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Lampwick; Clockwork; Arcane
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Topic Started: Aug 31 2014, 04:42 AM (177 Views)
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Question
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Aug 31 2014, 04:42 AM
Post #1
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The Ultimate
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Lampwick of the 7th Generation
| Alignment | Gender | Age | Occupation | Residence | | Neutral | Male | 4 (Gen 7 Clockwork) | Archivist (Glorified Librarian) | The Library |
| Height | Weight | Build | Origins | Race | Eye | Hair | | 5'8” | 600lbs | Copper Gears and Springs | Arcane | Clockwork | None | None |
| Unique Features | Attire | Spoiler: click to toggle There isn't much one could say about Lampwick that wouldn't be considered somewhat unique in some way. He is a man made of copper sprockets and springs, with grinding gears and clanking cogs, brought to life and powered by Arcane magic. The very notion that he should be alive at all is something that could be considered bizarre by the common passerby. He certainly does not resemble the more common golems that one would see around.
From a distance Lampwick could probably pass off as one of the humanoid races. His structure and shape all seem to match, with all the appendages in the right places and of the right number, but it is mostly a guise that he is able to maintain thanks to his manner of dress. Underneath it is a shell of copper housing all his finer mechanics, that grant him the power to move. There are two dead giveaways that he is not what he pretends to be: his manner of movement and his face.
On close inspection of Lampwick's facial features once can easily decipher that he is no ordinary man. If the shiny gleam of copper from his skull was not a dead giveaway, one merely needs to look to the rest of his face or the general lack there of, as Lampwick does not have a conventional face. He possesses nothing that could be considered a nose in any capacity, though he could never contest that he would have much use for one anyway. His eyes are a mishmash of parts, with the left appearing to be some sort of combination between a monocle and a photo lens seemingly always blinking randomly at times, though he contests that he can see through it. The right is naught but a small gear, always spinning, with some kind of transparent alchemical metal spinning it at the base., which he claims he can see through as well, though he would be unable to explain why it spins at random speeds at random times. His mouth is little more than a hinge, though he hardly needs it for speaking. Even though it moves when he speaks, the voice seems almost disembodied and almost as if it is coming from his gut and not his mouth and just happened to echo its way up and out.
At a slow pace without finer movements, Lampwick can appear somewhat humanoid. Precise movements or anything that would be considered 'agile' are far beyond his abilities. He appears to move in a very rigid and somewhat jagged motion in these cases, almost as if his body were not meant to move that way and the parts have to fall in line before they can even hope to move in such a fashion. [/center] | Spoiler: click to toggle Shooting Suit Flat Cap A simple white mask that he wears over his face, always smiling, always wide eyed. One can see both of his bizarre eyes through the eye holes, but he feels it gives more of a humanoid personable feel to wear it. |
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| Likes | Dislikes | Hobbies | Aspirations | Fears | Books; Magic; Conversation; Rain; Music; | Being barred from knowledge; Power; Fame; Secrets; Lies; | Reading; Singing; Sitting in the Rain; | Upgrading; Stabilizing his people | Corrosives; Fire; Ostracizing himself |
Lampwick is himself, which is a statement that may or not have much weight behind it. He is neither good nor evil and will do whatever he must to procure knowledge should it be presented to him in hopes to find answers to help his race. This is a fact that he tends to overlook at times as he can often get a little single minded in his pursuits if he feels the ends justify the means. He loathes the idea that some information should be secretive, but more that he does not understand that some information is more delicate to some than to others.
Given normal circumstances, Lampwick is polite, but often times blunt. He understands the need to be polite and cordial, but he is not one to mince words-- possibly because he has nothing to mince them with all truth be told. While he will always greet anyone with a 'smile' and hello and tends to understand much of mortal etiquette and the nuances there within, he still lacks subtly when it comes to certain things that a mortal would easily recognize as off limits or something he should not mention. He is able to recognize many emotions and understand them, but he can provide little in the way of empathy as it is something he generally lacks completely.
He finds mortal creatures fascinating and enjoys studying them in many aspects, but still finds it difficult for him to adjust to his new surroundings amongst them. He is unable to decipher lies and sarcasm from the truth and genuine statements and tends to believe whatever it is he is told when first it is told to him. Over time he has become a slight more skeptical and can catch himself on occasion when such things are obviously fabricated or meant in jest, but more often than not he will fall for them verbatim.
Lampwick is a very studious sort and one can often find him reading something at any given time or looking through old manuscripts. Though, given his propensity to study everything he will leave the library when the mood suits him to go interact with people at the local water holes and other establishments to see how the carry out their daily lives just so that he may learn every aspect of life. This suits him just fine as he enjoys listening to patrons that actually bother to sing and he often goes out of his way to listen to them. |
| SKILLS | | Read for Speed | Unlike the mortal races, Clockwork have a significant advantage when it comes to reading, but only in the fact that they can do it increasingly fast and with retention rates of near 100%, which is usually only dependent on if they feel the typos are worth remembering in most cases.
| | Telescopic | Lampwick's left eye can double as a telescope should he take it out of his head. He can't use this feature himself, nor can he take it out, someone else has to do so.
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| POWERS | The Clockwork are an odd race, obviously a mishmash of copper gears and springs powered and brought to life by arcane magic to light the wick and curiosity to fuel the fire. As long as they pursue some goal that suits them, their fires will run, but if that fire fades-- or the magic is sucked from their bodies, they can always be restarted by a burst of arcane magic-- other magic can work, but has a tendency to die out rather quickly, but arcane seems to have little trouble starting and maintaining the sentience of the Clockwork that use it.
The first generation of Clockwork were created by one person, but it is believed that they died at some point through the creation of the first four founders of the race. These four then built another twelve, which formed the next generation. And this continues until the current generation (9), but the problem that each generation continually moves farther and farther from their original design, which were more human in nature instead of what they are now, but the Clockwork seem to devolve as each generation materializes. The creativity and resourcefulness are stripped and the Clockwork become more machine than man. The Ninth Generation hardly looks human anymore and when the 10th starts there is no telling what clockwork monstrosities will be created.
| Racial Traits: | Rust in Pieces Clockwork are all made from copper, certainly not the strongest of metals, but it still functions as a deterrent to many physical attacks, if it was not obvious enough that Clockwork do not really feel anything close to pain. The prominent idea for any would be assailant would be to stop their gears from turning in hopes that they would stop moving completely, which is in fact a correct assumption, but easier said than done. Most clockwork have many detachable parts, located at the various joints. In most cases, while an attack may not actually deal a great deal of damage to the metal hide, it will probably knock off a limb if struck at the right points. The joints are as follows where most clockwork can detach: The neck, the shoulders, the elbows, the wrists, the waist, the knees and the ankles.
Clockwork are increasingly easy to stop in most cases, but nearly impossible to truly kill unless one were to separate the pieces and take away the head. Without the head, while it will still work independent of the body, the body itself will stop, unable to act without the head.
Thirst for Knowledge While Arcane magic is needed for their birth, curiosity is all that is needed to power their gears, no food, no rest, just a little something new here and there. If a Clockwork does not learn something new every day their gears will cease up and required to be restarted by a magical jump start of some kind. This piece of information cannot be thought up by the Clockwork and must be learned through some secondary source. The elemental magics take quite a lot to power the Clockwork, but a single weak Arcane magic is enough to start a Clockwork with ease.
Disjointed Clockwork after the 4th generation could not honestly pass much as fighters. They are far too fractured in their finer motor skills to use weaponry with any skill or even apply an martial skill (though they could learn the techniques rather well) and would be unable to best even the slowest, dimmest human child in a one on one fight-- unless the child grew tired or bored of fighting the Clockwork first, but that is not always the best indicator of a good fight.
| | Magic Magnet | Clockwork are made from copper, but not just ordinary copper, but a copper infused alchemically to conduct magic, just like copper can conduct electricity. In normal circumstances this means that any magic attacks are more likely to find out the nearest Clockwork target instead of the intended target. These attacks always hit and deal their intended damage, but also power up the gears inside the Clockwork to begin running faster and far more efficiently than they would normally. After being hit by three elemental attacks or one Arcane they begin to run super hot, which allows Lampwick to run more or less at normal human capacities for movement, but is a dangerous situation as any more magic will cause his gears to become overwork and break off rendering himself broken until a skilled enough tinkerer can fix him. There is one other way to get rid of this excess power:
Arcane Exhaust In order to vent the excess energy from his body, can discharge the energy in the form of a fast moving, orange colored burst of arcane beam from his chest. This charge deals damage far weaker than the magic absorbed, but can still do quite a decent about of crushing damage to the target. This blast travels about 10 yards before dissipating into little more than orange sparks.
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| POSSESSIONS |
| Book of Harsh Realities | A highly descriptive journal that Lampwick keeps solely about the people that he has met, usually after a few meetings he will write a very blunt, very scientific assessment of the person. If asked he will GLADLY show it to you, but you probably aren't going to enjoy what he wrote.
| | Spare Eye | Lampwick always keeps a spare gear eye in his pocket, which is kind of creepy as it almost looks as if it can see you.
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Edited by Question, Aug 31 2014, 03:33 PM.
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Cent
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Aug 31 2014, 05:31 AM
Post #2
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This... This is epic!
Let us know when he is done.
The only question I have on his powers is the range of his Arcane Exhaust. Other than that, I have a good feel of the character in your description.
The only thing that would make this character more perfect was Vin Diesel's voice... >_>
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Question
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Aug 31 2014, 03:38 PM
Post #3
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The Ultimate
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Well, I suppose he can sound like the iron giant if you really want him to, but I'm not going to make it a requirement. I can have him say "I am Lampwick." constantly if it makes you feel better.
I added a range on the attack-- hopefully not too much-- I'm unsure if I needed a dedicated history in the profile or not, but I suppose I could write something up quickly if need be, but I always like developing it over time. Barring that I believe it should be finished.
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Cent
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Aug 31 2014, 06:04 PM
Post #4
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- Question
- Aug 31 2014, 04:42 AM
| SKILLS | | Read for Speed | Unlike the mortal races, Clockwork have a significant advantage when it comes to reading, but only in the fact that they can do it increasingly fast and with retention rates of near 100%, which is usually only dependent on if they feel the typos are worth remembering in most cases.
| | Telescopic | Lampwick's left eye can double as a telescope should he take it out of his head. He can't use this feature himself, nor can he take it out, someone else has to do so.
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| POWERS | The Clockwork are an odd race, obviously a mishmash of copper gears and springs powered and brought to life by arcane magic to light the wick and curiosity to fuel the fire. As long as they pursue some goal that suits them, their fires will run, but if that fire fades-- or the magic is sucked from their bodies, they can always be restarted by a burst of arcane magic-- other magic can work, but has a tendency to die out rather quickly, but arcane seems to have little trouble starting and maintaining the sentience of the Clockwork that use it.
The first generation of Clockwork were created by one person, but it is believed that they died at some point through the creation of the first four founders of the race. These four then built another twelve, which formed the next generation. And this continues until the current generation (9), but the problem that each generation continually moves farther and farther from their original design, which were more human in nature instead of what they are now, but the Clockwork seem to devolve as each generation materializes. The creativity and resourcefulness are stripped and the Clockwork become more machine than man. The Ninth Generation hardly looks human anymore and when the 10th starts there is no telling what clockwork monstrosities will be created.
| Racial Traits: | Rust in Pieces Clockwork are all made from copper, certainly not the strongest of metals, but it still functions as a deterrent to many physical attacks, if it was not obvious enough that Clockwork do not really feel anything close to pain. The prominent idea for any would be assailant would be to stop their gears from turning in hopes that they would stop moving completely, which is in fact a correct assumption, but easier said than done. Most clockwork have many detachable parts, located at the various joints. In most cases, while an attack may not actually deal a great deal of damage to the metal hide, it will probably knock off a limb if struck at the right points. The joints are as follows where most clockwork can detach: The neck, the shoulders, the elbows, the wrists, the waist, the knees and the ankles.
Clockwork are increasingly easy to stop in most cases, but nearly impossible to truly kill unless one were to separate the pieces and take away the head. Without the head, while it will still work independent of the body, the body itself will stop, unable to act without the head.
Thirst for Knowledge While Arcane magic is needed for their birth, curiosity is all that is needed to power their gears, no food, no rest, just a little something new here and there. If a Clockwork does not learn something new every day their gears will cease up and required to be restarted by a magical jump start of some kind. This piece of information cannot be thought up by the Clockwork and must be learned through some secondary source. The elemental magics take quite a lot to power the Clockwork, but a single weak Arcane magic is enough to start a Clockwork with ease.
Disjointed Clockwork after the 4th generation could not honestly pass much as fighters. They are far too fractured in their finer motor skills to use weaponry with any skill or even apply an martial skill (though they could learn the techniques rather well) and would be unable to best even the slowest, dimmest human child in a one on one fight-- unless the child grew tired or bored of fighting the Clockwork first, but that is not always the best indicator of a good fight.
| | Magic Magnet | Clockwork are made from copper, but not just ordinary copper, but a copper infused alchemically to conduct magic, just like copper can conduct electricity. In normal circumstances this means that any magic attacks are more likely to find out the nearest Clockwork target instead of the intended target. These attacks always hit and deal their intended damage, but also power up the gears inside the Clockwork to begin running faster and far more efficiently than they would normally. After being hit by three elemental attacks or one Arcane they begin to run super hot, which allows Lampwick to run more or less at normal human capacities for movement, but is a dangerous situation as any more magic will cause his gears to become overwork and break off rendering himself broken until a skilled enough tinkerer can fix him. There is one other way to get rid of this excess power:
Arcane Exhaust In order to vent the excess energy from his body, can discharge the energy in the form of a fast moving, orange colored burst of arcane beam from his chest. This charge deals damage far weaker than the magic absorbed, but can still do quite a decent about of crushing damage to the target. This blast travels about 10 yards before dissipating into little more than orange sparks.
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| POSSESSIONS |
| Book of Harsh Realities | A highly descriptive journal that Lampwick keeps solely about the people that he has met, usually after a few meetings he will write a very blunt, very scientific assessment of the person. If asked he will GLADLY show it to you, but you probably aren't going to enjoy what he wrote.
| | Spare Eye | Lampwick always keeps a spare gear eye in his pocket, which is kind of creepy as it almost looks as if it can see you.
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