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My entry for the Seventh Sanctum "Fantasy Fusions" contest. The object was to take a description from the Fantasy Crossbreed Generator and create a character based on one of the results.

The description I generated reads as follows:
"The educated female half-Werewolf witch-hunter. Her wardrobe is revealing. She appears as an 'humanized' version of her non-human parent, but it is an attractive, not monstrous appearance."

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If not for a twist of fate, Lupine Napellus would likely have been hunted down and slain like the other Children of the Night she now relentlessly pursues. Her mother was cursed with lycanthropy while Lupine was still in the womb, and was killed by a group of Inquisitors shortly after Lupine was born. They would have killed her too, but just in time their leader, Father Bish Napellus, realized that there was something unusual about the newborn creature, and took her for study.

It seemed that somehow, instead of being cursed as well, Lupine (as he named the child) had for some reason become something in between a werewolf and a human. She could neither shapeshift nor could she pass on lycanthropy, instead combining a portion of the beast's physical prowess with the mental faculties of a human. As she grew older, Napellus formally adopted the unusual child and began tutoring her, giving her a thorough education in a broad range of subjects in order to see where her interests lay. Perhaps not surprisingly, she eventually settled on the path of the Inquisitor, putting her urge to hunt to good use.

Since then, she has gained a reputation as an efficient, ruthless, and cunning witch hunter. She has a preternatural knack for ferreting out foes that escape others, earning her respect and fear amongst the populace. Her distinctive appearance and flamboyant mode of dress make her instantly recognizable to anyone. She and her custom-built pistol, Condemnation, have brought down everything from hag covens, vampire enclaves, demon infiltrations, zombie plagues, and even werewolf packs, with a zeal born of true dedication to her cause and a willingness to do whatever it takes to get the job done.

Lupine more or less revels in being 'different', considering it a point of pride. She enjoys intimidating others but also being alluring; she is a bit of a tease in more relaxed, social situations. She has an undeniable flair for the theatrical, both in her fluid combat moves and her behavior. Those who earn her trust find her to be a faithful and reliable companion, but a frustrating one as she enjoys keeping a veil of mystery about her and what conclusions her clues are leading her to. When on the chase, she has an almost predatory manner, not allowing anything to distract her from her ultimate goal, and is very ruthless at extracting confessions or other information from her targets.

And no, despite rumors to the contrary, she has never eaten a suspect.

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Extra Special Bonus:
Pathfinder RPG stats!

Lupine would probably make a good mid-level NPC ally or a Hero Antagonist to act as a foil to the players. Given that I haven't actually playtested her character build and only did this as an experiment, however, I'm not sure how she will fare in an actual game. Use at your own risk!

Inquisitor Lupine Napellus CR 12

XP 19,200
Female Half-Werewolf Inquisitor 10
LN Medium monstrous humanoid
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +15

DEFENSE
AC: 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 natural)
hp: 86 (2d10+10d8+36)
Fort +10, Ref +8, Will +13

OFFENSE
Speed: 50 ft.
Melee: bite +9/+4 (1d6 plus trip), +3 returning silver dagger +16/+11 (1d4+3, 19-20)
Ranged: dual-barreled pistol 'Condemnation' +16/+11 (1d8+5, x4, 20ft., Misfire 1 (5ft.), Capacity 2) or +3 returning silver dagger +16 (1d4+3, 19-20)
Special Attacks:
Bane (10 rounds/day), Judgement 4/day, Second Judgement
Spell-Like Abilities:
At Will - clairvoyance / clairaudience (CL 10), Lore Keeper, Detect Alignment, Discern Lies (10 rounds/day)
Spells Known:
Domain: Knowledge
0 (DC 13, at will) - Brand, Detect Magic, Detect Poision, Light, Read Magic, Sift
1 (DC 14, 6/day) - Alarm, Bane, Command, Comprehend Languages, Tireless Pursuit
2 (DC 15, 5/day) - Confess, Detect Thoughts, Follow Aura, Knock, Perceive Cues
3 (DC 16, 4/day) - Blood Biography, Dispel Magic, Locate Object, Nondetection
4 (DC 17, 1/day) - Forced Repentance, Restoration

STATISTICS
Str 11 (+0), Dex 15 (+2), Con 17 (+3), Int 14 (+2), Wis 16 (+3), Cha 12 (+1)
Base Atk: +9/+4; CMB: +9; CMD: 21
Feats: Combat Casting, Lookout, Outflank, Persuasive, Quick Draw, Quick Load (dual-barreled pistol), Shielded Caster, Skill Focus (Perception), Weapon Finesse
Skills: Bluff +11, Diplomacy +13, Disguise +6, Heal +12, Intimidate +18, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +11, Knowledge (Engineering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +12, Knowledge (Nobility) +7, Knowledge (Planes) +16, Knowledge (Religion) +16, Perception +15, Sense Motive +22, Spellcraft +16, Stealth +12, Survival +9 (+13 scent tracking); Racial Modifiers +4 Survival when tracking by scent
SQ: Animal Blood, Monster Lore, Solo Tactics, Track, Trip, Wolf Empathy

Animal Blood (Ex): Lupine counts both as an animal and a humanoid for the purpose of spells, abilities, and effects that specifically affect animals. She is allowed a Will save to resist spells and effects that specifically affect animals, even if the effect does not normally allow a Will save. The DC for such a save equals 10 + the spell's level + caster's appropriate ability modifier. If the effect is not a spell, the DC is equal to 10 plus 1/2 her HD plus her Charisma modifier. Success renders Lupine immune to that particular effect for 24 hours. "Awaken animal" has no effect on her.

Bane (Su): Lupine can imbue one of her weapons (usually her pistol, Condemnation) with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while Lupine wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to Lupine’s level. These rounds do not need to be consecutive.

Detect Alignment (Sp): At will, Lupine can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Immunity to Lycanthropy (Ex): Because of her unusual nature, Lupine is immune to the curse of lycanthropy and does not risk contracting it from the bite of a lycanthrope.

Judgment (Su): Lupine can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, she receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Lupine can therefore use this ability 4 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Lupine must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When Lupine uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. Any bonuses Lupine receives from her judgments are sacred bonuses; this cannot be changed.

Destruction: Lupine is filled with divine wrath, gaining a +4 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: Lupine is surrounded by a healing light, gaining fast healing 4. This causes the inquisitor to heal 4 points of damage each round as long as she is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs Lupine to seek justice, granting a +3 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. This bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives Lupine great focus and makes her spells more potent. This benefit grants a +4 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +3 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. This bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: Lupine is protected from the vile taint of her foes, gaining a +3 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. The bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes Lupine resistant to harm, granting DR 3/chaotic. This DR increases by 1 for every five levels she possesses.

Resistance: Lupine is shielded by a flickering aura, gaining 8 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes Lupine’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. Her weapons also count as lawful for the purpose of bypassing damage reduction. Her weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Lore Keeper (Sp): Lupine can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, she gain information as if she made the appropriate Knowledge skill check with a result equal to 15 + her Inquisitor level + her Wisdom modifier.

Monster Lore (Ex): Lupine adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Second Judgment (Ex): Whenever Lupine uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Solo Tactics (Ex): All of Lupine's allies are treated as if they possessed the same teamwork feats as her for the purpose of determining whether she receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for Lupine to receive the listed bonus.

Track (Ex): Lupine adds half her level on Survival skill checks made to follow or identify tracks.

Trip (Ex): Lupine can attempt to trip her opponent as a free action without provoking an attack of opportunity if she hits with her bite attack. If the attempt fails, she is not tripped in return.

Wolf Empathy (Ex): Lupine can communicate and empathize with wolves and dire wolves. She can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.

Combat Gear: +3 cunning holy huntsman jurist dual-barreled pistol 'Condemnation', +3 silver dagger, +5 bracers of armor, pistol balls x20, silver pistol balls x10
Non-Combat Gear: candle of truth x3, ring of chameleon power

Special weapon: 'Condemnation': A special pistol custom-built and enchanted for Lupine's use. When in her hands, or in the hands of another lawful Inquisitor of her Order, it acts as a +3 dual-barreled pistol with the cunning, holy, huntsman, and jurist properties. In anyone else's hands, it acts as a masterwork dual-barreled pistol, and additionally bestows a negative level on any evil or chaotic character that attempts to use it. This negative level cannot be removed by any means, not even restoration or a similar spell, until the character relinquishes the weapon, in which case the negative level automatically disappears.
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(Done for Seventh Sanctum's Cartoon Cash-In Contest, The Merchandisable Cartoon Generator Results: Eve Maximum And The Knights Of Time)

Eve Maximum and the Knights of Time, a BOS (Buy Our Shit) CORP cartoon.

Eve is just your average high school student until one day she unearths a time capsule in her back yard. When she opens it, the villainous Counter Clockwise escapes from his imprisonment and starts wreaking havoc, but also out of the capsule come the Knights of Time, Second, Minute, and Hour. Eve learns that the Knights originally had a deal with Counter Clockwise that they would all lock themselves away together so neither could gain the upper hand while the other was trapped, but Eve’s opening the capsule undid the seal. The Knights, led by Eve in her new role as Eve Maximum, Captain of the Knights, seek to trap Counter Clockwise before he can conquer the world.

Eve: Slightly confused by the whole thing, but more than willing to help her new friends out. In day to day life, Eve gives the Knights a place to stay (and hopes they don’t trash her home or traumatize her parents while she’s at school) and helps them understand their new temporal situation and all of its accoutrements. When Counter Clockwise is stirring up trouble, however, the Knights give Eve the ability to transform into Eve Maximum so she can lead them against their foe(s). Eve has tried to relinquish to role of Captain back to Hour more than once, but he always refuses despite her argument that Former Captain probably knows more about fighting Counter Clockwise than Modern Schoolgirl. For all her protests, she takes to her new twin blades with what some might term “unholy glee.”

Hour: The original leader of the Knights (and the shortest, though the toy line removes any real height differences). He seems to have a better grasp of the situation at any given time than the others, which is useful for strategy but also makes him a bit of a worrywart. He and Counter Clockwise seem to have some sort of past relationship with each other beyond enemies, but Hour’s not talking about it. Rumor has it the sword he wields once belonged to Counter Clockwise.

Minute: Kind of a spazz. Loves to relax and have a good time, but is totally down for kicking ass and taking names as well. He prefers to keep his enemies as far away as possible, but he’s no slouch in close combat. Surprisingly, Minute (when he puts his mind to it) can be the most patient of the Knights. He is also the one having the most fun with all the modern conveniences Eve has been introducing them to.

Second: The youngest, the fastest, and the tallest, Second is kind of awkward physically and socially, though he can really chatter up a storm once he gets comfortable. He has the most magic power of the Knights and is a respectable fighter as long as he can keep his enemy at a range where his staff is useful. Second and Minute are especially close, possibly because they’re the closest in age.

Counter Clockwise (Only Available in this Exclusive Full Set!): The mysterious villain. The clocks on his armor are all numbered in reverse. Aside from his possession of a fierce bitchface, not much is known about him. Hour, of course, knows more than he’s letting on, but Counter Clockwise soon makes it clear that that goes both ways...

EDIT: Manufacturing Problem: The hilts of Eve's swords should actually be sea green like the highlights of her armor, but after doing Hour's sword I forgot and used the same colors even though his sword was supposed to be unique in not matching his color scheme because he got it from Counter Clockwise. Oops! But I don't particularly feel like fixing it, so I'm just going to call it a quirk of this particular toy line. Yay manufacturing mistakes! It adds to the realism :V
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Seventh Sanctum Generator Results:
The race of Griffin-people. In their culture, martial arts is a highly prized ability. They turned their back on their old gods to follow newer ones. Their government is a magiocracy. (Fantasy Race Generator)

“Since he was god of the sky, Horus became depicted as a falcon, or as a falcon-headed man…In this form, he was sometimes given the title Kemwer,” (Wikipedia)

First, a bit of History:

-The Kemwer were created in ancient Egypt by the god Horus to be his servants and soldiers as well as acting as advisors to his priests and bodyguards to the Pharoahs. History and legend does not record their presence because they tended to remain in the shadows, performing their allotted tasks in secrecy and silence. On the rare occasions when they were seen, the Kemwer were often mistaken for their creator and god, Horus. Modern historians also fall victim to this misconception, leading to the label “Kemwer” being given to Horus rather than his creations. The mythical creatures known as Griffins, which originated from the Achaemenid (Persian) Empire, were also derived from the Kemwer. When the Persians conquered Egypt, a large part of the resistance they encountered came from servants of the gods, including a large number of the Kemwer. Over time, the descriptions deteriorated from being fairly accurate depictions of Horus’s servants to a fanciful creature with a lion’s body but an eagle’s head and wings.

-Originally, the Kemwer numbered into the hundreds of thousands. The conflict with the Persians drastically reduced their numbers, sowing seeds of resentment against Horus. The final straw came after the murder of Osiris by his brother Set. Horus, obsessed with revenge against his uncle, ignored the fact that Set’s minions were massacring the Kemwer by the hundreds. His neglect, combined with the bloody slaughter that they had been through, motivated the last of the race (numbering now around 500) to abandon both Egypt and their old god to seek their own fortune. The vast majority of them roam the world alone or in small “families”, but a few (about 150) have established a small city named Asar beneath the shifting sands of the Sahara Desert. Their ruler, Akhom, led them out of Egypt and helped to set up Asar. He was the advisor to Horus’s High Priest and possesses a large amount of magical ability, which he used to shift the sands to make room for their city. In the style of the Egyptians, Akhom is worshipped as a god.


The Race:
-The Kemwer are a physically powerful race, standing anywhere from six to seven feet tall. All are extremely fit. When they had the support of Horus, they had no need for food or sleep, but without their divine backing the Kemwer eat and sleep just as much as anyone else. Their wings enable them to fly at speeds of up to 60 MPH. All Kemwer possess these wings, as well as a brown-feathered eagle’s head and a lion’s tail. They are much stronger than man can hope to become, able to lift and throw objects weighing over a ton. All are skilled in some form of combat, as they were created largely for that purpose. Most are greatly skilled in hand-to-hand combat, as it requires little to no weapons maintenance and allows quick action. Kemwer who are skilled in unarmed combat are usually considered to be the greatest of warriors.

-The Kemwer are a dying breed. Horus did not see fit to give them the ability to reproduce, as he could simply create more as he needed. So, unless they can find a God to create more of them or give them the ability to reproduce, they will be extinct within a thousand years or so (Their lifespan is around 3000-4000 years).

-Mentally, the Kemwer are incredibly wise, possessing an almost godlike ability to see things impartially. In fact, the Kemwer possess little sympathy for anyone outside of their own race. They have no care for humans or other supernatural creatures, preferring to be left to their own devices. Although they cannot breed, Kemwer do “mate”, taking one partner (usually) for their entire lives. Kemwer are not automatically good or evil- they possess their own personalities. Many have turned to less virtuous ways since leaving Horus, and take great pleasure in cheating both humans and other supernatural beings out of their possessions and power. Others have become champions for the weak and downtrodden, not because of feelings of sympathy (for they have none for non-Kemwer), but because they enjoy the battle with the other side.

-In Asar, high positions in the government are always held by those with magical power. This is due partially to the fact that Kemwer hold a great respect for magical ability, but it is mostly because the Kemwer who were granted the ability to use magic were the advisors of Priests and Government officials in Egypt, and therefore know what they are doing when it comes to administrative abilities (also, magic gives them a HUGE upper hand in conflicts for power).

Final Notes/Comments/Insane Ramblings:
-First off, this is my first Seventh Sanctum contest entry/deviantART submission ever, I hope you guys think it’s decent. Unfortunately, I have a decided lack of artistic abilities so I used UGO’s Heromachine V 2.5 to “draw” the Kemwer, and then Picniked the text onto it. The generator result was from the Fantasy Race generator. At first I didn’t like this result very much, but then I started looking at it and decided that maybe it had a bit of merit. The idea of Griffins doing martial arts seemed to be a little difficult to carry off, and besides this is supposed to be an original race, so I tinkered a bit with the idea of a humanoid with Griffinlike traits. Then I started looking at it, and was reminded of the Egyptian God Horus (Falcon-headed guy.). From there it was pretty simple to dream up the rest of the story behind them, and after a few web searches for some historical/mythological backing, I ended up with this. (Luckily enough, the Griffin myth really did result from the Achaemenid Empire, and they really did conquer Egypt.
So that was cool.
Hope you like it.
-A-Clockwork-Apple
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For the Seventh Sanctum contest.


Fantasy Name Extreme Generator: Tempest Dark

Fangirl Fantasy Generator: The well-educated yet mocking half-angel. His

eyes are like two emeralds. His gravity-defying hair is indigo. His

exotic clothes are designed to deliberately show off his narrow build,

and he prefers them to be made from leather. He usually wears a lot of

charms.

Added content from other generators.

Fantasy Crossbreed Generator: The self-righteous male half-Angel mage.

His wardrobe is artistic. His non-human ancestry is very obvious and

not-concealable, but not particuarly disturbing.

Sword Generator: This sword has a blade with a blue hue to it. The guard

strongly resembles a pair of angel wings, inlaid with a copper-colored

material.

Battle Aura Generator: A glittering silver aura. it is ever-shifting in

shape. when it is active, the wielder's eyes glow with a similar color.


---------------------------------------------------


"You're the son of an angel." Or so his mother claimed just before she

was murdered in cold blood. A quiet picnic in the palace gardens turned

deadly.


He was only six at the time.


When the assassins turned their sights to him, he did what any

frightened child would do. He ran. His little legs just weren't fast

enough.

Born with only one wing, and with none of his mother or father's powers

at such a tender young age, he was helpless.

"Fly, if you can, you filthy hybrid." Those were the last words the men

spat at him before they hurled him over the garden wall and down to the

jagged rocks and crashing waves far below.

Somehow, he managed to survive the fall. Bruised, bleeding, cold, and

alone, he washed up on the shoreline miles away from his home.

For all counts, he should have died that day.

All he truly understood at that point was that he couldn't go back.

Ever. "Illegitimate" was a word whispered too often in the shadows. He

knew they had never wanted him there. His mother was the only one that

had ever wanted him, and because of that they had killed her. His father

hadn't even wanted him and had left long before he was even born.

He had to get as far away from the palace and the city as he possibly

could.



Life isn't easy when you're a halfbreed.

Pickpocketing is impossible when you don't blend into a crowd, but other

forms of thievery were easy enough to pick up. Snatching a loaf of bread

or a pie from a window left carelessly open, or an apple off the fruit

stand. He survived that way for several years before someone finally

caught him.

Instead of turning him over to the authorities, the old mistress of the

house took him in. He had grown into an insanely handsome young man,

even at the age of fourteen, and she had no heir to pass down her

impressive magic techniques to. He made the perfect candidate. Owning to

his obvious angelic and elven heritage, she also knew his powers would

begin to manifest soon, if they hadn't already, and he would need

guidance, lest he destroy himself and those around him.

He couldn't have gotten a better education had he been allowed to stay

in the palace. He had stumbled upon a grand master mage. And someone

that didn't care he was a one winged angel.



It was years later when he finally learned what "angel" truly meant to

him.

Advanced.
Nascent.
Genetic.
Elemental.
Lifeform.

His master's dying words. She had known the truth the whole time, knew

about the horrible experiments of twenty years ago, but out of the

kindness of her heart, she never told him, and never treated him as

anything but a beloved student... or even the grandson she never had.

He would never live a quiet life, not with the curse of having a wing--

the only "flaw" of his otherwise perfect and beautiful body. He had

tried cutting the wing off in the past, and failed. The wounds would

heal instantly, no matter how deep he managed to cut into it. It was as

surely a part of him as the blood flowing through his veins... blood he

cursed with every breath he breathed. And now his beloved master and

guardian was gone. The only person that had ever accepted him and loved

him was gone forever...

With a heart full of pain, he took the name Tempest Dark, and swore

vengeance on the ones responsible for his suffering, no matter how long

it would take to find them. He would strike them like a tempest and

leave them nothing but destruction in his wake.

No longer satisfied to be a hybrid with a single wing, there was only

one solution. He used his skills to fashion a second one out of a metal

stronger than steel, and bound it to his body by an unbreakable magic.

Under his master's training, his true powers had finally manifested, all

of the powers of his bloodlines were at his disposal, all the strengths,

none of the weaknesses, and now he had both wings. Nothing could stand

in his way.


He is feared by the scientists that experimented on his father, for they

have recently found out about the existence of Tempest. Also for the

fact the same organization murdered his master. He's feared even more by

the remainder of the Royal family. They dread he will one day realize he

is the son of the crown princess, and the last blood heir to the throne.

...and seen as a threat by everyone else because of his powers and

insanely good looks.

He's regularly chased out of towns. Unless he decides to blow them up

that is. (They explode in such nice pyrotechnic displays.)



On his journey of revenge he obtained Shinjitsu, a legendary sword of

great power, forged by the fire of the elder dragons, back when the

elves were still an infant race in the world. In more than a century the

sword had not taken a master, none that tried to tame the power of the

blade had been deemed worthy, and all had died in the attempt... until

Tempest came for it. Whether it was his burning soul or his hybrid blood

that made the sword take him as a master, none can be sure.

Shortly afterward, he was bonded to the blue fairydragon Ryuusei, a

wise, if mischievous companion... with a tendency to bite if anyone

other than his master touches him. He's usually found clinging to

Tempest's shoulder.

As Tempest has something of a mocking, self-righteous personality with a

slightly mischievous bent, Ryuusei has proven to be his perfect match.


Tempest has an unusually bright battle aura, even for a mage of elven

decent. His eyes glow strangely when he uses a particularly strong (for

him) technique, or if infuriated. This aura is brighter around the

purely organic parts of his body, and is brightest on the side that

bears the angel wing.

When angered, his emerald eyes tend to turn to a lighter shade of green,

and may even begin to glow before his battle aura becomes apparent.

It's said the last thing his victims see before death is the dazzling

light of his magnificent powers, and they are awestruck. As such he's

called often called "The Shining Destroyer."


He also has a great singing voice, a given because of his bloodlines...

the revenge business just doesn't afford him much time to use it. He's

also skilled at playing the harp.

He can speak, read, and write in both the ancient language and in the

common language of elves and humans. As well as communicate with

animals, aside from his bonded fairy dragon. In fact, even rabid animals

are charmed by his mere presence.


---------------------------------------------------------

Painter Acrylics, airbrush settings.

-------------------

My personal diagnosis for this guy is that he is a DOA Sue. He also

scores a 167 on the Universal Mary Sue Limits Test, placing him very

firmly in the "Kill It Dead" category of 50+ points.


Remember, friends don't let friends read irredeemable Sue stories.


Thank you and goodnight!
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Flame Puritymage is a powerful Plasma Warlock who can wield awesome plasma energy through the use of ancient magical techniques. The symbols and glyphs on his outfit help him tap into and control the mighty plasma energy.

Created for Cross Genre Character Contest at Seventh Sanctum [link]

Fusion Class Generator = Plasma Warlock.

General Person Generator = This gentleman reminds you of a mysterious shadow. He has deep-set orange eyes. His fine, curly, night-black hair is medium-length and is worn in an utilitarian style. He has an angular build and nearly-nonexistent eyebrows. His skin is black. His wardrobe is weird and tight, with a completely gray and orange color scheme.

Extreme Fantasy Name Generator = Flame Puritymage.
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This is my (last possible minute) entry for a contest at Seventh Sanctum [link] .

We had to use two generators to create characters, and them pit them against one another in battle.

I used:
Mecha Namer - Perfect God Ufo: Ares Six
Mascot Generator - Upgrade the ocelot - the wild, black-colored doctor

For the three judges in the back I got a few monsters: Cosmic Siren, Creeping Hood, and Grand Beetle.

I decided to have them battling in a music battle... FOR THE FATE OF THE EARTH!!

If Ares Six succeeds, then the Tribunal of Space Bastards will leave earth unscathed, but if the musical representitive of Earth 487-X/Flan (thats Doctor Ocelot there) wins then our whole dimension gets siphoned for gas to power the Grand Cosmic Bastard Ship... That is a decidedly bad thing for us.

GO ARES, SIX GO!

--------------------

I like how this turned out, though the colors were rushed on the bottom half. I also had trouble figuring out how to vcolor an Ocelot black and still be able to tell it was an Ocelot.

I might use Ares Six again sometime... I like his design, it's very Getter Robo influenced. I see him constructed of three aircraft (two jets and a UFO) that combine to form the most powerful God in the Universe! Or something to that effect.
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"The incoherent male half-Hydra tomb robber with a large fortune. His wardrobe is attractive. His face hints at his non-human ancestry, but he otherwise appears human."

Mucking about with a Seventh Sanctum contest. The output I got from the hybrid generator was too endearing to pass up, so yeah. His name is Fari - I let the Greek-style name generator name him, just in the spirit of things.

When is "incoherent" not "dumb"? He doesn't speak a proper language, of course. He knows what he's saying, but nobody else seems to. I'm rather pleased that I thought of a way to "draw" it. Unfortunately his hybrid nature isn't very visually striking - but then, that's what the generator commanded. The brand on his forehead is supposed to be reminiscent of a hydra trunk forking into many necks (a "hint", yeah? :p). His ears are based on old-fashioned hydra drawings; did you know the classic hydra actually had dog-like heads, not serpent heads? I sure didn't.

Just for kicks, I whipped up a 4e stat block for him too, based on an aquatic hag ([link]). For all its bugs, Monster Builder is still powerfully awesome.

No Seriously There's a Background Too Did You Think I Wouldn't?:

Fari's parents were from a small fishing village along the coast of *pauses* Arenahd (thanks Elf Name Generator); as a young man, his father was shipwrecked on one of the small islands off the coast, which had been used as burial tombs in ancient time. Desperate and near the end of his life, Fari's father bargained with a hydra to carry him back to land - he would be allowed to return home to his wife for ten years, after which he would throw himself into the sea as tribute to the hydra. However, once the ten years had passed, the man couldn't bring himself to fulfil the promise, instead planning to leave the village and escape the hydra's anger.

For some time, it seemed that the plan had worked; the couple started a new life far from the ocean, and in time gave birth to a son. However, before the baby was two years old, his face started to change; horrified, his parents saw a bizarre mark developing on his face, reminiscent of the hydra's many necks. Soon they could see tiny scales growing under his eyes, mimicking the sheen of the hydra's coat.

Surely, Fari's father believed, his son was being transformed into a hydra in order to take his life, payment for the promise he had broken. Driven mad with fear, he fled to the ocean with the child, and cast him into the sea. Fari would have quickly died, had not his hybrid nature allowed him to breathe the water. Eventually the unusually calm sea washed him ashore, on the very same island where his father had been shipwrecked years before.

Fari survived through his childhood by eating fish and seaweed, though he does not remember that in his earliest years he was visited by a hydra that gave him food and shelter. The beast stopped coming as Fari became able to care for himself - though he occasionally caught sight of a strange, many-headed creature near the island, he never knew of its significance. He gradually explored more of the islands as he grew, learning to swim between them as easily as a fish, then began to delve into the burial tombs hidden within.

Surrounded by strange treasures from the tombs, and fascinating items he has recovered from ships that were wrecked on the islands, Fari lives in the midst of wealth he doesn't begin to understand. He considers most of them to be pretty - if worthless - trinkets, though he is pleased that he managed to make a scale-like "hide" from his many piles of useless metal discs.

As he's had no contact with humans aside from his salvaging, Fari doesn't know any real languages. However, the voices of his parents left him a lingering memory of vocal communication, so he still tries to speak. He is vaguely aware of the mainland, somewhere in the distance, but has not yet summoned the nerve to swim there.

EDIT 2011-05-15:
Omigosh I got runner-up! I was afraid mine would be considered unimpressive next to the coloured entries ^_^; But... SO AWESOME! X3

(PS y'all should enter the next contest!)
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An entry in the Seventh Sanctum's Tarot Contest.

The Philosopher of Chains symbolizes the dangers of narrow-minded thinking, and the constraints of the human mind. When upright, it signifies a mental block of some sort on the part of the querent - an obstacle preventing his or her creativity from flourishing. This most commonly manifests as Writer's Block.

The card reversed signifies the opposite - an unfettered, open mind, possibly even chaotic in its lack of restraint. This can mean one of two things: a period of extremely vivid imagination, or a degeneration into madness.

Alternately, it could just be a small rectangle of paper with a chained-up sophist on it. :XD:
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Galaxy Dragons

Title screen for cartoon series.

In a far off galaxy lies a solar system of four planets. The people of these planets believe that their solar system was created by The Great Celestial Dragon a creature made of the four elements; earth, air, water and fire, and that each of their planets represent one of the four elements. They believe that when The Great Celestial Dragon died all that was left was the planets and their sun, Dray-gon, the dragon’s heart.

When their solar system comes under threat from a race of unknown shadow creatures from a nearby black hole, intent on stripping the planets of their resources and extinguishing all light and life in the galaxy, a team of protectors are chosen.
This team, known of the Galaxy Dragons, are made up of four representatives each from one of the four planets.

Each member of the team has unique abilities and weapons and each has been endowed with protective armour which protects them and allows them to fly through space using holographic wings.

The Galaxy Dragons are (from left to right):

Tor
Tor is from the second planet in the solar system; Granitus.
The planet has a rocky surface, with huge mountains and deep valleys. The people live in cities carved into the mountains and valley walls.
Like all his people Tor has incredible strength.
Tor’s weapon is a war-hammer known as The Dragon’s Claw.

Pyrus
Pyrus is from the first planet in the solar system; Infernon.
Much of the planets surface is red hot as it is closest to Dray-gon, so the people live below the planets surface.
Like all his people Pyrus is impervious to heat.
Pyrus can create and throw fireballs which he uses as a weapon known as The Dragon’s Breath.

Aquia
Aquia is from the fourth planet in the solar system; Hydros.
The planet is furthest from Dray-gon and is covered in ice but beneath the ice is a vast ocean. The people live in underwater cities below the ice.
Like all her people Aquia is impervious to cold and can breath underwater.
Aquia’s weapon is a whip known as The Dragon’s Tail.

Nimbus
Nimbus is from the third planet in the solar system; Etheria.
The planet is a gas giant and has no solid surface. The people live in floating cities.
Like all his people Nimbus can withstand great pressure making him resistant to physical injury.
Nimbus’s weapon is a throwing blade known as The Dragon’s Wing.

Entry for Cartoon Cash-in Contest at Seventh Sanctum [link]
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As God is my witness, I had no idea this was in my system. I suppose it's just as well it's out now. ^^; Massive infodump ahead, by no means should you feel inclined to read through the whole thing. This was inspired by all the time I spent watching Sailor Moon, a cartoon I absolutely adored as a kid - and, of course, wanted all the merchandise I could get my hands on.

An entry for Seventh Sanctum's Cartoon Cash-In contest, I give you a promo poster from the hit kid's cartoon Princess Future and the Chronodragons.

In the distant future, the beautiful and wise Queen Manami (featured in the new Princess Future line of fully poseable fashion dolls!) has created a society of peace and enlightenment, but her nemesis and former lover, the dark Lord Rikuto (available at a toy store near you, glaive and crown of time mastery included), given mastery of space-time by his queen, has hatched an evil plan to overthrow Manami's rule. Traveling back in time to establish a foothold in the twenty-first century (look for Rikuto's Fortress of Time in stores this holiday season), he has subverted the twelve ChronoDragons (collect all twelve ChronoDragon dolls!), magical guardians of time, and set about corrupting the past in order to destroy Queen Manami's bright future. In the midst of a crumbling reality, Queen Manami orders that there be built a robot to travel through time and put a stop to Rikuto's horrible scheming. Thus did Princess Future's journey to our time begin.

Posing as an ordinary Japanese schoolgirl named Hoshiko Takahashi, the robotic girl Princess Future must search out the subverted ChronoDragons and restore them with the magic of Manami's Amulet (now available in the Princess Future Jewelry Playset along with Princess Future's trademark tiara and hairclip, batteries not included), a star-shaped charm containing the pure essence of the future. Once cleansed, the ChronoDragons will join Princess Future in her quest to restore the normal flow of time.

On her own, Princess Future has the enhanced athletic abilities and senses of a futuristic robot, including the ability to think and calculate exceptionally fast and access nearby computers with her mind to gather information. Her true potential, however, comes through when her powers are combined with the magic of one of the ChronoDragons, each of whom allows her to access different abilities (as well as giving her a new and pretty costume and weapon! You can now take home all twelve Dragon Form Princess Future action figures as well as your old favorites School Uniform Hoshiko, Pop Star Hoshiko, and Princess Gown Dress-Up Fashion Doll Hoshiko.) The abilities she accesses when combined with different dragons are as follows:

Auge (light blue with yellow wings): Leader of the ChronoDragons and the first one Princess Future makes contact with, Auge is an easygoing but serious soul who gives Princess Future access to the power of flight, as well as use of the First Light Staff.
Anatolia (pink and pale yellow): A lazy and slightly vain dragon, Anatolia is sometimes more of a princess than Princess Future. She lends Princess Future the power to charm and put her enemies to sleep and grants her the Sunrise Wand.
Mousika (bright blue and yellow): Mousika wants nothing more than to be a singer and occasionally tries to sneak onto the stage while Princess Future is having a concert. When she decides to share the spotlight, Princess Future gets the power of her magical melodies and the enchanted Rhapsodical Flute.
Gymnastika (orange): The most athletic and enthusiastic of the ChronoDragons, Gymnastika occasionally gets himself into trouble by rushing into a situation prematurely, although at other times he's saved his friends with his quick action. His magic can enhance Princess Future's already impressive strength and speed and allow her to use the Olympian Sword.
Nymphe (blue-green): Composed and thoughtful with a cheerful, mischievous streak, Nymphe is more often than not the voice of reason for the group. She gladly lends Princess Future her mastery of the element of water and grants use of the Nymph's Crown.
Mesembria (yellow): Mesembria is the most driven, serious, and headstrong ChronoDragon, although at times he appears oddly withdrawn and contemplative. He makes no secret of the fact that he thinks he could lead better than Auge, but willingly accepts his direction when the rubber meets the road. Thanks to him Princess Future can use the power of light and the High Noon Shield.
Sponde (cream and red): The silent and mysterious Sponde almost never speaks, but provides Princess Future with a valuable asset: he has a direct psychic link to the future, allowing Princess Future to benefit from Queen Manami's wisdom whenever she needs it. He can also lend Princess Future his psychic powers and access to the Devout Chalice.
Elete (light blue and silver): Pious and angelic enough to annoy the other ChronoDragons with her superiority, Elete is nonetheless a valuable ally, granting Princess Future the use of powerful healing magic and the Sylph Wing.
Cypris (green): Cypris is frequently accused of not pulling his weight in the group. He loves eating and lying around, and seemingly doesn't care about anything else - but when the going gets tough, he's a staunch and loyal ally, cheerfully giving Princess Future power over the element of earth and the Dryadic Circlet.
Hesperis (gold and blue-violet): Sometimes cynical, sometimes friendly and supportive, Hesperis is one of the older ChronoDragons. He gives Princess Future a valuable gift; magical control over cold and darkness, aided by the Evening Gauntlets.
Dysis (purple, red and orange): Dysis is a formidable opponent - and a valuable ally to Princess Future. The power he grants her is the mastery of fire and the Salamandra Crown.
Aktos (dark grey with silver stars): Oldest and most powerful of the ChronoDragons, Aktos is also the last to join Princess Future in her quest. When he does, however, he aids her with the mysterious magic of the stars, giving her use of the Celestial Bow.
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