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Next Quiz Date: January 11, 2014
Subject: 999 (Nintendo DS)
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46  Media / Brush and Quill / Re: Some RPG monster sculptures I made recently on: June 30, 2011, 11:54:25 AM
Yoda:  It's papier mache.  Strips of paper (usually newsprint) coated with glue and then wrapped around to create three-dimensional shapes.  You can use wire armatures as a starting point, but it's not essential.

Azrael:  I don't sell them--it's illegal/unethical to profit from someone else's intellectual property without their consent/compensation.  My home is, as you say, just decorated with multitudes of little beasties I've made.
47  Media / Brush and Quill / Re: Some RPG monster sculptures I made recently on: June 28, 2011, 01:06:35 PM
I'm probably going to continue making things in the miniature scale for the forseeable future.  I just don't have the interest, or space, for larger pieces at this time.
48  Media / Brush and Quill / Re: Some RPG monster sculptures I made recently on: June 27, 2011, 11:59:34 AM
I haven't made anything that large in years, but I have made some figures that size and larger, mostly Transformers.  The biggest figures I've ever made were about 17 inches tall.
49  Media / Brush and Quill / FF8 Mesmerize on: June 08, 2011, 11:55:56 AM
Mesmerize



Mesmerizes are robust, horse-like creatures that can potentially be encountered in Squaresoft's 1999 Final Fantasy VIII Playstation video game. They favor open plains where they can gallop to-and-fro and graze as they please. Their thick coats also allow them to live comfortably in cold environments, so it is not at all uncommon to find herds of them milling about in snowfields as well. Mesmerizes are herbivores, subsisting largely on grasses, lichens, mosses, and similar fare.

In combat, a Mesmerize primarily relies on its unique, blade-like horn. This thin, sickle-shaped growth is incredibly keen, so much so that it can even slice through metal. The animal can slash with it in close quarters, cleave through the enemy with devastating galloping charges, or, most frightening of all, actually detach and fling the horn with a toss of its head, like a boomerang, to rip apart any opponent outside its immediate reach (the blade somehow magically reattaches itself to the Mesmerize's forehead when it returns from its flight). Should this edged weapon not prove effective against an enemy, Mesmerizes can also deliver crushing blunt force trauma via powerful kicks with their hooves.

It is possible to snap a Mesmerize's horn off during battle, which naturally decreases the animal's offensive capabilities considerably. Assuming the handicapped creature survives the fight, a Mesmerize generally regrows the structure in 1-3 weeks, depending on the severity of the break. In practice, however, damaging the horn is a technique that is seldom employed, at least not by intelligent creatures, because intact Mesmerize Blades are a valuable commodity on the open market. These trophies can be refined to create potent High Potions, Mega Potions, or Regeneration Magic. This makes Mesmerizes desirable targets for hunters and healers alike.

All attempts to domesticate Mesmerizes have, thus far, met with complete failure--the animals are simple too independent in spirit and prone to violence. Even a newborn colt, taken from its mother and weaned by hand, quickly becomes unmanageable and dangerous. Should anyone ever succeed in taming one, a Mesmerize would doubtlessly make an incredibly effective war steed.

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Materials:
Newsprint, tissue paper, white paper, white glue, acrylic paint, super glue, and plastic (transparent base only).

Dimensions:
3.2 cm/1.3 in. x 4.2 cm/1.7 in. (widest point x highest point)
(Excluding the horn/mane, this figure is 2.9 cm/1.1 in. tall at the tip of its ears.)

Time:
Two days: June 4 and 5, 2011. Later, on the 7th, I decided to add some fluffy chest hair to the finished figure in the same manner that I had previously done the mane and tail.







Mesmerize polygon game model.


Mesmerize Triple Triad card.


A Mesmerize using its' Blade Slice attack against Zell.

50  Media / Brush and Quill / Tiphon on: April 01, 2011, 11:35:07 AM
The ruins of a great temple sprawl before you. Picking your way carefully through the rubble, you make your way towards the pedestal of a shattered statue of the Goddess. Her colossal, decapitated head lies on its side, her stone eyes staring blindly into the infinite. "Where was your divine protection when the faithful needed you most, or wasn't this likeness grand enough to warrant your favor?" you bitterly query the silent monolith. In answer, the earth trembles and thoughts of the penalties levied by the gods for sacrilege run through your frightened mind. Out of the head's hollow, cracked neck one glistening eye stalk slowly emerges, followed by a second. Stone rasps against stone as the effigy rolls to an upright position and you find yourself cowering before a gargantuan snail with a most unusual choice for a shell. What blasphemy is this?



Tiphons are gigantic gastropods that can be encountered in Atlus' 1999 Revelations: The Demon Slayer [Japanese title: Megami Tensei Gaiden: Rasuto Baiburu (Reincarnation of The Goddess Side Story: Last Bible)] Gameboy Color video game [said title was previously published for the original Nintendo Gameboy (1992) and Sega Game Gear (1994), but only in Japan]. Like most of the creatures in the game, Tiphons can potentially be recruited into your party by (carefully) negotiating with them during a battle or you might spontaneously create one by fusing two other monsters together with Kishe's "Combine" spell. The name "Tiphon" is likely a misspelling of "Typhon"--the last, and deadliest, son of Gaea (Mother Earth). Typhon is best known for fathering many of the infamous monsters of Greek mythology and temporarily besting Zeus in one-on-one combat.

Tiphons cannot grow their own shells, which has led to many snide comments about "Uppity slugs that think they're snails". Much like hermit crabs, they simply move from one empty vessel to another as they increase in size. When queried by one of his disciples as to how big a Tiphon can grow, Gaia Master Vaerial's cryptic response was, "However large man's idolatry allows." Although only marginally sentient, Tiphons exhibit a disturbing preference for inhabiting statue fragments. If said accommodations are not readily available, these mollusks aren't above using their incredible strength to topple and shatter hollow monuments in order to create them. Scholars believe this behavior is indicative of Tiphons being the perverse creation of some unknown power that wishes to see humanity, and by extension, the gods, humbled.

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Materials:
Newsprint, tissue paper, white glue, acrylic paint, a wire twist tie segment, and gloss nail polish.

Dimensions:
3.0 cm/1.2 in. x 2.4 cm/0.9 in. (widest point x highest point)

Time:
Two days: March 28 and 29, 2011.




Original Gameboy grayscale graphics:


Gameboy Color graphics with Super Gameboy border:


Sega Game Gear remake version of Tiphon:

51  Media / Single-Player RPGs / Revelations The Demon Slayer/Last Bible bestiary on: March 25, 2011, 10:37:44 AM
I've been working on this for a while now, it's a combined bestiary for the Gameboy Color Megami Tensei Gaiden: Last Bible (Revelations: The Demon Slayer in North America) RPG and the Japanese Game Gear remake of the same title.  It's quite interesting, at least to me, to see the monster sprite evolution/changes between the two versions.  If you're not familiar with Megami Tensei, the hook for the series is that you can recruit almost any monster you meet into your party and use them as playable characters.

http://www.angelfire.com/ult/ace/RtDS_Bestiary.html
52  Media / Brush and Quill / Ghostly, Spiny, and Bloody Miscreants on: March 08, 2011, 11:27:52 AM
Phantom



Your flesh breaks out in goose bumps as a horrifying apparition slowly materializes before you. Its' ghostly body, a stereotypical white sheet, is perforated with huge, vacant eye holes set above a wide slit filled with bloody teeth. A striped red and black cane floats at the specter's side, and perched on top of the wraith's head is a bleached skull sporting a matching conical hat. Certain that these are your last moments of life, you cower in terror. But, to your surprise, the shade does you no harm, instead, in a scratchy voice, it prophecies that an earthquake will strike your village and the surrounding countryside at dawn. The spirit goes on to advise that everyone must get out of their homes and seek open ground, prior to said calamity, if they hope to survive it. With that grave message delivered, the spook disappears again, leaving you shaking in both fear and gratitude.



Phantoms are spectral demons that can be found in Atlus' 2002/2003 Gameboy Advance DemiKids: Light Version/Dark Version roleplaying video games (original Japanese titles: Shin Megami Tensei: Devil Children Book of Light/Book of Dark). The Light and Dark cartridge variations, while similar in the larger sense, feature different main protagonists and storylines, as well as some unique monsters and items--the idea, like in Nintendo's Pokemon, is that players with different versions will connect their Gameboy Advances to battle each other and trade/fuse monsters.

Phantoms can be encountered in random battles where they can either be slain for experience points and money or recruited to join your ever-growing Demonary (a demonic bestiary). Once a Phantom, or any other demon for that matter, has been enlisted, in addition to using it in combat, the specimen can be further augmented by fusing it with other fiends or items, thereby increasing its' powers or potentially transforming it into another creature altogether.

Contrary to their macabre appearance, Phantoms are actually friendly spirits. They often appear before the living, just before natural disasters strike, to warn them of the impending danger. If forced into battle, a Phantom can physically attack or cast freezing, healing, wind, and silencing spells.

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Materials:
Newsprint, tissue paper, white glue, acrylic paint, plastic (transparent base only), and super glue.

Dimensions:
2.9 cm/1.1 in. x 5.6 cm/2.2 in. (widest point x highest point)

Time:
Two days: March 4 and 5, 2011.















Spike Blop



Several blobs of green slime, each wearing a red, spiked turtle shell on top of its' head, ooze across the floor in your general direction. Before you can do anything about them, something suddenly slams into the ground beside your feet, narrowly missing you--it's another one of the creatures! Upside-down, its' sharp spines impaled in the earth, the gel wriggles madly as it attempts to right itself. Glancing upwards, you're dismayed to find several more of the gooey monsters slithering across the ceiling directly above you. As if on cue, they release their sticky grip on the stone surface and plummet downwards . . .



Spike Blops are armored slime monsters that can be encountered in 2009's Nintendo Dual Screen (DS) Mario & Luigi: Bowser's Inside Story roleplaying video game (RPG).

Spike Blops have two methods of attack that they can employ: First, they simply charge into their opponents, skewering them on their helmets, and, second, when located on a ceiling (which they can reach by leaping), they drop downwards when someone foolishly passes by underneath, impaling the target on impact. Naturally, due to their prickly head gear, Spike Blops cannot be stomped on without incurring injury--have Mario or Luigi give them a good smack with the hammer instead.

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Materials:
Newsprint, tissue paper, white glue, acrylic paint, and gloss nail polish.

Dimensions:
3.0 cm/1.2 in. x 2.7 cm/1.1 in. (widest point x highest point)
(The Blop is 2.5 cm/1.0 in. wide and 1.8 cm/0.7 in. tall sans Spike helmet.)

Time:
Several hours on February 23, 2011.







Bloodman

A large puddle of crimson liquid pours silently down the staircase and proceeds to slide across the floor towards you with alarming speed. As it draws near, ghastly humanoid forms begin to coagulate and rise out of the ichor. Their dripping fingers reach out towards you as frothy red bubbles burst forth from the gaping mouths in their crudely-formed faces. Somehow, you instinctively know that it's your own life's blood that these terrors are after.



Bloodmen are aberrations that can potentially be encountered in the Sword & Sorcery tabletop roleplaying game (which is Dungeons & Dragons 3rd Edition compatible, under the Open Gaming License for Wizards of The Coast's d20 System). These creatures are described in detail in Sword & Sorcery Studios' 2001 Creature Collection II: Dark Menagerie book.

Bloodmen feed by simply touching their intended prey. As soon as a physical connection is made, the target begins to bleed profusely from the contact spot, which the Bloodman immediately absorbs into its' own body. This liquid nourishment first goes towards restoring missing hit points (if any have been lost), and any excess gets stored as temporary extra hit points (which can potentially be used for reproduction, see below). Armor, shields, and natural protection (scales, thick fur, etc.) provide no defense whatsoever against the leeching caress of one of these crimson fiends. While Bloodmen can survive on the bodily fluids of smaller organisms during lean times, their never-ending hunger, and the compulsion to propagate more of their kind, drives them to seek larger prey. If a Bloodman can manage to drain enough blood from its victim(s)--in game terms, 22 extra temporary hit points--the creature can spawn a new, independent Bloodman that fully forms in 1-4 combat rounds.

Bloodmen frequently travel and hunt together in a large communal pool of 4-8 members. Although they cannot attack while in a completely liquid state, they may move at twice their normal speed (20 feet per turn instead of 10 feet) in this form. The greatest tactical concern posed by a pool of Bloodmen is that they can redistribute damage sustained by one of their number equally amongst the entire group (i.e., a blow that would deal 16 points of damage directed at an individual in an eight-member Bloodman pool would instead be divided up into 2 points of damage to each of them, dangerously prolonging the longevity of the brood in combat).

Due to their mostly liquid composition and lack of vital organs, Bloodmen are immune to slashing and piercing attacks (save those delivered by magical weapons, and, even then, only the bonus applies--for example, a successful hit with a scimitar +2 would only deal two points of damage total, not the usual base damage value for a scimitar plus the bonus modifier). Bludgeoning weapons, on the other hand, affect Bloodmen normally. While these natural defenses make them difficult to slay, Bloodmen suffer from a vulnerability to any weapon with the 'wounding' property (said implements inflict dire injuries that bleed continuously)--as a Bloodman is, naturally, almost entirely blood, it can ill afford to lose said precious fluid, and thus takes double damage from wounding strikes.

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Materials:
Newsprint, tissue paper, white glue, wire twist ties, super glue, acrylic paint, and gloss nail polish.

Dimensions:
3.1 cm/1.2 in. x 3.3 cm/1.3 in. (widest point x highest point)

Time:
Two days; February 14 and 16, 2011.








The Spike Blop & Bloodman figures were also entries for an ooze-themed "You've Been Slimed!" custom figure contest.  Participants had the option of making a slimed character, a character made out of slime (which is the route I took for both of my submissions), or a device/trap/creature used to slime other characters.  If you're interested, you can view all of said contest entries here: http://www.figurerealm.com/ViewCustoms.php?CID=50
53  Media / Brush and Quill / Fishsticks for everyone! on: March 03, 2011, 02:35:52 PM
Armon/Nix
(They're called Armon in the original SNES version, Nix in the more recent Gameboy Advance translation.)



Investigating the source of the strange squelching noises that awoke you from your troubled slumber, you climb up to the deck of the trading vessel you recently booked passage on. Expecting to see the ship's night crew busy at their labors, you are instead confronted with a sight far worse than any nightmare. Blood and corpses, most of them ripped and chewed apart beyond recognition, are strewn everywhere. Not even the most crazed band of pirates would create such carnage, so then what could have done this? Your initial shock subsiding, you quickly spin about to return below and sound the alarm, only to find your path blocked by a strange creature that appears to be equal parts man and fish. Salt water runs in rivulets down the monster's glistening brown body as it regards you with its' bulbous, pupil-less eyes. An inarticulate gurgle suddenly erupts from the thing's gilled throat and the fiend charges, its' webbed talons stretched out towards you with murderous intent . . .



Armons are fierce aquatic beasts that can be randomly encountered in the oceans (World 3) in Square-Enix's 1992 Super Famicom Final Fantasy V roleplaying video game (said title has more recently been translated to other platforms including the Sony Playstation 1 and Nintendo Gameboy Advance). The creatures Armon/Nix, Fishman/Merrow, and Sahagin all share the same game sprite, although they are differentiated by color and gameplay statistics.

Armons are peerless swimmers and can withstand water pressure at much greater depths than a human can. They also possess both lungs and gills, which enables them to function underwater and on land (although, naturally, they prefer aquatic environments to the surface). Being creatures of the sea, Armons simply absorb water-based attacks, regaining lost hit points instead of taking damage from soggy assaults (i.e., unleashing the Leviathan summon spell on a group of Armons would be very foolish indeed, unless you find it amusing to heal your enemies). On the flipside, their briny bodies conduct electricity very well, so any lightning-based offense will cause them considerable harm.

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Materials:
Newsprint, tissue paper, white glue, white bread, water, wire twist ties, acrylic paint, plastic (transparent base only), super glue, sand, and gloss nail polish.

Dimensions:
3.3 cm/1.3 in. x 4.4 cm/1.7 in. (widest point x highest point)
(The Armon is 3.2 cm/1.3 in. tall sans transparent base.)

Time:
Two days: March 1-2, 2011.













54  Media / Brush and Quill / Quano's Axe on: January 03, 2011, 10:36:06 AM
Quano's Axe

An enormous, strangely-shaped axe that the protagonist Darius can purchase and wield in Agetec/From Software's 2000 Sony Playstation 2 video game Evergrace. The weapon gets its' namesake from the legendary magician who created it. As part of the forging process, Quano sealed a terrible beast within the axe, and that many-eyed fiend remains trapped inside of it to this very day. When fully upgraded, Quano's Axe sports three special Palmira Actions: The four-strike 'Dance Combo'; the defense-breaching 'Guard Break'; and the rolling-slash 'Somersault'. Using said Palmira Actions, or simple wear-and-tear, will consume a portion of the finite Palmira energy infused into the blade--foolishly burn through it all, and the item will break (luckily, even if you wreck the axe, the creature Quano imprisoned inside of it still can't escape--that's quality magical craftsmanship). Should you find yourself with a broken or nearly depleted weapon, all is not lost, because, like all of the gear in Evergrace, Quano's Axe can be repaired/reinfused with Palmira, if you return it to the shopkeeper and pay him the appropriate fee, or, in the field, through the consumption of a Billiana Extract item.


Materials:
Newsprint, lined notebook paper, tissue paper, white glue, acrylic paint, and nail polish.

Dimensions:
6.3 cm/2.5 in. x 8.8 cm/3.5 in. (widest point x highest point)

Time:
Five days: December 28, 30, and 31, 2010; January 1 and 2, 2011.





For comparison purposes, below are some images from the Evergrace Playstation 2 video game (I shot the photos off of my television screen, which is why the quality isn't the best):




55  Media / Brush and Quill / Re: Myconid (AD&D 2nd Edition version) on: December 06, 2010, 11:00:28 AM

This was actually my first attempt (4th Edition Rotpriest, rather than the 2nd Edition one above), but this one was articulated and I lost the shoulder armor joint somewhere on the carpet (brown joint + brown carpet = disaster), which put a serious damper on my enthusiasm for the project, so I tabled it indefinitely.

56  Media / Brush and Quill / Re: Myconid (AD&D 2nd Edition version) on: December 01, 2010, 10:45:20 AM
Thanks for the comments everyone!  Never imagined the Goombas would generate this much conversation. :P

Alexander:  Given the amount of time I spend reading the various 1st-4th Edition Monster Manuals and Fiend Folios, more D&D monster sculpts in the future are all but certain.
57  Media / Brush and Quill / Re: Myconid (AD&D 2nd Edition version) on: November 30, 2010, 12:02:43 PM
I may be wrong, but I've always considered them to be mushrooms--they certainly look like mushrooms with faces and feet to me.
58  Media / Brush and Quill / Myconid (AD&D 2nd Edition version) on: November 30, 2010, 11:05:09 AM
A tall, vaguely-humanoid-looking creature, its' head topped with a large mushroom cap, shuffles out of the darkness. It studies you warily, but shows no sign of aggression. You attempt to speak to it, but this only serves to frighten the fungus man and it runs off back in the direction from whence it came, leaving a trail of harmless spores floating in the air in its' wake.

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Myconid (Fungus Man)



Myconids are sentient fungi people that dwell in the vast subterranean caves and tunnels of the Underdark in the Dungeons & Dragons mythos (Forgotten Realms setting). While they are usually referred to in the male context, they are actually sexless. Unlike most of the denizens dwelling in this eternal darkness, Myconids are peaceful creatures that only wish to be left alone to tend to their fungal gardens and mind-meld with their fellows. They organize into "Circles"; each of these small communities is ruled by a King.

Myconids possess a number of unique abilities that allow them to survive in the dangerous and unforgiving Underdark. As can be expected in such an environment, they are capable of sight even in the absence of light. If a Myconid stands completely still, eyes closed and with its' arms at its' sides, it will often be mistaken for a normal mushroom--given that huge fungi grow in profusion throughout the Underdark, this is excellent camouflage. Myconids range in size from 2-12 feet in height, depending on their maturity (with only the King obtaining the largest dimensions). Myconids rarely use weapons, but they can physically attack with their fists if pressed, however, they abhor violence and will only do so as a last resort. All Myconids can release spores, but the type varies, again depending on the individual's level of development. The kinds of spores that can potentially be produced include (from least to most advanced):

- Distress
Warns all nearby Myconids of imminent danger and/or calls for help.

- Reproduction
Seeds the ground with spores that eventually grow into a new Myconid(s). These are automatically released if a Myconid dies.

- Rapport
Allows telepathic communication between two or more Myconids (they don't speak), or any other intelligent organism, regardless of what, if any, language it normally speaks/understands.

- Pacification
Causes any sentient creature to become completely docile for a short period of time.

- Hallucination
These are normally used for mind-melding with other Myconids in their Circle, but they can also be employed against aggressors to confuse/distract them while the Myconids escape or otherwise deal with the threat. There is, unfortunately, an element of risk in this, as an opponent(s) sometimes become even more violent under the influence of these spores.

- Animation
Used to temporarily animate the corpse of a non-Myconid for several weeks by coating it with Purple Fungus. Myconids never kill other living things for this purpose; they simply bring back any dead bodies that they happen to find while out exploring nearby tunnels, caves, etc. These "zombies" serve as bodyguards/servants for the Myconid community--only the King can create these entities and they are not classified as Undead, because it's living fungus that animates them, not necromancy.

Myconids prefer to avoid contact altogether with non-Myconids if they can (and for good reason, considering that Drow, Illithids, Kuo-Toa, and other similarly evil races are their neighbors). In most cases they will simply flee when confronted, but communication is possible, through Rapport spores, if the Myconids are approached carefully in a non-threatening manner. If forced to fight, they try to end the conflict without bloodshed by utilizing their Pacification or Hallucination spores. Myconids prefer to have their King's fungus-animated corpse servants engage in actual combat (assuming he has any available), not out of cowardice, but because having to perform an act of violence is very emotionally disturbing to them. Myconids never fight amongst each other.


Materials:
Newsprint, tissue paper, white glue, super glue, plastic (transparent base only), and acrylic paint.

Dimensions:
3.8 cm/1.5 in. x 4.8 cm/1.9 in. (widest point x highest point)

Time:
Three days: November 22, 27, and 28, 2010.







For comparison purposes, here is the Advanced Dungeons & Dragons 2nd Edition Monster Manual artwork of a Myconid, by Tony DiTerlizzi, which is what I based my sculpt upon:


59  Media / Brush and Quill / Re: Gizmo Executioner on: November 20, 2010, 10:50:00 AM
Thanks for the comments!  I too like to see more obscure/less popular characters done, not just what's hot.

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Ruler Sword



An ornate sword, almost twice the height of a man in length, pulses with blue and purple light as it floats lazily through the air towards you. The unblinking, azure eye in the center of its' hilt follows your every movement with great interest. Suddenly, a battle axe, sickle, katar, morning star, handaxe, warhammer, scimitar, and shield rise soundlessly from the floor, and begin to whirl madly around the unearthly sword, creating a storm of deadly steel.



Ruler Swords are sentient blades that can be encountered within the Sky Walkway/Corridor in The Air area (Castle A) in Konami's 2002 Castlevania: Harmony of Dissonance [Original Japanese title: Castlevania: Byakuya no Concerto (Castlevania: White Night Concerto or Concerto of The Midnight Sun)] Gameboy Advance video game. There are actually three variations of the Ruler Sword enemy in the game, the one depicted here is the weakest variety (the others are designated Ruler Sword Level 2 and Level 3, respectively).

A Ruler Sword can levitate up to eight objects at once, via telekinesis. While it could theoretically manipulate any inanimate item, it prefers giant-sized instruments of war to the exclusion of everything else. The creature's mind and sensory perceptions are complex enough that it can effortlessly direct and coordinate these implements, as well as its own movements, simultaneously. During battle, a Ruler Sword generally avoids direct combat by keeping its' floating arsenal between itself and the enemy. This is not cowardice on the Ruler Sword's part, as its' steel hide is quite damage resistant and it is more than capable of slicing flesh to ribbons if necessary--the crafty creature simply sees little strategic value in endangering itself unnecessarily. The individual weapons that a Ruler Sword animates can be "slain" if they suffer enough damage that they lose their structural integrity, but this has no effect whatsoever on the demonic blade, other than depriving it of some of its offensive options. On the other hand, killing the Ruler Sword itself will result in the instant destruction of all of the objects under its' control as well.

Materials:
Newsprint, notebook paper, tissue paper, white glue, super glue, plastic (transparent bases only), nail polish, and acrylic paint.

Dimensions:
(Excluding the bases)
Ruler Sword: 3.0 cm/1.2 in. x 6.4 cm/2.5 in. (width x length)
Battle Axe: 2.4 cm/0.9 in. x 3.0 cm/1.2 in.
Handaxe: 1.6 cm/0.6 in. x 2.9 cm/1.1 in.
Katar: 1.3 cm/0.5 in. x 2.9 cm/1.1 in.
Morning Star: 1.4 cm/0.6 in. x 2.9 cm/1.1 in.
Scimitar: 1.0 cm/0.4 in. x 3.0 cm/1.2 in.
Shield: 1.9 cm/0.7 in. x 2.4 cm/0.9 in.
Sickle: 2.1 cm/0.8 in. x 2.8 cm/1.1 in.
Warhammer: 1.8 cm/0.7 in. x 3.0 cm/1.2 in.

Time:
Five days: November 10, 11, 14, 18, and 19, 2010.










60  Media / Brush and Quill / Re: Gizmo Executioner on: November 16, 2010, 01:20:25 PM
Do you take requests?  Probably just another of the artsy-fartsy Amano-drawn FF battle poratraits...but y'know.

Sorry, but no, I don't usually take requests.  I've got a Dungeons & Dragons piece lined up that I need to start working on immediately after I finish the Castlevania HoD Ruler Sword.
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