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Ok, I admit that I've failed somewhere before. But anyway welcome. Just a brief intro on what you should expect here:
1. Football. Not gonna post much of that any soon since season is over. :S
2. Anime, Games, etc. Just abt anything conceivable under the Japanese radar barring anything and everything Rule 34. Now that's illegal. Period. -.-;
3. Music. Everything to do with it is listed under the tab.
5. Unacceptable humour: Anything and everything is fair game here. As long as I don't get rounded up by the ISA. -.-'

6.
The Known World=Fantasy world building in process. I: Used to be glossary, now devoted to random rambling; II: Character Concepts; III: Lore.
7. der Wolf=my Fictionpress account under the moniker Tsumujikaze no Soujutsu. A Ranger's Tale is hosted under this page. :)
8. New section now upped. Maybe I should also gun for upping A Ranger's Tale here since I do have this funny feeling that traffic coming to here is way more than whatever I'll get in FP.

Statement of intent: Everything said here is a figment of personal opinion, be it me or anybody commenting. I try to be responsible, but my parents=/=parents of the world.

@Druid of Luhn: Crap. Should have remembered far earlier to give you the credit for your CSS text box code. :(

A/N: But sadly, it seems that your CSS text box code has now been halved efficiency wise. :(

That most important note I should have added: Any images posted in this blog are NOT my own stuff. I got them from Google image search, I don't earn any shit by being a thief and liar. Those responsible for the pictures, rest assured that you all are great artists in your own regards. Sadly, we all know what limited space means in terms of posting.

Latest Note: Changed alignment for my page widgets due to my worry that I can't centre align the thing.

Note on A Ranger's Tale: In case any complaining fella wants to have a legal case with me, let this be known that A Ranger's Tale is rated M by default. I've upped the swearing and somewhat a bit on the dark/gritty factor. You all have been warned, let no little boy and girl enter the forbidden realm.

Latest on ART: A Ranger's Tale now starting to kick back in gear. But I really hate the insanely fluctuating climate here in S'pore.

P.S: Oh, and one more thing. Vid below is yet another ideal OP for A Ranger's Tale.

Sunday, 22 September 2013

Lore: High Realm of Teutonia (Part 7)

Cont'd from Part 6...



History

Der Langriess... a people filled with ancient heritage nobody knows of. It's been whispered that when the Causaceans first settled in the Greater North, der Langriess were already there. Held in awe and admiration, these are a people fair and strong, yet looking just like every Human. Although their pride perished in the subsequent conflict, the Teutonians argue that it was down to their other two Causacean brothers, the Kalarans and Slarveans. Claiming to be der Langriess' saviours, the Teutonians nevertheless dare not rile up this broken race. Ages passed by and no one could ever call himself a pure der Langriess. However, it seems that there will always be bastards held in highest esteem...


The Green Branch

In terms of light cavalry, the Reivers are feared rightfully for their lightning quick raids and armour piercing crossbows. At the same time, those living in uncharted forests are required to take up arms. These are the woodsmen armed with axes, otherwise known as the Tragen. Despising usage of artillery, no Teutonian noble will ever desire a rangesman's path. Yet, the Aegil Orden choose to rebel against this norm, these are bands of hunter-warriors providing vital tactical support within forest terrain. Last but mayhap the most fearsome of them all are the enigmatic Fianna. Only closest allies and enemies already dead have seen them face to face, it is rumoured that only the High Lord can request for an audience without prior notice.
Also it's noteworthy to say that every man and woman relevant is obligated to serve the Green Branch, something confounding even the Old Ways' finest scholars.


Reivers
Hailing from the endless swathes of Middle Plains, the Reivers are a proud and warlike people. Many a time, folks would question whether the Pferdin are descendants of their hated northern foe, the Slarveans. Yet, there is no question on where the Pferdin's loyalty lies.

Arms and armour
With brigandine and open faced conical helm made from steel, the Reivers favour speed and mobility over protection. Every Reiver must have three weapons prepared: lance, crossbow, dirk. While it is noteworthy that apart from the knights, only Reivers are allowed to use a lance, a Reiver lance is made differently from a knight's lance. Lances used by knights tend to be heavier with the handguard being more prominent. Reviers on the other hand prefer their lances to resemble the shape of a long spear. However, death follows folly should one see it as just a spear. The tip is sharp, yet its form is that of a spike. Simply put, the thrusting impact will still be greater due to a wider base diametre. The dirk is perhaps the most interesting out of the three. Whilst 'tis true that a dirk must be the least requirement, there are also those with major repute wielding long swords instead.

Mount
Steeds ridden by the Reivers are extremely prized by nobles and the High Lord alike. Indeed 'tis oft said that a Reiver's foal can outrun the finest stallion. Whether it is true or sheer exaggeration remains a question, yet only a fool will question this. As a people used to nomadic lifestyle, the Pferdin always boast greatly about their riding skills, claiming that every rider is born from the mother's womb.

Tactics
Thriving on flat terrain and gullies, the Reivers will never fight a war of attrition. Before initiating a charge, the first line of riders must prepare their crossbows beforehand. Riding just behind are those preparing to skewer the enemy, a loose formation adopted due to tactical want. In order to maximise this tactic's potential, the first wave must form a compact line with the latter wave close behind. Once the first volley is released, the foremost riders will split their numbers in half in order to facilitate the follow up charge. This is for frontal charging. However, Reivers are known to split their numbers efficiently, so that the enemy can be easily charged from the rear or flank.

Tragen
Teutonia is a realm filled with diverse terrain. From fertile plains protected by the Inner Circle to dense forest and rocky high ground forming much of its borders, it is no wonder to see this proud kingdom retaining a fortress' bragging rights. If Reivers are warriors of the plains, then the Tragen are surely infantry of the woods. Rumoured to be the ones most akin to der Langriess, the Tragen had ended more than their fair share of unwitting fools through axe and ambush.

Arms and armour
Wearing only simple hunting garb and leather jerkin as protection, a Tragen is still nonetheless more than a knight's match. What is truly fearsome about this people is their axe mastery. There are two types of axes used, every Tragen must be a master of both. The first is a typical woodsman axe, simple in make, deadly in force. The second is the lighter variety, a throwing axe. No matter what, a Tragen's axe is the sharpest axe. Reasons behind such supreme craftsmanship remains undivulged, for this is the Tragen's only art.

Tactics
Never one to ride steeds in battle, the Tragen are masters of ambush tactics. Navigating through forests is like walking on flat ground, they can stay unmoving for hours or even couple of days. Their ambush will always be swift and brutal, their keenest arms cleaving through steel, flesh, and bones.

The Aegil Orden
If the Tragen are known to be bears of Teutonia, then the Aegil Orden must surely be the hawks and eagles. Living in harmony with their hulking cousins, the Orden (as they're commonly called) are not considered as merely descendants of der Langriess. Rather, they also accept others having nowhere to go.

Arms and armour
Dressed in forest green and wearing wooden mask, those of the Aegil Orden can only count upon their famed longbow as the only mean. Unlike the militia rangesmen, the Orden will only arm themselves with the finest. Experts in bow crafting, a member's longbow is technically a flat bow made from yew. Their only armour available is a leather suit dyed green.

Tactics
Relying on sniping and baiting alone is not enough for an ordinary bowman, but the Orden are anything but that. Living in the wilds with only bow and arrows for arms, these hunters have refined another aspect of war: setting traps. Be it baiting enemy forces to unwitting death or lethal sniping, not even the nobility dare to deride them. At least not in the open where every tree has its ears.

The Fianna
Everything about the Fianna is a shrouding mist of obscurity. However, they are known to reverse the tide of battles whenever called upon. Their numbers may seem to be the least out of the Green Branch, but it's also rumoured that for every one Fianna killed, five enemies will serve as company.

Arms and armour
Dressed in green and grey, whatever sightings seem to suggest their armour is made of chainmail, brigandine, or scale mail. Even then, such gear only covers the upper body with either short sleeves or sleeveless. With their heads hooded during conflict, lack of clarity only serves to heighten every opponent's fear. As for weapons, word has it that not only do they wield hunting bows and spears, but also swords despite none of them proven as knights.

Mount
Nothing is known about their steeds or how they are reared. One thing for sure though is this: Steeds belonging to the Fianna are not considered normal. This is because the Fianna are capable of navigating the most difficult terrain by horse. Or so 'tis what every folk says.

Tactics
No one has ever seen the Fianna in war, but military commanders believe their tactics to be some form of enemy disruption rather than annihilation. Indeed it is always said that "the more men you have, the more men will die".

To be cont'd...

Saturday, 21 September 2013

Lore: The High Realm of Teutonia (Part 6)

Cont'd from Part 5...




The Purple Branch

Anglsax, capital city of Teutonia. This is a place of greatest splendour, only the finest are allowed to ply their trade. Here, not only do we see the Seat of Kings, but also the Sidhe Court. Separating itself into the Seelie and Unseelie, the former is tasked with administrative supervision while the Unseelie is in charge of military decisions. Hence, only the best soldiers will do in defending not only Anglsax's security, but the Teutonian pride as well.


Weissgarde
Finest of the best, these are knights picked from their respective Houses. Age is never an issue, only innate martial talent counts. Their armour is the same as normal knights, only two things they lack are a shield and helm. Every Weissgarde must have a greatsword by his side, this is the only sign of office. In short, this is also a weapon reserved for the Weissgarde.

Duty
Used as guardians and war champions, a Weissgarde must never leave any General's side. Deployment is at the Captain's discretion, every lord commanding an army must be protected nonetheless. Should a challenge for single duel arises, one of their numbers must answer the call.

Kreutzwacht
Clad in steel hauberk and leather, the Kreutzwacht are Barons stripped of their lands. However, this is proof of glory, not humiliation. For every Baron's duty is to his people firstly, only those without inheritance are able to serve Anglsax without distraction. Hence, every member must retain his Baron title with the second in line possessing all, but the rightful title. The choice of weapons vary, but every Kreutzwacht must have a dirk with a cross shaped pommel.

Duty
Tasked with maintaining law and order in Anglsax, the Kreutzwacht is also in charge of leading infantry defences. Known as capable field tacticians, hence every battalion will always have two Kreutzwcht present, one as the main leader and the other his assistant.


Schattengarde
Wearing only grey and black, the Schattengarde are those without honour, yet granted undeserved grace from the High Lord. Every year, recruiters known as les corneille scour the entire Teutonia in search for new members. Only newborn infants are selected, for training is extremely intense to say the least, absolutely brutal more likely. Indeed 'tis said that out of a million babies taken, less than one tenth managed to survive. Needless to say, no parent has ever asked second questions once agreeing to give up the child. In particular, rumours has it that many such infant recruits are bastards born with noble blood, but with no title or name. Weapons wise, every Schattengarde must know how to improvise with whatever they have in hand, be it light or heavy, sword or any others.

Duty
The Schattengarde can never show themselves in open, theirs is a life of anonymity and death. If the Weissgarde are in charge of protecting military commanders in times of war, then the Schattengarde are burdened with the duty to guard the High Lord and his entire family. 'Tis not a matter of peace or conflict, for any substantial word of treachery will always be dealt with swiftly and without even nary a whisper. This is exactly why these assassins are rightly feared, a capable High Lord can even deploy them behind the enemy lines.

to be cont'd...

P.S: Suddenly developed ideas on the Sidhe Court, now have to think how to accommodate space for that.

Friday, 20 September 2013

Lore: The High Realm of Teutonia (Part 5)

Cont'd from Part 4...



MILITARY:
Military might is the mainstay of Teutonia. Without strength of arms and valour, the Old Ways will cease to fade. Three branches exist for this purpose, namely the Red Branch, Purple Branch, and Green Branch.

The Red Branch consist of armies commanded by the Barons while the Purple Branch is under Anglsax's rule. Forces belonging to the Red Branch comprise of knights and militia, those under the Purple Branch are specialised units capable defeating ten enemy soldiers for every one of their own felled.

The Green Branch is perhaps the most interesting Branch, for those warriors bear no obligations towards any Baron, their loyalty is to the High Lord. Indeed duty to the Seat of Kings is the only reason why they never rebelled right from the start. Hence, 'tis a little wonder hearing local folks whisper word on the Green Branch being descendants of the High Realm's first settlers, der Langriess.


The Red Branch


Militia
Every fief must have its own army, knights alone are never enough. The Old Ways will always demand total loyalty from every man and woman, smallborne and nobility. Upon the age of twelve summers, every smallborne male must pledge himself to military service. In peace, two third of the population are allowed to till their farms with the remaining third staying on military standby.

Equipment
The militia is only allowed to have the simplest arms and armour. Only spears and bows are allowed, armour made from boiled leather stuffed with hemp is the only luxury affordable.

Mount
Farm horses are to be the only form of war mounts any militia can afford at most.

System
The Teutonian militia system quintessentially classifies itself into four castes: rangesmen, spearmen, horsemen, men-at-arms.

Rangesmen-Archery troops comprising of young lads new to war and old folks used to loss, their only weapon is a simple self bow of lowest quality. They will always be the ones chosen on standby, deployment is extremely easy as in placing them on defensive high ground.

Spearmen-Infantry troops comprising of men somewhat hardened if death failed to stake its claim first. With crudely made spears their only pride, every spearman can only choose to advance and not retreating, no matter what. Failure to do so warrants public execution via beheading, this is also the rule for every militia member.

Horsemen-Light cavalry tasked with scouting and being decoys, the horsemen would more oft than not be the first ones to die. Armed with bow and spear, many chose this most perilous path out of their masters' promise to grant their families one year free from tax levy.

Men at arms-Only the fittest young men are worthy of such honour, men-at-arms are every nobility's personal guard. In return, the nobles are required to care for their needs. Far better trained with equally fine equipment, the only regret suffered is a life of eternal service where only death or shame shall break their oath apart.

Halberdiers
Core infantry units of the High Realm, halberdiers are always the first line of defense. They are not considered part of any Baron's militia, these are actually formally trained soldiers hailing from the capital city, Anglsax. Conscription is not compulsory, yet many youthful lads heed the call. Deployment is decided by the Marquis Warden. However, a halberdier must remain loyal to whichever Baron he happened to fight for. Indeed serving the realm is the only way to recognition, being slain in battle will result in undying honour and pride, not lamentations nor regret.

Armour: Open helm of conical design is the hallmark of every halberdier, a full chainmail suit completes the gear. No shield is allowed, for only knights are permitted to have them. In short, being a halberdier means being a smallborne, albeit one much better off.

Arms: Only a halberd is permitted, for this is the sole mark of duty tasked upon all.

Knights
Revered throughout the realm as paragons of honour, only male members of nobility can be knights. According to tenets of the Old Ways, every Baron's family must set aside his firstborn son for this very calling. Other sons apart from the firstborn are obligated to make a choice on whether they desire to take up arms once they reach fifteen summers.

Armour: Full Teutonian plate armour is quite different from its Kalaran counterpart. Kalaran knights prefer a smooth surfaced version with chainmail suit worn underneath while Teutonians worked their armour painstakingly. The plates are ridged, a full helm completes one single set. A flowing coat of metal scales provides additional protection, every knight must have a kite shield bearing his family's symbol.

Arms: The sword is an important mark of noble station, every knight must have one. While other forms of weaponry are allowed, sword mastery has became synonymous with knighthood. Ranged weapons are banned from usage, only the craven will attack beneath the shadows.

Mount: Every noble's House will have its own stable, this is where steeds are bred and reared. A warhorse is the pride of nobility, quantity and quality alike will define the noble's status amongst his peers. A knight's warhorse must not be seen without its barding once beyond the stable, otherwise the owner will be subjected to contempt, both from his noble peers and all smallborne alike.

To be cont'd*....
*laopeh recently like to deride me by asking what good can I do via playing FB apps. This is not to insult my laopeh, but rather a stark reminder that even a genius needs to have a gf. Let alone this phenom-wannabe typing here.

Wednesday, 18 September 2013

Lore: The High Realm of Teutonia (Part 4)

Cont'd from Part 3...




HENCE WE SWORE THE OATH OF OLD WAYS AND GLORY
Teutonia is arguably the only Causacean faction still remaining true to their ancestors' ways. While Kalarans are allowed absolute freedom in individual beliefs and the Slarveans subverting every word into nothing but military brutality, the Teutonians choose to stay their pride. Straying from even a single word constitutes to craven conduct, an offence tantamount to high treason.

There are three aspects of the Old Ways, namely the Common Way, Chaste Way, and Iron Way.

The Common Way
This is every commoner's duty to authority. As Teutonia is a realm ruled by feudal lords swearing fealty to Anglsax and the High Lord, this will always be a two fold system. Crown's Fealty demands all (including feudal lords) to bend the knee before the Seat of Kings, throne of the High Lord. For the commoners, this would be the Common Way. All without Deeds and Title are deemed commoners.

Hear ye, Fellows of mine!
Herein I proclaimest the Common Way.
Greed willn't claimest myselfe, merit be my path.
I shalt not shamest a lady, I shalt be honest true.
I am the wheat of Old Ways, my work hast begun.

The Chaste Way
This is every woman's obligation to traditional values. By this law, all womenfolk must get themselves married once they reach sixteen summers. Failure to do so will invite ridicule and humiliation to an entire family. There are two aspects to the Chaste Way, Fidelity and Piety.

Fidelity: Every wife must remain loyal to her husband, every maiden betrothed must prove herself a virgin once any word of question arises. Before that however, her parents must swear upon her life and their honour that their daughter is indeed one.

Piety: Every son owes his due to the Crown, every daughter to her father and mother. This is not to say sons have the right to disregard their parents, but rather correct priorities placed on the correct pair of shoulders.

Hear ye, Sistren of mine!
Herein I proclaimest the Chaste Way.
Fidelity is my shield, Piety my armour.
I shalt not shamest my bedchamber, my father and mother provest this.
I am the flower of Old Ways, my servitude hast begun.

The Iron Way
Iron, an element associated with steadfast loyalty and unmovable honour. This is every man's oath sworn once knighted. Since only male members of nobility can be knights, 'tis only right to expect a lot more.

Firstly, those subjected under the Iron Way must swear undying devotion to martial excellence. This is the Oath of Arms.

Second comes the Oath of Chivalry where protecting any woman's honour is the only acceptable way. While every Teutonian has to obey the unspoken rule of chivalry, only a knight can have the power to execute any offender on the spot. Indeed every knight is encouraged to do so, for 'tis part of their lofty station.

Last but not least, there is also the Oath of Honour. Every knight should never shirk from a challenge, for challenging a fellow noble means denying his family's ability and/or integrity. Every slight must be repaid, ten times more if necessary. The victor shall decide his terms, the vanquished awaiting his end.

Hear ye, Brethren of mine!
Herein I swearest the Iron Way.
I shalt fightest only the strong, 'tis my Oath of Arms.
I shalt protect all ladies, 'tis my Oath of Chivalry
Knowest no retreat nor be a craven madest, 'tis my Oath of Honour.
I am the Shield of Old Ways, my sword is keen.
My armour nigh unbreakable, 'tis my only fort.
Yea indeed my war hast begun and will never endeth.

To be cont'd....

Sunday, 15 September 2013

Alliance of the Atom (UC001-009)

Need to kill this off asap, I think Marvel got a lagi garang following in Japan. Okay, that's me talking cock since Capcom is technically part of Japan. :P

P.S: Started this post yesterday, end up seeing Justice served in my country. Apparently, somebodies forgot to educate their kids properly. Don't believe me, go see some of the comments here >>>http://singaporeseen.stomp.com.sg/singaporeseen/this-urban-jungle/man-dressed-as-superhero-lectures-passengers-on-train-etiquette

Most important note: R.I.P, Kurt. You have fought the good battle till the end, Logan can keep his Hell instead. Marvel benci lah!


Since they say creative ppl tend to be jerks, let limpeh push the jerkass command prompt all the way...

(X) (X) (X) (X) (X) (X)

UC001: Spider Woman

Cost-2

Life-17
Strength-8
Agility-7
Intelligence-1

Damage Type-Unarmed Melee
[can choose to use Hearts as Attack and Spades as Defend during combat]

Power [Brawl]
Maximum Resistance: Draw the top card from your deck. Spider Woman cannot be targeted by any opponent Character if the card value is 7 or more. Discard the drawn card if Maximum Resistance is activated, otherwise place the card at the bottom of your deck.

UC002: Pyro

Cost-1

Life-10
Strength-4
Agility-5
Intelligence-1

Damage Type-Area
[Every Attack during combat can target up till 3 Characters]

Power [Lock]
Inferno's Creation: You can choose to draw the top card from any Character's deck under your control during your Draw Phase. If it's a standard card, Pyro can attack up till 5 opponent Characters until end of your next turn. If it's any other card, Pyro can target all opponent Characters until end of your next turn. Discard all cards drawn this way. Shaping the Inferno can only be used once per turn.

UC003: Hydro-Man

Cost-1.5

Life-16
Strength-7
Agility-6
Intelligence-1

Damage Type-Unarmed Melee
[can choose to use Hearts as Attack and Spades as Defend during combat]

Power [Brawl]
Riptide: Whenever Hydro-Man is attacked, draw a card. If it's a standard Hearts card, Hydro-Man deals the same amount of damage as that card's value to the attacking Character. If it's any other card, add it to your hand. Riptide can only be used once per turn.

UC004: Thing

Cost-3

Life-20
Strength-9
Agility-1
Intelligence-1

Damage Type-Unarmed Melee
[can choose to use Hearts as Attack and Spades as Defend during combat]

Power [Rage]
Clobberin' Time!: Discard one standard Spades/Hearts card with value of 7 or more from your hand during your Draw Phase. Only Attack cards with value 7 or more can damage Thing. Every Attack from Thing counts as Rage effect.


UC005: Kitty Pryde

Cost: 2.5

Life-13
Strength-3
Agility-4
Intelligence-3

Damage Type-Unarmed Melee
[can choose to use Hearts as Attack and Spades as Defend during combat]

Power [Lock]
Intangible Disruption: Discard one standard Spades/Heart card from your hand if Kitty Pryde is attacked. Attacking Character takes the same amount of damage as the standard card's value. Intangible Disruption can only be used once per turn.

UC006: Boomerang

Cost: 3

Life-14
Strength-4
Agility-4
Intelligence-3

Damage Type-Tactical
[can use Diamonds, Clubs, Hearts, or Spades as Attack during combat]

Power [Lock]
Boomerang Specialist: Select one out of seven options during your Draw Phase. Boomerang's Attacks will have specific properties according to the option chosen. You cannot choose the same option twice in a row.
[Shatterangs-+3 damage dealt]
[Gasarangs-Cause Stun]
[Razorangs-Only Defend cards with value 6 or more can be used by opponent players]
[Screamarangs-Stun any two opponent Characters of your choice whenever damage is dealt successfully]
[Bladarangs-Only Heal cards with value 6 or more can be used by opponent players]
[Gravityrangs-Can use Diamonds, Clubs, Hearts, or Spades as Stun during combat]
[Reflexerangs-Cause both Stun and damage]

UC007: Garrison Kane

Cost: 3

Life-18
Strength-7
Agility-3
Intelligence-3

Damage Type-Tactical
[can use Diamonds, Clubs, Hearts, or Spades as Attack during combat]

Power [Leadership]
Interphasing Analysis: Target an opponent Character and draw the top card from your deck during your Main Phase. If you draw a standard card of any value, every Attack dealt by Garrison Kane to that opponent Character will count as Lock. If you draw any other card, Garrison Kane gains +1 to all stat permanently. Interphasing Analysis can only be used once per turn.

UC008: Hammer

Cost: 1

Life-12
Strength-4
Agility-2
Intelligence-4

Damage Type-Tactical
[can use Diamonds, Clubs, Hearts, or Spades as Attack during combat]

Power [Lock]
Artillery Innovation: During your Draw Phase, you can discard any four cards, i.e. 1 Diamonds, 1 Clubs, 1 Hearts, and 1 Spades. Hammer cannot be targeted by all opponent Characters until your next turn.

UC009: Banshee

Cost: 1.5

Life-15
Strength-5
Agility-7
Intelligence-1

Damage Type-Area
[Every Attack during combat can target up till 3 Characters]

Power [Lock]
Eldritch Blast: Discard any standard card from your hand during before Banshee declares an Attack. Add that card's value to Banshee's next Attack damage.

Saturday, 14 September 2013

A Lady's Life... (Alestrial Eliaden)

Apparently, there some things I'm capable of doing while I suck plainly at the rest. Come to think of it, I truly doubt I'll do any more of this post unless I know the correct timing (hey, I don't spoil shit for ppl, okay! I tak jahat, I lagi baik one hor!).



Foreword (b/c ppl say I enjoy talking cock and it's true)
One thing I enjoy writing in ART is this: the paradox of humanity. I don't know how to phrase it, but what I can tell you is that Ales isn't some dumb prissy bitch. Whenever we start talking about female nobility, chicks like Paris Hilton, Nicole Richie, and Kim Kardashian comes to mind (and no, this is only me talking within relevant context here). Negative stereotypes can be so fun to laugh at, it's not even funny to certain people (not me though).

Note: Anyone who understands how the Korean social values work will know that there's very little separating it from the Singaporean society. In short, I could be pulling off a daring stunt in the name of creativity. So do I care about that MOGEF banhammer?

Alestrial Eliaden: A Lament of Ideals and Cynicism
Ideals, we all have it. Cynicism, this is where we will stand once our fanciful dreams reach the end. If there's anybody eligible to be Emiya Shirou ver. Rule 63, it has to be Alestrial Eliaden. Now before every irate SHyn Corp member starts crying "CRUCIFY HIM!", allow this semi-pro fantasy novelist to say that everything is fictional. Lol if I wanted to be a jerk, I wouldn't have offed Garyth Parkins in-plot while giving Kagetus no Hyo'Ah an off-screen death (read: once a SSB, forever a SSB; once before a BoA fanboy, still technically one).

So what can I say about Ales? At first, my only intention was to create a token damsel. Back then, I had yet to come across works like A Song of Ice and Fire (although to be fair, I didn't read much stuff comparatively). Now while I'm a creationist (and I know this will invite ridicule from evolutionists), I'm still a firm believer in the evolution of humanity. In short, people change, this is what I mean (although whether we have already devolve into apes and monkeys instead remains a 50-50 argument). I'm no more different than the rest (including evolutionists as well since I hate to be a self-righteous prick) and I'm glad to say that my idea on Ales is truly a work of personal evolution. Hopefully, that is...

So are there any similarities between the prototype Ales and modded Ales? Well, there's such a thing called identity, and naive idealism is basically what remains unchanged. See why I referred her as Rule 63 Shirou? This is not internet pr0n, I'm talking up on her character persona. Yet, it must be known that this is where differences start erupting like Mt Vesuvius (credit goes to my secondary school's history curriculum).

And therein comes the real deal...

Now onto Dany and dragons. Initially, both concepts were virtually non-existent due to my planning still at infancy stage. Later on, Dany's character exploration and development played a major part in the sense that her life is all about how a little girl became fierce lady of war. Yet, it must also be known that Ales wasn't a little girl. Idealistic, yes. Hopelessly naive, no. She knew what would happen in the future, that there's no way to fight that monster called destiny. So what made her into the dreamer she could only be?

Without spoiling too much, let's just say that she couldn't let go of whatever she had experienced. Now you guys may remember a certain Erasmus Eliaden. The entire concept is quintessentially that of a humanist having to live with harsh reality. In short, Ales is living the same kind of life. Perhaps if she managed to let go, it might be for the better. Only problem is, she didn't do so.

I believe every one of us has an idealist hidden somewhere beneath, this is why Ales shouldn't be seen as just some token damsel icon. Apart from a fanciful dream, Ales doesn't have anything much to live for. If you people can look back on how she first met Aera and Guy, then you'll understand why I say so. I'm not too sure whether I've done an oversubtle job, but at least I did try.

Interestingly, there's a random female character offed by yours truly and she's really a bitch. Yet, Ales managed to endure Mayweather Luc's endless derision. I really enjoy exploring her character in this aspect since the focal point was all about saving another person, no matter how unworthy. Ironically, Ales knows from the start that her dream was merely an illusion.

From this view, I can liken it to a little girl understanding what she wants twenty years after. We all have ambitions and dreams when young. More specifically between age seven to twelve. Ales is a certified grown-up, but it's apparent that her inner world remains trapped in the past. Cynics call this an unattainable dream without hope, romantics call her attitude as brimming with faith.

Note that faith=/=optimism, this is why the first arc, The Wolf, the Boy, the Maiden Fair, ended up that way. Of course it's shown quite a few times before, but Eliador's presence just tripled the ante. At this moment, we all know Ales is facing an identity crisis (tbh, I've alrdy upped the relevant info via FB status quite a long time ago), and a lot of it has to do with her trust in Hugue Lloris. She knew this bloke couldn't be trusted, she chose to see him as Naran Lloris instead. In case you all have already forgotten, Naran was another character killed off-screen, someone managing to convince Ales of her current path. Is guilt a factor? I think we will all do foolish things once guilt sets in and the same goes for Ales.

On Eliador's impact, I'm keeping my cards close. I've got a good idea on where to carry this, my greatest headache is how I should go about portraying it. In case you ppl haven't noticed yet, Eliador de Lioncourt will play a major role in the entire plot...

Wolf or Lion?
Who will she choose? Every decent fantasy should have a decent romance, mine not excluded. It's quite interesting to realise whatever romance budding between her and Guy started off from that encounter with Aera. Given how much of a sociopathic dick is our titular character, I know many (?) of fans (??) will want a GA pairing rather than AA pairing (whether people will fanwank over Aera-Hyo is not my problem).

I hope this will work out fine since I'm not writing about vampires and werewolves plus some human chick. To this ambitious half-assed novelist here, the onus on me is to show how this complicated/convoluted relationship will shape the entire story and not just 2-3 characters only.

And lastly...


Wait, so you all are expecting me to up something totally different? 괜찮아요.

Thursday, 12 September 2013

ARGH!!!!!! Okay, close shop, close shop!

But before that, got some old score to settle... ]:-)

To die Schlange and le Neo, this is just me stirring shit up again. In particular, I still remember who is Sméagol...
To Mr Lim Chonghui... well, I still remember what Roger means.
To Tan Siewjing, I still remember you telling me abt this.
To Carling and Chief, here's your due.
To Stevie G.Ang, you did say before that I need to change myself in order to have gf. My answer?

To all the rest, I don't think I have any beef with you all. Hopefully that is...

Now with past issues out of my system...
Allow me to do some more fine tuning. Having too much ideas can screw you 10 times over. Benny Chen, Chen KB, and co, I know you ppl are laughing at me atm since highly creative ppl tend to experiment w/o any consideration. 

1. Technique is now officially counted as duration effect.
2. Dunno if got said this before, but Stance is now officially activated via holding down the relevant command button.
3. Two ways to cancel a Stance: either you release the button or your character gets hit first.
4. New upgrade: Houston, we have a Bond system here.
5. Bond system works like this: well, it's just translating individual PCs' relationship with Aeranath into actual gameplay, that's all.
6. Learning new Technique is possible depending on your choices made in Adventurer/Wanderer mode.

[+] [+] [+] [+] [+]

Guy Cody


Armour mastery:
Light/Medium

Default equipment:
Chainmail Undershirt [Rank C]
Gae Buidhe/Gae Dearg [Grail]

Grail effect:
[Gae Buidhe]-Damage dealt by Focus attacks cannot be healed; deal extra damage against Demons. Will not lose HP this way.
[Gae Dearg]-Increase melee reach; +1 to all stats except for Intelligence; automatically nullify enemy Magic and damage the caster. Activation requires at least one enemy killed in every 3 bouts, but will not lose HP this way.

Expertise:
Lancer

Affinity element:
Steel

Seasonal element:
Summer

Truth:
Lion-+1 Fortitude whenever any enemy is of higher Rank.

Skill:
Valour-Immune to panic* during combat.
*Panic status reduce damage dealt and increase damage taken.

Perception-Technique and Magic cost less SP whenever an enemy is of a lower Rank.

Leadership-20% chance of +1 Fortitude to entire party whenever an enemy is defeated.

Stance
Dolorous Stroke-First opponent within attacking reach will receive critical damage.

Technique:
Critical Eye-+40% critical damage.
Expertise bonus [Lancer]-+4% chance of critical hit.

Counter Movement-Enemy suffer -12% chance to hit while taking 5% more damage.
Expertise bonus [Lancer]-+8% chance to hit.

Spear Storm-+1 Strength and Speed; +10% critical damage.

Invictus-Remain stationary; -60% damage taken and +40% damage dealt.

Magic:
Vanir's Luck: Lir-Regain 10% SP; absorb all enemy Magic effects.
Duration-5 seconds

Vanir's Luck: Dian Cecht-Regenerate HP; +12% chance of Evasion.
Duration: 5 seconds

Vanir's Luck: Lugh-+20% damage. The lower the HP, the higher the damage.
Duration: 4 seconds

Vanir's Luck: Dagda-Automatically defeat any non-Boss enemy with 30% HP or less. Boss enemies with less than 30% HP will receive massive Fire damage instead.

Feat
Aurelius-Stun all enemies for 5 seconds and cancel all debuff effects affecting your party.

Drive
Lion of Teesside-Release a golden blast of energy shaped like a lion's head; all enemies in front receive damage and cannot use Magic afterwards.

Bond
Rival: +4% damage whenever Aeranath defeats an enemy; -20% damage taken whenever fighting enemy Boss.

+++++++
P.S: Apparently, living as a useless geek do have its perks. In short, Vanir's Luck is all about spamming Irish mythology. Sadly, 90% of this good shit is... well... erm... this.

Okay, now totally shagged out liao, let me just end this long ass multi-post with this unrelated clip: