Welcome to Gaia! ::

THIS IS HALLOWEEN

Back to Guilds

WHERE IT IS ALWAYS HALLOWEEN (and sometimes exams) 

Tags: Halloween, Demons, Monsters, Roleplay, Academy 

Reply { Halloween Subspace } --- Quests and character approval
[Q] Qlue the Astrosphinx (Ready/Crits!)

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Marushii
Vice Captain

Enduring Loiterer

12,925 Points
  • Magical Girl 50
  • Angelic Alliance 100
  • Brandisher 100
PostPosted: Wed Mar 28, 2012 9:50 pm


User Image - Blocked by "Display Image" Settings. Click to show.
AMITYVILLE ACADEMY ENROLLMENT FORM

Name: Qlue Qoo
Nicknames: Cue, Cuckoo
Gender: Female
Age: 17

Faction: Monster
Race: Astrosphinx

Natural Ability:
Electric Slide - An astrosphinx can generate electricity. It is possible to tell when an astrosphinx has electricity stored by their lightning-like markings. If the markings seem to flicker, then it has a little bit of energy. If the markings are moving, then the astrosphinx has electricity charged up. The electricity remains on their skin and can be discharged upon contact, however the most "zap" one can get is similar to a static shock. It is also common to see an astrosphinx sweat/cry electricity than water.

Personality:
If life had a volume knob, then somebody turned Qlue's all the way to the right, broke it off, and smashed it in to the point where it's seemingly impossible to turn down. Qlue believes fully in being confident of what you think, stand for, and speak. If she has a question, she will ask it. Qlue does not hold herself back or limit herself by "what if" or "maybe." She believes in giving 140% effort in everything and anything.

This mindset has landed her in trouble more than once. Qlue is not one for patience and will quite often demand answers now and not later to the point of being pushy and invasive. If things are not done in what she deems to be a timely manner, she will become aggressive and assertive. She is no stranger to physical altercations, and in fact looks for opportunities to start them up.

And to Qlue, opportunities are everywhere. Qlue will set up ambushes and show her affection for her friends by a sudden mauling and attack. She will cease and desist after a few rounds, but honestly sees no harm in attacking someone just based on the principle of feeling like it. For her, strength equals respect. If someone manages to beat her she will respect them and aspire to beat them in turn one day. If she manages to beat someone though, then she will relent in her aggressions. After all, she already knows she's stronger then them. She does not need to spend her time testing her strength against them, and will be remarkably gentler in the future. At least until she has forgotten that she's beaten them, or until they do something that prompts her to attack them again.

Despite the fact that Qlue is a type of sphinx, she is abysmal when it comes to riddles. She will quite often ask the first thing that's on her mind, and likewise give the first answer that comes to mind when asked one. She treats a majority of the questions she receives as such, and as a result Qlue quite often struggles with school. And social relations. If someone isn't put off by her blunt honesty and tenancy to get physical, her confusing replies can easily convince others to stay away -- or hang around for some entertainment.

Why are they enrolled in Amityville Academy?
Qlue is currently enrolled in Chaostrumme Central School.

Qlue would like to enroll into Amityville Academy due to all the excitement the school has generated. It's constantly on the news and in the newspaper, either from being attacked or having students and the parents of students complain of how dangerous it has become. And the school was nearly shut down! Qlue just knows that there's something far more interesting going on there than learning, and she wants in on the action!

FEAR Ability:
Crackle - Qlue fires a blast of electricity at her opponent from her eyes. Unfortunately for her, her taste for metal accessories has also turned her into a magnificent lightning rod.
FEAR type: Gambler's Chance


Physical Description:

Eye Colour: Violet
Hair Colour/Style: Red, cropped short and sticks out all over. She wears a headband fashioned out of yellow Boogeyman caution tape.
Skin Colour: Inspired by Gaia's Gogh Reed Thunder Skin. Yellow/orange that fades to a purple complete with lightning-like markings. Skin/scale/fur colors can range from this yellow to a brass. The purple can be changed to a blue or some other color, or left off completely. Would like to keep the lightning-markings however.
Clothing Style/Colours: Think punk! There are two "must haves" however: the first is her skull. Astrosphinx's heads are ram skulls. I'd like this ram skull to be moved to her shoulder as a sort of pauldron. The other must-have are a pair of thick bracelets on her hands. These can be spikes or studded. Earrings, other accessories, and clothes is artist's choice.
Extra: Horns - if not on the ram's skull, then on her head please.
Wings - draconian in nature, black base/main color. Design/look/placement is artist's call (buttwings or backwings, doesn't matter!)
Tail - lion-esque please.
Fangs - yes please, perhaps only one showing for a sort of rambunctious look? IDK. X D
Ears - either feline, elven, or humanoid. Doesn't matter. Earrings is artist's choice.
References:
User Image - Blocked by "Display Image" Settings. Click to show.
YEEEEAH TEKTEK
PostPosted: Wed Mar 28, 2012 9:51 pm


WHY IS THIS POST THE SAME AS THE FIRRRRRRST

Marushii
Vice Captain

Enduring Loiterer

12,925 Points
  • Magical Girl 50
  • Angelic Alliance 100
  • Brandisher 100

Marushii
Vice Captain

Enduring Loiterer

12,925 Points
  • Magical Girl 50
  • Angelic Alliance 100
  • Brandisher 100
PostPosted: Wed Mar 28, 2012 9:52 pm


The Astrosphinx is a creature from Spelljammer. This is a direct copy-paste of their info from the source, more for my reference than anything else. TiH version is going to be less bloodthirsty/demented in order to enable social interactions. XD

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

Sphinx, Astro
Large Magical Beast
Hit Dice:
9d10 + 27 (76 hp)
Initiative:
+5 (+1 Dex, +4 Improved Initative)
Speed:
45 ft., Fly 60 ft. (poor)
AC:
16 (-1 size, +7 natural)
Attacks:
Gore +12 (2x), Bite +10, Claw +10 (2x) or Chaos Sword +10/+5
Damage:
Gore 1d6+3, Bite 4d6+3, Claw 1d6+3 or Chaos Sword 2d8+4
Face/Reach:
10 ft. x 5 ft./10 ft.
Special Attacks:
Breath Weapon, Chain Lightning, Chaos Sword (5%)
Special Qualities:
Darkvision, SR 15
Saves:
Fort +7, Ref +3, Will -1
Abilities:
Str 17, Dex 12, Con 16, Int 14, Wis 4, Cha 4
Skills:
Perform (Riddling) +5
Feats:
Multi Attack, Power Attack, Improved Critical (Bite), Improved Initiative.
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
7
Treasure:
Standard
Alignment:
Chaotic Evil
Advancement:
5-8 (Large); 8-12 (Huge)

Astrosphinxes are a malevolent breed of sphinx whose origins are shrouded in mystery. Standing twice as tall as a man, the astrosphinx is covered with brass-colored scales like those of a dragon. A pair of huge black bat wings sprout from its back, giving it a poor flight capability due to its size and aggressive preoccupation to enter melee. The head resembles a goat skull with tiny pinpricks of violet light in its eyesockets. Unlike its appearance the astrosphinx is not an undead. Its head does in fact have flesh; it is just so pale and stretched so tightly across the skull that it seems to be invisible. Instead of forepaws, the astrosphinx has a pair of large clawed human hands. The beast exudes a smell of ozone and offal. These frightful creations, parodies of true sphinxes, speak the languages of all sphinxes and the common tongue.

Combat:
An astrosphinx uses its two great horns to attack with a head-butt first striking with each horn separately. Its bite is viciously and the claw-like hands are enough to finish most prey of in one round. In rare instances (5% of the time) the creature wields a magical chaos sword of large proportions,dealing 2d8 points of damage. The magic sword is of +1 enchantment and deals double damage to lawful opponents. It can still use its gore and bite attack in melee. In melee the astrosphinx attacks homicidally,mindlessly until nothing living is still standing. As a rule, after its riddle is answered incorrectly (see below) the sphinx discharges its chain lightning followed on the next round by its breath weapon and then launches itself into melee. The astrosphinx attacks not only the person who got the riddle wrong but all companions as well.

Breath Weapon (Su):
Though this creature has a draconian body, it cannot use its tail or hind legs in combat. It does however breathe a cone of sleep gas (80 ft long and 40 feet wide). This is usable once every 5 rounds for up to 9 times a day. Targets caught must make a fortitude save (DC 16) or fall asleep for 1d6 minutes. Victims in wildspace in their own air-bubble remain asleep until the gas is somehow flushed out of the air supply.

Chain Lightning (Su):
The most feared attack of the astrosphinx is however the ability to shoot a chain lightning, dealing 10d6 points of damage, from its eye sockets. It takes a full round action to buildup enough static to hurl this ball lightning to their foes. While building up the energy, the pinpoints of light in the eye sockets slowly turn from violet to bright gold while filling the sockets. After the chainlightning discharges, the pinpoints reduce to their normal size and change to red. At this time the eyes of the astrosphinx have overcharged and the astrosphinx is blinded for the rest of the round while the eyes recover from the blast. In the beginning of the next round the eyes revert to their normal color, which means the eyes are recharged.

Darkvision (Su):
The astrosphinx has darkvision with a range of 60 feet

Habitat/Society:
Astrosphinxes are fiercely territorial and challenge all intruders in a contest of riddles. Those who answer incorrectly or do not answer are killed outright. Due to their dementia, the astrosphinxes challenge any living thing, even birds, bugs, small animals and plants.The madness of the astrosphinxes renders their riddles unanswerable and illogical: "What is the speed of blue?" "What do the Spelljammer and a kobold have in common besides triangles?" Unfortunately an astrosphinx slays anyone who does not answer its riddle correctly; so an astrosphinx is most commonly encountered as the sole living creature on a planet. Some travelers, legends say, have solved the riddle correctly by giving an equal nonsensical answer. This tactic seldom works (1% chance on success). Legend says that if the riddle is solved the astrosphinx erupts into a 20d6 ring of lightning, killing itself. Supposedly all that is left is a clue to the whereabouts of the Spelljammer.The astrosphinx can survive in space without air. It lairs are most often on small barren chunks of rock. The sphinx eats anything usually those who give wrong answers.

Ecology:
The astrosphinx is a bizarre predator that all conscientious races believe is better off hunteddown and killed. Not even the evil intelligent races have anything to do with it. Saving any piece of anastrosphinx as a trophy is considered a bad omen and the owner of the grisly trophy winds up shunned byits fellows.
PostPosted: Tue Apr 03, 2012 12:50 pm


Horseman RP Tracker:

Conquest Class

Marushii
Vice Captain

Enduring Loiterer

12,925 Points
  • Magical Girl 50
  • Angelic Alliance 100
  • Brandisher 100

Ravvlet
Crew

Hygienic Waffles

PostPosted: Tue Apr 03, 2012 8:30 pm


PostPosted: Wed Apr 04, 2012 11:38 am




this totes is iluuuuuuu T_____T <333333333333

Marushii
Vice Captain

Enduring Loiterer

12,925 Points
  • Magical Girl 50
  • Angelic Alliance 100
  • Brandisher 100
Reply
{ Halloween Subspace } --- Quests and character approval

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum