DIR Return Create A Forum - Home
---------------------------------------------------------
The United Roleplayer's Guild
HTML https://unitedroleplayers.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: New Orleans/London Human/Dragon/Other Creature Prof...
*****************************************************
#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
*****************************************************