs composed of fluid that solidifies into an adhesive solid in the presence of atmospheric conditions. These webs serve a variety of functions, including but not limited to the mech’s famous web-swinging, incapacitating enemies, and grabbing objects from afar. SP//dr can utilize a variety of varieties of web fluid (with different chemical compositions) for a variety of functions, such as electrocution, bandaging, and temporary welding. However, most webbing breaks down within an hour, the only exceptions being designed to last longer.
Adhesive Limbs: The hands and feet of the SP//dr mech are designed with microscopic, artificial “hairs” that allow the mech to adhere to objects by use of van der Waals interactions.
Magnetic Suspension: SP//dr is equipped with a magnetic suspension system enabling it to manipulate its limbs (as many as eight limbs composed of two or three segments) in ways that would be impossible with a conventional articulation system. However, this does come at the cost of increased power consumption, and the limbs are paralyzed without power.
LCD Screen: SP//dr’s cockpit is headed by a screen with an LCD display allowing the mech to display emoticons to show emotions, messages, visual aids, or other images. However, the screen is more fragile than the rest of the hull.
Hull Durability and Armor: The chassis and limbs of SP//dr are durable and well-armored enough for the mech and pilot to be able to walk away from being struck with a bus without losing function.
Miscellaneous Gadgets: Depending on the need, SP//dr can be outfitted with a variety of tools, such as scanners, enhanced sensors, saws, welding torches, fire extinguishers, and weaponry.
Neurogenetic Technology Compatibility: Peni Parker has the correct set of genes to be able to interface with SP//dr (and other technology by proxy) given the proper apparatus. The effects, in addition to operating SP//dr, consist primarily of limited neural hacking ability and enhanced thinking speed (mostly subconscious), memory backup, as well as other general abilities usually granted by neural cybernetics. Oscorp scientists have noted a similarity to a cyberbrain, except entirely organic.
Spider-Sense: One of the few superpowers not entirely dependent on a giant robot, Peni Parker, the spider, and the robot all have a Spider-Sense. It functions as a general danger sense, allowing them to sense dangers other senses can’t detect and avoid them almost autonomically. It can also detect other Spider-People. However, scientists have noted that the sense sometimes acts in complete defiance of scientific possibility.
Intelligence: Even as a child, Peni Parker was a genius, having been one of the brightest kids in her school, a trait that will only grow with age. However, she isn’t a “Renaissance woman”. She specializes in STEM subjects, most specifically robotics and computers, but would be nowhere near as competent with Shakespeare (unfortunately, still taught in schools) or ancient history. She’s also trilingual, with fluency in English and Japanese and some knowledge of Braille.
Fighting Skills: As part of her training to pilot SP//dr, Peni learned fighting skills to enable her to better fight villains. This included boxing, self-defense, martial arts, firearms training, general combat skills, and enhanced physical condition. Aside from “anime moments”, she isn’t superhuman though, merely an athletic baseline human.
Emergency Response Skills: As another part of her training, Peni received training in responding to a general assortment of emergency situations she’d face during her career as SP//dr, including fire rescue, first aid, and water rescue.
Weaknesses:
Peppermint: Spiders hate peppermint, Peni’s spider is no exception, and the psychic link means that Peni shares that resentment. A sufficient dose of peppermint around an area will make SP//dr run from it, at least temporarily.
Vibrations: One of a spider’s most powerful senses is its ability to detect vibrations. This hypersensitivity can also serve as a weakness, as the psychic link means that if the spider senses a particularly strong vibration (or the mech does through onboard sensors), the feedback would be paralyzing. The effect is like a loud guitar riff being played on an amplifier turned to 11 directly attached to both of one’s ears.
Pesticides: Any pesticides that would affect an arachnid would affect SP//dr, so if the spider gets exposed to (or detects through onboard sensors) any of several pesticides, the mech will flee the area as soon as possible to allow itself to stave off the effects of the pesticide. Onboard filtration systems would and do nullify this weakness, however.
Power Grid:
Intelligence: 3 (Grows to 5)
Strength: 2 (5 in mech)
Speed: 2 (3 in mech)
Durability: 2 (5 in mech)
Energy Projection: 1 (2-3 with specific mech weapons)
Fighting Skills: 1 (Grows to 4)
Additional Trivia:
Ideal English VA: Kimiko Glenn
Ideal Japanese Seiyuu: Rie Takahashi
Peni Parker is a vegetarian (like in the comics). This is due to her finding it weird to eat other animals after psychically linking with SP//dr. Similarly, she has an aversion to any animal products requiring killing the animals. Except for insects for reasons most likely related to the psychic link.
As a consequence of being psychically linked to a spider, Peni is one of the more “spidery” Spider-Heros/Spider-Totems/Spider-People. This means that she has a few additional miscellaneous traits only actual spiders would have.
I’m aware of the Web of Life and Destiny and the supernatural aspect of Spider-Totem powers. Thus, I’m going to leave the balance of technological/scientific power origin versus mystical power origin for you to find out.
The SP//dr program has multiple mechs for various situations. The abilities above mostly refer to the primary mech (The same as ITSV), although some things could change with in-universe time and upgrades.
Peni and her spider use “SP//dr” to refer to the spider, the mech, their hero identity, and the program of which they are a part. Due to the psychic link, they always know what they mean.
I don’t have a section on her personality because that would change a LOT in-universe. She goes through a lot, both good and bad. SP//dr stays a supportive friend though.
The SP//dr program is run by Oscorp under the supervision and oversight of SHIELD and the Commission on Superhuman Activities.
In case you’re wondering, I use “neurogenetic” instead of “psychogenetic” because psychogenetics, the word her comic uses, is actually another world for behavioral genetics, the study of how genes influence behavior. Neurogenetics, however, is the study of how genes affect the function of the nervous system. Thus, considering SP//dr’s control mechanism, “neurogenetics” is a more accurate word.
Also, I apologize for any formatting flubs. I copy pasted this from a Google Doc.
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lewdcrossroads · 4 years ago
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Hyperslut Runeterra AU
There is extreme content below. You have been warned.
Demacia: Level of perversion plays into caste system where the more perverted you are, the more common your nobility. Of course, that doesn't mean that the female nobles are above perversion; they are simply more discreet about it. Definitely not at the level Ionia is in general however. It's more of an open secret however, so while there is some public outrage, it's mostly just for show and to appease the higher ups in society despite the fact that they are right amongst the "commoners" doing it.
Sona: Willing slave. Give her somebody strong who looks they can be dominant with her, and she will walk right up to them, put their hands on her body for them, and mouth the words "own me". Often forms a telepathic link with them using magic and a self-tattooed slave mark with their symbol in the middle. Willing to try most every fetish under the sun and loves being humiliated without end, especially sexually. As a result, in the lowest possible class, but tolerated in high society because of her musical skill (and her willingness to fuck partygoers like a common busty whore).
"Only you can hear me, Master. What debauchery shall we experience today~?"
Lux: Uses light magic to hide the fact that she's nude and doing lewd shit almost constantly. Massive exhibitionist despite (or is it "because"?) the shame she knows it would bring to her family were she would ever be to discovered. Her brother would be discharged from the army and her family would be cast into the lowest of society in Demacia. That thought gets her off harder than anything else.
Vayne: Hardcore night hunter that still wants to avenge her parents, but she has an extreme monster and peril fetish. If she doesn't succeed in killing the monster, she almost always ends up getting raped. Often has to rely on somebody from Demacia noticing her absence and coming to rescue her which can take a lot of time, especially if she's dragged out to a monster's rape cave or a bandit camp. Generally discrete, but doesn't really give a fuck about her perversions being known.
Quinn:
Shyvana: Result of her mother playing whore to a dragon. Her dragon instincts constantly war with her human urges, bringing her no end of frustration as her two natures fight, even as human lust mixes with dragon lust and sends her into "heat" often. A size queen due to her body's needs, she goes after big dicked humans when human (such as J4 and Garen) and occasionally heading down to the royal stables to "tend" to both her lusts and the horses alongside the royal stable maides, and bending over for dragons to play as a distraction (sometimes as a human, sometimes as a dragon) during a hunt, the kill of which leaves her immensely satisfied for a good while (aka a week in this au). Her dragon pride makes it so that when she's descended as a dragon, she can only be sexually satisfied by dragons.
Morgana: A magic wielding warrior from another world. Like her sister, Kayle, she was summoned to Runeterra, but was summoned in Noxus, to fight against their main enemy, Demacia. She fell in love with the wild and debauched lifestyle that she had dedicated herself to fighting for back in her homeworld. Wildly indulging in sex and perversion with abandon, she is trying to return back to her homeworld to bring it the lifestyle that she feels has vindicated her entire struggle. Indulging in every fetish at least once from both sides of the equation, Morgana is loving being a hyperslut and the men and women of Runeterra love her. The only fetish she has yet to indulge in, and is interested in, however remains locked to her: incest.
"Ever raw an angel before~? No? Would you like to~?"
Kayle: A sword and magic wielding warrior from another world. Like her sister, Morgana, she was summoned to Runeterra, but was summoned in Demacia, to fight against their rival city, Noxus. A defender of the world she lived in prior, she was extremely unprepared for the culture she arrived in the comparatively perverted Demacia. However, that does not prevent her from indulging in her curiosity, if hesitantly, experimenting and exposing herself to the various methods of mating the people of Runeterra have discovered. Normally reserved, once she cums, she embraces her true inner slut and will not settle down until she has sated herself completely, rivaling even some of the more legendary sluts across the land. However, none of this prevents her from trying to return home, feeling vindicated at the similar level of debauchery her sister would inflict upon her people, all while occasionally rebuffing her lecherous sister's extremely inappropriate advances.
Fiora: A duelist in bed and on the field. Doesn't sleep with just anybody. Has some exceptional standards. Prides herself on being the best (has pitted her against some serious foes as a result much to her enjoyment). Generally only sleeps with one person at a time and duels usually involve her fucking the other person until they pass out or are completely unable to stay erect anymore. Does so to redeem the shame that her father brought upon the family due to using performance drugs in the dueling circuit. Seeks to "restore" the honor of her family by proving her superiority. Social air in Demacia means that her sexual duels are instead referred to with many double entendres and innuendos when in the presence of somebody she's not familiar with or more than one person. As a result, loves sex jokes and getting raunchy. Finds friendship in Kayle and a good training dummy for her dominant roles in Sona.
Noxus: Debauchery is celebrated openly. Instead of a gladiator pit, it's an orgy pit with the occasional fight. Whoever does the best often gets sold to the highest bidder from the crowd. A few cults, like Leblanc's Cult of the Black Rose, all vie for power behind the scenes, many using tantric rituals. Sex slaves and hired workers are just as great gifts to politicians as gold, jewelry, and fine goods/services. Occasionally raids Ionian lands for slaves (human and Vastayan alike (bull/cow vastayans go for a lot) and sometimes wars with Demacia because of how they are pretty much the opposite of their philosophy and can't let it stand.
Katarina: Well-known assassin from Noxus. Occasionally kills, but also very famous for bringing back filled condoms as trophies. Deals very heavily in social assassination. Makes runs through the streets to test her stealth skills, and if anybody catches sight of her and calls out to her while she's in earshot and able to hear them, she fucks them then and there as a self-inflicted punishment. Regular outfit often has filled condoms filled and tied off and hanging from her. Failing a mission or disobeying a superior commander's order results in her being bound, humiliated, and offered up as a free use cumdump in the main street of Noxus. She fails a lot of main mission objectives and is a generally pretty rude and disobedient towards superiors.
Riven: Wanders in search of "strength", an exile from Noxus. When meets somebody strong, either combats them with her sword or with her pussy in a competition of some sort. Will shamelessly and enthusiastically fuck anybody that offers her food or shelter, though she's above begging. Very much not above whoring herself out though. After all, when in the war, served as her squad's cum slut with enthusiasm. Was a slave in the pits of Noxus before freed by Draven when he recognized her strength both as a slut and a warrior while fuck-fighting her. During her time in the army, often wandered around Noxus to enjoy the various food delicacies and offered herself as a free use slut for restaurants to pay off her tabs. Loves fine/good-tasting food and continues this practice all throughout her travels around Runeterra, especially since starves a lot. As a result, whores herself out at camp sites a lot (though she enjoys the act a great deal herself).
Leblanc: Clone is very submissive and just as durable as she is due to her repressed tendencies as a result of both living in Noxus high society and being leader of a cult. Deals in a ton of freaky shit due to latter. If in healthy environment, a switch between top and bottom. Has slaves of all races in basement and in base of cult to use as in her pleasure. Loves using them as live dildos; when feels like being sub, creates clone and uses ritual to share clone's senses in safety of her quarters while it gets ravaged senseless out of revenge.
Cassiopeia: Woman with snaky attributes (cursed with Shurima curse) and sciency type who studied in Piltover/Zaun thanks to father's influence before he vanished who deals with all sorts of poisons. Can synthesize poisons into her body to do all sorts of stuff (and their antitoxins). Likes to occasionally roam around on the streets and abduct both cute girls, strapping lads, and handsome men with venomous/narcotic bites. Major domme who uses them for both experiments with concoctions and for pleasure. Poisons do various effects that do great things for sex and sell for a lot on the Noxus streets, legal and not. Keeps the Du Couteau house financial secure alongside Katarina's "wetwork".
Piltover: The city of progress. Most of all the cutting edge technology goes into producing elegant and interesting sex toys of some kind (and the occasional boost to normal daily life.) The academy that makes the city particularly famous is a den of debauchery behind closed doors despite the relatively posh and proper lifestyle the city presents, all while they look down on the people of Zaun for their destructive debauchery and interesting experiments. Experimentation of different kinds happens there. Entrance to the academy is granted by presenting something new that could have an impact on "gratification" or by convincing the council that determines who enters or not that they deserve to enter (a lot of rich families get in that way).
Caitlyn: In a relationship with Vi as the dominant. Grew up in Piltover as part of nice family. Quickly established herself as an amazing police officer and sniper with her custom made rifle. Went through several male and female partners because of her being super kinky and dominant until she met Vi in the PD and was assigned as her partner. One mission went awry trying to catch Jinx ended up with them trapped underground until rescued. Both found naked and fucking like crazy with Cait on top. Loves putting Vi through all sorts of plays to test both their limits, but often indulges in her partner's exhib fetish using the scope of her rifle and special sleep darts to keep her safe from unsavory predators. Sometimes lets Vi get the better of her and flip roles, discovering that she sometimes likes being shown off and even used by strangers herself. Not nearly as often as Vi or certain other champions, but sometimes. Has a history with N who she sexually battles on occasion with her loss every time, her bound up and dripping cum from all her holes and still no clue to his identity.
Vi: In a relationship with Caitlyn as the submissive. Grew up in Zaun a slum kid. Ends up handcuffed and wandering around Piltover and Zaun while stuffed with sex toys as a lot. Massive exhibitionist (as is Cait to a lesser extent), and often ends up getting fucked silly by a random stranger in either city in some dirty back alley. Was originally part of a gang as both their cum dump and their moral compass, but left when they crossed the line and almost got people killed, backstory canon with main AU. Loves getting shoved into the elevator between cities naked, handcuffed, and blindfolded by Caitlyn with the expectation of her getting fucked the entire way. Has a great time sometimes flipping roles, the best being when she shoved Caitlyn in the elevator for time duration of lunch rush to evening rush hour.
Orianna:
Camille:
Zaun:
Jinx: Archenemy of Vi and Caitlyn. If she wins, she uses them as sexual playthings to satisfy her lust. Usually pretty rough to Vi's secret pleasure. If she loses, she gets the favor returned before being hauled back to the Piltover precinct to be the PD's cumdump (though she somehow always manages to escape).
Janna: Goddess who gets caught up in Zaunite fashion. Is happily a lingerie model (loves flaunting and wearing wares out around city because they look so nice) when asked to be and always loves attending the after parties where she shares her love. Very loving wind goddess who helps those who need comfort. Immensely popular among the homeless, down trodden, and abused. Always willing to lend an ear. Due to secrets being carried on the wind, very knowledgeable about everything that happens in the city. However, goddess morality makes it hard for her to see who's evil like Warwick (a very confused and damaged soul) and Singed who amuses her with jokes. Carries a tiny bit of a grudge for being left to wane in power so much when all she wanted to do was help.
Ionia: repressed culture where people try to limit their hypersexuality with those that fail to do so being ostracized or shamed. Something about how there needs to be balance between urges and discipline. Plenty of plants and animals that help encourage lust. Vastayan hate humans for trying to limit themselves and the nature around them, damaging the environment and magic. Vastayans are very much in touch with their primal nature and urges to the point where it's considered somewhat rude to turn down sexual advances if it's from somebody of a gender that you're attracted to. Some Vastayans work to both undo the devastation on the land's magic that humans have done and prevent any further.
Syndra:
Karma:
Irelia: One of the most sexual characters, but tries to put up a hard front to hide it. Shamelessly self-indulges behind closed doors to the point where she realizes she's late for something and hurries, often finding that she failed to remove the vibrator (enchanted to be silent but powerful of course for secrecy) and cumming often during meetings. Occasionally meets up with soldiers of renown or who have performed great service and plays submissive to reward them for their bravery under the condition that they say nothing about how they fucked her silly, sometimes in groups to really satisfy her lust. Sometimes intentionally leaves her toys inside her to keep her on a buzz throughout the day for a fun night, even if it makes for some interesting meetings and interactions with others throughout the day.
Ahri: Hyper-competitive slut. Travels throughout the world on a whim, relying on kindness of strangers. Absolutely hates the idea of "silver-medal". Once traveled to Bilgewater to act as roughest bar's copper coin whore for a night and serving as the rowdiest ship's cumdump for a voyage because MF did something just somewhat short of that. Occasionally gets in over her head because of her distaste for being second best, but usually has the skills to back up her claims/boasts. Anything she has trouble with, she relentlessly tries until either she succeeds in outdoing or determines that it's physically impossible. Initial reaction at the idea of being second is almost always shock/horror at first, and then either cruel smirk or ears going flat with hissing. Take canonic sluttiness and turn it up to 12.
Akali: Sneaky ninja slut who trains her stealth by making nude runs through populated towns/villages/cities, her endurance/stamina with marathon masturbation sessions, and her body with hard physical training. Tries to find the perfect master to call her own and fight for, not agreeing with Order's ideology around the suppression of libido. Lots of sex based techniques. Loves to submit to her potential master and warm his/her bed and be the perfect sex doll, but when he/she starts showing tendencies that Akali doesn't agree with, leaves and searches for a new master. Loves shibari and other forms of bondage. Really gets off on the idea of being servile and at her master's whim when it comes to pleasure (particularly ordered to stand perfectly still while she gets fingered). Will do whatever her master tells her to out of her own free will, including seduction or assassination missions, unless it causes her serious harm for no real reason or forbids her from indulging in her massive libido as much as she wants (unless it's punishment for a serious transgression or chastity play).
Xayah: Dominant to an extreme with other Vastayan, can't help but be utterly submissive to humans and other creatures. Often gets separated from Rakan for a while by slavers and trade caravans that she pretends to fight off and struggle against but is ultimately all too willingly to play "birdy" for. Because of how aggressive and loud she is, easily annoys humans she's with about superiority of the Vastaya and how humans ruin everything to get them to put her mouth to "better use", oft fingering herself during so. However, always returns to Rakan who gets the chance to sample some sluts himself, sometimes even bringing new partners into their bed to please him. True genuine love between them to the point where they embody the expression "If you love something, let it go. If it returns to you, it's truly yours". Often butts heads with Ahri over who's better in bed. Uses techniques that she learns from the humans to dominate Vastayans even better which lets her stand on even footing with Ahri.
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Neeko: Curious, excitable, cute Vastayan known as an Oovi-Kat who can take form of others and possesses strong magic. Thinks she has direct ancestry with ancient progenitors of her race (may be right). Novice when it comes to sex, but very eager slut who wants to learn everything, especially lesbian sex. Most of her encounters are with females (some like making use of her ability to transform). Trying to restore Oovi-Kat tribe, even if no men like her. Vastly prefers women anyway (especially female cougars), but curious enough to play "games" with big horny animals when she takes female form of their species. However, still learning to control her powers, so always ends up losing control the moment they put their dick in her, and they go crazy over tiny, hot, wet Vastayan pussy wrapped around them. Very very into strong and powerful female champs like Illaoi, Shyvana, and Evelynn and flirts with them. Anybody she fucks, asks if they would be part of her tribe in attempt to restore. When getting fucked hard or finally orgasms, is big cuddler and wraps tail around partner or nearest thing she can wrap tail around. Very clingy and affectionate.
"To know Neeko is to love Neeko, and to love Neeko is to be one with Neeko."
Void:
Kai'Sa: Wears a living and weaponized body suit that's super perverted. Loves intimacy but the pervertedness of her suit can make that difficult sometimes. Now that she's escaped from the void, she doesn't need the suit anymore and can just rid herself of it. However, turboslut that she is, she's not getting rid of it anytime soon, even if it picks the most inconvenient times to fuck her/make her squirt. It seems to really enjoy embarrassing her, especially when she's trying to really get intimate with some guy that she just ran into. Besides find somebody she can really let herself be comfortable with, she'd like to hunt down her father and reconnect with him. However, because of the lust her suit gives her and the show she inadvertently gives, she often gets fucked frantically into the nearest available surface instead.
Bilgewater: Super open about its sexuality. Used to be a slavers' haven until Miss Fortune took control and turned it into her town. Now it's a very underground black market. Very popular vacation spot due to temperature and climate. Wet t-shirt contests are very popular and encouraged here, even a tax deduction. One week of the year, has a massive festival where people all over Runeterra come to celebrate debauchery (many people wear disguises if from more uptight cities) called the Sluttening.
Miss Fortune: A very respected captain and dangerous markswoman, but also a whore who wanders around the docks and whorehouses looking for work (she loves working for cheap). Wears a blouse that is sheer and almost completely see-through when wet which is 98% of the time considering how often she's out on a ship or near sea spray. Greatest enemy is Gangplank and Illaoi considering how often she either gets shafted by him or his men or by her god's tentacles. Also her mother was slaved by his men, leaving her an orphan and not tolerant of slavers. Does not stop her from having wet dreams of GP taking her as his personal cabin slut. Often plays up the dumb busty bimbo persona to both get more work and to have people underestimated.
Illaoi: Tentacle fetishist and leader of her god's cult. Has zero qualms about inflicting her perverted god's tentacles on both herself and the various females of Bilgewater (and Runeterra in general if she happens to run into them) as a method of testing them. Very astute test of character and is very willing to sleep with the people she deems strong, though she takes charge almost all of the time. Only woman to dom GP.
Mount Targon:
Leona:
Diana:
Soraka: Complete and total healslut. Will spend hours examining patients and then pull a double shift to tend to injured warriors in the night by spending crawling into their bed to give them "advanced care". Very very bulliable and loves every moment of it.
Shadow Isles:  
Evelynn: no change lol
Kalista:
Elise:
Kumungu Jungle: jungle filled with shit ton of horny beasts and lewd plants. Some sentience. Some rich or adventurous people consider it a hunting ground for more exotic trophies. Mostly uninhabited but can find a few tribes of people who live off the land and experiment with the land and positions (basically the creators of Runeterra's Kama Sutra, adapted for the various humans, Vastayans, and other races who inhabit the land).
Nidalee: more emphasis on mating season. Practices Runeterra Sutra and knows, practices, and helps develop new techniques to practice constantly. Was abandoned as a child but has grown up to be a spectacular slut despite growing up among cougars. Constantly courted and mounted by members of her feline tribe but none can keep up with her. Rival is Rengar who she practices her techniques on the most as a method of subduing him and proving she's far more dominant.
Zyra:
Shurima:
Sivir: Main method of earning cash besides mercenary work and black market deals is prostituting herself and her company of amazonesque mercenary whores who follow her commands, especially since she recently discovered is daughter of an emperor of Shurima. Her current goal is to help Azir rebuild his empire so that can rule and never have to worry about money again. However, rebuilding empire is expensive and getting followers is hard, so hands cash part by trying to charge high prices and followers part by seducing highly influential people to her cause to use their power.
Taliyah:
Freljord:
Ashe: leader of the Avarosan tribe in Freljord and firm believer of equality, peace, and intimacy. Takes ideas from Ionia and Demacia regarding discipline and reverence towards sex, but doesn't agree with the idea of shaming sex or seeing it as a weakness. Incredibly regal, but no less debauched even if she pretends otherwise, often going into town to join the common folk in disguise, attending orgies and tending to glory holes in her free time. Not entirely happy with the war but will fight for what she believes is right. Marriage with Trynd rocky right now, and while she occasionally gives him a handy, he is in the dog house with her right now. Things may improve on that front.
Lissandra:
Sejuani: leader of the Winter's Claw and a firm believer of the idea that the strong take what they want. Sej wants a lot and is the strongest of her tribe which makes her the leader. Enjoy everything while you can and don't be afraid to indulge in every whim, whether that's being the focus of a 20 man train or letting Bristle raw her for hours as a treat. Sej loves it rough and believes that the rest of the Freljord should follow her, her tribe whole heartedly agreeing with her, their numbers including Volibear and the Ursine and Olaf the berserker since there seems to be a bevy of people who enjoy getting pillaged by both factions. Sej is certainly in that camp. Started war as a personal slight against Ashe's philosophy regarding sex, and does not form emotional attachments through sex ever.
places where whorehouses are public: - Noxus - Zaun - Bilgewater  (Incredibly open and public/blunt about it) - Mount Targon - Shurima - Freljord
places where whorehouses are discreet: - Demacia - Piltover - Ionia
places where whorehouses are just non-existent: - Shadow Isles - Kumungu Jungle - Void
War of the Freljord - War between the three sisters started between what kind of sexual environment the Freljord. Sej wants more brutal and open sex to be commonplace based on what she's seen from Noxus and Zaun while Ashe wants the atmosphere to be more disciplined and reserved like what she's seen from Piltover and Demacia (even if she doesn't at all agree with their philosophies about sex being shameful). The whole catalyst for their war was when Sej seduced Trynd and convinced him to brutally fuck her silly in his marriage bed with taunts of how Ashe would never let him do the things she's willing to do, all while Ashe was tending to a local glory hole in a disguise. Meanwhile, Lissandra just wants the world to enjoy the wonders of tentacle sex.
Piltover Elevator - The main expressway between low city of Zaun and elevated city of Piltover. People flock to this massive construction both to travel to the cities and, if you're a lady in strut, to hop towards the back in order to get molested. Particularly brave women walk on naked and stay in the front. More prominent members of that group include Vi and, sometimes if you're incredibly lucky and Vi's very assertive that morning, Caitlyn who walk on bound and blindfolded.
Gragas' Mead Hall - The site of many drunken orgies and where Gragas shares his famous brews, most popular among them being his Aphrodisiac Wine. Being Avarosan herself, Ashe often comes and joins in the celebration, though she ends up losing her disguise halfway through on account of her being fucked out of it. Her loving subjects don't remember plowing their queen, it all being a drunken blur of pleasure, but they certainly have vivid dreams about fucking her senseless with her as the center of a rowdy foursome. They certainly adore how their queen always turns into a thirsty little cumslut right from the get go in those fantasies.
The Sluttening - Festival in Bilgewater that lasts for a week. People from all over Runeterra come over to the amazing climate vacation spot. It's less rough and tumble because of all the constant sex meaning there are less fights. Booze and sex are near constants on every street you walk down. Wet t-shirt contests are incredibly common due to all the sluts wanting to prove they're the best and hottest thot to walk around Runeterra. During this time, the spirits of the Shadow Isles also wander in, bringing with them ancient sex techniques, emphatic connection due to spiritual nature, and all sorts of general kinkiness that you'd be hard pressed to find otherwise.
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fistsoflightning · 5 years ago
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COMBAT MODE // ZAYA QESTIR
★★★★★★★★☆☆  —  STRENGTH ★★★★★★★☆☆☆  —  OFFENSE ★★★☆☆☆☆☆☆☆  —  DEFENSE ★★★★★★★★★☆  —  SPEED ★★★★★☆☆☆☆☆  —  DURABILITY ★★★★★★★★☆☆  —  ACCURACY ★★★★★★★★★☆  —  AGILITY ★★★★★★★★★☆  —  STAMINA ★★★★★★☆☆☆☆  —  TEAMWORK ★★★☆☆☆☆☆☆☆  —  STEALTH ★★★★★★★★★☆  —  MELEE ★★★★★★★☆☆☆  —  BLADES ★★★★★★★★☆☆  —  BLUNT ★★★★★★★★☆☆  —  RANGED ☆☆☆☆☆☆☆☆☆☆  —  MAGIC ★★★★☆☆☆☆☆☆  —  TRAPS ★★☆☆☆☆☆☆☆☆  —  MEDIC
OVERVIEW:
Zaya grew up on the Steppe where fighting was almost guaranteed to be a daily occurrence with how they commonly went out “adventuring”, hunting, or parleying with their older brother for “khan experience” (especially when the Naadam was on the horizon), and as such has the combat experience to match. They’re extremely quick on their feet, hit hard and fast, and rarely let their guard down. Most of their combat set relies on being within melee range, but give them merely a few seconds and they’ll pull out either their chakrams or their bow to hunt you down.
With fighting experience linking back to a good dozen Naadams or so plus hunting experience, it doesn’t quite matter whether their enemy is monster or human; a life is a life, and a fight is a fight. Zaya does not hold back in a real fight, especially if the lives of others are at risk. It’s seldom known, but Zaya can and will call their yol down to spawn a thunderstorm if they need the extra advantage to win. They can also shock people themselves with their tattoo inscription, but they rarely do.
If Zaya finds themselves cornered or losing a fight (ex. Zenos during Rhalgr’s Reach), it’s very likely that they’ll overload their tattoo inscription to call down a very large bolt of lightning to turn the tides at the cost of their wellbeing; it’s killed them twice before, actually. There’s a reason they tend not to rely on it.
INJURIES:
If one didn’t know them personally, it would be an easy assumption to make that none of their injuries have left their mark on them; after all, Au’ra scale patterns differ from person to person... right? 
Those who do know them well enough know that their body is littered with scars; they’re merely hidden due to the fact that their scars fill in with scales. Among the numerous scars on their body, the most major ones lie on their calves, upper back, and left arm and hand; from shards of Ifrit’s nails, Lahabrea and Nidhogg’s claws, and Zenos several times respectively. These scales are much softer than the rest of Zaya’s scales, and need extra protection, which is why all of Zaya’s melee armor includes a pauldron and full armor cover on their left side, plus metal boots.
Their horns also bear numerous scars from unfortunate snaps, but those seem to have healed much better than the rest. Their quick speed has saved them from more... fatal injuries, like being blasted by Nidhogg’s Ala Morn or Hades’ claws swiping through their neck; a trait that also fools others into thinking they might very well be untouchable.
FIGHTING STYLE.
[ bold for often // italicize for situational // strikethrough for never ]
commander /  duelist / “honorable” / dishonorable / would have others do their fighting /  stealthy  / long-ranged / melee / technological / sorcery / superhuman abilities /  has fought in an illegal tourney / a lover of fighting / a hater of fighting  / cowardly / reckless / strategic / uses underhanded tricks  / renowned for their skill / trained /  untrained / keeps skills secret / won a battle / lost a battle / ruthless / merciful
FLAWS.
moody | short-tempered | emotionally unstable | whiny | controlling | conceited | possessive | paranoid | liar | impatient | cowardly | bitter | selfish | power-hungry | greedy | lazy | judgmental | forgetful | impulsive | spiteful | stubborn | sadistic | petty | unlucky
STRENGTHS.
honest | trustworthy | thoughtful | caring | brave | patient | selfless | ambitious | tolerant | lucky | intelligent | confident | focused | humble | generous | merciful | observant | wise | clever | charming | cheerful | optimistic | decisive | adaptive | calm | loyal
tagged by: @whitherliliesbloom. but i took some inspiration from @lordofcrowns!��
tagging: @sati-ffxiv @to-the-voiceless @windupnamazu @winduphaurchefant @verbroil @ofthesilverlining @stars-bleed-hearts-shine @nuclearanomaly and you! feel free to tag me even if i didnt mention you; these are super fun to read!
bonus notes below the cut!
EXTENDED OVERVIEW.
Zaya is reliant on being all up in someone’s face in most fights, since their strength is most of what they have. All of their jobs do physical damage, if you haven’t noticed; they’re basically the equivalent of a DnD character with all their stats in strength and dexterity with nothing in constitution or intelligence.
Speaking of which; Zaya is magically inept. An incident in the Calamity where they faced off against a shard of the fallen Dalamud led to them 1) dying and 2) losing all magical capabilities they had beforehand. To make up for that (seeing as they can cast some magic today, like song and dark magicks), they have a series of magical inscriptions/tattoos on their body. It’s a little frightening to look at with all their scales, so most of them are hidden away with glamour prisms. The only one that isn’t hidden by prisms (instead hidden by an armband on their right arm) is their lightning inscription from a long time ago; it confers them a lot of lightning related benefits, such as full lightning resistance and the ability to discharge collected energy (Greased Lightning >:3). It also gives them a bond with their thunderbird yol, Ochir!
Once in a fight, Zaya will do everything they can to avoid extra damage; unlike most of their fellow Warriors of Light when under the effect of their Blessing of Light, they don’t heal over time. A setback from their aforementioned magical incapability, but it really does blow when they’re the only one around to fight [insert monster name here] since they have to rely on potions specially brewed for them by Tehra’ir. They’re heavily reliant on not taking damage at all instead of just eating it, which changes up parts of their dark knight skillset. The only exception to this is acting as a meatshield; if someone younger or more injured than them is about to take a blow (for example, Elwin or A’dewah), they will more than likely leap into the path of danger, whether they have The Blackest Night, Riddle of Earth, or nothing at all.
In most fights, Zaya will simply stick to one of their various skills to finish the job; most of the time, they’re not running the risk of death should they need to run. However, for fights such as Zenos, Shinryu, Innocence, or Hades, they pull out most (if not all) the stops. Rarely will they be seen using their dark knight soulstone, since the whole concept relies on one having mana to spare; instead of mana, their dark knight skills take from their health in exchange for longer protection/more damage. (Blood Gauge indeed.) They won’t hesitate to play dirty to win if it comes down to it, and are more than willing to die for a better chance of winning the fight for others.
Much of their fighting style is built on quickly defeating the enemy; long, drawn out fights are not their forte. In a one-on-one fight, Zaya will constantly try to trip up their opponent through quick movements and dodges for more free hits, but won’t go so far as to taunt. Hardened, scaley knuckles and kicks from metal boots are enough to knock most soldiers over easily, and their strength from years and years of training only adds to that.
Zaya actually does know how to fight on yolback; it’s dozens of times more complicated without proper magic, but it’s doable. As long as Ochir is in the area (a giant fricking bird that’s like. the size of a fairly small house.) Zaya has a variety of options that are all immensely reckless in nature.
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hades-999 · 5 years ago
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Ben not 10
I hope you guys liked my previeious post about Ben not used 10 aliens, here is another bounch of them. But before we start, I must confess; I'm gona cheat in the end, so I brought there one more, to be fair
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Rules:
Mutants and Reboot not count
I gona count aliens what's in the show, but we never saw Ben transmorms into them onsceen
Loophole; I gona count aliens what Ben couldn't use for some reason
So, let's counting
0. Slimebiot
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These creatures are here from the begining of the time and spreadin, mixing and creating DNA across the whole universe (technically, they are God in Ben prime's reality)
They are feeding on any kind of DNA, and alo poses the power to shapesifting themeselfes into that creature's bodyparts
Also, attached to a DNA countainment (like the Nemetrix/ Omnitrix/ Ultimatrix/Omnimatrix) they can use as many samples as they want, even form tools with the given species' power
But with this incedible power come some great..... weakneses; because they are only single-cell, symbiosic life forms, they need a host or they could die in starving. And they can be separated and contained with the right tools. Also, they can't teleport without host, 'cause it would kill them
1. Anodite
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It's a tricky one; because of Anodites lack of DNA, the Omnitrix can't scan them. However, Ben could use the Omnitrix to manipulates his own bio system, sets free his Anodite heritage and store in the watch, as a transformation (remember, not all Omnitrix creatures are 100% alien......Nanomech......)
Anodites poses the power to control life-energy (called Mana) and use it various ways; weapon manifestion, fly, teleport, shapesifting (only seen turn into humanoid form) and magic
However, this power has his own weakneses; Mana can't be used on everything, such as ectonorites, geocehelone aerios, robots or androids. Also, this species don't immunite to other magic users spells
In fandom, Ben already has Anodite form, called Anodman/ Man-a attack/Manodite
It's unkown if Ben ever could use his natural/Omnitrix given Anodite heritage, he would be purple or green
2. Psyphon's species
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Despite of being the show's main villain's sidekick, we don't know this alien species' name. The only knowen one (Psyphon) cames from Murray (Vilgaxia) with Villgax
However, he poses a serious power arsenal; he is able to fly, can create energy beams and walls, has laser eyes and stronger than Ultimate Spidermonkey. Also, he showed great intellect
With these powers, he resemble to C-K civilians, so, he could be a mutant one, but (because of his whole appearance) I don't think so
3. Uxorite
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This species is strongly resemble to lizard peaple from classical alien mythologi. They even have long toung and they laye eggs, but unlike cold bloodeds, they aren't bothered by cold enviroment.
They have powerful telekinetic abilityes what allows to them to fly and moveing other being or object, even instable material, like water. Also, they can grab things with their tail and tentacles
They agile and fast, but compare to their size they are physicaly weak and vulnerable
This species (or at least Xylen) is smart enought to be accepted as assistant by Azmusth when he created the Omnitrix, and Azmusth trusted her enought to gave it to her to deliver
In fandom Ben already has this transformation, called Neuro Lizard
4. Detrovite
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One of the strongest and largest alien species in the show, wich one members are skilled fightres and talented miners in one
They posess some surpise-powers, like ability to breat underwater, space survivability, they are resistant to both hot or colder enviroment and they can regenerate from serious dammages (repleacing their missing body parts with proteic enchatments)
They are not very clever, but also not agressive species. Also, they honor the great champions and good sportmanship
5. Protost
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Theis alien only apeared an took active role in the very first Ben 10 movei "Ben 10; Secret of the Omnitrix" , but it is still a mentionable one
This alien species resemble to the Polymorph with their shapesifting powers and slime like body, but unlike them, they are able to move without an Anti-graviti projector, but seemingly they are more limited and can't generate their body-mass (except while regenerating). However, they use some kind of containment armor to change place, but it's more a body enchantment than a nesecary tool
Their three eyes and shapesifting ability make them an extremly good pilots, 'cause they can focus on multiple thing and can control more machines at once
6. Levodan
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Who don't remember for one of the cutest alien in the show; the Tiffin. He is a sweet alien and not just in the term of cutenes. This species' taste (at least as kid) so delicious the icecream makers makes a Tiffin-tast flavoured one (offically not from Tiffin......)
This species looks very peaceful but they actually an agressive one. Of course, not all of them and not all the time, they inteligent enought to make compromises with their enemies
They look weak, but don't let fool yourself; they are skilled in hand-to-hand combat (like Apoplexians) have enchanted flexibility and they are capable of use some short of electro-magnetic power, witch allows them to levitate and manipulate electronic devices
7. Ssspeace'sss Ssserpentsss
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We can't be sssure Ssserpent wasss an alien or what, but becaussse sssome of hisss powersss, it doesssn't fit to be a mutant, ssso I think he isss an alien.
It never wass comfirm, but sssomewhere in fandom isss a theory he isss a ssspecisss of Snakepit, one off the mentioned but never ssshowen aliensss
Over hisss average sssnake powersss like enchanted flexibility/ agility/ reflex/ ssstrenght, unhingible jaw or acid ssspit, he posssesss a ssspecial one: mana immunity
He isss inteligent, clever and usssually hasss a good plan, but not Ben'sss mossst fearsssom enemi
8. / 9. Acrosians, Vreedle family
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These two species not really showes any super power over enchanted strengh and space survivability
Ma Vreedle posess an extra pair of eyes in back of her head, it's unkown the males have too or not
Because acrosians are only heads with armor, possibly they are an inteligent species. We can't say the same thing about Vreedles, but they are good technicans, so they have the wist of themeself
Because we never saw other acrosian than Fistina, we can't know how would Ben looks like.
Ben actually have a Decagon Vreedle named transformation, but he would be freak out if he know about it
Vreedles are not a species but more a family, because Ma and Pa were breed in a lab
10. Chronian
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I said I gona cheat here, cause Ben already transformed into this form but let me explain;
Eon is the only one movie special transformation, which one never was and never will be used
"Ben 10; Race against time" is playing in an alternative timeline, so Ben Prime never used this transformation
Because Chronians had closly omnipotent powers, Eon forced Ben to turn into this form, wich one was actually Eon himself, not Ben's alien
However Ben has the option to scan another Chronians and has his own form. In fandom this form sometimes called simply Eon, sometimes called Obliv-Eon (I personally prefer this one)
This transformation would be one of the most powerful one of Ben's, because Chronians are able to travel in time and space, can shoot energy or time beams from their hands, have a limited control over moleculas and technology and also posess enchanted strengh and durability
However, they can't use their powers limitles, because every time they use it, their body becames older and weaker
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Benus:
We could belive the levodans are whiped crem like humanoid specis, but actually we never saw more than their head and arms in part, cause their long, bluish coat
The uxorites' eyes glow pink when they use their telekinetic abilityes. It never saw comfirmed, but it could be a kind of Mana using....
I want to list Osmosians as well, but while I make search, I found the fact; Osmosians are mutants/superior humans, not aliens, and their home planet - Osmos V. - never existed
"Uxite" means "wife" in latin, a reference to Xylene x Max relationship
It's just funny, but both of Max's love intesests were telekinetic powered aliens
"Xylene" is actually a chemical with three isomer, so our alien's three eyes could be a reference for that. Also a funny thing; the chemical is extremly flamable, and Ben used Heatblast against Xylen
I don't showed a pictures of Hex and Charmchaster directly, because thye aren't anoditeds. They just humans, who can use magic
So, that was it girls and boys, leave a like/comment if you want the next part of this: No-metrix aliens
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gffa · 6 years ago
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HEY, LET ME YELL ABOUT SOME STAR WARS SHIPS.  THE FLYING KIND THIS TIME.  One of the banes of my existences is loving the worldbuilding of a particular canon, but not having it laid out for me in a way that’s organized for me to easily find what I’m looking for at any given moment.  And flipping through (the sadly no longer canon, but still incredibly useful!) Star Wars: The Clone Wars: Incredible Vehicles (see here for info!) really helped me get my head around a lot of it and finally able to organize these pages into a more “easy to find what kind of vehicle you need for a specific type of scene” list! But what I really wanted was to see a canon reference guide organized into size/use sections, to better reference when I needed either a massive star ship or when I needed to know the name of a speeder a given character might use.  (This focuses on the Clone Wars era, but if you want Empire/Rebellion era or First Order era info, feel free to give me a yell.) Encyclopedia of Starfighters and Other Vehicles: MASSIVE SHIPS:   ➞ Republic Attack Cruiser -  “The war between the Republic and the Separatists leads to a demandfor larger and more powerful battleships.  The Republic Navy expands to include the Reupblic attack cruisers, massive warships often referred to as "Star Destroyers". (Venator-class Star Destroyers can carry more than 420 starfighters (including V-wings, X-95 Headhunters, and Jedi starfighters); 40 LAAT/i gunships; and 24 AT-ETs.)"   ➞ Acclamator-class Assault Ship (Transgalactic Military Transport Ship) - "These assault ships are a predecessor of the later Star Destroyers.  They are built for the Clone Wars, under false orders supposedly issued by the Jedi Council.  This is all part of Darth Sidious's evil plan to take over the galaxy.  (During the Clone Wars, Acclamator-class ships are stationed at Coruscant, ready to carry clone troopers across the galaxy.)(Unlike many craft of this size, Acclamator-class assault ships can land on planets, where they deploy Republic forces in an effort to retake the worlds from Separatist control.)(Each Acclamator-class assault ship requires a crew of 700 and can carry up to 16,000 clone troopers.)"   ➞ Malevolence (Subjugator-class Heavy Cruiser) - During the Clone Wars, General Greivious's huge flagship leaves death and devastation in its wake.  Its massive ion cannons disrupt the control systems of surrounding ships, disabling their energy weapons and deflector shields.  (Four times longer than a Venator-class Star Destroyer, the Malevolence has an internal shuttle train system to deploy supplies and troops and is crewed by 900 battle droids.)"   ➞ AA-9 Coruscant Freighter - "The AA-9 Coruscant Freighters are originally built to haul cargo.  During the war with the Separatists, the Refugee Relief Movement has them transformed into vessels that can help people in need.  The freighters transport [up to 30,000] refugees from planets that have fallen under enemy control."   ➞ Pelta-class Frigate (Republic Medical Frigate) - "During the Clone Wars, the Pelta-class frigate is a common sight at the edges of space battles.  It is used by the Republic Navy to treat injured clone soldiers.  The more honorable generals in the Separatist fleet usually don't attack it.)  Each Pelta-class frigate can carry up to 900 crew, and is equipped with 16 escape pods.  Phoenix Home is modified to include turbo laser batteries.)”    ➞ Invisible Hand (Providence-class Dreadnought) - “Commanded by General Grievous, the Invisible Hand plays a key role in the last great battle of the Clone Wars.  With the sinister Sith Lord Count Dooku holding Chancellor Palpatine prisoner aboard the failing ship, the Jedi Order must rush to the rescue.  (The Invisible Hand is a difficult ship to attack.  There are 20 squadrons of droid starfighters ready to defend it.  Count Dooku turns the ship upper sensor tower into his lair, calling it the "Wizard's Tower".)(The Invisible Hand is controlled with a droid brain.  This means that Anakin Skywalker can override controls and fly the ship.  It's still a bumpy landing!)"    ➞ Coronet (Personal Spaceliner) - “The Coronet is Duchess Satine Kryze of Mandalore's personal luxury spaceliner.  This one-of-a-kind ship is practically a spacefaring palace.  It serves as a testament to the engineering and wealth of the Mandalorians.  (The lower decks of the Coronet are used for cargo transport.  The ship requires a crew of 75, and has eight engines all working in unison.)" STARFIGHTERS:   ➞ V-Wing - "Small, fast, and agile, the V-wing starfighter is used late in the Clone Wars by the Republic.  With ltitle in the way of firepower or armor, V-wing pilots use swarm strategies to overwhelm their opponents, assisted by an astromech droid."   ➞ V-19 Torrent Starfighter -  "The V-19 is used during the early days of the Clone Wars.  It becomes a popular fighter for the rapidly expanding Republic Navy.  Originally designed to be a short-range fighter, the V-19 later underdoes a series of upgrades that make it suitable for much longer flights."   ➞ ARC-170 Starfighter - "This three-person starfighter is durable and reliable.  It carries a formidable arsenal, as well as sufficient supplies for five days.  It should come as no surprise that the ARC-170s rapidly replace the V-19s as the Republic's primary dogfighter during the Clone Wars.  (The ARC-170s are so dependable that both the Empire and rebel forces continue to use the starfighters after the Clone Wars.  They become the template for the first generation of X-wings.)"   ➞ Y-Wing - "Designed for bombing raids, the Y-wing is a sleek ship originally used by the Galactic Republic.  Y-wings find new life as starfighters for the Rebel Alliance during the Galactic Civil War.  Stripped of every non-essential system and endlessly repaired by rebel mechanics, they remain popular with Alliance pilots.  (The first Y-wings used in the Clone Wars have a gunner's station above the cockpit.  In later models, one operator serves as pilote and gunner.)"   ➞ ETA-2 Light Interceptor (Jedi Starfighter) - The ETA-2 Interceptor's popularity with the Jedi Order earns it the nickname the Jedi Starfighter.  It is one of the fastest and most responsive starships produced during the Clone Wars.  Almost every Jedi flies one, customizing the craft to meet their unique skills and requirements.  (The Jedi starfighter uses heavy weaponry, but the power drain prevents constant firing.  Most Jedi remove the sensors and targeting equiment to save weight and space.)"   ➞ Delta-7 Light Interceptor (Specialized Jedi Starfighter) - The Delta-7 is designed specifically for the Jedi and is in frequen use long before the Clone Wars beigin.  As more Jedi leave the temples to join the war effort, their combat ships are swiftly upgraded to keep pace with the enemy's crafts.  This prompts the creation of the Delta-7B.  (There are small improvements from the Delta-7 to the 7B.  The Delta-7 has a wing part for an astromech, while the 7B places the port in front of the cockpit.  The Delta-7B also boasts a tougher central hull that its predecessor.)"   ➞ Naboo Starfighter (N-1 Starfighter) - Bold and beautiful in its design, the N-1 starfighter is the signature ship of the Royal Naboo Security Forces.  Its forward section is clad in chromium for ceremonial display, and its sleek shape is as much an expression of art as aerodynamics.  (The Naboo starfighter's long tail acts as a power charge collector.  The similarly shaped engine tails serve as heat sinks.)"   ➞ Republic Frigate (Consular-class Cruiser) - "Used by the Jedi and the Galactic Senate on diplomatic missions before the Clone Wars, these cruisers are retrofitted as combat frigates when war breaks out.  Their upgrades include armored hull plating and laser cannon batteries.  (Republic cruisers that have undergone the Charger c70 retrofit for use in the Clone Wars are longer than those that have not.)" AIRCRAFT (SPACE):   ➞ Stealth Ship (Corvette with a Cloak) - "The Republic's stealth ship is able to turn invisible.  It is designed with an experimental cloaking device, which allows it to sneak past Separatist blockades.  As well as being impossible to see when cloaked, it is undetectable by scanners and sensors.  (The stealth ship cannot fire its laser cannons or proton torpedos while cloaked, but it can launch flares to confuse enemy tracking torpedoes.)"   ➞ Republic Tugboat - Republic Tubgoats are used during the Clone Wars to maneuver massive warships into docking ports at space stations.  These tugboats are low on shields and have no weapons but are equipped with powerful engines and tractor beams."   ➞ Turtle Tanker - "Originally designed to haul minerals from asteroid mines, the bulk tankers (commonly known as "Turtle Tankers") are cheap and easy to build.  This makes them a familiar sight in established space lanes.  However, their lack of weaponry makes them a rare choice outside of heavily trafficked areas."   ➞ T-6 Shuttle (Jedi Ambassador Shuttle) - "This innovative shuttle design has a lasting impact on starship technology.  It is built by the insectoid Verpine, and features rotating wings that allows the rest of the ship an exception degree of motion.  Members of the Jedi Order use the shuttles frequently."   ➞ Eta-Class Shuttle (Ambassadorial Transport) - These comfy shuttles are first used by the Galactic Senate for diplomatic missions.  Later on, they are regularly employed by the Jedi in the Clone Wars.  Robust and suited to long-range travel, an Eta-class shuttle is chosen for a mission in Wild Space beyond the Outer Rim. (An Eta-class shuttle comfortably seats ten passengers and two pilots.  There is also room for emergency transport, such as two Undicar-class jumpseeders.)"   ➞ Twilight (Corellian G9 Rigger Freighter) - The Twilight is originally the property of crime lord Ziro Desilijic Tiure.  It is later claimed by Anakin Skywalker, who puts it to use during the Clone Wars.  This old ship is conidered massively out of date, so Anakin spends a large amount of his free time upgrading the vehicle.  (The side of the Twilight is decorated with a cartoonish painting of young Anakin's podracing.  The ship's upgraded weapons system causes random color shifts in the lasers.)"   ➞ Crucible (Paladin-class Corvette) - "Custom-built for the Jedi in the time of the Old Republic, the Crucible has been in service for quite some time.  It is used in the training of Jedi younglings, who learn how to contstruct their own lightsabers from crystals while aboard."   ➞ H-Type Nubian Yacht (Shimmering Senator's Ship) - "This yacht is the personal transport of Senator Padme Amidala.  It is a luxury ship, designed for comfort rarthe than combat, but does have very powerful shielding in case of an attack.  The vehicle is coated in royal chromium, reflecting its owner's high status."   ➞ Naboo Royal Cruiser (Custom-build J-type Diplomatic Barge) - The invasion of Naboo convinces the peaceful planet to upgrate its diplomatic vessels.  Though it still travels without weapons, this barge is far faster and better shielded than the J-type Nubian starship that came before it.  It also boats a range of backup systems in case of malfunctions or sabotage.  (The J-type diplomatic barge has spacious interiors designed for comfort.  It has room for four prestigious passengers as well as up to five crew and six guards.)"   ➞ Naboo Royal Starship (Modified J-Type 327) - This sleek ship is crafted to be a visual representation of the glory of Naboo.  It has no weapons, but it is shielded in case of attack.  It also has multiple astromech units, each one capable of making emergency repairs. (This ship is exclusive to the royal family of Naboo.  It includes quarters for the Queen and her handmaidens, equipped with climate-controlled wardrobes.)"   ➞ Naboo Star Skiff (J-type Star Skiff) - “Weapons on a Naboo royal ship are unheard of until this vessel is manufactured.  It also has a duller, more practical finish compared to traditional gleaming Naboo ships.  Unfortunately, the Naboo have had to adapt their ship designs for the harsh realities of battle during the Clone Wars. (The J-type star skiff is designed and built for Queen Apailana, the monarch of Naboo, in the latter days of the Clone Wars.  However, the ship is also made available for Senator Padme Amidala, the former queen.)" AIRCRAFT (PLANETSIDE):  ➞ LAAT (Low Altitude Assault Transport) - "The dependable LAAT is one of the Republic's main deployment craft.  Heavily armrored and highly maneuverable, this war transport is often sent into combat under fire.  It can glide through a storm of lasers to safely land its cargo and troops."  ➞ Republic Attack Shuttle - With heavier armor and shielding than most atmosphere vessels, the Republic attack shuttle is a long-range alternative to the LAAT gunship.  It is replaced by other shuttle designs after the Clone Wars, but one remains in service of the rebel Cham Syndulla during the time of Empire. (The Republic attack shuttle has a tractor beam, which is usual for a transport.  It also has magnetic clamps on its underside to clasp cargo and other smaller vessels.  A variant Nu-class transport has an enclosed cargo bay built in between the wings.)"
GROUNDCRAFT:   ➞ Clone Turbo Tank - "This 10 wheeled tank can deliver as many as 300 clone troopers into the heart of the battle in one trip.  It is designed to roll over any terraing with ease and to absorb enemy fire with no loss of function.  After proving effect in the Clone Wars, the tank stays in use during the age of Empire."   ➞ AT-RT - "Fast, nimble, and powerful, AT-RTs are used furing the brutal land battles of the Clone Wars.  A single clone trooper will usually pilot these as a scout, ranging ahead of the battlefront and gathering intel for the main force."   ➞ Stun Tank - "This Republic tank is primarily an anti-aircraft weapon.  It's ion cannon drains energy from the ship it targets, leaving them helpless.  Despite being designed for use against droid vehicles, the tank sees little use during the Clone Wars."   ➞ AT-OT (All Terrain Open Transport) - "The imposing AT-OT has an open-top design, leaving it vulnerable to attack from above.  Their role during the Clone Wars is to quickly move troops, rather than engage in battle."   ➞ AT-TE (All Terrain Tactical Enforcer) - "The AT-TE looks more ilke a huge robotic insect than a military transport.  It is used during the Clone Wars to move large numbers of troops through battle, and to operate as a mobile command center."   ➞ SPHA-T (Self-propelled Heavy Artillery Turbolaser) - "Bearing one of the bigger ground guns used by the Republic Army, this 12-legged walker is a low but steady feature throughout the Clone Wars.  Its turbolaser can destroy a starship, but can only operate for a limited time.  This is because each blast uses up a vast amount of energy."   WATERCRAFT:   ➞ Naboo Water Speeder - "The serene lakes of Naboo are the planet's most famous sight, renowned across the galaxy for their peaceful vistas.  In their free time, the Naboo take luxurious pleasure speeders out onto the water, exploring the hidden coves and majestic waterfalls. (The D-11 is manufactured by the same company as the N-1 starfighter and the two craft share many design features, despite being built to operate in very different environments.) (The D-11 water speeders were build specially for the use of the queen and the royal household.  A selection of the royal boathouse is set aside for their recharging and maintenance, however Padme Amidala is less indulgent than some previous queens, and the D-11s are seldom used.)"   ➞ Tribubble Bongo (Gungan Bongo Submarine) - These semi-organic subarmines have hulls that are grown rather than built, so no two are exactly alike.  The Gungans equip them with hydrostatic bubble shields to keep the air in and the water out, and use them to explore the oceans of their home planet, Naboo." SPEEDERS:  ➞ Barc Speeder - "This powerful speeder bike is designed for use by ARC (Advanced Recon Commando) troopers, but goes on to be piloted by other Republic fighters during the Clone Wars.  Ideal for scouting missions, it is also used by police patrols on Coruscant."  ➞ Jedi Turbo Speeder (Praxis Mk. 1 Turbo Speeder) - "An elegantly designed turbo speeder, the Praxis Mk. 1 is piloted by members of the Jedi Order when traveling around the city planet of Coruscant.  Its thing, wedge-like design cuts down on wind resistance, and the navigation systems are programmed to bypass heavy traffic.  (The Praxix Mk. 1 turbo speeder is equipped with collision-detection systems to help its pilot avoid accidents.  Twin repulsor generators allow the ship to run upside-down in midair.)" PUBLIC & PERSONAL TRANSPORT:   ➞ CSS-1 Corellian Star Shuttle - “"Built for diplomacy rather than battle, the CSS-1 shuttle has an impressive meeting room and comfortable quarters for VIP guests.  It can carry up to 200 passengers, as well as enough supplies to last for three years.  It is also equipped with an unusually strong deflector shield.  (Shortly after his appointment to Supreme Chancellor of the Republic, Sheev Palpatine ant he Jedi Council travel together to Naboo aboard the CSS-1 name the Perpetuus.)”   ➞ Taylander Shuttle - The Taylandor Shuttles are civilian transport vehicles during the final years of the Republic.  They are a common sight amongst the peaceful Core Worlds, but are even found in the far reaches of the Outer Rim."   ➞ H-2 Executive Shuttle - "The senators and even Chancellor Palpatine are among the high-profile users of this luxurious ship.  Palpatine's model is docked to allow direct access from his chambers in the Senate Office Building on Coruscant.  It makes for a comfy escape craft if the building is attacked."   ➞ Theta-Class T-2C Shuttle - “These ships are built by Cygnus Spaceworks, under special order by Supreme Chancellor Palpatine.  They have never been available for purchase.  The model is eventually incorporated into the Imperial fleet, but only for the highest-ranking officers."   ➞ Luxury Yacht (Personal Luxury Yacht 3000) - "In the time of the Republic, diplomats use luxury yachts for meetings and travel.  They become less popular during the chaos of the Clone Wars, when they are seen as easy targets for pirates and Separatists.  (Luxury yachts are common vehicles in wealthier systems.  Built for comfort, they include a grand observation deck and a swimming pool, as well as five personal cabins for crew and guests.)" 
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sepublic · 5 years ago
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Frostelus
           A race of hunched-over, four-legged, four-armed beings with dark-blue and brown mottled skin, and vaguely reptilian faces. Ranging usually from six to eight feet in height, Frostelus are a sapient species that came into existence in the time before time like Okotans, albeit in far smaller numbers.
           The Frostelus generally kept to themselves during their existence, preferring to dwell in iceberg homes in the north of Okoto. Their monstrous appearance, guttural language, and various other aesthetics made them fearsome to many Okotans, who stereotyped the Frostelus as a savage, barbarian species, with some even doubting their sapience. Some Okotans even treated them as monsters to be conquered, although efforts to ‘civilize’ the Frostelus always failed. Obviously, this only made the Frostelus incredibly territorial and generally hostile to newcomer, although they ultimately lacked malice and at times could be willing to interact with others and even make trade.
           As Okoto began to organize itself into a collective, unified society during the Creation Era, the Okotan Emperor began expansionist policies across the island. Their attempt to establish cities and colonies up north failed due to their somewhat hostile and unnegotiable approach to the Frostelus. As far as the Emperor was concerned, it was in everyone’s best interests that Okoto be united, and this meant treading into the Frostelus’ territory and trying to invite them, at times forcefully.
           Naturally, the Frostelus fought against the Okotans’ attempts to conquer them. Successful defensive campaigns, as well as a few preemptive attacks, led to the Emperor deciding that conquering the Frostelus was a useless gesture, or at the very least one best saved for much later. The Frostelus continued their existence in the north, albeit embittered by the Okotans’ xenophobia and specism. While they didn’t doubt the value of unity, they didn’t appreciate the Okotans’ idea of it, and anyhow they were wary of an empire focused on expansion and accumulating power for the sake of it.
           Generations passed, with the Frostelus occasionally coming into conflict with the Okotans as the Emperor every now and then made additional attempts to colonize their lands. Most weren’t willing to give them the benefit of the doubt and assumed that Frostelus were too dumb or unskilled to even wield Masks of Power, thus further justifying excluding them from ‘civilized’ society.
           Ultimately, it seems the Frostelus had the last laugh between themselves and their rival Okotan Kingdom. The Great Cataclysm occurred, causing massive earthquakes and briefly destroying the Frostelus’ iceberg homes, but they just as quickly adapted to the formation of the Region of Ice, taking to the expanded arctic areas well.
With the Okotans scattered and in disarray, the kingdom more or less disassembled, and the Protectors spread thin with the Mask Makers dead or dormant, one would assume the Frostelus would take advantage to spread their own territory. However, in the wake of the rivals’ downfall, the Frostelus decided they had no need nor desire to expand senselessly and establish a giant kingdom. They were perfectly fine staying up north as they always had, although the formation of the Region of Ice nevertheless led to some tribes expanding further, if only to curiously explore the new world before them.
The remaining Okotans continued to view them with some bias, but as society scattered into smaller city-states and villages, the Frostelus were generally forgotten and assumed to be myth. Every now and then someone would venture up north to investigate the legends, and always the Frostelus would chase them off, assuming the worst.
When the Skull Spiders seized Okoto, Makuta considered inviting the Frostelus into his Brotherhood. He attempted to appeal to their experiences of rejection, but the Frostelus quickly recognized Makuta as having less-than-noble intentions and not acting out of altruism. They rejected his offers, and offended, Makuta ordered Fenrakk to attack the Frostelus tribes.
Despite Fenrakk’s best attempts, the Skull Spider swarms were unable to handle the even-colder climates up north, often times freezing just by staying still for too long. In contrast, the Frostelus had the home advantage, were suited precisely for the cold environment, and were stronger and more unified than the scattered Okotan villages Fenrakk was used to. Makuta quickly calmed down and gave up, deciding the effort wasn’t worth it to harvest the souls of the Frostelus or enslave them. He had Fenrakk ignored the Frostelus, leaving them to their frozen lives as the Skull Spiders focused on the Okotans instead.
Once more reigning over their rivals, the Frostelus still kept to themselves, and inevitably they became forgotten or regarded as mere myth by Okotan society. During Phase 2 of the Skull Spider Wars, they came into contact with Okotan society once more when Kopaka, Toa of Ice, and the Kokorans rediscovered them.
After initial skirmishes due to disagreements, as well as fighting over resources, the Okotans attempted to convince the Frostelus to join their cause. In response, the Brotherhood of Makuta resumed their old efforts of recruitment, making grandiose gestures of apology for the previous attacks from a few centuries ago. Between the two, the Frostelus had bad memories of both, and refused to move from their neutral position.
The Okotans eventually recognized and respected the Frostelus’ decision, briefly helping them defend against a Brotherhood attack before departing. From there, the Frostelus would continue to exist, occasionally coming into contact with the Okotan-Brotherhood conflict every now and then. When Ekimu began reestablishing Okoto’s old era of technology, a few Frostelus tribes made the occasional trade venue here and there with the Okotans for tools and resources in exchange for their own goods, such as bitterbite, but otherwise remained neutral.
All Frostelus have minor control over Ice, and are well-suited for arctic climates. Frostelus can freeze their fists, forming giant boulders of ice around them to pummel enemies and obstacles with, and can even grow larger ice chunks to break off of their fists and hurl at targets from afar. Otherwise, they also wield weapons carved from bone as well as ice. They possess small thermodynamic abilities that allow them to keep things cool and chilled with their touch, ensuring their ice weapons stay cold enough to be durable. The Frostelus touch can even be channeled through their icy weapons to freeze enemies before shattering them. Additionally, they possess great strength and durability beyond that of Okotans.
The Frostelus are typically composed of multiple tribes who frequently interact with one another, usually peacefully, although every now and then a conflict may break out. Their culture has them avoid eye contact, which is reserved only for intimate situations, and whenever Okotans insist on looking them in the eye the Frostelus interpret it as a sign of invasive rudeness. Frostelus make their homes in giant, floating icebergs with intricately-carved tunnels and rooms within. They can direct said icebergs through the water with their minor control over Ice, effectively creating mobile fortresses from their homes.
At first glance, their culture may seem primitive, but this is far from the truth. Although few can see much else beyond the seemingly bare-bones flags they fly above their icebergs, in the tunnels within Frostelus make intricate ice sculptures and carve ivory. They often create artwork and furniture from the pelts of animals they’ve hunted, and most of their history and culture is oral, with the exception of intricate ice murals carved along the walls of their homes. They still keep records of their culture deep within their icebergs, just in case.
The Frostelus are omnivorous, enjoying frozen berries and cold, raw meat. They like their cuisine cooled until frozen, enjoying the crunch and texture of ice, and they tend to get most of their water by chewing blocks of ice and snow. Their cuisine is admittedly simple and bare-bones, but they know how to handle and preserve food with the cold without causing freezer burn, and what simple dishes they do have are considered to be a delicacy by some of their friendlier visitors. Frostelus rarely get to enjoy berries due to their proximity from their homes and the harshness of the cold making them infrequent, so if you ever visit the Frostelus, you can get on their good side with a few bushes’ worth of berries as an offering.
The typical Frostelus lifespan is longer than that of Okotans. Many of the older ones hone their craft by acting as ice-smiths, working on hammering and focusing bitterbite with their frozen fists, crafting lethal weapons from the crystals. Frostelus forges are often manned by a large number of skilled, experienced smiths who use rudimentary yet sufficient tools and mechanisms to forge a wide variety of items from materials such as ice, metal, wood, etc.
The Frostelus tribes are nomadic for the most part, sailing around the frozen coasts of the Region of Ice up north. Like the Okotans, they too have legends; Tales of Frostelus heroes, as well as creation stories, myths, folktales, and common sayings. Older Frostelus are usually bestowed the honorable position of story-telling to the young. Their clothing is incredibly basic, unneeded for the most part, but for cultural reasons most will wear simple kilts of animal pelt. The elders have their status signified by pelt cloaks, and leaders will occasionally adorn themselves with additional articles such as capes or jewelry made of ice, metal, wood, and/or ivory. Such luxury fashion is usually saved for formal events, however. In combat, Frostelus warriors can conjure ice armor on their backs and around themselves.
Frostelus family dynamics are generally fluid, and the community as a whole will gladly look over each others’ children. Romantic relationships can be monogamous or polygamous, depending on the lovers’ preference. Although tribe members are valued above other Frostelus, in general the species feels the need to assist one another in times of need and will feel inclined to help a Frostelus stranger upon seeing one. Most conflicts between tribes are rarely bloody as a result. For fun, Frostelus will sometimes brawl with one another, but their durability and deliberate holding back ensures no one is seriously hurt. During said fights, they’ll usually butt heads or other limbs, sometimes iced over.
Whenever a Frostelus does die, be it of old age or combat (probably against an outsider), the dead has their body frozen in a large ice coffin by the community that is sent to drift out into sea. As the coffin floats away, the community stands by and mourns. Many Frostelus heroes are memorialized with ice-carvings or sculptures, their names usually bestowed upon the proud works of smiths or newborn children.
Unsurprisingly, Frostelus dislike the heat. They can toughen through it with the help of conjured ice armor to cool themselves, but otherwise they’ll just keep to their homes in the north. There have been tales of Frostelus colonies that journeyed farther south than the rest, but evidently they decided the effort wasn’t worth it and went back home.
In the incredibly rare event that a Frostelus becomes an unrepentant criminal and/or murders another of their own, they’ll be exiled from the group on a slab of ice. Likewise, other tribes will denounce them; However, if a Frostelus willingly repents and genuinely offers to become a better person, they’ll be cautiously, yet certainly, accepted back.
For the most part, they lack any dogmatic religion, save for the aforementioned myths and stories. Nevertheless, shamans and fortune-tellers exist, divining the future and answers from the ice and various other items in their bowls. These religious figures will evoke the occasional Frostelus deity (and regular Frostelus will mention them here or there) in their rituals. They’ll craft good luck charms that warriors carry into battle.
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obsconspiracycity · 7 years ago
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...Technically, EVERYONE is speaking... ABOUT US.
LOL City Goers, looks like the G-men do not like our little party we are throwing for ourselves! Seems we have been branded “Wanted Terrorists”! OOOOPS~
Hey hey, think this will make us more famous lol? Oh well. I always hated government anyway. Check out this sweet doc I snagged off one of their computers when they tried to take us down. Doooo not worry. I have the heart to put all this stupid stuff under a read more.
                                                        !DSEM NOTICE! “New terrorist activity has become apparent within Sunsong City. The Conspiracy City Bloggers are now to be considered Terrorists. If they are spotted in public they are to be killed on sight.
This list is comprehensive only of the skills that the Conspiracy City Terrorists have been seen or claimed using within in the last few years. It is entirely possible that the members of this terrorist organization are capable of more than has been stated in the following list.”
That is just the intro, though. They tried to guess all of our powers which is mega lame because they have it all kinds of hella wrroooooong! It is okay, though. We will give you guys the DL on what we can really do!
                                                      Admin Dr@cula “Admin Dracula is a vampire thought to be somewhere in his thousands. On the blog he is stated to have the appearance of a teenage boy, though this has not been confirmed. His ethnicity is unknown.”
Lololol I can not believe this stuff. They do not believe I am a teenaged boy? Wowzers who would have thought that they do not even believe what they read rofl! But they even start to talk more shit. Check this stuff out, City Goers. You will love it.
“Hacking: Dracula is capable of quickly and easily hacking even the most modern of computers. While it hasn’t been tested, Dracula has claimed he can hack any government system with ease and could quite possible start world wars. Any and all attempts by government officials to take down the Conspiracy City Blog have been complete failures. Each attempt has resulted in government computers being “hacked back” with an image of a mascot like lion laughing. This is thought to be Dracula’s doing.”
“Technomancy: Dracula has claimed in the past to be capable of controlling and manipulating technology through strangely magical means. This allows him to build machines, complex computers, and even robots with what seems to be some form of telekinesis. This has not been observed.”
“!! NOTICE: Techonology should not be used around Dracula in any situation.”
Lol this is all pretty accurate. Looks like they managed to find some archive stuff of ours. Tech around me is like a death sentence. They tried really hard tbh I almost feel bad. But they seem to like the little KeY$m@sh viruses I send them so really, I cannot complain. It is always nice to have people admiring your work!
“Blood Empowerment: Dracula has stated multiple times on the Conspiracy City Blog that he is an exceptionally old vampire. When feeding, Dracula claims to have an increased power level, often stated to reach “Over Nine Thousand”. Currently this is under investigation. This has never been observed.”
OMG I can NOT believe they actually quoted one of my stupid memes in here. I feel so fulfilled. DL on my “Blood Empowerment”, though. When I have just eaten my mind is all kinds of hella sharp, so I can use all of my abilities to the best extent. It would be lame if eating did not make me stronger though, you know??
“Enhanced Condition: As a vampire, it is assumed that Dracula has some form of enhanced condition including but not limited to: enhanced strength, speed, agility, durability, and balance. Dracula himself has claimed to be able to easily lift cars and has also claimed to have been unscathed hit by speeding ones. None of this is confirmed.”
#confirmed! I just say I am super strong and stuff, though. I can actually easily lift semi trucks and break buildings though, so this is pretty inaccurate. Lame stuff. Oh, and when I got hit by a speeding car it left a huge indent in the front and I was still standing k thx.
“Enhanced Senses: Dracula has claimed on the Conspiracy City blog to have multiple enhanced senses. This includes but is not limited to: enhanced sight, smell, and reflexes. He has claimed the ability to see perfectly in pitch black conditions, smell the differences in his fellow bloggers, and even dodge bullets. None of this has been confirmed.”
Please, G-men... This is just sad to read. I can dodge bullets AND grab them with my bare hands! You totally missed half of that post. So lame. All you politicians are out shaking in your boots so bad you forget how to read?  Heheheh~
“Instinctive Combat: Dracula has stated to have the ability to fight completely on instinct. He says this is the reason he is able to easily fight more experienced fighters than himself without much effort, and, as such, is to be considered both a physical and technological threat.”
This is a little weirdly described, but okay. I will take it. lol though, they forgot mental threat. Rude. How old do they think I am?
“Mind Control: Dracula has claimed multiple times to be fully capable of mind controlling humans (and possibly some supernaturals) when he needs to feed. This is the only time he has mentioned using the ability, but it is to be considered a threat that he might be able to use in any given situation.”
TBH I can use it any time I want, I just do not. It seems rude, you know? I can usually con people into stuff without it anyway. But yeah, btws, I can use mind control any time. My limit is like ten people at once.
“Shapeshifting: Dracula has claimed the ability to shapeshift into a bat like vampires of old lore. This has never been confirmed.”
I can also shapeshift into a wolf, hyena, and Komodo dragon, thx.
“Healing Factor: It is assumed that, like other vampires, Dracula is equipped with some sort of healing factor. The strength of this is completely unknown, as Dracula has never mentioned it himself.”
Actually, my healing factor is pretty rad. I can heal basically anything in about two hours. You know, except like... sun burns, lol. But if I actually do get hurt, which is rare, it goes away in like a few hours. Pretty sweet deal for me. Oh, and if I drink blood? Yeah, it goes away instantly.
Anyway, that is all the lame stuff the listed for me, but they missed WAAAAY too much. So I thought, why not have a little sharing time with our fans, huh? So, here you go! A few more Dr@cula specials.
Fear Inducement: I have got a pretty cool ability to terrify anyone I want to. It mostly comes with eye contact, so if I look into a person’s eyes I can make them want to cry and run away. The fear is, specifically, directed at me, from what I can tell. 
Fear Empowerment: So after I do that thing where I make people horrified of me, I can usually feel myself getting all hyped up on it. It feels really nice, actually. From what I can tell, anytime someone is scared of me I sort of start to get stronger because of it. So this whole situation where the G-men are quaking in their undies over me? Yeah, feels real nice.
Enhanced Intelligence: I have been alive for thousands of years, so not shockingly, I am as smart as they come. I will not go into detail here, but let us just say I would not try outsmarting me, kk DSEMmie?
That is about it though. I just thought I would share this all with you City Goers, because you might get a kick out of it! On top of that, we have been getting questions about ourselves, so I will try to convince the others to comment on what I dug up on them too. Thanks everybody! Stay safe out there, okay? Media has a tendency to play really nasty.
--- Dr@cula
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projectnero · 6 years ago
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PSYCHOLOGICAL PROFILE: THE SHRUB
The brass never cease to amaze me at how ridiculous their codenames for our operatives are. Ms. Agave could slice any of them open and they give her a nickname that basically equates to a harmless bush, just because it is associated with a bush.
Ms. Agave is thankfully one of the least complicated members of this team, so this profile should end up being rather short. 
NAME: Dinah Agave
ALIASES: Ms. Agave, Shrub, Prick, Cowgirl, Desperado
AGE: 44
HEIGHT: 5′6″
WEIGHT: 185 lbs.
SPECIES: Agave Barrel Cactus Dryad; American Southwestern; Century Variation
NOTABLE ABILITIES:
When it comes to survival, it seems that none of our operatives can beat out Ms. Agave. Dryads are known to take on the attributes of the plants they serve host to, and Ms. Agave seems to have taken the barrel cactus’s acclimation to harsh environments, ability to subsist on little water, and general energy stockpiling abilities to become almost completely self-dependent.
This holds true for endurance and stamina as well. 
While Ms. Agave is no Aloe plant, she does seem to have profound healing abilities. Being the most natural being on the team, one literally connected to the Earth, it seems only natural. As such, Ms. Agave seems to be the plant-based equivalent of a universal plasma and blood donor, and provided she is given enough water, she can pump out an endless amount.
Ms. Agave also seems to be one of the few nonhumans on the team who bothered to pick up a gun before being recruited. Her former location was in what was previously the “American Frontier”, the Wild Wild West; she witnessed many encounters and seemingly scavenged what she could to become a legendary figure in her own right, and a deadly gunslinger.
I suppose nobody ever figured out that if you just shot the cactus she always stood next to, you wouldn’t die.
Ms. Agave’s aim with lever-action firearms is unrivaled, so much so that our resident cold-blooded sniper (who doesn’t even have a heartbeat to trip him up) was outgunned by Ms. Agave.
While nearly all other operatives on the team seem to be highly specialized in some form or another, Ms. Agave is a jack-of-all-trades. She is skilled in CQB and adept at providing firing support to front-line combatants such as Agent Shepherd or Agent Shifter, her high adaptability and low maintenance allows for her to be dropped behind enemy lines and engage in surveillance activities (she’s a fucking cactus, what enemy would shoot a cactus unprovoked), and she has seen enough and been around long enough to help me with the more technological aspects of my job, as well as serving as a go-between for the rest of the team and our head strategist, Mr. Takahashi.
This being said, Ms. Agave’s unique natural skills allow her to instantly tame any wild beast, sometimes even better than Mr. Amos can, and she is skilled at the art of terraforming, surpassing what even modern science is capable of.
As a cactus dryad, Dinah is capable of summoning the large, pin-like needles that surround her body at will, serving as a biological form of extra armor, though given the ready availability of other armor types, this seems to be redundant and only useful as a last-ditch effort. As it stands, the needles she produces while in Dryad form are much longer than that of a normal cactus and can be weaponized as crude projectiles.
As of [DATE REDACTED], Ms. Agave has been discovered to have an altered, superior state when continuously hooked up to a water source. The constant influx of water through apparatus similar to an oxygen canister mixed with an IV bag have significantly improved Ms. Agave’s response times, sturdiness, durability, strength, and cognitive activity. Some of our younger human colleagues have described her as the dryad version of a fictional character known as “Bane”. Given that both Bane and Ms. Agave are technically Mexican superhumans capable of great feats of strength and intellect and rely on various liquids for both sustenance and power, I would say the comparison is not completely unwarranted.
NOTABLE WEAKNESSES
Do you remember how I said water was a great source of strength for Ms. Agave? It also turns out to be a great weakness in many ways.
You see, the laws of nature dictate that no one species can be dominant, and if something does not have a natural predator, evolution will either make it so they do, or it will find ways to make them weaker. When evolution gave cactus plants their extreme adaptability, prickly spines, and resilience, it came with an unspoken contract. Immobility. Complete fucking immobility. Through intense training of her dryad form, Ms. Agave has slowly begun to overcome that, but she is still not as mobile as the typical human; indeed, were it not for the support devices hooked up to her, she would be even slower than Mr. Amos.
Given that Dinah still infuriatingly obeys the laws of nature and physics, she, like any other dense and immobile object when placed in water, will sink and drown. Swimming is a definitive no.
Dinah is insusceptible to psychological attacks and yet this also leaves her as the least relateable member of the team. Nobody seems to understand the gravity of a situation such as Dinah being in danger. Due to her status as a jack of all trades, she is one of our greatest trump cards, and even though the others should know better by now, they have a tendency to overestimate her abilities.
“Dinah got captured? Can’t she just like turn into a cactus and then escape by herself?” No Dean you absolute himbo, she CAN’T, and even if she COULD, we do NOT abandon team members.
Dinah is unable to speak, and unlike Dean’s telepathic communication abilities, she can only use sign language and written language. She is also unskilled in the art of body language despite logic dictating that, as a nonverbal communicator, other nonverbal communicative forms should be even easier. This is not the case.
DIAGNOSES
Inconclusive evidence.
BACKGROUND
My name is Dinah Agave. Doctor Fero was kind enough to at least allow me to write my own background.
There isn’t much to say, I suppose. I used to have a nice family, and being a barrel cactus wasn’t so bad.
Humans came along and the predictable, inevitable happened. The once peaceful desert was now inhabited by loud, somewhat annoying folks.
I remember the town vividly. They called it a boom town; lots of prospectors came and went, and law had yet to come to the waste. Well, law as the humans knew it. Somewhere along the line, the humans began to build closer to our edge of the valley... but never beyond. It was like we were used as markers. Eventually a sign with the town name was placed to sit next to us. It brought unwanted attention.
You see, as a cactus, I am not interesting. I am not supposed to be interesting. This is how it is. But humans are fascinated by the mundane aspects of nature, perhaps because they strayed so far from their own true selves, and time and time again, my family and I remained the only ones in the town unchanged. I remember one day a young woman from a nearby town came stumbling through the night, seeking refuge.
She collapsed just before the entrance to town, just at my feet, and her blood soaked my spines.
What followed was one of the most bizarre experiences of my life.
The body disappeared and for the first time in my life I ceased to be aware of anything. It was terrifying. This sleep you humans talk about is horrible. When I... awoke, I was dressed in leathers of all kinds, a long duster, and a wide-brimmed hat. I looked down and what were once nice little spines had changed into horrible fleshy human arms, ending in multi-limbed little things called hands. My body once straight and hard was now curvy and soft, and I felt myself slouch uncomfortably from the weight of the world. Why do humans fight against the gentle breeze, against gravity?
It seemed the woman who had stumbled into town in a bloodstained dress, who died at my feet, had been resurrected, only with my memories and perspective. Disgusting. If humans have such a thing as a soul, then I hope hers found the peace it needed.
Still, this body had its uses. I could now stand as a watchful guardian for my family and, begrudgingly, for the town I had come to care about. Thousands of so-called vaqueros, cowboys, and desperados came to the town. So many outlaws, too. I didn’t have much except for a six-shooter and a lever-action rifle. 
And fucking invulnerability. That too.
None stood a chance and I became known as the Agave Guardian. Stupid, but it gets the point across. Eventually the town bustled into a metropolis and my work was done. The Sheriff once saw fit to award me with a gold star, unofficially deputizing me. I think all of them in that town knew the truth. I wasn’t just some woman who appeared overnight. 
My confirmation that they had always known came in the form of some G-men showing up in the early 1900s, accusing me of being a “dryad” and conscripting me into their little task force.
So, there. Dinah Agave. The cactus prick from Project Nero. Don’t piss me off, and if you even think about hurting the people I care about, you will pay.
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duckandrollblog · 8 years ago
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Sample Campaign
This Month's theme is : Campaigns, and so all month long Duck and Roll will be talking about campaign styles, how to build a progression of adventures, how to build an open sandbox game, and more.  
 We're going to kick things off with a nice little sample campaign structure. We're gonna start off with a pretty basic structure that can work in just about any kind of game. This model focuses strongly on getting the most out of a very small range of foes and it starts with a lot of excitement and builds up continually from there. Because of the tight focus it serves best for short campaigns and works well without having many or even any side adventures. This model also provides a good mix of fear, action, and excitement. It's heavy on stealth but has plenty of room for some combat and problem solving and provides a heavy dark atmosphere. Let's take a look:
 Adventure 1: The first encounter
The first encounter is a horror themed adventure. The player characters find themselves together in an isolated area. This works best in an enclosed space where options for escape are few. Good approaches to this are: A carnival funhouse, an office building after dark, the dungeon of a castle, a derelict ship, a small colony on a remote island/planet/moon, in a restricted military base, a pocket plane, or a space station. In this location the players are stalked by your villain of choice. This foe should be powerful, persistent, terrifying, and in some way unnatural. Ideal foes are implacable undead, murderous robots, frightening eldritch beings, killer golems, or the like. The foe stalks them through the location of choice, killing npc allies and making its best attempt on the players themselves. The foe should either be immortal, or at least durable beyond the ability of the party members and it should be clear. If the players have guns then it should soak lead, collapse, and then crawl back to its feet and continue pursuit. If the players have knives it should take a stabbing without even bleeding or slowing. Classic examples of this foe are foes like the Terminator, Jason Vorhees, DND Trolls, and Resident Evil's Nemesis or Tyrant. The foe pursues them slowly but unfailingly and finally through the perfect set of circumstances the party is able to slay or escape the foe and live another day.  During the adventure any information about the enemy is very well concealed and very minimal. No one knows what it is or where it came from or what it's after, and what little can be determined is hard to piece together. It's important however that the final result of adventure#3 is in some way foreshadowed here. And make sure you save your map if you made one, we might need it later.
Adventure#2: The nightmare returns
This adventure is the least like a traditional adventure in the series because it's quite the opposite of the first one. In this adventure the party from the previous encounter becomes aware of signs that whatever stalked and hunted them is back. Maybe a group of slayings on the news match the monsters M.O, maybe the trail of filth it leaves behind has been seen around, maybe the nightmares that it brings with it start all over. Some way the players know that the thing is back. This can also be done by having a group of npc's approach them, they say they know what the players have been through and now the monster is after them!
From there however the players are able to act accordingly. They can try to get help, but who would believe what they've been through, and more important who could actually be powerful enough to help them? The intention here is to build a sense of fear and helplessness. The monster is out there, it's taking lives and only a few people have ever seen it and survived. The players may use this opportunity to reach out to eachother but even if they don't they'll still be in a great position for the climax of the adventure. Once the fear and paranoia has been cranked up it's time for the monster to emerge, but this time it's different somehow. It fights different, or looks different, or it's wounds and scars are gone, it's still closer to the foe they faced than anything else, but something is wrong. It may seem like it's evolved, or devolved, but as the players engage, flee, or hide from the threat they get "the message". A cell phone call from someone who contacted the players, a desperate message spell, a psychic scream, a cry for help in the night, the distant howl of... a second monster. This threat, this foe is not the one they faced before, the invincible unstoppable threat they barely survived, there's more than one. The party escapes, maybe fleeing, maybe somehow slaying both monsters. But they find neither is the one they faced before. These things are out there, and now there can be no doubt, answers must be found before it's too late...if it isn't already.
 Adventure#3 The delve.
After pressing their contacts, consulting the stars, or a lengthy investigation the players become aware of a location that may hold the secrets they're after. An abandoned lab, a distant planet, a forgotten portal, a long closed amusement park, some desolate location holds the secret of the monsters. This may sound a lot like adventre#1, and it should, in fact if it's at all possible this adventure is best set in the ruins or remains of wherever adventure 1 happened, making your map twice as useful. This time however the players know that one or more of the monsters is out there, and they may even be coming from the very bowels of this location. This time escape is not enough, they need answers. This is where all the clues dropped in part 1 can come around and become important messages, the final pieces, or at least more pieces, fall into place and the players understand the full scale of the problem. While evading capture and whatever natural hazards fill the area the party learns that this is just the beginning, that the country, kingdom, world or galaxy could be threatened by this epidemic. What they face now are just the first things awakened from cryosleep, prototype robots, the weaker brood. The players also find the origins of these things and more importantly, how to stop them. They have a weakness, not just for defeating the creatures individually, but for stopping all of them. An EMP, a computer virus, an airborne toxin, a single specially made ritual, some Achilles heel. But in order to make use of it, the party must venture to the very heart of the enemy itself.
 Adventure#4 The final adventure.
The party must now infiltrate the root of the enemy. Now powerful foes, nearly unstoppable threats, are in a multitude and hope wears thin. Now the players can put all the skills and allies they've gained to the test in the climax of the campaign. The nature of the enemy means an all out assault is insane in the best of times so the key for this adventure is stealth. This helps play on the same ideas and themes as the first adventure, but now, thematically, the players are on the offensive, stalking, sneaking, hiding and surviving. This is also a good place to include a few very easy combat encounters, a chance for the players to show off how strong they've become. The element of danger and excitement in these battles though is that the foes don't have to win, they only have to raise an alarm in order for the fight to go very badly for the players. These smaller encounters should be with scientists, failed experiments, security drones or the like to ensure that the big monster of the campaign doesn't get devalued. Finally the players reach the end goal, the final switch. Customarily there should be a nice big boss fight here. If the power creep has been minimal then it could be the first monster from the first adventure, provided it was defeated in a way that leaves a chance for its return. Alternatively it could be an aberrant mutant, a superior next generation model, or the original being that was cloned to make the others. Ideally this monster should be powerful, relentless, and unbeatable, but all the party has to do is keep it busy long enough to execute the program or flip the switch and turn the key or complete the ritual in the right place and then, sweet sweet victory will be had. The threat is finally over, the monsters are banished or de-activated or slain, and the players have earned a long rest.
  Variation: This arc is flexible enough to leave a lot of room for variation. You can use robots, plant people, demons, evil clone demigods, animatronic fursuits, aliens, all kinds of stuff fit this model quite nicely. One could also lighten the tone considerably by casting everything in the light of a B movie. The police are useless to help and don't believe anything, the monster has improbable and sometimes wildly changing powers, the deaths are over the top and gory, and despite mortal danger NPC's are inexplicably prone to making out alone in the bushes.
 Works well with:
Paranoia: Someone or something was behind all of this. This kind of technology isn't cheap. Somewhere pulling the strings is a huge bureaucratic entity. It could be an evil corporation, or a secret branch of the government, but somewhere there were people of power who put their seal of approval on these nightmares.
Eldritch horror: These things simply should not be. Perhaps they are monsters from another reality, perhaps they are created and fed by fear itself, perhaps they came here from beyond the stars. Even if they're defeated the players will forever be haunted by what they've seen, and by the knowledge that things like that exist.
After the ending:
The nightmare continues: The robots are all shut down, except that one who the players shocked so bad it's uplink was severed. A single mutated variant of the creatures survived. The progenitor of the species didn't die in the final battle and went into hiding. Somehow, someway the creature that always comes back...came back! This can lead to either a final adventure where the players must finally face off against the last remaining monster in a no holds barred battle to the death. Or it could also be used to have that creature propagate, reproduce, and begin a whole new arc.
Enter phase two: The project was a failure, but valuable information was gained, and while costly, the wheels of industry keep on turning. A new monster can be cloned, or bred, or captured, one immune to the weaknesses of the predecessor.
The heroes of the past: Once you've battle against terrifying monsters and save the country/world/galaxy regular challenges feel dull and muted. From here we follow the players after their great adventure. The GM should throw a simple, boring, easy challenge, emphasizing how much the players have grown, what they're capable of, and how much more they could accomplish. From there a new opportunity arises. A monster that needs defeating, a special ops team, the call of the king or president, someone needs the heroes to regroup and face a new challenge.
If you liked this article check out: http://www.duckandrollgames.com/ for more
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Character Bio: Otto Octavius (Doctor Octopus)
Name: Otto Octavius
Villain Alias: Doctor Octopus
Bio:
Every superhero has a nemesis, and for SP//dr, that’s Dr. Otto Octavius, otherwise known as Doctor Octopus, but the man wasn’t always the monstrous villain New York City knows and fears.
Otto Octavius was born on July 10th, 3103, in Schenectady, New York, to factory worker Torbert Octavius and doting (s)mother Mary Lavinia Octavius. Young Otto was not the most liked child in school, facing bullying for his portliness, bashfulness, and intelligence. On this, his parents quarreled. Torbert, the abusive brawler, believed he should fight back, while Mary shielded him from the drunken tirades and wanted him to use his mind to solve problems. Due to Torbert’s abuse, Otto swore never to end up like his father. This came in the form of burying himself in his schoolwork with his mother’s emotional support, which paid off with his admittance to the Massachusetts Institute of Technology, where he graduated with a Ph. D in Robotics, but not before his father’s death. After graduation, Dr. Octavius began work on what would be his magnum opus: A set of four robotic tentacles, controlled by the human brain through a specialized neural interface. However, this wouldn’t be easy. Robotics, or, more accurately, prosthetics, faced the issue of the human brain’s not being capable of handling more than four limbs. This normally results in brain damage at best and death at worst. If Dr. Octavius could succeed in overcoming this, he would revolutionize the field of robotics. And, for a time, it looked like he would. Even with a nonexistent social life he insists is unneeded, the loss of fiancee Mary Anders to his mother’s rejection, and his mother’s death from a heart attack due to his arguing with her over her dating another man while rejecting his fiancee, he pushed onwards, working to complete his work. Except for one crippling factor.
Enter the Parker family. With Drs. Ben and May Parker as heads and Richard Parker as pilot, the SP//dr project waltzed into the government’s eye. Quickly, the government began funding the project, but such funding came at a cost. Another program would need to be shut down. Just like that, Otto’s robotic arms lost their funding. Try as he did, he failed to find any other source of the funding he needed. And so, with emotions heavy from this and other incidents, he roared at the Parkers for ruining his life’s work and swore vengeance. And then, his arms spoke to him. Filled his mind with ideas. Wonderful, awful ideas. If this project was a threat to him, to them, it needed to go, and what better way to make it go than by eliminating the one and only pilot. And so, Otto struck the SP//dr lab in his first act of villainy. Serendipitously, this proved an excellent opportunity to demonstrate SP//dr’s capabilities. That fateful battle, ending atop Oscorp Tower with a Pulitzer Prize-winning shot, marked the beginning of a long and fateful rivalry between them, with Richard taking on the hero moniker of “SP//dr” and Otto having his old nickname, “Doctor Octopus”, in the Daily Bugle’s headlines. For ten-odd years, Otto and Richard sparred across New York City, and time after time, Richard won. Until he didn’t. In early 3142, Otto won. With a well-placed explosive, he blew up SP//dr with Richard inside. Their rivalry was over at last. Except for one small problem. He had a daughter he could never reach, one who would take his place as SP//dr. But for someone like Doctor Octopus, even with nearly a decade of injuries, making a little girl run away from him screaming and crying couldn’t be easier.
Abilities:
Robotic Tentacles: Doctor Octopus fights using four robotic, neurally controlled tentacles. A specialized neural implant allows Otto to control and feel through them as though they were his own limbs, but this comes with the consequence of neural degradation. Each limb has multiple degrees of freedom, allowing them enormous dexterity. They also have artificial intelligence and a limited degree of autonomy.
Length: These tentacles can be as short as 2 meters or as long as 8 meters each.
Striking Power: Each tentacle can move at a maximum speed of 60 meters per second and strike with ten kilonewtons of force without breaking.
Strength: Even with a need to brace himself using two of his arms, Otto’s tentacles provide him a great deal of strength, with each arm being capable of lifting 15000 kilograms.
Grip Strength: The pincers on the ends of the tentacles have a gripping strength of 3 megapascals.
Intelligence: Otto Octavius is an MIT graduate who majored in robotics. Thus, the man is immensely skilled with robotics, technology, science, and engineering.
Enhancements: Over the years, to counteract his injuries from years of combat, Doctor Octopus enhanced his body to keep pace with the mech (and pilot) he considers an enemy. These include accelerated healing (although nothing like Wolverine or Deadpool), enhanced strength (nowhere near Jessica Jones, never mind Captain America), heightened durability (but nothing close to Luke Cage’s), and limited cybernetics.
Weaknesses:
Previous Injuries: Doctor Octopus’s career as a villain has meant ten years of fighting a lineup of heroes ranging from street level heroes like Jessica Jones, Daredevil, and the Punisher to Avengers such as Captain America and Iron Man, and featuring SP//dr, a cutting-edge combat mech. This translates to years of beatdowns and injuries the old doctor still feels.
Brain Damage: While Doc Ock believes his arms work perfectly, eliminating the issues associated with adding extra limbs, they do not. The arms overwork his brain with every use, warping him into the villain he is today, and will eventually kill him.
Reliance on Arms: The only reason Otto can be a villain is through his arms, as he otherwise lacks the physical ability and fighting skill to fight heroes.
Power Grid:
Intelligence: 5
Strength: 2 (5 with limbs)
Speed: 2 (3 with limbs)
Durability: 1
Energy Projection: 1
Fighting Skills: 4
Appearance/Intro Snippet:
Peni’s spider-sense was pounding at her skull, harder than it ever has.
“So, this is the new SP//dr”, came a voice, male and thick with a German accent.
The voice brought up memories from within them, but Peni couldn’t place them. And then, she could. From the spider and the mech she remembered arguing with him over projects, she remembered fighting with him for nearly a decade, she remembered how he killed…
She turned to face him, stepping back for a better look.
He was easy to see on the roof he was standing on. His eyes were obscured by a set of goggles, and his head was clean-shaven outside a shaggy mop of brown. Everything from the neck down was covered in a dandelion yellow bodysuit with neon blue accents, thick with metal armor over most of the body, but in a few spots thin enough to show the faint lines of his muscles. But more prominent were the arms. Four of them, black as night with neon blue lines like glowing veins, extended from his back like snakes, ending in four-fingered claws.
Oh God… it’s HIM
Her breath hung in her throat, the mech staggering back with uneasy steps. This was Dr. Otto Octavius, the man who killed her father, and here he was, ready to do the same to her.
“Getting rid of you will be quite easy”
The corners of his mouth perked upwards in a smirk. Two of his tentacles struck the roof, and he vaulted off it. As he fell, two claws charged forward, right at her.
Personality:
Otto Octavius is at once a monster and a tragedy. He’s arrogant, prideful to a fault, obsessive, and doesn’t care who or what he has to hurt to achieve his goals, be they scientific or villainous. But, at the same time, he’s alone. His social life is nonexistent, and the only “minds” he has in his life are other villains, who he rarely interacts with, and the arms that drove him to villainy. One might wonder if his life would turn out differently if he had just one lasting, stable relationship; maybe one good shoulder to cry on could change his fate.
Additional Trivia:
Ideal English VA: Steve Blum
Ideal Japanese Seiyuu: Takehito Koyasu
This Doc Ock is meant to be Peni’s big personal arch nemesis. This is because her father’s dead, SOMEONE had to kill him, and the comics simply IGNORE the pile of plotlines that come from this. WHO killed him, do THEY ever fight Peni, does Peni ever break the no-kill rule against him? I mean, the death of a loved one is a fairly integral part of most Spider-Man origin stories, and with how directly correlated it is to being a hero in Peni’s case, her comics just… ignore it. Nay, nay I say.
I know her last comic set up her world’s Nathaniel Essex as setting up her Sinister Six, but I have issues with how that’s presented, and I like my Doc Ock more as the main antagonist.
My design for Doc Ock is based on a blue-ringed octopus’s coloration.
I hadn’t originally planned to make him so similar to Dio Brando (From JoJo’s Bizarre Adventure), but a few leanings might be intentional.
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