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       #Post#: 4220--------------------------------------------------
       Pinky the Zembahk
       By: Raven Tepes Date: May 9, 2020, 11:58 am
       ---------------------------------------------------------
       Name: Pinky
       Age: 80 years old
       Birth Date: [I]Unknown due to no observance of exact time
       passage[/I]
       Species: Zembahk [I]mystic, intelligent worm creature[/I]
       Gender: Female [I]identifies with the humanoid gender of
       female[/I]
       Length: 4’5”
       Weight: 8.25 lbs
       Basic Background Information:
       Place of Birth: Splugorth slave breeding world [I]exact
       dimensional location is unknown to Pinky[/i]
       Appearance: Looks like a length of intestine or giant fleshy
       worm with a single, large, white eye in the middle of its head.
       The body is a pink color, with no body hair, and no mouth or any
       apparent ears. Zembahk are creatures of magic that feed on tiny
       amounts of magic energy.
       Average Life Span: 300 years old (half or less when a component
       for bio-technology) .
       Splugorth Slave Market Value: 400,000 to 600,000 credits [I]41st
       century currency[/I]
       [i]Trusted Humanoids:[/I]
       Feling Tigress
       Kindron Whitefire
       Nikki Straver [I]Best Friend[/I]
       Hiroshi Akuma
       Atlas III
       Xylo [I]though he still unintentionally scares her from time to
       time[/I]
       Ring Master and most of the other members of the Psycho Circus
       Atlantica Deimos
       Turk Florentine and most of the other 15 members of the New Star
       Rifters
       Abilities:
       [I]Worm Physiology:[/I] The ability to have the physical form
       and abilities of a worm. With many types of worms from flat
       worms to tubular, this is one of the simplest lifeforms found
       throughout the world and perhaps the universe with astounding
       methods of evolution and survival from asexual reproduction to
       regeneration when portions are cut off. Zembahk are mystical
       worms that evolved on a green, lush planet with a tremendous
       amounts of magic.
       The zembahk are an indigenous life form from one of the worlds
       conquered by the Splugorth. The creatures are ugly by human
       standards, resembling a length of intestine, or a giant fleshy
       worm, with a single, large, white eye in the middle of its head.
       Despite their appearance, the zembahk are gentle, peace loving
       creatures that live in harmony with nature. Or so it was before
       the Splugorth invaded their world.
       The Splugorth discovered that zembahk were ideal for use in
       bio-wizardry. The creatures have an incredible amount of magic
       and psychic energies and can be used as a mystic or psionic
       power source/generator, and can be utilized to instill a number
       of different powers and abilities into bio-wizard devices
       (whether the creature know that particular magic spell or not).
       Unfortunately, the conversion into a bio-wizard device either
       lobotomizes the Zembahk or requires the surgical extraction of a
       particular organ, like the brain, eye and other body parts,
       killing it.
       The Splugorth capture and breed the creatures specifically for
       their enslaving magic. They have billions of the creatures in
       stasis and raid the zembahk homeworld regularly for new stock.
       They have even seeded new planets with the mystic worms, letting
       the poor creatures think they have escaped, when they are really
       only new breeding stock. A horrible fate for a gentle race of
       sentient beings.
       The Splugorth hoard the precious zembahk, refusing to share them
       except as components in bio-wizardry. Even the location of the
       zembahk homeworld is a carefully guarded secret. The zembahk are
       not dimensional travelers so they are seldom found on other
       worlds and are considered extremely rare. Still, wherever there
       is a Splugorth colony, there are likely to be escaped zembahk
       and Earth is no exception.
       The zembahk tend to have a low I.Q. compared to humans, but they
       are far from stupid, they simply rely more on instinct and
       psionic perception (empathy, telepathy and other senses) than
       technology or science. These little peace loving aliens have no
       need for machines or physical strength. Instead, they use their
       innate mystical and psionic powers for transportation,
       construction and defense.
       In their natural habitat, they live in harmony with nature and
       enjoy a quiet, peaceful life, surrounded by beauty, nature, and
       art. Their outlook on life is fairly black and white. There is
       good and bad, sorrow and happiness, love and hate, and pain and
       comfort. As a rule, the zembahk look for and encourage goodness,
       happiness, love and comfort. Their reaction to basic feelings
       and lack of desire for possessions, money, power and knowledge
       may seem child like to some humans. The naive zembahk's love for
       life and all things living makes them friendly, kind,
       adventurous, and very curious about other life forms.
       [i]Natural Abilities:[/I]
       Nightvision: Zembahk can see in any low light and night
       condition up to 600ft.
       See the Invisible: Zembahk can naturally see any and all
       creatures, entities, and items that are invisible or turned
       invisible with no effort.
       Polarized Vision: Zembahk have polarized vision, so they can
       tell direction by looking at the position of the sun's rays
       (88%).
       Natural Physical Abilities: Zembahk can prowl at 48% , swim at
       88%, climb at 88% and communicates psionically.
       Special Magic Knowledge: Zembahk can sense ley line and magic
       energy, perform ley line transmissions (images only), and ley
       line phasing the same as a ley line walker. They also recognize
       magic circles and wards at 50%, recognize enchantment at 40%,
       recognize magic items and weapons at 30%, recognize runes, rune
       weapons, and bio-wizard devices at 65%.
       Magic Energy Feeder: Zembahk have no visible mouth, ears, or
       even an anus. This means that zembahk don’t feed like other
       normal animals. Being creatures of magic, zembahk feed off tiny,
       mostly unnoticeable amounts of magic energy for nutrition and
       food.
       [I]Peak Zembahk Physical Condition:[/I] The ability to have the
       peak physical condition of the Zembahk Mystical Worm. Zembahk
       worms in peak physical condition have the same attributes as the
       average human (not Peak Human Condition human). The only
       attribute that zembahk have that is not the same the average
       human is intelligence. Most Peak Zembahks have the IQ of a 12
       year old child with some genius zembahk having the IQ of a 17
       year old child like Pinky.
       [I]Magic:[/I] Zembahk intuitively knows all level one through
       five (Beginner to Intermediate) magic spells. Then, much like a
       mystic, two new spells can be attained by meditation per each
       level of experience. Make selections from spells level six
       through eleven, except metamorphosis and summoning spells. Pinky
       has also learned the spells of Illusion, Open Dimensional
       Portal, Close Dimensional Portal, Call Lightning, Teleport,
       Telekinesis, and Lightblade (magic version of pis-sword that is
       more effective against vampires, undead, shadow creature/beings,
       and demons that are weak against light, +10% to strike normal
       opponents/+30% to strike vampires, undead, supernaturals weak
       against light and appears as an extension of the tail).
       [I]Psionics:[/I] Zembahk possess all healing and sensitive
       powers, plus alter aura, ectoplasm, impervious to cold,
       impervious to fire, super bio-regeneration (M.D.C.), empathic
       transmission, group mind block, mind block auto-defense, mind
       bolt, psi-sword (appears as an extension of the tail), and
       telekinetic force field.
       Combat/Passive Skills:
       [i]Social Intuition aka Common Touch:[/I] User intuitively
       determines how to interact with subjects. One with this ability
       could tell exactly what to say to interact with certain people,
       or tell the rank of a person within a group. The user also gains
       a great voice, eloquence, and charisma.
       [I]Artistic Intuition:[/I] The ability to possess knowledge and
       skill in one or more artistic ways. The user possess great
       knowledge and skill in art, such as painting a picture without
       any education.
       [i]Lore: Demons & Monsters:[/I] This is the study of demonic
       creatures and supernatural monsters common to Earth throughout
       the ages and around the world. General knowledge includes
       legends of ancient and primitive cultures, Dark Ages tales, and
       the myths and legends of vampires and the most famous demons and
       monsters, including the dark gods they serve. Specific knowledge
       is limited to continent where the character lives/originates
       this includes names of demons and monsters common to that part
       of the world, appearances, reputed places of demonic habitation
       and attraction, and the creatures’ known powers, appearances,
       habits, weaknesses, strengths, powers, abilities, demonic
       possessions, desires, and goals. A master of this lore may be
       able to identify a particular type of monster by hearing its
       description or a description of its actions, seeing a drawing or
       a photograph, or even by footprints, how it behaved, killed, or
       exhibited certain abilities.
       [i]Mathematics: Basic:[/I] Knowledge of basic math, including
       the ability to count, addition, subtraction, multiplication,
       division, and fractions.
       [i]Knowledge: Literacy:[/I] The ability to read one or more
       languages. Pinky can read the following languages:
       Dragonese/Elven: 98% chance of successful understanding
       American English: 98% chance of successful understanding
       British English: 90% chance of successful understanding
       Japanese: 85% chance of successful understanding
       [I]Dance:[/I] A practiced skill in the art of dancing, the
       character is especially smooth and graceful; a joy to dance
       with. Can learn new dance steps/moves much more quickly than
       somebody who cannot dance. [I]Note:[/I] Wait to see how a
       zembahk can dance without legs and arms.
       [I]Detect Ambush:[/I] Training that develops an eye for spotting
       locations and terrain suitable for ambushes and being ambushed.
       It also provides a rudimentary knowledge of guerrilla tactics
       used by the enemy. The Detect Ambush skill gives its user the
       ability to spot potential ambush sites based on terrain and
       possible mode of attack. It is not specific enough to detect
       individuals prowling.
       [I]Detect Concealment:[/I] This skill enables the individual to
       spot and recognize camouflage, hunting blinds, trip wires,
       concealed structures/buildings and vehicles, secret doors and
       compartments, as well as confers the ability to construct
       unobtrusive shelters, use camouflage, and blend into the
       environment. The Detect Concealment skill is specifically
       designed to help a character to spot things that are hidden.
       [i]Hand to Hand Combat: Basic:[/I] This skill provides
       elementary fighting techniques and methods of attack and
       self-defense as taught in military basic training or in
       self-defense classes.
       [i]Lore: Faeries & Creatures of Magic:[/I] The study of faeries,
       goblins, shape changers, giants, dragons, sphinxes, and
       creatures of magic throughout the ages via lore, mythology,
       legends, and firsthand accounts. This skill is effectively the
       same as other Lore skills except that the emphasis of the lore
       is on Faerie Folk, dragons, and other magical creatures and
       beings (creatures/beings that are neither demonic nor
       supernatural but long lived and associated with magical powers).
       The faeries of ancient mythology include Faeries, Sprites,
       Pixies, Brownies, Leprechauns, Bogies, Toad Stools, Pucks,
       Kelpies, Gnomes, Goblins, Tengu, Fox Faeries, and a host of
       other creatures of magic.
       [i]Lore: Magic:[/I] This area of study does NOT give the
       character any magic abilities, the ability to use techno-wizard
       devices, or the ability to read magic symbols.
       This area of study provides general knowledge, theories and
       historical reference on how magic works, common magical powers
       and spells, their effects, who possesses such magic, notable
       creatures of magic, various types of magic users, places of
       reputed magical significance and power, and myths and legends
       about magic, the most famous magic items, and notorious
       sorcerers. Although the character cannot read runes or mystic
       symbols, he is likely to be able to recognize whether the symbol
       is real magic ward, rune, warning, part of an inscription or
       spell, or a fake.
       [i]Weapon Proficiency: Sword:[/I] Combat skill with small and
       large swords including fencing type training. The character is
       trained in the use of swords including short swords, rapiers,
       sabers, broadswords, and long swords.
       [I]Identify Plants and Fruit:[/I] Training in the recognition of
       the many different types of wild plants and vegetation and where
       they grow. The emphasis is on finding and identifying edible
       berries, fruits, vegetables, mushrooms, roots, bark, and plants
       as well as plants that have herbal and medicinal qualities and
       staying away from poisonous plants and fruit.
       [I]Land Navigation:[/I] This skill enables the character to stay
       on course while traveling over land by means of observation and
       memorization. It includes mentally marking/recognizing
       geographic landmarks, estimating distance and movement,
       recognizing sounds, night traveling, marking a trail, and other
       navigation tricks.
       [I]Wilderness Survival:[/I] Techniques for living off the land
       including getting water, finding food, shelter, and help when
       stranded in wild forests, deserts, or mountains. Characters
       without this skill will not be able to stay healthy for more
       than a few days in the wilderness once their supplies run out.
       [i]Pilot: Hoverboard:[/I] This is a skill in the specific use of
       hoverboards, a skateboard like hover vehicle. These devices are
       considered a child’s toy but can gain more height than the
       typical wheeled skateboard. Characters with this skill can pull
       off simple and complex tricks with little to no effort and
       maneuver through streets, sidewalks, alleys, and around
       obstacles like a professional.
       Weaknesses: Zembahk may be creatures of magic with high amounts
       of magic and psychic energy, but they are still mortal and can
       be killed with a well placed fatal strike. Zembahk can be
       affected by the negative side effects of ley line storms just
       like magic/chi/mana users and psychics: malfunctions of magic
       and psychic abilities and ley line storm lightning attractor.
       Zembahk have no mouths thus do not make noise and must
       communicate psychically which can be a problem when trying to
       communicate with psychically closed creatures and beings.
       Blocking zembahk from all sources of magic energy will starve
       them to death after so long of captivity.
       Weapons: Pinky, like all zembahk worms, uses only her magic and
       psionics as weapons
       Special Items:
       [I]Pinky’s TW Magic Mover:[/I] This looks like an ordinary
       child’s folding hoverboard (skateboard without wheels) that has
       a worm-sized pilot box attached. Nikki took a hoverboard and
       modified it to be able to seat Pinky and operate with magic. By
       adding a diamond with a Fly spell and a quartz with an Attune
       Object to Owner spell makes it so the hoverboard is powered with
       Pinky’s magic once activated and can only be used and controlled
       by Pinky. The Fly spell lasts for one hour per activation and
       the Attune Object to Owner spell must be reactivated every 5
       years. A second diamond in the hoverboard contains an Armor of
       Ithan spell. When the second diamond is activated, the spell
       creates a magic invisible armor over the hoverboard and Pinky
       (thanks to the pilot box) that has the armor equivalent of a
       heavy armor helmet of combat power suit. The Armor of Ithan
       spell lasts for one hour or until destroyed/dispelled. Though
       zembahk are not known for using machines like Techno-Wizard
       devices, Pinky has taken to this device well as she has found it
       to be a faster and less physically exerting way to get around
       than crawling without teleporting and loves using it for most
       casual exploring of safe surroundings. This device is carried in
       Nikki’s backpack when not in use.
       Personality: Pinky is shy towards strangers at first which is
       understandable after what her race have been through with the
       Splugorth and their minions. Once she warms up to someone, Pinky
       is like many of her kind. She is fun-loving, peaceful, gentle,
       humorous, and extremely curious about new sights, places,
       objects, animals, and people with the zest of a 15 year old
       human girl.
       Bio: Pinky was just your average zembahk living happily on a
       Splugorth slave breeding planet though her people didn’t know it
       at the time. The planet, which the Splugorth call New Splynn, is
       one that has an astronomical amount of magic with very little
       advanced life, all of which the Splugorth use as Bio-Wizard
       components. Zembahk are actually one of the two most advanced
       life forms on the planet with Pinky being one of their geniuses.
       She and her people had built homes among plants and stones in
       ways that do not harm nature and lived happily with other less
       intelligent life forms by helping the peaceful ones whenever
       possible.
       It was around Pinky’s 80th birthday when the Splugorth known as
       Splynncryth sent slavers to raid New Splynn for zembahk and
       other useful creatures of magic. As the slavers and their
       assistants made their raids, Pinky happen to be one of the
       unfortunate souls to be captured and put on stasis until need as
       components.
       The next thing Pinky remembers after being captured and put on
       stasis is waking up to see the sad and kind face of the captured
       Nikki Straver. Pinky instantly began pleading psychically by
       showing Nikki what had happened. Nikki almost started crying as
       Pinky’s story sound much like her own. Luckily, the night that
       Nikki released Pinky from stasis while being forced to learn how
       to make Splugorth Bio-Wizard devices is the same night that
       Feling and Atlas came to the rescue.
       Feling and Atlas knew the chance that they were taking by doing
       the break in that they were doing. Breaking into the Splugorth
       research dimensional pyramid simply called the Asylum is more
       difficult than breaking into Heaven from what rumors have said.
       So far that night, Feling and Atlas were seemingly to be getting
       lucky especially when they met Hiroshi who helped with locks.
       They were quick to enter the room where Pinky and Nikki were
       sitting and communicating. Feling is the first through the door
       while speaking.
       Feling: Nikki, let’s go! We don’t have long before Powerlords
       are on top of us.
       Nikki: Right! She looks to Pinky and lowers her hand as she
       stands. Come on, little one. You’re coming with.
       Feling: Iaya.. We don’t have time to grab a pet.
       Nikki: It’s.. Pinky gets on Nikki’s hand and wraps around
       Nikki’s arm as she impresses on Nikki to refer to her as a girl.
       Excuse me. She’s been kidnapped too, and I’m not leaving here to
       her fate.
       Atlas: Stop arguing and let’s go! Save the zembahk since it’s
       still alive.
       Feling: Fine.. Fine. Let’s just go!
       They leave the research room that Pinky and Nikki had been
       locked and meet with Hiroshi. They all take off for the central
       room that Feling and Atlas had first appeared. Before Atlas
       could get the teleportation stone to full functionality, a
       couple of gurgoyles ran in and a fight ensued as Feling and
       Hiroshi both leapt into action. Feling took it easy with her
       powers as she fought next to Hiroshi so she could gauge his
       fighting performance. Hiroshi impressed her quite a bit. They
       were all finally able to be teleported to a different place but
       this place was definitely far older than the one they had just
       left as the old teleportation room of the Giza Pyramid was in
       full view.
       Since that day which was about 5 years ago for them, Pinky has
       become quite the member and mascot. She quickly picked up on new
       spells, learned how to use a sword better with training from
       Hiroshi, learned basic hand to hand combat (or hand to tail
       combat being a better phrase) from Feling and Whitefire, and
       even learned new skills. Pinky even learned how to use a
       hoverboard as an easier way to get around New Star Rifters’ home
       base and how to use the Telekinesis spell in combat. Though
       zembahk are typically looked at as simply smart animals, Pinky
       has gone past proving that stereotypical outlook as wrong and
       has proved that a well trained zembahk can be as tough and smart
       as any humanoid.
       Pinky the Zembahk Picture:
  HTML https://imgur.com/a/4bEpqTc
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