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7/17/2017 0:10:34   
Starstruck
Member

Kana 1.1:

- Adjusted language in the Amulet of the Tempestarii's description to make it waterier and remove any reference to lightning.
- Adjusted language in the Shamanic Overcoat for purposes of clarity.

Name: Kana the Rain-Caller
Race: Human
Age: 19
Element: Water

Appearance: Kana has a gentle look about him. There are no visible scars on his skin, and his hair, beard, and skin are soft and meticulously groomed. There is little about him that suggests a life of battle; his long and precise fingers suggest paging through books and scrolls instead. His skin is a deep, smooth tan, and his dark hair is wrapped tightly into a short braid tipped with a ceremonial silver amulet. Kana's deep blue eyes are inquisitive but somehow slow, lingering on interesting tidbits as if to guess at their secrets. He is slender and a little short, standing only five and a half feet tall, and despite his relatively young age, moves with confidence and maturity.

Kana's battle attire is simple but eye-catching. A long felt coat reaches to the ground, a warm navy blue, shrouding him in bulky fabric. His braid rests down the back, over the coat. The amulet at its tip is wrought in the shape of a roaring lion's head, one eye adorned with a glittering sapphire. Past the waist it is unbuttoned to allow him to walk or run, and the top two are also undone, but otherwise it is wrapped snugly around his torso. The sleeves are loose and long, and only the tips of his fingers are actually visible. Underneath the coat, Kana wears a simple pair of loose white breeches and a soft, slightly baggy, baby-blue shirt. Kana does not wear shoes.

Equipment:

Amulet of the Tempestarii - The pendant on Kana's braid is more than mere decoration; it crackles with the ancient power of the Tempestarii, weather-callers who dwelt among Kana's people in ages past. While the strength of the amulet seems to have decayed massively over time, it is still an artifact of immense power. When Kana speaks a brief ancestral invocation, the amulet will emit a thunderous blast of sound. The deafening volume of the strike is as loud as a lightning strike at Kana's location, but no light or electricity will be produced - only the thunderous rush of sound. A tempestuous shower of raindrops will accompany this shockwave, rushing outwards and thoroughly soaking everyone in the vicinity. Those who stand a little too close to Kana when the thunder hits will find it a little hard to hear things for a while, unless they are wearing ear protection.

Somean Dagger - This traditional blade is a little old, but well-maintained. It is holstered in Kana's right sleeve and can be drawn in a flash. There is a sizeable sapphire set in its pommel. The dagger has no special properties.

Shamanic Overcoat - Kana's coat is enchanted to protect its bearer from harsh weather, to assist him in his tribal rain-calling duties. Small effects like raindrops or hailstones will be robbed of momentum and power, ignored and negated to enhance his focus in the midst of tough conditions. Large effects, such as lightning strikes or landslides, will have their energy redirected elsewhere, leaving him battered or fried but very much alive. This extends as well to magical spells, but only to those that qualify to either camp; beyond that, Kana must rely on the thickness of the felt and the waterskins beneath it to protect him from harm, sorcerous or otherwise.

The coat's enchanted defenses are not inexhaustible, and can be overwhelmed by truly fierce storms, or a magical onslaught.

spoiler:

Handy guide: If it doesn't really hurt him, or if it's a lot of little things, the coat says "no this isn't really gonna hurt him."

If it's a HUGE thing that's gonna OBLITERATE him, the coat says "let's keep this guy alive for now okay?"

Somean Waterskins - Made from the stomach, bladder, and hide of a Somean Lion, these waterskins are highly resistant to expansion from the inside, but seem like normal waterskins from the outside, if one ignores the glowing runes on their surfaces. They are stored under Kana's coat, strapped to his torso, and hold about 5 gallons of water each. The neck of each waterskin extends down Kana's sleeve, allowing him a source of water for his spellcasting.

Skills, Spells, and Abilities:

Call Rain - Kana follows a practiced series of steps to conjure a rainstorm in even the dryest environments, though the process is a great deal faster in humid areas. He can also use water from his waterskin to add to the buildup of water in the air. The longer the dance is allowed to proceed, the more rain will fall as a result. If Kana is underground or indoors, the storm will collect on the ceiling instead, and be greatly reduced in strength - merely a drizzle.

Summon Fog - Kana sprays water from his waterskins and commands it to coalesce into a thick, billowing fog. He has the ability to direct it in whatever direction he pleases with basic gestures, inducing weak currents that nonetheless have the power to affect the speed and direction of those pushing through them. The denser the fog, the harder it is to force your way through it and the less visibility it grants to its hapless victims. (Kana can see through his own fog as though it were light mist.)

Conjure Flood - Kana gathers all the water in the area around him and then releases it, pushing and pulling it outwards and inwards. The ebb and flow of this water steadily gains power until Kana releases it, washing foes away in a deceptively powerful wave. Even a foot-tall wave of water can be dangerous if it's moving quickly enough.

History: Kana hails from the Somean Hills, a mountainous and volatile region of the world whose inhabitants carve out a meager living on the towering ridgelines. Someans in ancient times would pray to various gods of Lore for the health of their crops, but each time, they were left dry and hungry in the growing season. In the monsoon season, however, the sky would darken. Heavy storms rolled in from the vast ocean to the west, destroying crops and washing away entire tribes in horrific landslides. Devastating weather arrived in the rainy season, leaving in the dry season without a trace that it had ever existed - like the families and dwellings that it erased with its mighty power.

The first Tempestarii was a fae witch named Morgan, an explorer from distant lands who sliced through devastating storms and called gentle rains forth from barren skies. Her dances were beautiful, wreathed with faerie power, and her teachings eased the conflicting powers of the sky.

Years passed and truth faded to legend. Morgan ascended to legendary status and was added to the Somean pantheon as the mediator of disputes and goddess of fair weather. Tempestarii developed their nation into a beautiful, unified state. One day, however, the peace was ended by a devastating attack from the south. A warlike civilization marched forth to claim the Somean prosperity for their own, and they were successful despite the powerful sorcery of the Tempestarii. All of the "demons" were eradicated. Come the monsoon season, the attackers were repaid in kind by the fiercest storms the Somean Hills had ever seen.

Fifty years later, Kana has journeyed to Bren and the Elemental Championships, determined to discover the secrets of the Tempestarii whose heirlooms he holds and reclaim their power for his people. In time, he hopes that he may gather power as a weather-caller and teach others to conjure and pacify weather so that his people may reach their peak once more.
DF MQ  Post #: 26
7/17/2017 0:25:13   
draketh99
Purple Armadillo


Name: Anki - Block C3


Age Range: 305


Race (Pure or halfbreed only): Cotbif Gamma

Element: Energy

Appearance (Build, hair, skin, clothes...): Standing at a mere five feet and two inches, Anki is by no means formidable in appearance. By size, they resembled a child born into poverty, while the cut of their build seemed to suggest that of a child who had matured fighting to survive in an oppressively darwinian environment.

Their short hair, white as snow, pulled back to reveal a scar that stretched from their temple to their chin, running down along their cheek, just barely missing their left eye. Other than this single imperfection, their face bore an unnerving and unnatural perfection. Perfectly symmetrical and free of pockmarks, they looked what could be considered beautiful from a distance and unnatural and unsettling upon closer inspection.

Their white hair and fair skin resembled that of an albino. Their eyes, a violet-pink color were cold and analytical, in sharp contrast to the grin that continuously pervaded their expression.

A black, tattered cloak wrapped to cover the majority of their chest and torso, bulging in spots from the tools it concealed underneath. Brown, dust covered trousers revealed themselves upon the short cloak’s end. The trousers were covered in pockets and compartments of all kinds, spaced randomly from belt to ankle.

Upon their hands, gloves of a strange make. The knuckles were reinforced with steel, and small ring guards covered bits of their fingers, just past each joint. Each of these guards connected to the one previous to it and ultimately the knuckle by a thin, steel wire. Small metal guards also connected to each fingertip, with a gripped pad along the underside and a clawed spike at the end.

Black boots, similarly covered in dust completed their apparel. The souls of the boots had channels cut out in all directions, reinforced by strips of steel, looking like something to be worn by a tightrope walker.


Belongings: Upon their person, Anki carries a number of strange tools. Aside from the steel re enforced steel boots and gloves, they wears a chain shirt composed completely of woven steel wire underneath their cloak, the underside padded with leather hide. The shirt reaches as far up on their neck as a choker and drifts down to their hips, with a quarter sleeve reaching halfway down their biceps.
Along their forearms they wear steel studded leather vambraces, the steel studs reaching out into a clawed point.

Attached to their belt, underneath their cloak, are 5 spinnable spools of wire. The first set of two spools holds 50 meters of a fine, thin wire, just barely thicker than fishing line, the metal alloy forged and enchanted to hold the weight of an average person in tensile strength. The second two spools hold a much thicker wire, nearly 3mm thick and only 15 meters in length, each with a steel spike at the end. The fifth and final spool contains 10 meters of barbed wire.

Their final set of equipment is two pouches attached to their belt. One pouch containing steel, ball bearings, the other containing caltrops. Attached and sheathed behind their back are two daggers.


History: To mages and other craftsmen of the arcane, Luxia was a shining city on a hill. Not a stone could lay in a road without magic being both responsible and able to tell the story for how it had gotten there. Magic gushed forth from the city walls and from the perspective of Luxia’s inhabitants, the sun would rise and set at the whim of The Elders.

In such a city, menial tasks and professions are unfitting of a person. Those not spending their time bettering themselves and their home in the study of the arcane end up sacrificing themselves to the position of public servant and run for political office.

The aforementioned tasks and professions thought too low, too menial, too uninspired for human labor found themselves automated by Cotbif, unstable spirits created to perform a specific task. These spirits would need to be created with a very specific task in mind, and would perform their task tirelessly, ceaselessly, for weeks on end before losing their ability to exist on a physical plane.

It wasn’t long that the creation of these Cotbif themselves became tedious and many sought to make their summonings more permanent. These efforts lead to the birth of the Gamma, a new rendition born through a Cotbif spirit being bound to a human body. These resulting Gamma were a permanent solution, never seeming to age, performing their tasks as tirelessly as their predecessors and yet dying as easily as any other human, should they need to be disposed of. The only drawback was the need for a human body to create. This expensive reagent made Gamma a rare occurrence and typically created using orphaned children from the slums.

An unwanted lineage in these slums alongside the need for a prison led to the creation of Anki. The first of their kind to be given an official position, Anki was the Gamma chosen to oversee cell block C3 of Luxia’s capital prison. Their abilities, personality, and stature all chosen and created specifically to perform their goal. Infused with electricity in order to manipulate metal and paralyze their opponents, they performed their task efficiently, effectively, and seemingly effortlessly.

Now, centuries from their creation, with Luxia lying in ashes and its culture forgotten, Anki wanders purposeless, driven by an unforgiving urge to complete the task for which they were created. Their only companion, another Gamma named Nicaleis, they come to Bren on a lead telling that some of their questions may be answered.

Skills, spells and abilities (if applicable): Anki’s abilities are all attributed to their creation. Formed and created using an energy spirit, they have a fine and focused control over electrical fields in close proximity to themselves, their control manifesting itself in the following abilities.

Magnesis: Anki holds the ability to manipulate magnetic fields in close proximity to themselves. Using this, they have the ability to manipulate magnetic metals within two arms reach and with the strength of a man twice their size. An object at 200 pounds being slow and difficult to lift more than a few feet off the ground, yet an object at 50 pounds or less could be moved through the air with relative ease. Objects moving incredibly quickly, such as an arrow, could not be stopped though possibly deflected slightly to a side. Objects other than their specially crafted wire which are magically enchanted are completely unaffected by their magnesis.

High Charge: Anki is able to pass an electrical current through their hands in an attempt to stun those they come into contact with. The charge, though not strong enough to cause burns or any permanent damage to something of human size, disrupts the body’s muscular control and paralyze a target for up to 10 seconds so long as contact is maintained with the target. This charge can be passed through conductive objects.

Magnetic sense: Anki is able to sense changes to magnetic fields within their reach and within several feet of conductive objects which they are touching. Using this they can gain a rough estimate of the size and location of the object disrupting the magnetic fields they produce.

Redirection: Anki is able to control the path in which electricity passes through their own body, though they remain vulnerable to being damaged by a high current, they can prevent those currents from passing through their heart or other vital organs.
DF  Post #: 27
7/17/2017 9:12:07   
Caststarter
Member

Rooounnnnddd 2!

Name: Prota Wavis

Element: Energy

Appearance: She is of regular height and build. Her lustrous blonde hair is tied up in a knot upwards, as to not get tangled. Normally it is down to right below her neck line as well as no bangs. She wears distinctively heavy clothing, due to from the frozen frontier she hails from. It consists of a short vibrant, yellow scarf that hides her lower face. Her coat is tailored for the frontier, as it contains some fur and other materials made for insulation for both heat and electricity. Her leather padded leg gear and leather-laced boots shares this trait. She adorns herself with a feathered, white cap with a yellow feather mainly for fashion.

Equipment:


Longbow: An ornate longbow with fur at the ends with a custom metal string. It is made for both accuracy and distance as well as power. Is used to fire pure lightning arrows.

Arming sword: A standard sword made for close encounters, able to block and parry attacks and swiftly deliver a counter-attack if need be.

Swordbreaker: A simple defense-dagger that can catch bladed attacks to lock opponents. Otherwise just meant to help block attacks in general.

Pocket Watch: Placed in her coat pocket. What you expect. Though Prota can have a habit of thwacking an opponent with it to just demoralize them, as well as send them reeling due to its weight.

Spells:

Most of her spells revolve around placing lightning arrows she shoots out from her bow, setting up traps or control opponents so they can barely traverse across the area safely. All of these arrows stick to surfaces and people and will dissipate after any spell is used on them outside of the first one.

Golden leaf separation: Lines of lightning occurs between arrow shots which are then forced apart to make the shape bigger. They have to make a shape of some sort with no lines inside. If two, just a normal line. Is used to lead up into Maxwell's Foundation and Lorentz's Derivation.

Ohm’s Law: If an enemy is struck by an arrow, it is possible to send a charge, while not lethal, throughout their body to send them reeling. If they were to resist it, it instead becomes stronger exponentially where the effect becomes even worse. It can also jump to others, albeit weaker, including Prota.

Solar flare: As if the sun is attacking the planet itself, Prota can fire an arrow into the sky with a shown trajectory where once it lands it causes a small electrical explosion.

Maxwell’s Foundation:
A lightning storm is conjured within the shape made by arrows with golden leaf separation that aims to disorient and punish enemies inside.

Rings of Gauss: With two arrows in play, the two hover above the ground at normal knee length where they swiftly orbit against each other farther and farther apart then dissipate rapidly after a few seconds. Basically, the start at their original positions and orbit away from eachother. However, once they approach eachother, they slow down a bit and then repel eachother, where the radius of their orbit increases during their rapid spin for the duration.

Lorentz’s Derivation:
A small beam is fired out outside from the corners of the shape made from the arrows for a short distance. But then splits into two and double back inwards where they criss-cross at regular intervals to create ovals until they reach the center. The ovals are reliant on the size of the area but even modest areas can allow just enough room to maneuver to allow normal close-range combat to a degree if assumed entirely on the ground.

The most complicated shape can be a hexagon.

Background: Prota is a prefect that governs a decently-size area. There she delves in development policies concerning science. She held this position for quite a number of years since she was 26. This is the position she has though for times of peace.

Otherwise she is a small-scale tactician that allows generals victory.

She was raised by a well-read single father who cared for her very-well being. The two of them only had a modest income so they mainly kept to themselves. Her father was still an esteemed energy mage, albeit one rather ordinary mage.Many years ago however, her area was threaten by a bandit upsurge and her father was drafted for his intellect. While the knights succeeded, her father did not come back alive due to a raid on a camp. Alone, with a heighten sense of need, she went back through her father’s books in order to find a way to live on her own.

She first offered up many inventions however they failed right below standards and she was outcompeted easily. Then she looked into how to develop her own magical prowness, in the event she needed to defend herself. Then history repeated itself where she too was drafted for her intellect. This time however, she would not allow the same thing to happen to her as did to her father. She practiced her strategies against other tacticians. At first she failed constantly but with practice came ability.

She was able to compete against even well-regarded minds due to her steadfast nature and need to improve herself to so-called impossible heights.

Now, she was asked to represent her area to bring glory to her nation in the elemental championships.

Basic Personality: Prota can come off as snide to her opponents mainly due to her snark, sarcasm, and insults in general. However, this is to force her opponents to have their emotions to take control and forget what her plans might be.

Otherwise she is quite peppy though mindful of the situation at hand. However, her time as a tactician caused her to abandon the idea of honor in mind. Do everything to win is the only concern.
DF  Post #: 28
7/17/2017 12:25:04   
Apocalypse
Member

Name: Arthok Mesorason, the Blackblooded
Race: Half-orc
Age: 55
Element: Darkness

Appearance:
Arthok is fierce, the etched lines of old age only adding to the intimidating appearance of his face. Small tusks protrude from his split bottom lip where a narrow tawny crack travels down the juniper skin of his jaw. A series of similarly-colored jagged scars stretch across his throat to the extent where it is surprising he can still speak. Eyes of amber glower from their sockets, and long white hair is tied back in a single braid that stretches down to his waist.

The half-orc, true to his heritage, is physically imposing at his height of six-and-a-half feet and large frame. An inordinate amount of muscle mass from years of manual labor makes him a hulk of a figure on par with full-blooded orcs. If one takes a close enough look, his veins take a sickly black hue beneath his skin. Numerous scars litter his body, the most curious one being a crude crescent moon cut into the palm of his left hand.

Equipment:
Arthok dons a set of obsidian half plate armor with a blue bell trim. The shades have dulled, the metal shows wear, and the leather is torn in places, but it is well kept for what it is. Functionality was prioritized well above presentation. Leather is used at most of the joints to maximize dextrous movements without sacrificing too much defense, though that does result in obvious weak points. Beyond this, the only thing to note is the silver crescent moon carved into the chest. Unlike the rest of the armor, it retains its brilliance.

His blade of choice is the Zweihänder. The hilt is black and plain with some silver linings. Though the blade was forged from steel (and some of the half-orc’s blood), it has been silvered to serve as a bane against the foul creatures of the dark (those that are vulnerable to silver). It is meant to be wielded as a two-handed weapon, but Arthok’s sheer strength allows him to treat it more akin to a hand-and-a-half sword. The inclusion of blood in the forging allows the weapon to be used for the Crimson Rite of the Dead.

A great sword is carried on Arthok's back. It contains the same color scheme and silvered property of the Zweihänder, but is otherwise not unremarkable. It cannot be used for the Crimson Rite.

The blood hunter also carries three glass vials containing his mutagens. One glows sapphire, the second emerald, and the third scarlet.

Around Arthok’s neck is a small silver chain with three rings hanging off of it, but that is kept tucked in his armor at most times.

Abilities
Swordsmanship - Arthok is an accomplished swordsman, though he has a tendency to rely on brute strength over pure skill. He did not learn the blade until later in life, so there are times when he fumbles over some fundamental. Sometimes this works in his favor as it is unexpected; other times it does not.

Sprinting Speed - Heading in a straight line, Arthok shows impressive speed. His issue lies in trying to catch targets with great agility, an area he himself does not excel in.

Tough Hide - The leather of his armor is superior to the toughness of his hide...but not by much.

Crimson Rite of the Dead - The Zweihänder is used as the focus for this blood art. To activate it, Arthok must offer his own blood to the blade in the form of a slash on his body. The next wound inflicted by the sword causes searing pain and turns the surrounding flesh necrotic. To use again, Arthok must cut himself once more.

Blood Maledicts
Arthok is able to inflict blood curses upon the enemy once their blood and his own are mixed together. He is able to use each Blood Maledict once a day. He can only inflict a blood curse on the last target with which he has mixed blood. If Arthok wishes to inflict two blood curses on the same enemy, he must create a new union between their blood after using the first curse. Additionally, he can amplify a blood curse but can only do so once a day.
Blood Curse of Binding - If the foe is within striking distance, Arthok can activate this curse. He makes an arcane gesture with his hand to bind up to half of his own body in place. Simultaneously, the target’s body is similarly bound (ex: both have their lower bodies, right side, or right arms/left legs “bound”). While Arthok is making the arcane gesture, the target can feel the to-be affected areas tense up before they are bound. This lasts for fifteen seconds, and Arthok cannot stop it early. If the target gets out of range during the process of infliction and before it takes effect, the blood curse is broken and is considered used.
-Amplification: Up to three-quarters of the bodies of himself and his target can now be bound.

Blood Curse of the Mutual Suffering - Target must be within a thirty foot range. Before Arthok is struck by an attack delivered by the target, Arthok invokes this blood curse with a war cry. The target proportionally receives the same wounds caused by the attack. (Ex: a stab wound in Arthok’s chest is scaled down if the target is physically smaller than Arthok). If the attack does not land within two seconds after the curse is invoked, the curse fails and is considered used.
-Amplification: Within five seconds after receiving the wound, Arthok can further damage the injury on his own body (he must physically damage himself self further, such as with a hand or sword). This damage is replicated proportionally in his opponent.

Blood Curse of the Transfusion - Target must be within a thirty foot range. Arthok invokes this cursed by plunging his hand into an open wound of his. A pint of blood is ripped free and launched at the target as a projectile. The blood attempts to enter an open wound on the target and rips free a proportionate amount of blood.
-Amplification: The blood ripped free of both Arthok and the target return to Arthok and heals him. This healing is equivalent to the amount of damage suffered by this same blood curse and one slash needed to activate the Crimson Rite of the Dead.

Mutagens
Arthok has tampered with his own blood, twisting it to be able to accept certain toxins and use it for strength. Each mutagen lasts a minute before depleting, and any creature besides Arthok that drinks it receives only the consequences of the mutagen. If Arthok attempts to drink a second mutagen while the first one is still active, he only receives the consequences of the second one.
Unbreakable: Strengthens the durability of his bones, making him half as susceptible to bludgeoning attacks.
-Consequence: Hide becomes softer, twice as susceptible to piercing attacks.
Impermeable:Toughens the hide, making half as susceptible to piercing attacks.
-Consequence: Bones become more brittle, twice as susceptible to bludgeoning attacks.
Potency: Strength increased by one-and-half fold.
-Consequences: Dextrous movements diminished by the same margin.
AQ DF MQ  Post #: 29
7/17/2017 14:05:52   
Tdub
Member

Name: Ayiso
Race: Human
Gender: Male
Age: Mid 40s
Element: Ice

Appearance:
Ayiso stands barely over six feet tall, and is quite obviously a fit man, if not overly muscular. His dark brown skin shows only the faintest signs of age around his brown eyes and forehead, and no scars or deformities mar his features. His head and face are clean-shaven, leaving him completely bald. The attire he wears is simple, consisting of a dark blue shirt fastened at five intervals with golden clasps and simple gray pants extending down into brown leather boots. He wears a long brown hooded cloak over his clothing, tied around his neck and falling down to just above the ground.

Equipment:
The only notable item he carries is a simple staff of hardened spruce wood. It is a straight pole of wood almost as tall as himself, and at the top is an oval-shaped grooved decoration that ends in a rounded point. The wood has been hardened by an ancient lyed and will not break under anything less than an extremely powerful force. Aside from its fortitude, it bears no extraordinary properties.

Magical Abilities:
Ayiso commands control over snow, frost, and ice, yet is unable to create these conditions without special preparations. Fortunately, such preparations are a specialty of his people. Ayiso will compete with the power of the lyed, ancient songs of a long-dead language imbued with magical power. The songs must be sung with accuracy regarding the lyric, pitch, and volume to create the desired effect. While there are numerous lyed, there are only a few that Ayiso is confidently able to perform that will be useful in the tournament.

Lyed of Winter’s Blessing
This song has no lyrics, but is instead hummed. The tune is simple, short, and easy on the voice. Once the tune has begun, a cold mist will envelope Ayiso, covering everything in a five-foot radius around his body and following him when he moves. The icy mist increases his speed and reflexes, and sharpens his mind. If he completes the tune, the effects will linger for several seconds. Should he be interrupted, the effects will immediately dissipate.

The mist may obscure opponents’ view of Ayiso somewhat, though the closer one gets to the mist, the easier it will be to see through it. Ayiso’s vision is not affected. Opponents walking into the mist will feel a significant drop in temperature, but will not be affected by it unless they are particularly cold-averse.

Lyed of Frozen Fortitude
A repetitive, somewhat barbaric chant that allows Ayiso to create ice with his hands. This is Ayiso’s primary and most versatile form of combat. As long as he continues the chant, he can create ice in his hands or on whatever he touches, shaping it as he pleases. The ice he uses for combat can take many forms, such as jagged shards or hardened spheres. As mentioned above, he can manipulate the movement of the created ice. The ice forms layer by layer with his touch, so it would take a few seconds of chanting to create a shard of ice that is four or five inches long, and several more seconds to craft a snowball-sized ball of ice.

The chant can also be used to spread ice on a surface if he is touching it. The ice would expand out from his hand inch by inch as long as he keeps up the chant. By doing this, he can freeze small bodies of water, or spread ice over wounds. Ice spread on his skin will not affect him unless it remains for an extremely long time, but ice spread on a regular human’s skin would burn, numb, and cause lasting damage if it remained. In addition, he can will the ice to spread from his boots across the ground. The thin layer of slippery ice on the ground will expand in a rough circle, approximately two feet in diameter every few seconds. He is unable to create ice with his hands while he is spreading it on the ground. Ayiso is comfortable and experienced walking and running across ice, but others may not be so sure-footed.

The chant itself is not particularly difficult to perform, but it does fluctuate in speed and volume. If Ayiso does not focus enough, he could miss a verse and the formation of the ice would cease. The chant is also a bit vocally taxing, so constant chanting is impossible. After the formation of whatever ice he needs, he must momentarily rest his voice. That being said, he has no problem maintaining a consistent amount of ice for his combat needs.

Lyed of the Winter Dragon
A long, complicated ballad that tells the story of the legendary Winter Dragon, an icy spirit said to pass judgment on travelers caught in blizzards. When the song begins, the temperature around Ayiso will begin to drop. Several seconds into the song, a snow will begin, slowly increasing in intensity. The snow will expand to cover a wide area around Ayiso, and will travel where he wills it. As the song goes on, the snow will become more and more furious, making it difficult for most individuals to see or move through it, not to mention the cold. Eventually the blizzard will become so intense it will become extremely difficult for anyone other than Ayiso to bear remaining inside it, but they will have difficulty finding their way out.

This is Ayiso’s most powerful lyed. The lyrics are intricate and the vocals are challenging, so movement must be minimal for him to focus on what he is singing. Obviously, the storm will dissipate should he stop singing. It will also take some time for the storm to reach its full potential, and that amount of singing takes its toll on even the most practiced voice. It is unlikely Ayiso would be able to sing much of anything for a time after performing this lyed.

Physical Abilities:
Ayiso is physically fit and quite strong and agile. He is able to avoid attacks and move around while maintaining enough focus to sing his lyed. He is also capable of blocking or deflecting sword attacks with his staff, which will withstand any normal sword strike. As far as actual sword-against-staff conflict, however, he is fairly untrained. He is not able to hold his own against an experienced swordsman for very long, and prefers to attack from a distance with his ice. Should he be forced to engage in close-quarters combat without his ice, the most he could do is strike with his staff. While hitting individuals with a firm stick can be surprisingly effective, Ayiso’s safest option would be to build distance between himself and his opponent.

History:
Ayiso is a High Lyer, a member of one of the Frost Tribes of the Haquer Mountains with chieftain’s blood. The power of the lyed passes from parent to child, and the various Lyer families lead their tribes with the ability to control the fierce snows of the peaks. Ayiso’s tribe was one of the most prominent among them, and his father Damere was perhaps the greatest chieftain the tribe had ever known. Using his complete mastery of the lyed, Damere was able to secure passage for notable men and women across the treacherous Haquer Pass, gaining for his tribe an unprecedented amount of influence and wealth.

Ayiso was only twenty-four when the sickness struck his tribe. Nearly half of their number perished, and suddenly all the goods and influence Ayiso had enjoyed for much of his life amounted to nothing. He lost his father and wife in the same week. As the oldest child of Damere, Ayiso was set to inherit the title of chieftain and the responsibilities that came with it. However, murmurs began to spread among the skeptical members of the weakened tribe. Ayiso was a rash, impulsive young man. Too young, too bold, too privileged, elders would whisper. Nothing could ever compare to his father.

In the face of adversity and overwhelmed with the emotion of losing his father and wife, Ayiso fled the mountains, leaving his tribe and his young daughter behind.

It wasn’t until many years later that Ayiso began feeling the guilt. Wise enough to regret his cowardice but too ashamed to return, Ayiso traveled the cold northern lands, practicing his song and hoping to improve the lives of those he encountered. In larger cities he found himself uncomfortable dealing with a great number of people. In smaller towns and villages he was largely shunned, both for the color of his skin and the strangeness of his ways.

Now, two decades after he left his tribe, Ayiso has found his way to Bren. He is entering the Elemental Championships seeking redemption for his shame. His youth gone and his future uncertain, he hopes the Championships will help him finally forget his past life and embrace what is yet to come.
Post #: 30
7/17/2017 21:52:20   
Necro-Knight
Member

Name: Sir Gervase Irven

Race: Winter Fairy (Unseelie)

Gender: Male

Age: 205

Element: Ice

Appearance: As a Winter Fae, Gervase is tall and thin, averaging at a rough 7-feet (3.3 meters) and his muscles are wound tight from centuries in the service of the Winter Queen. His skin is a cool shade of blue, like a dark Winter evening sky, and his hair a strong shade of turquoise, cut short and combed tight against his skull to help his helmet fit into place. His ears are sharpened slightly at the tips, aiding in his inhuman appearance. His eyes are a crystalline-white, glowing silver in low light, adding a sharp contrast to his dark skin and jagged cheekbones. His armor is a multi-layered suit, featuring intertwining silver plates in a curving fashion around his torso and limbs, all made to offer as much protection as possible without restricting the Fae’s graceful style.

The chain mail beneath is a snow-white and the cloth layers covering his skin is a strong teal to represent the chill of the winter months. The armor plating features winter carvings consisting of wooden branches arcing across the breastplate and snowflakes dotting the edges and curves to assist in portraying his royal status as the Winter Queen’s chosen herald.

Rarely shown outside of royal ceremonies or the rage of battle, Sir Irven’s wings are sharp and geometric, almost as if his Queen had blessed him with a snowflake’s beauty around his shoulders. Like most fairy wings of the Winter season, his wings are a crystal-blue and mostly transparent, extending about three feet in span from his body.

History: Gervase wasn’t always a member of the Winter Court’s Elite Sentinel’s. Born into the royal Irven household, a place far from the Court’s usual influence, Gervase was naturally skilled at combat. Like his family before him, the Winter Fae was trained and sharpened into a weapon of ice-cold precision. As the years went on, the young fighter was taken to a gathering of other swordsmen to perform for the Court themselves and show the Irven Houses next great Knight. There, he met the current prince and princess, Soreth and Sorea,. The princess, her skin a deep cold blue and hair a pristine white with curls at the tips, struck the fae harder than any sword or burst of magic ever had. Within a few days, he realized it was not only her beauty that led him to her. It was her soul. She looked cold and reserved, but upon requesting to meet her, he found the princess of the Winter Court to be welcoming of her admirer.

The two spent much time together after the event when Gervase wasn’t performing or leading political matters for his household. He often enjoyed watching the Princess paint with winter pastels or engaging in rigorous games of chess. He often let the beautiful fae win, but a handful of times, he’d simply sat there stunned as her clever strategy caught him off-guard. Seeing the connection forming like ice upon a cold lake, the soon-to-be-King requested if Gervase would like to be appointed as Sorea’s personal Knight. Two allied royal families would only be stronger together, after all. Both Knight and Princess gladly accepted the proposal.

Gervase met her every need without hesitation and she was simply stunned by the young Fae’s dedication. No knight had ever shown such a devotion to her needs, always remaining the usual cold and stoic way that was so common for their people, simply answering requests when made. Gervase, on the other, hand showed an almost unending initiative to make the Princess’ life as pleasant as possible while her brother managed the Courts and political affairs.

Very shortly after becoming King, Soreth was informed of multiple village burnings at the hands of the rival Court of Summer, and the fiery army was only moving closer to the Court’s kingdom as the herald spoke. Conflict between the opposing seasons was not unheard of, and Sorea’s brother was quick to prove himself. As a royal Knight, Gervase was conscripted without a choice, and despite his princess’ worried eyes as he left in the formation, he assured her he would return.

“Nothing can keep me from you, m’lady, not even death.”

Where the Winter Court came with knights and soldiers, the Summer fae brought less honorable individuals to the battlefront. Ogres, trolls, pixies and other nefarious creatures swept down upon the Winter fae with burning ferocity. The battle was a ferocious and nightmarish thing, shaking the foundations of the seasonal balance as Summer clashed with Winter. Gervase fought alongside his lady’s brother, but when a set of ogres beared down upon them, Sir Irven was badly wounded in the fight and King Soreth, killed.

After the retreat back to the kingdom, Sorea swept to his side, both from his terrible pain from the war and for news of her brother, as not many had returned from the fighting. With a heavy heart, he informed her of the great King’s death, and inevitably, how she had just become Queen. She had never taken the time to learn the political side of the Court, always having Soreth for such things, and the now-Queen wept at her guardian’s side.

Adding to their torment, as Queen, Gervase would no longer be able to stay as her personal guardian, as the new royal guard would be taking over that role. The Knight’s icy exterior finally shattered and a panic took him for a moment at the thought of another man at her side and in a pained cry, he acted out of desperation.

He irrevocably relinquished everything. His royal house, his lands and people, all political power; he cast everything to her in a desperate attempt to stay with his beautiful Queen. His lady was the only thing he desired in his life, and if he could not stay at her side, he had no desire for anything else. He suggested marriage, but Sorea quickly refused such an extreme option. It would look terrible upon her to marry a knight, especially with having such little experience as Queen, and may risk turning the Court against her. Outside of a royal marriage, Gervase did not know of any other ways for him to stay at her side, but as she occasionally did in their chess games, the Queen surprised him with her wit. She would appoint him as her Captain of the Guard, making him the highest-ranking Knight of the Court, and her personal bodyguard.

After he and the rest of the Winter soldiers healed and the new Queen was appointed officially, Sorea wasted no time at announcing her new royal captain and remained stoic at her side as the war with the Summer Court continued. Hidden in her quarters or behind curtains though, the Queen and her Captain melted into each other’s embrace, a secret love fueling the greatest Queen the Winter Court in history, and the most devoted and protective Knight at her side. Through uncanny and unorthodox methods, the Winter Queen and Royal Captain pushed the Summer seelie fae back out of their lands and reinstated security for their land.

Personality:
Gervase, like most Winter fae, has a very cold and stoic attitude with anyone outside of the Court itself, though the howling winter’s fury is buried deep within. Gervase has very little sympathy or flexibility when it comes to other races or species he comes across, simply accepting them as either a part of the cycle he must live with, or a foe he must dispatch. This coldness only grows more prominent in combat, as he works silently and swiftly to cut down targets with a razor-edged efficiency.

With his Queen, Gervase is no less reserved, though he does become far more attuned and makes a point to listen to every syllable his Queen speaks, as well as obeying every command or meeting every desire.

After his time in the war, Sir Irven suffered post-traumatic episodes, sending him screaming back to the fields of fire, ice and pain. Certain triggers, such as smoke and fire, led to such panic attacks and incapacitated him on a few occasions. Only his Queen had been able to free him from the nightmare, but since the war’s end, the fae believes he has wrestled down the scars left on his psyche.

Equipment/Belongings:

Queen’s Wrath: Gervase has an array of weapons that he obtained after being promoted to Captain of the Royal Guard. His main tool and preferred weapon of choice is an enchanted staff, roughly about six feet (two meters) in length and ending in a pointed tip. Magically blessed by his Queen of Winter, Gervase is able to channel his chilling power through the staff to form a variety of weapons upon its surface. A few examples are a dual-ended blade with edges of ice, an icicle-tipped spear and a heavy-headed mace. The weapon-forming process takes a very minimal amount of energy to perform, but depending on the complexity of the weapon, the ice may need a moment to form completely. He is only able to empower one tool at a time, due to the focus it takes to shape the ice in such a detailed manner.

Queen's Judgement Criss-crossed over his back are a pair of short-swords, roughly three feet in length, with blades crystal-blue in color and hilts a sterling navy-blue. Also enhanced in a similar fashion, the blades can act as a simple focus for Sir Irven’s power or coat themselves in ice for added force or crushing power. He is only able to empower one weapon at a time, due to the focus it takes to shape the ice in such a detailed manner, meaning only one Judgement blade can be enchanted at once.

Winter’s Bite: The knight of Winter’s last weapon is a pair of daggers strapped to the outer thighs of his legs, held snug in a set of black scabbards. The daggers have no magical properties and can be used for throwing or extremely close-quarters combat if all else is lost.

Armor: Sir Irven’s armor was later enhanced to resist the fire magics wielded by the Summer Court, and is the same set he wore when King Soreth died, simply improved and blessed to better protect his Queen’s knight.

Queen's Bracelet Strapped to his left arm bracer is a shield-buckler that, when not in use, is a very simple trinket with a silver color, but when empowered, changes entirely. When Gervase forces his will into the tool, a shield about a meter wide forms and thickens to provide an extra layer of protection. Using the moisture in the air, the shield can reform over time from minor cuts and blows, but extreme force or power would shatter it, forcing the trinket's spell to shut down from shock.

Abilities/Powers

Queen’s Nails: As an Ice Fae, Gervase has control over the element of ice, allowing him to shape and direct it, as well as form it from the moisture of the air. Doing so, he solidifies a jagged spear of ice about three feet in length and launches it at his target.

Walls of the Irven: Projecting a blast of ice from his shield, Irven forms a five-foot tall, four-feet wide, two-foot-thick wall of ice in front of himself. This takes the energy from his bracelet, forcing the spell to recharge gradually over time, but the tool is only built to cast the spell about three times before the extended use exhausts the enchant within.

Howl of Winter: Unleashing a roar, the sound is like shattering glass and ice and meant to deafen his opponent and leave them stunned.

White-slicers: Focusing, Gervase forms and launches a set of snowflake-shaped throwing blades at his target, built to deliver a freezing chill once they impact their intended location.

Winter’s Embrace: From the palms of his hands, Sir Irven releases a cold fog that extends out about five meters. This fog is used as both a tool of confusion and concealment as well as a way to reduce the temperature to relative freezing levels, reducing the amount of energy Gervase needs to form other ice abilities. Once created, the fog will fade naturally over time as the temperature balances back out, giving Gervase limited time to make his move.

White Wings: Forming his fae wings, Gervase gathers a blast of frigid air and uses it to propel himself backwards about ten yards while sending the freezing winds forward into his target. When he lands, his wings again fade as holding extended flight with his armor is too straining.

Creeping Frost: Slamming his feet onto the ground, the Winter fae is able to unleash a spreading ice across the ground in a radius of about five yards, to disrupt footing and balance.
DF MQ AQW  Post #: 31
7/18/2017 0:01:56   
  Starflame13
Moderator


Another day, another dollar, another round of reviews! Looking goo so far, everyone, keep it up!



@DragonKnight – Ok, let’s do this!

Starting with your biology, I have some concerns with your Slime and Mercury form. For Slime, if an object is able to pass through her, wouldn’t her own armor and equipment sink through her? Otherwise, having the ability to allow any objects to pass through without damage is a bit powerful, even with the limits on her resources. You could potentially work it so that smaller objects (like arrows or daggers) can pass through, but something larger (like a boulder or a battle axe) would require a different solution.

Now, Mercury. To begin with, Mercury IS a liquid at room temperature, so I’m not sure of the importance on emphasizing that it is a liquid over a metal, unless you’re trying to imitate magnetic properties. Now, as a liquid, even a dense liquid, a wall or object made out of her mercury form is fluid, so I’m not sure how you intend to use it as a shield. I can see it potentially working to slow down or stop much smaller objects, but something with enough force will still pass through. It also poses the same questions as her slime form in regards to her armor and equipment.

This brings us to your Body Manipulation ability. While it seems to work ok for the Slime form, again, you specified that her Mercury form is a liquid, so you should not be able to turn part of you into a metal solid enough to strike a punch. As a dense liquid, it’ll likely do more damage than, say, a water balloon, but there’s still going to be some give, so it won’t carry the same force as a metal gauntlet would. Since your character is heavily armored, that almost renders your Mercury form obsolete, apart from its elemental resistances, so you may want to either rework how it works, or focus on beefing up your human/slime forms.

Next, Regeneration. Given how you intend to use sections of your body as projectiles, I can see why you want to be able to regenerate large portions of it quickly, but larger wounds should take several seconds, if not longer, and a full limb maybe up to a minute. For resources, regeneration of an entire limb should be enough to drain most of them, which means you have very limited ammo for your main offensive ability, Object Creation.

For Object Creation itself, if she has complete control over the slime/former body while it is separated from her, this risks entering into “Swarms” territory. My suggestion here would be to give the flung body part a set task once it leaves close-range (sy suffocation or binding, to use your examples), and it either attempts to do so, or fails and falls to the ground. In this version, you may be able to regain some of your liquid by re-absorbing the object, though in limiting regeneration I don’t think you’ll have the same versatility with this skill that you were hoping to. Again, it has the same issue in claiming the object “solid enough” to be a shield, yet is still a liquid, as mentioned earlier.

I will send you a PM with comments on your spoiler-tagged abilities! On the whole, Alastasia is a well thought out character, but she’s also EXTREMELY complex. I would start by trying to simplify and clarify how her different forms work, specifically reworking or even removing Mercury entirely, and then going through your abilities from there and see how you can adapt them to a different biological set up. It's going to be a lot of work to get her fully balanced, so again, if you're not up for that it's worth considering a less complex character.





@Starstruck -Approved! Thank you for the added clarification, and best of luck to you and Kana!




@draketh99 - Hey there! I love the direction you're taking with Anki, but I'd like a bit more details on what exactly they are and on a couple of their abilities.

First, do any of their physical capabilities differ from that of the human form they are bonded with? Things such as strength, speed, or elemental resistances. As a prison guard, would they also be skilled at brawling or other forms of combat beyond electric manipulation?

For Magnesis, how many items can Anki manipulate at once? Something like one large object, two or three medium objects, or a few handfuls of smaller objects may be reasonable, but multiple large/heavy objects may be a bit much. I'll leave it to you to find the balance you think works with the character's magnetic strength!

For High Charge, are your wires enchanted to carry a charge without losing its strength? For other mundane objects, I'm assuming the charge would weaken the further it travels from you. Also, is the paralysis meant to affect the entire person or just the area that Anki is in contact with? If the former, it may need to be reworked to allow the opponent time to react. You could potentially have it start at where the contact is, and spread/strengthen the longer contact is maintained, but that's just a possibility.

For Magnetic Sense, how far is Anki's range with this ability? Does it weaken as it gets further away, or is it a sharp cut off? Looks good, just add in that detail!
Mostly just minor clarifications, so get the fresh bio up with those added in and we should be good to go!




@Caststarter - Looking good for the second round!

I further clarified Ohm's Law with you in a PM, since it seems like it's an immediate strikeand not something that will linger and constantly increase in power until it overrides all resistances, it should be good!

Also, since you're using mana for the lightning arrows, remember to keep in mind as you write that larger or more spectacular spells will tire Proto out more quickly. Be sure to be clear in describing the paths of your arrows once in the arena, so that your competitors know exactly where the traps are. Approved!




@Apocalypse - Glad to see you back for this round, and quite a different character you've come up with this time! Blood magic is generally pretty hard to balance, but with all the restrictions you've imposed it fits together quite well. A few questions/clarifications before you're set, though.

For your Blood Maledicts in general, does Arthok need to cut himself again for each one like in Crimson RotD, or will any of his blood suffice? Also, does Arthok need to decide to amplify his curse before he casts it, or does he do so after it's taken effect successfully? For Blood Curse of Binding specifically, you may want to consider decreasing the time. 15 seconds is a lot longer than people realize in close-combat, which this spell requires, and it's a VERY long time to be unable to fully react.

For the Mutagens, how many "casts" of these does Arthok have? Something that would give him a boost every minute of the entire battle is a bit much, but I don't think you've limited yourself to one of each like for your curses. I'd also consider, like for Binding, decreasing the time since a minute is a long time for a spell to be in effect. Since it both helps and punishes him, you can keep it as-is if you want, but something to consider!

Lastly, you're going to need to keep track of how much blood Arthok loses with each would. Based off of his size, Arthok likely has between 12-14 pints of blood. A Class Three Hemorrhage (which is where a blood transfusion is usually needed) occurs after 30-40% blood loss, so between 3.6-4.2 pints. Arthok will likely start feeling woozy or sluggish a good bit before that, so keep that in mind as you write when you get to the arenas.

Give me those clarifications and make any edits that you want to the timings in a new post, and then we should be good!




@Tdub - Most important question: Is Ayiso a tenor, bass, or baritone? :P That said, I love the concept and for the most part it's very well described, but I have just a couple edits and clarifications.

For Frozen Fortitude, if Ayiso was left uninterrupted, roughly how large of an object can he make or how far can he spread ice on surfaces/floors? On the objects that you create, can he manipulate them at long-range distances as well as close ranges? When his chant is interrupted, does the ice vanish like in Winter's Blessing or does it melt naturally?

For the Winter Dragon, I would either center this around Ayiso, or make it stationary where cast and enable Ayiso to travel through it. A large, moveable blizzard is a bit too powerful.

Everything else looks good, so get the fixes and updates in your next post!




@Necro-Knight - Approved! Thank you for the clarifications, good luck to you and Sir Gervase!
AQ DF MQ AQW  Post #: 32
7/18/2017 1:48:52   
Apocalypse
Member

Name: Arthok Mesorason, the Blackblooded
Race: Half-orc
Age: 55
Element: Darkness

Appearance:
Arthok is fierce, the etched lines of old age only adding to the intimidating appearance of his face. Small tusks protrude from his split bottom lip where a narrow tawny crack travels down the juniper skin of his jaw. A series of similarly-colored jagged scars stretch across his throat to the extent where it is surprising he can still speak. Eyes of amber glower from their sockets, and long white hair is tied back in a single braid that stretches down to his waist.

The half-orc, true to his heritage, is physically imposing at his height of six-and-a-half feet and large frame. An inordinate amount of muscle mass from years of manual labor makes him a hulk of a figure on par with full-blooded orcs. If one takes a close enough look, his veins take a sickly black hue beneath his skin. Numerous scars litter his body, the most curious one being a crude crescent moon cut into the palm of his left hand.

Equipment:
Arthok dons a set of obsidian half plate armor with a blue bell trim. The shades have dulled, the metal shows wear, and the leather is torn in places, but it is well kept for what it is. Functionality was prioritized well above presentation. Leather is used at most of the joints to maximize dextrous movements without sacrificing too much defense, though that does result in obvious weak points. Beyond this, the only thing to note is the silver crescent moon carved into the chest. Unlike the rest of the armor, it retains its brilliance.

His blade of choice is the Zweihänder. The hilt is black and plain with some silver linings. Though the blade was forged from steel (and some of the half-orc’s blood), it has been silvered to serve as a bane against the foul creatures of the dark (those that are vulnerable to silver). It is meant to be wielded as a two-handed weapon, but Arthok’s sheer strength allows him to treat it more akin to a hand-and-a-half sword. The inclusion of blood in the forging allows the weapon to be used for the Crimson Rite of the Dead.

A great sword is carried on Arthok's back. It contains the same color scheme and silvered property of the Zweihänder, but is otherwise not unremarkable. It cannot be used for the Crimson Rite.

The blood hunter also carries three glass vials containing his mutagens. One glows sapphire, the second emerald, and the third scarlet.

Around Arthok’s neck is a small silver chain with three rings hanging off of it, but that is kept tucked in his armor at most times.

Abilities:
Swordsmanship - Arthok is an accomplished swordsman, though he has a tendency to rely on brute strength over pure skill. He did not learn the blade until later in life, so there are times when he fumbles over some fundamental. Sometimes this works in his favor as it is unexpected; other times it does not.

Sprinting Speed
- Heading in a straight line, Arthok shows impressive speed. His issue lies in trying to catch targets with great agility, an area he himself does not excel in.

Tough Hide - The leather of his armor is superior to the toughness of his hide...but not by much.

Crimson Rite of the Dead - The Zweihänder is used as the focus for this blood art. To activate it, Arthok must offer his own blood to the blade in the form of a slash on his body. The next wound inflicted by the sword causes searing pain and turns the surrounding flesh necrotic. To use again, Arthok must cut himself once more.

Blood Maledicts
Arthok is able to inflict blood curses upon the enemy once their blood and his own are mixed together. Any of his blood can be used for the union of the two. He is able to use each Blood Maledict once a day. He can only inflict a blood curse on the last target with which he has mixed blood. If Arthok wishes to inflict two blood curses on the same enemy, he must create a new union between their blood after using the first curse. Additionally, he can amplify a blood curse but can only do so once a day. The blood maledict must be cast at the amplified level - it cannot be cast and then amplified afterwards.

Blood Curse of Binding - If the foe is within striking distance, Arthok can activate this curse. He makes an arcane gesture with his hand to bind up to half of his own body in place. Simultaneously, the target’s body is similarly bound (ex: both have their lower bodies, right side, or right arms/left legs “bound”). While Arthok is making the arcane gesture, the target can feel the to-be affected areas tense up before they are bound. This lasts for eight seconds, and Arthok cannot stop it early. If the target gets out of range during the process of infliction and before it takes effect, the blood curse is broken and is considered used.
-Amplification: Up to three-quarters of the bodies of himself and his target can now be bound.

Blood Curse of the Mutual Suffering - Target must be within a thirty foot range. Before Arthok is struck by an attack delivered by the target, Arthok invokes this blood curse with a war cry. The target proportionally receives the same wounds caused by the attack. (Ex: a stab wound in Arthok’s chest is scaled down if the target is physically smaller than Arthok). If the attack does not land within two seconds after the curse is invoked, the curse fails and is considered used.
-Amplification: Within five seconds after receiving the wound, Arthok can further damage the injury on his own body (he must physically damage himself self further, such as with a hand or sword). This damage is replicated proportionally in his opponent.

Blood Curse of the Transfusion - Target must be within a thirty foot range. Arthok invokes this cursed by plunging his hand into an open wound of his. A pint of blood is ripped free and launched at the target as a projectile. The blood attempts to enter an open wound on the target and rips free a proportionate amount of blood.
-Amplification: The blood ripped free of both Arthok and the target return to Arthok and heals him. This healing is equivalent to the amount of damage suffered by this same blood curse and one slash needed to activate the Crimson Rite of the Dead.

Mutagens
Arthok has tampered with his own blood, twisting it to be able to accept certain toxins and use it for strength. Each mutagen lasts a minute before depleting, and any creature besides Arthok that drinks it receives only the consequences of the mutagen. If Arthok attempts to drink a second mutagen while the first one is still active, he only receives the consequences of the second one. He carries three vials - one of each mutagen. Each vial holds enough for one use, and it must be drunk all at once to have the desired effect.
Unbreakable: Strengthens the durability of his bones, making him half as susceptible to bludgeoning attacks.
-Consequence: Hide becomes softer, twice as susceptible to piercing attacks.
Impermeable:Toughens the hide, making half as susceptible to piercing attacks.
-Consequence: Bones become more brittle, twice as susceptible to bludgeoning attacks.
Potency: Strength increased by one-and-half fold.
-Consequences: Dextrous movements diminished by the same margin.
AQ DF MQ  Post #: 33
7/18/2017 1:54:49   
ringulreith
Member

Name: Felix
Occupation: combat engineer
Age: mid-30s
Race: half-Drakel half-Human
Element: Light

Abilities:
Felix has 2 primary powers, both related to the manipulation of spacetime.
These are invoked by tracing out, in runes of light, their mathematical expressions and parameters (either in the air or on a suitable surface), with an area of effect limited by the reach of the light when the runes are activated.

The first, and easier ability, is to alter a person's perception of spacetime. For example: flip their view upside down, make them perceive time faster, tile a small view across their entire visual range, make them see reflections.
The target must see the runes upon activation for this to work.

The second ability involves actually applying the same effects to a localized region of space, at most the size of a room.
This is much harder to pull off in a combat setting because of the precision required.
Felix mostly uses this ability for engineering work, where accurate measurements can be painsteakingly taken and effects can then be defined very exactly.
In combat, this is limited by his ability to make good guesses about dimensions in the environment and come up with expressions for effects on the fly.

Felix is specialized in spacial manipulation, so he can only do very basic and rough time-related effects. There's an additional hard limit on anything reversing the direction of time.

If runes are traced in the air, Felix must continue to keep their expression in his mind to maintain them, otherwise they will go dim and disappear.
If they are traced on more solid surfaces, the effects will be more permanent,
with duration going up as affected area goes down.

Equipment:
- laser rifle: Basically what it sounds like. Must be loaded with power packs that provide 12 shots each. Has a fatal setting that delivers high-intensity burns, and a blinding setting that blinds and gives mild burns.
- half a dozen power packs for the rifle
- assorted portable surveying and measuring tools (for finding heights of distant objects, taking lengths, etc)
- utility knife (for cutting rope, cloth, etc)
- functional but undeckorated saber
- a huge...
spoiler:

mind


Backstory:
Felix is an offspring of wartime assault. His Drakel mother, ashamed by his birth but unable to drown him per tradition, left him at the steps of a temple to the Light Lord.
The munk who took care of him held rather peculiar beliefs about the world and the realm of Light, and eventually split off to form his own monastery with a sizable following:
they believe that light represents truth, and that mathematics is the road to attaining the ultimate truth about the world around them.
This is the environment in which Felix came of age, and where he learned to combine his knowledge about mathematics and light sourcery into an instrument of control.
He eventually enlisted into military service, where his fine manipulation of spacial structure was put to effective use for combat engineering.

His caretaker has taken ill in the past year, and he comes to the elemental championships both in search of further enlightenment, and for a boon of healing.
Post #: 34
7/18/2017 20:29:34   
Tdub
Member

(Baritone, of course (: Quite a range for his age!)

Name: Ayiso
Race: Human
Gender: Male
Age: Mid 40s
Element: Ice

Appearance:
Ayiso stands barely over six feet tall, and is quite obviously a fit man, if not overly muscular. His dark brown skin shows only the faintest signs of age around his brown eyes and forehead, and no scars or deformities mar his features. His head and face are clean-shaven, leaving him completely bald. The attire he wears is simple, consisting of a dark blue shirt fastened at five intervals with golden clasps and simple gray pants extending down into brown leather boots. He wears a long brown hooded cloak over his clothing, tied around his neck and falling down to just above the ground.

Equipment:
The only notable item he carries is a simple staff of hardened spruce wood. It is a straight pole of wood almost as tall as himself, and at the top is an oval-shaped grooved decoration that ends in a rounded point. The wood has been hardened by an ancient lyed and will not break under anything less than an extremely powerful force. Aside from its fortitude, it bears no extraordinary properties.

Magical Abilities:
Ayiso commands control over snow, frost, and ice, yet is unable to create these conditions without special preparations. Fortunately, such preparations are a specialty of his people. Ayiso will compete with the power of the lyed, ancient songs of a long-dead language imbued with magical power. The songs must be sung with accuracy regarding the lyric, pitch, and volume to create the desired effect. While there are numerous lyed, there are only a few that Ayiso is confidently able to perform that will be useful in the tournament.

Lyed of Winter’s Blessing
This song has no lyrics, but is instead hummed. The tune is simple, short, and easy on the voice. Once the tune has begun, a cold mist will envelope Ayiso, covering everything in a five-foot radius around his body and following him when he moves. The icy mist increases his speed and reflexes, and sharpens his mind. If he completes the tune, the effects will linger for several seconds. Should he be interrupted, the effects will immediately dissipate.

The mist may obscure opponents’ view of Ayiso somewhat, though the closer one gets to the mist, the easier it will be to see through it. Ayiso’s vision is not affected. Opponents walking into the mist will feel a significant drop in temperature, but will not be affected by it unless they are particularly cold-averse.

Lyed of Frozen Fortitude
A repetitive, somewhat barbaric chant that allows Ayiso to create ice with his hands. This is Ayiso’s primary and most versatile form of combat. As long as he continues the chant, he can create ice in his hands or on whatever he touches, shaping it as he pleases. The ice he uses for combat can take many forms, such as jagged shards or hardened spheres. As mentioned above, he can manipulate the movement of the created ice. The ice forms layer by layer with his touch, so it would take a few seconds of chanting to create a shard of ice that is four or five inches long, and several more seconds to craft a snowball-sized ball of ice. Ice will continue to form from his hands as long as he is singing, so theoretically he could create enormous constructs given time. However, creating a person-sized ball of ice would take many minutes, and even more given his need to rest his voice. It also takes longer for him to move large creations, as they would travel slower than, say, a shard of ice the he could fling with ease. As such time is a luxury not given in the Championships, the chant will mainly be used to create small and medium-sized objects that can be swiftly created and thrown.

The chant can also be used to spread ice on a surface if he is touching it. The ice would expand out from his hand inch by inch as long as he keeps up the chant. By doing this, he can freeze small bodies of water, or spread ice over wounds. Ice spread on his skin will not affect him unless it remains for an extremely long time, but ice spread on a regular human’s skin would burn, numb, and cause lasting damage if it remained. In addition, he can will the ice to spread from his boots across the ground. The thin layer of slippery ice on the ground will expand in a rough circle, approximately two feet in diameter every few seconds, reaching a maximum of around fifteen feet in any direction if he maintains the chant. The ice will melt in a matter of minutes, as the layer is not particularly thick. He is unable to create ice with his hands while he is spreading it on the ground. Ayiso is comfortable and experienced walking and running across ice, but others may not be so sure-footed.

The chant itself is not particularly difficult to perform, but it does fluctuate in speed and volume. If Ayiso does not focus enough, he could miss a verse and the formation of the ice would cease. The chant is also a bit vocally taxing, so constant chanting is impossible. After the formation of whatever ice he needs, he must momentarily rest his voice. That being said, he has no problem maintaining a consistent amount of ice for his combat needs. The direction and speed of the ice can be controlled up to a maximum distance of thirty feet, though it could fly further than that without his control if he throws it hard enough. He cannot add ice once it has left his hands, though he can cause it to shatter if it is still in his range. The ice will melt as normal once his chanting has stopped, though the time it takes to melt will vary based on the heat and other variables in the competition.

Lyed of the Winter Dragon
A long, complicated ballad that tells the story of the legendary Winter Dragon, an icy spirit said to pass judgment on travelers caught in blizzards. When the song begins, the temperature around Ayiso will begin to drop. Several seconds into the song, a snow will begin, slowly increasing in intensity. The snow will expand to cover a wide area around Ayiso, and moves with him as the center. As the song goes on, the snow will become more and more furious, making it difficult for most individuals to see or move through it, not to mention the cold. Eventually the blizzard will become so intense it will become extremely difficult for anyone other than Ayiso to bear remaining inside it, but they will have difficulty finding their way out. Ayiso must move slowly so he can maintain focus on his song through the storm.

This is Ayiso’s most powerful lyed. The lyrics are intricate and the vocals are challenging, so movement must be minimal for him to focus on what he is singing. Obviously, the storm will dissipate should he stop singing. It will also take some time for the storm to reach its full potential, and that amount of singing takes its toll on even the most practiced voice. It is unlikely Ayiso would be able to sing much of anything for a time after performing this lyed.

Physical Abilities:
Ayiso is physically fit and quite strong and agile. He is able to avoid attacks and move around while maintaining enough focus to sing his lyed. He is also capable of blocking or deflecting sword attacks with his staff, which will withstand any normal sword strike. As far as actual sword-against-staff conflict, however, he is fairly untrained. He is not able to hold his own against an experienced swordsman for very long, and prefers to attack from a distance with his ice. Should he be forced to engage in close-quarters combat without his ice, the most he could do is strike with his staff. While hitting individuals with a firm stick can be surprisingly effective, Ayiso’s safest option would be to build distance between himself and his opponent.

History:
Ayiso is a High Lyer, a member of one of the Frost Tribes of the Haquer Mountains with chieftain’s blood. The power of the lyed passes from parent to child, and the various Lyer families lead their tribes with the ability to control the fierce snows of the peaks. Ayiso’s tribe was one of the most prominent among them, and his father Damere was perhaps the greatest chieftain the tribe had ever known. Using his complete mastery of the lyed, Damere was able to secure passage for notable men and women across the treacherous Haquer Pass, gaining for his tribe an unprecedented amount of influence and wealth.

Ayiso was only twenty-four when the sickness struck his tribe. Nearly half of their number perished, and suddenly all the goods and influence Ayiso had enjoyed for much of his life amounted to nothing. He lost his father and wife in the same week. As the oldest child of Damere, Ayiso was set to inherit the title of chieftain and the responsibilities that came with it. However, murmurs began to spread among the skeptical members of the weakened tribe. Ayiso was a rash, impulsive young man. Too young, too bold, too privileged, elders would whisper. Nothing could ever compare to his father.

In the face of adversity and overwhelmed with the emotion of losing his father and wife, Ayiso fled the mountains, leaving his tribe and his young daughter behind.

It wasn’t until many years later that Ayiso began feeling the guilt. Wise enough to regret his cowardice but too ashamed to return, Ayiso traveled the cold northern lands, practicing his song and hoping to improve the lives of those he encountered. In larger cities he found himself uncomfortable dealing with a great number of people. In smaller towns and villages he was largely shunned, both for the color of his skin and the strangeness of his ways.

Now, two decades after he left his tribe, Ayiso has found his way to Bren. He is entering the Elemental Championships seeking redemption for his shame. His youth gone and his future uncertain, he hopes the Championships will help him finally forget his past life and embrace what is yet to come.

Post #: 35
7/18/2017 22:34:10   
TormentedDragon
Member

Name: Ee-nuk Chuk va Tuktuk
Race: Gob
Element: Wind
Alignment: Completed Daily

Rising Star makes front page of PopGob Weekly - Interview on page 14: Ee-nuk son of Chuk of clan Tuktuk is a gob full of the luck-luck (both kinds) and the tek-tek. He took to the wires and plates and buttons even as a little gob, always bothering the bigger tek-gobs to know what they were making or baking or tricking and in some cases licking. They’d either smack him away or talk at him, so one way or the other he learned and learned and learned, and was well on his way to being head tek-gob one of these weeks.

Then he built a boomer and the resonant shockwaves collapsed a cavern, so after all the buried gobs were pulled out of the rubble the council came together and decided Ee-nuk needed to go to the surface gobs and keep making things in places where it was less likely to crash homes.

The lizz-guys and the humies and the beard-boys and the leaf-girls all seemed to not like that. By the time Ee-nuk made it to the surface gobs who lived half the world away it seemed all the other boys who’d gone with him were various kinds of dead. One got eaten. He’d sworn indigestion on his captors, which probably worked.

The surface boys weren’t much in the way of tek-gobs so Ee-nuk mostly took over that stuff, and as he started making things the boys starting bringing him things and rotating the things out so that they could trade off the stuff he was making for more things, and every so often some books. Eventually they even got a more open-minded humie to teach him to read the books instead of just puzzling things out from the diagrams in some of them.

Ee-nuk gave the cookbooks to the cook-gobs. A year later he remembered to teach them to read them too.

It was at one of the big gob-bashes, the first he’d ever been to, that he learned about the rhythms. The hobgobs had showed up with their big drums, and all the sudden gobs were everywhere with flutes and strings and horns and bones that tinkled, and there was moving and stomping and he even learned a dance (it had skull-knocking) and played a drum (both with a drumstick and as a drumstick).

From there it cascaded. He started making things that made those sounds: rhythms and warbles, ringings and booms.

Meanwhile there was all the killing. The surface gobs were pretty brawly, or else they wouldn’t have lasted on the surface, but that didn’t stop everything and its ugly mother from trying to slaughter, eat, or enslave them on the regular, so in between brawls and moving around Ee-nuk started making more things for killin’, and, remembering the boomer he’d made all the way back when, started making musical things for killin’ too. Problem was, as gobs aren’t quite so grand in stature, there started to be issues of carrying the killy-tek and in some cases firing it without falling down, so Ee-nuk started working on a solution for that. After about seven years or so (most gobs’d have run afoul of teeth afore then), he had a working pair of steel legs. From there it wasn’t too much longer until he had a working mek-tek brawly suit.

It was fun to punch a bear and win.

Then, finally, then, he put the killy things on the suit. At the next raid, the BoomerSuit mopped the floor and made everybody dance along with it. Overall a grand success.

Ee-nuk wasn’t satisfied. It wouldn’t stop the raids.

Gob-star breaks no molds: Ee-nuk himself is about three feet tall, and as is standard for a gob a disproportionate amount of that is devoted to his thick-skulled head. A long, hooked nose, pointed, floppy ears, and bulbous, yellow-green eyes make him stand out not-at-all from any other gob; unless, of course, you are yourself a gob and can track the differences in exactly how the nose hooks and just how floppy the ears are.

He is entirely bald, all of the hair (his is rather handsomely curled, soft and black in color) seeming to concentrate at the ears and on his upper lip, the dark bushy mustache contrasting nicely with his darkly-red skin tone.

Despite the thickness of his gob-skull, Ee-nuk is almost never without his black helmet and its attached goggles, which are on most of the time due to the learned behavior from things assaulting his peepers if there’s nothing between him and what he’s working on. Thick tan trousers made of hemp bear the myriad oil stains, scorches, and patches that come with the work he does, and a similarly patched wool shirt of somewhat faded blue guards his torso. Over that is a brown jacket, made of meticulously cured bear-hide (trophies are treasured), lined with fur at the collar. Compared to the rest of his clothing, the jacket is rather well-kept.

The toolbelt carries all the tools of his trade, but is either on or off depending on if he’s working.

The Instrument of Destruction: Ee-nuk’s BoomerSuit looks as though it’s made from scrap metal. It’s clearly a patchwork piece of tek, not at all like the Drakel and their clean lines and surfaces. It is, however, a hulking, bulky thing, coming in at 6.5 feet(ish), with thick arms and thick legs of (mostly) riveted-together steel. Ee-nuk himself sits in the center, where the front hatch opens and shuts, mostly secure in a metal shell. The top bit is open with widely-spaced metal bars, allowing vision, air, etc.

Flanking the cockpit pod to the rear are odd little boxes with a conical depression in the front-facing side, shielded behind a metalwork lattice. Each is labeled in gob-script - in the unlikely event anyone’s bothered to learn it, they’d read “Talk 1” and “Talk 2.” Openings jut to the lower sides of the central body, matched at the back by two large, square, horizontally grilled vents.

The right arm (labeled “Bearpuncher” in gobscript) ends in a blocky fist, the knuckles spiked and just a touch rusted. Small circular cutouts dot the bulk of the arm, each covered by a crossbar.

The left arm (labeled “Pukkroy was here” in gobscript) ends in a spike, projecting from the bulk of the arm in a particularly businesslike fashion. The flat ring at the base of the spike also features the metalwork lattice - anything emitted from this curious opening would follow the point of the spike.

The legs are mostly unadorned, favoring large plates overall and a metallic clothy weave over the joints. The footplates are unapologetically spiked at the front (and are helpfully labeled “Stomper” and “Stop That” in gobscript). They attach to the torso with what looks to be a simple, thick crossbar, the roundish torso/cockpit simply slotted onto the vertical bar. In practice, the inner workings allow full rotation for the torso.

Play that Funky Music, Mek-boy: The suit has, at minimum, physical power. Punching, spiking, kicking, or just trampling are all valid tactics. However, the speakers are all fully functional, allowing for sonic and wind-based attacks.

Those at the shoulders, Talk 1 and Talk 2, are plain old speakers. They make sound happen. Granted, this could be ear-splitting shrieks or raunchy jokes about your mum, but that’s about it. Mostly they serve to allow Ee-nuk to speak over the din of battle.

Bearpuncher’s speakers double as quick-release air systems, allowing for directed blasts of high-powered air. This is usually done in rhythm to whatever almost-music Ee-nuk has decided to use that minute. At maximum strength from multiple ports the air-blast is not unlike being slapped in the face with a trout flung by an angry fishwife. At minimum aperture, it’s rather akin to being jabbed with knitting needles wielded by an angry fishwife. These tactics are generally deployed at close range, due to the side-mounted nature of the speakers

Pukkroy was here favors a cannonical approach: the circular aperture around the spike allows for sound and fury to be delivered in vortex blasts, again, usually in sync to some form of musical atrocity the gob has invented. The full brunt of a strike of this sort will knock a man backwards just as handily as the fishmonger’s “You-made-my-fishwife-angry” punch of justice. A brief reload period gives some respite for recipients, as the compression systems must reset, but it is, as noted, brief. The unprepared can be buried under a steady stream of rhythmic blasts, ending in a crescendo of stab.

The vents on the main body serve as intake and exhaust, in either direction, as required. Full force rear-vents can assist with forward motion, but generally only increase running speed. If the BoomerSuit is for some reason performing an ice-ballet, the lack of friction could allow for vent-only propulsion. The weight of the suit is the primary reason for this restriction - the vent-force is entirely sufficient to knock someone over, and is usually accompanied by some variant of boom or screech.

The personal touch: Ee-nuk carries a side-arm, a weaponized variant of his original boomer. Wielded in both hands, the stocky little tube triggers a focused blast of sound (rather akin to a dragon’s roar) and air somewhat stronger than the vortex cannon, but without nearly the range - the lack of shaping causes it to dissipate a mere seven feet out. It’s mostly used for removing overly clingy problems from the side of the BoomerSuit.

Aside from that, he’s got a dagger. Like most daggers, it has a pointy end that stabs things.
AQ DF MQ  Post #: 36
7/18/2017 22:59:13   
draketh99
Purple Armadillo


Take two :D

Name: Anki - Block C3


Age Range: 305


Race (Pure or halfbreed only): Cotbif Gamma

Element: Energy

Appearance (Build, hair, skin, clothes...): Standing at a mere five feet and two inches, Anki is by no means formidable in appearance. By size, they resembled a child born into poverty, while the cut of their build seemed to suggest that of a child who had matured fighting to survive in an oppressively darwinian environment.

Their short hair, white as snow, pulled back to reveal a scar that stretched from their temple to their chin, running down along their cheek, just barely missing their left eye. Other than this single imperfection, their face bore an unnerving and unnatural perfection. Perfectly symmetrical and free of pockmarks, they looked what could be considered beautiful from a distance and unnatural and unsettling upon closer inspection.

Their white hair and fair skin resembled that of an albino. Their eyes, a violet-pink color were cold and analytical, in sharp contrast to the grin that continuously pervaded their expression.

A black, tattered cloak wrapped to cover the majority of their chest and torso, bulging in spots from the tools it concealed underneath. Brown, dust covered trousers revealed themselves upon the short cloak’s end. The trousers were covered in pockets and compartments of all kinds, spaced randomly from belt to ankle.

Upon their hands, gloves of a strange make. The knuckles were reinforced with steel, and small ring guards covered bits of their fingers, just past each joint. Each of these guards connected to the one previous to it and ultimately the knuckle by a thin, steel wire. Small metal guards also connected to each fingertip, with a gripped pad along the underside and a clawed spike at the end.

Black boots, similarly covered in dust completed their apparel. The souls of the boots had channels cut out in all directions, reinforced by strips of steel, looking like something to be worn by a tightrope walker.


Belongings: Upon their person, Anki carries a number of strange tools. Aside from the steel re enforced steel boots and gloves, they wear a chain shirt composed completely of woven steel wire underneath their cloak, the underside padded with leather hide. The shirt reaches as far up on their neck as a choker and drifts down to their hips, with a quarter sleeve reaching halfway down their biceps.
Along their forearms they wear steel studded leather vambraces, the steel studs reaching out into a clawed point.

Attached to their belt, underneath their cloak, are 5 spinnable spools of wire. The first set of two spools holds 50 meters of a fine, thin wire, just barely thicker than fishing line, the metal alloy forged and enchanted to hold the weight of an average person in tensile strength. The second two spools hold a much thicker wire, nearly 3mm thick and only 15 meters in length, each with a steel spike at the end. The fifth and final spool contains 10 meters of barbed wire.

Their final set of equipment is two pouches attached to their belt. One pouch containing steel, ball bearings, the other containing caltrops. Attached and sheathed behind their back are two daggers.


History: To mages and other craftsmen of the arcane, Luxia was a shining city on a hill. Not a stone could lay in a road without magic being both responsible and able to tell the story for how it had gotten there. Magic gushed forth from the city walls and from the perspective of Luxia’s inhabitants, the sun would rise and set at the whim of The Elders.

In such a city, menial tasks and professions are unfitting of a person. Those not spending their time bettering themselves and their home in the study of the arcane end up sacrificing themselves to the position of public servant and run for political office.

The aforementioned tasks and professions thought too low, too menial, too uninspired for human labor found themselves automated by Cotbif, unstable spirits created to perform a specific task. These spirits would need to be created with a very specific task in mind, and would perform their task tirelessly, ceaselessly, for weeks on end before losing their ability to exist on a physical plane.

It wasn’t long that the creation of these Cotbif themselves became tedious and many sought to make their summonings more permanent. These efforts lead to the birth of the Gamma, a new rendition born through a Cotbif spirit being bound to a human body. These resulting Gamma were a permanent solution, never seeming to age, performing their tasks as tirelessly as their predecessors and yet dying as easily as any other human, should they need to be disposed of. The only drawback was the need for a human body to create. This expensive reagent made Gamma a rare occurrence and typically created using orphaned children from the slums.

An unwanted lineage in these slums alongside the need for a prison led to the creation of Anki. The first of their kind to be given an official position, Anki was the Gamma chosen to oversee cell block C3 of Luxia’s capital prison. Their abilities, personality, and stature all chosen and created specifically to perform their goal. Infused with electricity in order to manipulate metal and paralyze their opponents, they performed their task efficiently, effectively, and seemingly effortlessly.

Now, centuries from their creation, with Luxia lying in ashes and its culture forgotten, Anki wanders purposeless, driven by an unforgiving urge to complete the task for which they were created. Along with their only companion, another Gamma named Nicaleis, they come to Bren on a lead telling that some of their questions may be answered.

Skills, spells and abilities (if applicable): Anki’s abilities are all attributed to their creation. Formed and created using an energy spirit, they have a fine and focused control over electrical fields in close proximity to themselves, their control manifesting itself in the following abilities.

Physical Ability: As a Gamma, Anki’s physical abilities differ slightly from that of an average human in that they do not age and they do not grow tired. Other than those select things, they fight, bleed, and die as a normal human would. While in their profession they became comfortable scrapping and brawling as necessary, their size and stature puts them at a strength disadvantage against most.

Magnesis: Anki holds the ability to manipulate magnetic fields in close proximity to themselves. Using this, they have the ability to manipulate magnetic metals within two arms reach and with the strength of a man twice their size. An object at 200 pounds being slow and requiring all of their focus on that one object, yet an object at 50 pounds or less could be moved through the air with relative ease. Objects that are the size of a fist or smaller are easy enough to manipulate that five or six at a time quickly. Objects moving incredibly quickly, such as an arrow, could not be stopped though possibly deflected slightly to a side. Objects other than their specially crafted wire, which are magically enchanted are completely unaffected by their magnesis.

High Charge: Anki is able to pass an electrical current through their hands in an attempt to stun those they come into contact with. As this charge builds in their hands, it will arc and spark along their gloves, giving off a faint blue light as it does. This charge will spread through any highly conductive metals for beyond the length of their wire, and through water only a few meters. The charge, though not strong enough to cause burns or any permanent damage to something of human size, disrupts the body’s muscular control and paralyze a target for up to 10 seconds so long as contact is maintained with the target.

Magnetic sense: Anki is able to sense changes to magnetic fields within their reach and within several feet along the full length of conductive objects which they are touching. Using this they can gain a rough estimate of the size and location of the object disrupting the magnetic fields they produce.

Redirection: Anki is able to control the path in which electricity passes through their own body, though they remain vulnerable to being damaged by a high current, they can prevent those currents from passing through their heart or other vital organs.
DF  Post #: 37
7/18/2017 23:57:25   
  Starflame13
Moderator


Review time! And more elements coming in, too!



@Apocalypse - Clarifications all look good! You've created quite the character in balancing high risks with high rewards, so as long as you're up for the potential consequences, Approved! Just remember to keep in mind the blood loss I touched on last review.



@ringulreith - Welcome! Felix is quite the interesting concept, but some of his abilities are bordering on broken and in general you lack some necessary description.

First, please give us a general physical description of Felix. Is he tall and muscular, or slight and easily over powered? What kind of armor (or lack of) is he wearing? Give us some more details so that we have a general idea of what he looks like. Most people have an "Appearance" section in their bios, you can add one of those if that’s the easiest way to describe him!

On to his abilities. For your first ability, since most runes will be easily seen, making it nigh-impossible to dodge, this runs the risk of "bunnying", or forcing other characters to act in a certain way. I would suggest changing it to instead influence Felix himself. For example, you could slow time around you to make you appear (reasonably) faster, or create light-illusions around you to make you harder to focus on or be seen. You could also potentially use it to redirect, or angle, one of your light laser beams (one redirect per power pack, for example), but I'll let you decide what you think would be most useful! If you do wish to keep this focused on a target, then be more specific about how long it will last, as well as what range the light will cover. Since your second ability is an Area of Effect attack, I would recommend any other attacks only being able to aim or focus at one enemy at a time. Keep in mind, while I love how you've related mathematical equations and light in your back story, the more the effects of the abilities themselves work with light, the better.

For the second ability (as well as for the first if you choose to maintain the original theme of affecting others), be a bit more specific with the range. Assuming it's centered around the light runes, is it a close-range, mid-range, or far-range effect? The longer the range, the shorter it should last. Again, be a bit more specific with both range and duration, as well as giving more details as to how it will affect those who enter its range.

Lastly, your rifle. While having different settings is fine, a "fatal" setting is to powerful. You could potentially rework it for a "blinding" setting and a "damage" setting, where the damage will deal more severe burns.

If you have other examples of altering space/time that you think will come up often, include the in the next bio! A fun concept, but it needs to be fleshed out more before it's approved.



@Tdub - Edits all look good, so Approved! Looking forward to seeing what your singing sorcerer can accomplish.



@TormentedDragon - Well, it took me three tries to make it through your first paragraph without laughing so hard I lost my place xD

Very well done in writing a well-balanced and thorough bio! Keep in mind that given the size and strength of your giant, you won't be the most dexterous character, and will also likely be a rather large target. Approved!



@draketh99 - Thank you for the added details, both for Anki physically and for their abilities. Everything looks good, so Approved!
AQ DF MQ AQW  Post #: 38
7/19/2017 1:04:12   
Axicia
Member

Sorry for the late reply!
Here is the revised bio. Hopefully I clarified her abilities better :3

Name: Michelle Verona
Race: Human
Element: Fire
Gender: Female
Age: 24
Appearance:
Michelle is a slim, pale woman with long, straight red hair and a pair of matching eyes. She is rather short, standing at four foot eleven and combined with her habit of dressing up with colorful dresses, a distinct lack of curves on her body, and her habit of pretending to be a little girl, she is sometimes perceived as far younger than she really is.

She has no visible scars, although there are patches of slightly darker skin on her body. Her hand is always covered with black gloves, and a white hibiscus decoration adorns her head.

When it is time to get serious, she wears an outfit more suitable for combat. She retains her gloves, but she forgoes her dresses for an outfit that allows her more freedom in combat. She wears a navy blue jacket with thin white shirt underneath, and a pair of black trousers along with matching combat boots.

Abilities:
~ Immunity
Due to her nature, she is immune to the heat and she won't feel any detrimental effects from any high temperature places. However, she can still be hurt by fire, as her immunity only negates the heat effects, not the burn wounds.

~ Hand-to-Hand Combat
She uses a hit-and-run tactic on bigger opponents, and as she has a small physique, she uses on this strategy most of the time, only switching to her other strategy of luring opponents to hit her if she deems she has a tactical advantage. She is very fast and has high stamina, allowing her to keep moving for extended periods of time.

~ Spirit Flare
Manifested through the hibiscus flower decoration on her head.

~ Life Materialization
She pulls out the flame within her to create crystals as hard as diamonds. The crystals retain heat, and can be used for close and far-range combat. She used the crystals for close combat by manifesting them as claws on her gloves, or far/medium range by creating crystals overloaded with fire, which will explode on contact.

Her fire is limited in supply, and as a result she is only able to create so many before she gets exhausted and she'll even risk her own death if he pushes herself beyond that. This is why she uses her gloves to create crystalline claws most of the time - they channel her fire better, and reduce loss of energy.

Her power works better when the crystals are manifested close to her as she pulls the fire from her own life force. When the crystals are manifested far from her, they become more brittle and their heat will be reduced significantly, rendering them useless.

spoiler:

~ Reversal Defense
When her opponent strikes, crystals will protrude from the attacked body part and spread to the weapon/body part that attacked her. The crystals then will start to burn the weapon/body part, slowly melting them and leave damage that will worsen over time if left untreated. She can only maintain five minutes at most before requiring a recast, and she cannot use this in a quick succession, as a result she has to time her usage.


Equipment:
~ Betrayer:
A magical item commissioned from a weaponsmith of unknown origin. It is surrounded with magical flames, and is able to change color, although it is usually white due to the innocent image it creates and a personal satisfaction to see the irony between the name and the color. In combat, she can give the item a sudden burst of fire magic, creating a fiery explosion to blind her opponents.

~ War Wolf's Gloves:
Made from finely crafted fake metal fur coated with the skin of Fire Imps, she obtained it from a client of hers, who asked her to clear out an invasion of monsters. The monsters dropped small gems burning with deathly cold fire, which she collected and traded for the gloves she always wears. In combat, the Fire Imp skin allows her to distribute her flames better, which means she can create her fire crystals more efficiently. Most commonly used to create crystals on the tips of her fingers.

spoiler:

~ Heron
A small, personalized white crossbow that can be concealed. The crossbow has no special properties.


History:
A survivor of the devastating Fire War in Battleon, she was saved from death by fire after she found a fragment of the fire orb. The fragment fused to her soul and burned endlessly, keeping her alive but tying her very being to said fire. Her hair and eyes turned to the color of fire, and she wandered the ruins in search of survivors. None of her family survived the incident, she found their bodies buried beneath rubble. Her mother, her sister… Her father's corpse was nowhere to be seen, however.

She was taken to the refugee camp, and subsequently housed there as a survivor. Due to her lack of knowledge about her nature at that time, she ended up incinerating one tent, leaving her as an exhausted, quivering child in the middle of roaring flames. Realizing that she was at fault, she mustered up enough energy, just enough to get far enough away from the tent burning to cinders. It would later be discovered and chalked up to another attack from the rampaging, loose fire elementals they were currently battling against. She fled, traversing the forests, hunting and eating everything she could find from Clawkins, Boveoxes, to Tuskmongers that are unlucky enough to be roasted by her fire. For quite a while, she hunted in the forest for sustenance by sneaking and roasting the target from behind, taking advantage of her small size. This careless use of her power tired her quickly, to the point sometime she would black out for a while after a hunt.

Years pass, and after the Fire War settled down, she started to emerge from the forest. She does odd jobs from time to time, from hunting criminals, obtaining alchemy ingredients, and hunting for materials. Over time, she accumulated enough to buy her own house and collect dresses, her unaging body allowing her to pretend as a little girl and indulge herself in what she could not enjoy in her childhood and disguise herself for her more… unsavory missions involving assassinations. She assisted people, both good and bad, in their missions, as long as their interests coincide with her interests. She cleared monsters invading Dragesvard and The Sandsea, she helped people seeking to torture the Great Ice Dragon, all for her sake and her sake alone. She wanders through Lore, collecting things, making profit, and doing whatever she wants, even as the heroes, antimagical factions, and evil forces chase after her.
Post #: 39
7/19/2017 13:36:15   
  Starflame13
Moderator


@Axicia - it looks like you forgot to include the details for Spirit Flare! I won't be doing a full review until tonight, so you may want to repost with that included before then

< Message edited by Starflame13 -- 7/19/2017 20:06:38 >
AQ DF MQ AQW  Post #: 40
7/20/2017 9:59:53   
Axicia
Member

... This is why I should not make bios while not on my desktop, ahaha.

Name: Michelle Verona
Race: Human
Element: Fire
Gender: Female
Age: 24
Appearance:
Michelle is a slim, pale woman with long, straight red hair and a pair of matching eyes. She is rather short, standing at four foot eleven and combined with her habit of dressing up with colorful dresses, a distinct lack of curves on her body, and her habit of pretending to be a little girl, she is sometimes perceived as far younger than she really is.

She has no visible scars, although there are patches of slightly darker skin on her body. Her hand is always covered with black gloves, and a white hibiscus decoration adorns her head.

When it is time to get serious, she wears an outfit more suitable for combat. She retains her gloves, but she forgoes her dresses for an outfit that allows her more freedom in combat. She wears a navy blue jacket with thin white shirt underneath, and a pair of black trousers along with matching combat boots.

Abilities:
~ Immunity
Due to her nature, she is immune to the heat and she won't feel any detrimental effects from any high temperature places. However, she can still be hurt by fire, as her immunity only negates the heat effects, not the burn wounds.

~ Hand-to-Hand Combat
She uses a hit-and-run tactic on bigger opponents, and as she has a small physique, she uses on this strategy most of the time, only switching to her other strategy of luring opponents to hit her if she deems she has a tactical advantage. She is very fast and has high stamina, allowing her to keep moving for extended periods of time.

~ Spirit Flare
Manifested through the hibiscus flower decoration on her head. She touched the decoration and gave it a sudden burst of fire magic, creating a fiery explosion capable of blinding her opponents for several seconds. The damage from the actual explosion is small, closer to a heat wave but not nearly enough to really injure unless her opponent is particularly vulnerable to fire. The actual function of this technique is buying her a few seconds to hide, cause more damage, or even just to toy with her enemy

~ Life Materialization
She pulls out the flame within her to create crystals as hard as diamonds. The crystals retain heat, and can be used for close and far-range combat. She used the crystals for close combat by manifesting them as claws on her gloves, or far/medium range by creating crystals overloaded with fire, which will explode on contact.

Her fire is limited in supply, and as a result she is only able to create so many before she gets exhausted and she'll even risk her own death if he pushes herself beyond that. This is why she uses her gloves to create crystalline claws most of the time - they channel her fire better, and reduce loss of energy.

Her power works better when the crystals are manifested close to her as she pulls the fire from her own life force. When the crystals are manifested far from her, they become more brittle and their heat will be reduced significantly, rendering them useless.

spoiler:

~ Reversal Defense
When her opponent strikes, crystals will protrude from the attacked body part and spread to the weapon/body part that attacked her. The crystals then will start to burn the weapon/body part, slowly melting them and leave damage that will worsen over time if left untreated. She can only maintain five minutes at most before requiring a recast, and she cannot use this in a quick succession, as a result she has to time her usage.


Equipment:
~ Betrayer:
A magical item commissioned from a weaponsmith of unknown origin. It is surrounded with magical flames, and is able to change color, although it is usually white due to the innocent image it creates and a personal satisfaction to see the irony between the name and the color. In combat, she can give the item a sudden burst of fire magic, creating a fiery explosion to blind her opponents.

~ War Wolf's Gloves:
Made from finely crafted fake metal fur coated with the skin of Fire Imps, she obtained it from a client of hers, who asked her to clear out an invasion of monsters. The monsters dropped small gems burning with deathly cold fire, which she collected and traded for the gloves she always wears. In combat, the Fire Imp skin allows her to distribute her flames better, which means she can create her fire crystals more efficiently. Most commonly used to create crystals on the tips of her fingers.

spoiler:

~ Heron
A small, personalized white crossbow that can be concealed. The crossbow has no special properties.


History:
A survivor of the devastating Fire War in Battleon, she was saved from death by fire after she found a fragment of the fire orb. The fragment fused to her soul and burned endlessly, keeping her alive but tying her very being to said fire. Her hair and eyes turned to the color of fire, and she wandered the ruins in search of survivors. None of her family survived the incident, she found their bodies buried beneath rubble. Her mother, her sister… Her father's corpse was nowhere to be seen, however.

She was taken to the refugee camp, and subsequently housed there as a survivor. Due to her lack of knowledge about her nature at that time, she ended up incinerating one tent, leaving her as an exhausted, quivering child in the middle of roaring flames. Realizing that she was at fault, she mustered up enough energy, just enough to get far enough away from the tent burning to cinders. It would later be discovered and chalked up to another attack from the rampaging, loose fire elementals they were currently battling against. She fled, traversing the forests, hunting and eating everything she could find from Clawkins, Boveoxes, to Tuskmongers that are unlucky enough to be roasted by her fire. For quite a while, she hunted in the forest for sustenance by sneaking and roasting the target from behind, taking advantage of her small size. This careless use of her power tired her quickly, to the point sometime she would black out for a while after a hunt.

Years pass, and after the Fire War settled down, she started to emerge from the forest. She does odd jobs from time to time, from hunting criminals, obtaining alchemy ingredients, and hunting for materials. Over time, she accumulated enough to buy her own house and collect dresses, her unaging body allowing her to pretend as a little girl and indulge herself in what she could not enjoy in her childhood and disguise herself for her more… unsavory missions involving assassinations. She assisted people, both good and bad, in their missions, as long as their interests coincide with her interests. She cleared monsters invading Dragesvard and The Sandsea, she helped people seeking to torture the Great Ice Dragon, all for her sake and her sake alone. She wanders through Lore, collecting things, making profit, and doing whatever she wants, even as the heroes, antimagical factions, and evil forces chase after her.
Post #: 41
7/20/2017 15:30:22   
deathlord45
Member

Name:Edward

Gender:Male

Age Range:30 - 40 (Though he looks to be physical 25)

Race:Homunculus

Element:Earth

Appearance:
Looks like a tall, athletically built human with brown hair along with matching eyes and tanned skin. Wears a black coat missing it’s right sleeve while the left sleeve is covered in steel plates on the outside and extra leather padding on the inside over simple commoner clothes though he does have a pair of well-made boots. An axe hangs on the outside of his right thigh, a cruciform sword is sheathed on his left hip. There is a dagger concealed in each boot and a quiver that also holds his bow on his lower back with the arrows coming out to his right.

History:
Created from as the spitting image of his creator’s lost son. Edward was created with an adult body that hasn’t aged. His creators having lost hope in and love the world filled him their hatred of the magical races and humans they felt were responsible for their son’s death. Having been trained since the moment he could properly uses his arms and legs, Edward reached a very high level of skill with several weapons. During the twenty five years in which he trained, his creator formed a cult around themselves. During his handful of years with the cult he befriend several of the members, due also having been filled with his creator’s sense of loss and love of their true born child. During a particularly bad raid on an elven fort, Edward ended up separated from the rest of his team and lost his way back to the cult’s local base of operations. This status persisted for several years as Edward found himself in human lands the one place the cult wasn’t looking for him. During his time in human controlled lands, he struck up a friendship with several groups. He helped fight off and routed several bandit groups alongside hunting down some of the more dangerous magical creatures that were around. Somewhere around his thirty first year, he discovered that the cult and grown exponentially in power and was now waging open war on the more magical races. However by this time he and unknowingly befriended a group of small elf children. Unable to reconcile the compassion he felt for them and the desire for revenge that was his creator’s and theirs alone, he left on a journey to free himself from his creator’s shadow and allow him to live his own life. Several years later he heard of Bren and the tournament that allows it’s victor to grant a wish. Seeing this as the opportunity he was looking for Edward set off for Bren with hope in the future.

Belongings:
There is almost nothing remarkable about Edward’s weapon outside of being enchanted to be more durable than the non-enchanted versions. This extra durability expresses itself in that the bladed weapons dull at a tenth of the normal rate as well as a drastic increase in applied force to sunder/break them.

The sword is plain steel sword whose hilt is long enough to be wielded with one or both hands depending on the situation.

The axe is a simple one handed axe with an oak handle and iron axe head.

The dagger in his left boot is a common steel dagger the one in his right boot is silvered.

The bow is a simple elm wood bow reinforced with some iron banding the drawstring is the part enchanted for durability. The quiver is usually filled with twenty arrows three of which are also silvered.

Skills, spells and abilities:

Passives:

Ageless: Edward doesn’t physically age however he does still scar and heal from wounds but no faster than average.

Bloodless: An inability to die from exsanguination due to being an artificial creature.

Soulless: Due to being an artificial being he lacks a soul like most others creatures.

Veteran’s reflexes: As a result of his training he has honed his reflexes to an above average level. Edward is capable catching one out five knives thrown at him while dodging the rest of them.

Combat capabilities:

Having spent two decades training, Edward is adept at wielding several types of weapons. Namely swords preferring a one handed style, axes, knives and the bow. He is capable of smoothly transitioning between those weapon types as fast as possible.

AQ DF MQ AQW  Post #: 42
7/20/2017 17:05:21   
Dragonknight315
Member

(FINALLY DONE. XD I've spent a good bit of time changing Alastasia, and honestly, it was fun revising her. Hopefully, she's good now.)

Name: Alastasia Mayvendel
Element: Water
Race: Half Human, Half Slime-kin.
Gender: Female
Age: 25

Appearance: Alastasia normally appears like an average human combatant. In her base form, she stands at 5 feet, 8 inches, and weighs around 150 pounds. She has pale white skin, short and pulled back blonde hair, and purple eyes. Alastasia wears plate armor with chainmail exposed around her neck and shoulders. Across her armor, tiny holes dot the armor to allow her slime to pass through from anywhere. Bound to her waist with belts, she carries a small pouch on her right side and her sword/sheathe on the right. Strapped across her right gauntlet is a rectangular shield that runs up her forearm, extending around two inches past her knuckles. A thin pink tattoo starts below her right eye that flows down and stops at her neck. Under her armor, the tattoos appear again around her navel where her slime core would be located. When she melts part of her body, the area turns into a dense yet translucent pink gel. The slime is lighter than her normal state, but it holds its own weight and doesn't run or drip. When visible, her slime core appears as a dense purple sphere with tiny tubes jutting out.

Biography: Alastasia was never meant to be. Her mother, queen of a small nation of mostly mages and shamans, was barren. After endless hours of meditation and prayer, nothing worked. In desperation, she made a pact with an evil water spirit. The darkness entered her heart, and for the first time, the queen felt peace. Months later, Alastasia was born. In the eyes of her mother and "father," she was their miracle child. On the surface, she was to be expected, taking well to her teachings as crown princess. However, it became apparent that she was not fully human. Her skin would change color. Bruises healed within minutes. The people saw this as a manifestation of the elements, but the queen feared that her secret would come to light. The spirit had warped the once benevolent queen into a paranoid tyrant, threatening even her closest supporters. When Alastasia was thirteen, uprisings broke out across the land. The magic that filled the streets no longer lingered. Eris, Alastasia's personal bodyguard, saw the writing on the wall. She convinced the princess to leave with her.

Days after the two fled, soldiers were storming the castle; the mob’s wrath claimed the queen’s life. Although she was miles away, Alastasia felt a chill in her core. That night as she slept, an unknown voice called to her. It was the spirit, and he had returned to claim its daughter. He explained everything to Alastasia’s horror. She was no child of the elements; she was a monster. And with an outstretched hand, he spoke: “You are alone, and I am your master. Only I can make you whole. Serve me as your mother did, and I shall free you.” But she stepped back and swayed her head. This is not what her mother would have wanted.

When she awoke, Alastasia swore vengeance. She spent the next few years roaming the countryside with Eris, hunting for any trace of the spirit. At first, she was disgusted with herself and refused to tap into her monster side. But as the duo continued their quest, she befriended people of all backgrounds and ideals. She realised that her powers could be used for good. This was no longer about revenge or redemption. By the time she was twenty-three, she had mastered everything Eris could have taught her, and after a decade of searching, she found the spirit and destroyed it.

Two years later, Alastasia was resting at home in a countryside town when she heard rumors passing through. A fabled championship across the seas where combatants vie for glory. To the winner, a single wish. Her eyes were locked on the mirror in front of her. With each passing day, she could see more and more of her mother in the reflection. Deep within her heart, she wanted to see her mother again, if only for a brief moment. While others would have ignored the rumors, Alastasia simply could not let this pass. She packed up her belongings and headed out.

Belongings:
BODY ARMOR: Alastasia wears plate armor with chainmail underneath. The chainmail is visible around her neck and shoulders, allowing for more flexibility in movement. Tiny holes are scattered across her armor to allow slime to run though. The metal is comparable to steel, but it’s lighter and enchanted to resist elemental magic (Save energy). This is mostly to soften the blow from smaller magical projectiles and prevent her armor from completely shattering from larger attacks.
WEAPONS: Alastasia’s preferred weapon is a Hand-and-a-Half broadsword. Due to its design, she can use it with either her left hand or both. If she sings it with one hand, it allows for a quick strike while allowing her to block with her shield. If she attacks with both, she forgoes her shield for a more powerful strike. When not in combat, it’s sheathed on her right side. In case of emergencies, she has a backup dagger hidden in her pouch.
SHIELD: To match her weapon, Alastasia has a shield strapped across her gauntlet. It’s rectangular in shape, spanning across her forearm and extending two inches past her knuckles. Leather straps hold the metal shield to her arm. The metal is just like her armor. Close to steel but lighter, magically resistant, and has tiny wholes in it. Because of its size and shape, it does not further impede her movement and allows her to wield her blade with both hands.
CANTEEN: In case Alastasia’s reserves run low, she has a metal canteen with water. If used, it would restore a tenth of her body mass. This is held in her pouch.
• POUCH: A simple leather sack attached to her belt. This contains her canteen and hidden dagger.

Skills and Training: After fleeing with her bodyguard Eris, Alastasia spent the next decade roaming the country in search of her target. She’s comfortable using swords, knives, and shields with limited training in bows and spears. Over time, she’s learned to watch her enemy’s movements (muscle twitches, eye movements, etc.) With this, she can predict where an opponent may attack. This gives the illusion that her reflexes are faster than a peak human.

Biology: Due to the circumstances around Alastasia’s birth, she is biologically half-human, half-slime Parts of her body can switch between two forms/states. Regardless of state, Alastasia is affected by magic like normal. Fire burns, ice freezes, and so on. The only exceptions are water (mentioned below) and Energy. If Energy Magic connects with Alastasia, it will go straight through her and be more effective, likely damaging her core.
HUMAN: This is Alastasia’s base form. She appears completely human, and her biology is identical to a regular human with a few exceptions. She does not have a brain, instead having a dense core near her navel. It roughly serves the same purpose, controlling her body, but it also stores and releases fluids to be used by her body. The core can hold roughly two-thirds a body’s worth of mass. While slight damage to her core can result in heavy losses of fluids, any major damage will be fatal. She also does not have lungs, unable to drown in normal water. However, if the water is dense enough or completely under the control of someone else, it can flood her body and prevent her from altering her form. If she runs low on fluids, she will not be able to use her abilities. Over time, she will become sluggish and dizzy before finally collapsing, paralyzed until she refreshes her reserves. While in her human state, if someone catches off guard and wounds her, she will bleed blood like a normal human.

SLIME: Alastasia can melt parts of her body into a dense yet flexible pink gel. This process takes mass in the form of water to perform. While small applications of this will use next to no water, any extended or dramatic use will quickly eat into her reserves. Alastasia prefers to partially transform her skin to prevent trauma, but she can melt her entire body. If she decides to turn her whole body into slime, she will appear as a translucent mass of moving slime with her purple core visible. When fully transformed, her armor and equipment will fall to the ground, requiring her to reclaim it. As long as she is partially human, it will remain on her body. The transformation from the human tissue into slime form takes around two seconds. Changing her slime back into human tissue will take longer based on the size of the transformation, taking up to a minute. As stated before, the more body she transforms, the more resources it will take.

Alastasia can let small objects such as daggers, bullets, or arrows pass through any transformed parts of her body without injury. Anything larger, and she can prevent a fatality by transforming into slime, but this will rip a large chunk from her body as a cost. To absorb a large amount of water, Alastasia must have a significant part of her body in slime form, but any bodies larger than a pond can dilute her, risking the chance of her losing her core.(For the sake of the EC's, she should not be able to absorb any significant or otherwise excluded source of water generated by the arena. The same goes for water magically generated by other combatants unless stated otherwise.)

Abilities:
Body Manipulation and Regeneration: Alastasia can change the composition of her body as stated above. While most of her transformations are conscious and willed, she can flinch and transform involuntarily. This is hastily done and inefficient, however, and can be abused by her opponents to fake her out. If Alastasia is damaged or missing part of her body, she can release fluid from her core to fill in any wounds. This is done by covering the damaged area with slime, then transforming it into regular tissue. Light scars or cuts will heal practically instantly. Anything larger will take more time to repair, up to a minute for a missing limb.

Generation and Detachment: Alastasia’s main combat tool is her ability to secrete slime from her body out of the holes in her armor. Normally, she uses this to create a ball of slime in her gauntlet and give it a set of instructions. Once created, she can detach this from her body and throw it at the opponent and it will carry out whatever instructions it was given. Examples of instructions include binding the target’s arms or legs, covering their eyes, or suffocating them. The maximum effective range for this is about 20 yards, with her losing complete control over slime at 40 yards. If the slime cannot complete its instructions or it falls outside her range, it will melt into a puddle on the ground. She’s able to reabsorb the leftover slime to partially refund the cost.

spoiler:

Absorption: Alastasia can break down and absorb organic matter into her body. Normally, this ability cannot be used as it requires a large volume of her pink slime to do this. However, as last resort, Alastasia can transform her whole body into slime and throw herself at the enemy. Her equipment will fall to the ground along with her slime core. The slime core will keep a small slime bubble around itself. The rest of the slime will attempt to wrap around and move within the prey, likely suffocating them in the process. Once the prey is completely covered with the slime, it will start to melt through all organic matter that it comes in contact with. A full absorption takes around three minutes or less if the process is uninterrupted and the target cannot struggle. The more the target struggles, the longer it takes. If successful, the slime will crawl back to her slime core. Then, the slime core will use a large amount of the water absorbed to quickly reform Alastasia, taking a minute for a full recreation. The rest of the water will be added back to her reserves. If it fails, Alastasia will be effectively dead as the attempt would use up all remaining mass in her body, her slime core just sitting in her armor. Inorganic matter cannot be absorbed this way. Additionally, she can absorb fluids from fallen corpses. The more damaged and spoiled the corpse is, the less fluid she regains.


Personality: After a decade of wandering the country, Alastasia shows a healthy scepticism towards anything she isn’t familiar with. She will try to respect others and give them the benefit of the doubt, but she will watch for any sign of danger. The slightest body movement can set her off. She’s comfortable with fighting and will stop at nothing to achieve her goals even if it means playing dirty.
AQ DF AQW  Post #: 43
7/20/2017 18:34:53   
Starstruck
Member

Jeez there's some real powerful guys this year. Kana "The Puddle-Mage," "Laughingstock of Somea," "Bearer of Drizzles" is gonna have his work cut out for him.
DF MQ  Post #: 44
7/21/2017 0:48:48   
  Starflame13
Moderator


Alright, review time! But first, some logistics. Submissions for Bios will close at 11:59pm on this Saturday the 22nd. Any submitted bios that have yet to be approved will have 24 hours to get a revised version submitted and approved. At the end of that 24 hour mark, the Arenas will open and the tournament will officially begin. If there are no bios waiting for approval, Arenas will be up 12 hours after submissions close. I may or may not reveal arena titles or spoilers before then!

Now, reviews!




@Axicia - You went above and beyond with the clarifications, thank you!! The character as a whole is a lot more balanced now, and can't wait to see how she does in the arenas. Approved!



@deathlord45 - Hello! So, it's not often a judge gets to say this, but I think that your character is a bit under-powered. I would suggest adding in a few more passive abilities (since you seem to be wanting to avoid a spellcaster).

Some potential suggestions would be playing off of racial traits, given how Edward is a Homunculus. You could potentially tire at a much slower pace, or have better perception.
Approval Pending on your reply if you'd like to add in or increase your abilities, or if you're ok with starting at a slight disadvantage power-wise. Let me know!



@Dragonknight315 - Alright! That's a lot clearer and workable bio, awesome job on all the effort in revising. A couple small edits for balancing, but otherwise it's almost there!

For your slime form, I would clarify that by "partially human", she would require significant portion of her torso or a majority of her limbs to maintain control of her armor and equipment. Also, when she goes to re-absorb her own slime, is that similar to absorbing water where she'd need to mainly be in Slime form, or can she do so regardless as it’s a (former) part of her?

Your abilities are much more balanced now, good job in working those out! My biggest issue is that her Generation and Detachment has a fairly long range for what could amount to being a sizeable amount of slime. I would either decrease the range in general, or balance it so that the larger the detached slime, the sooner it will fall out of range.

Just as a reminder, as the mages will need to watch their mana once the combat begins, you will need to keep track of how much fluid Alastasia is using up and write accordingly. I will send you a PM with comments on your spoiler abilities, and I look forward to seeing the fully balanced bio!
AQ DF MQ AQW  Post #: 45
7/21/2017 16:26:10   
Arthur
How We Roll Winner
Dec14


Name: Arde En’Foe
Age: 29 years
Gender: Male
Race: Itenae aust(creatures of the dark, the higher)

Element: Darkness

Appearance: The Itenae have stayed in the dark lands for so long that their outward appearance has changed greatly. Though their build resembles that of humans to some extent, their complexion, hair color, eyes etc. have taken on an unearthly quality.

Arde is dark-skinned, in fact, so dark that his smooth skin looks greyish. His eyes are black with white pupils which have adapted to help him see clearly in the dark, as clear as a man would see in broad daylight. He has white hair that he liked to keep short, and styles them in a manner that they stand up toward the front. His ears are slightly pointed at the top but not so much as might draw attention in the event that his other features fail to. He has a set of intricate white tattoos on the right side of his face that swirl around reaching all the way till his ear.

The Iten stands at a height of 6’2” which is common for most Itenae. He is of a balanced build with generally toned muscles on his form giving him a lean, muscular appearance.

Arde dresses in a fashion similar to most warriors of his race. For the top, he wears a black full-sleeved boddy hugging vest with red accents that is covering only the left half of his torso while the right half stays naked. On his right shoulder, he wears a light shoulder plate made of steel that serves only as a precaution against stray attacks. On his right hand, he wears a leather bow glove that extends all the way to the middle of his forearm. For his lower half, he wears slightly baggy brown trousers with boots that come up till his calves. The boots are metal-tipped and with heels that add a bit to Arde’s height.

He wears his bow on his back along with his short-sword which he keeps wrapped in its black cloth sheath made of an otherworldly fabric that seems to squirm. Seeing as his arrows are magically constructed, he wears no quiver on his back.

Personality: Arde En’Foe is one to leave people alone but within him is a person wanting to know more about things he doesn’t understand in the human world which is why he is usually led to situations where he has to talk to people.

Easygoing and nonchalant at times, he cares deeply for people who can approach him despite his looks and talk to him openly and without apprehension. He treats them like his best friends and would help them at the drop of a dime. He doesn’t have too many friends as he has been taught not to trust outsiders since he was a kid, but his curiosity just doesn’t let him be. It’s often led him into dangerous situations as well, though he’s always found his way out, quite easily too.

If given a chance, he would approach people with a smile and talk on for hours at end if only his thirst for knowledge is sated. He’s never let his anger loose for fear that the outsiders might look at him with hate and disgust and so, naturally he’s never really cared for much other than how he can get by in this interesting world. Generally speaking, he’ll treat you like an old friend if you approach him openly. Better still, if you buy him a drink.


Skills:

Skilled Archer
Trained by his father who himself was an Itenae war hero, Arde is one of the better archers amongst his ranks. He, however was never one for archery and seeing as his arrows are magically constructed and unaffected by wind speeds or other factors, he never pays much heed to actually honing this skill of his thus leaving much to be desired.

Expert Swordsman
Arde was trained by the many warriors of the Itanae army in this craft which he further perfected to become one of the best swordsmen in his kingdom. A deadly combatant when armed with his shortsword, Arde is especially dangerous once he’s read his opponents’ moves and is going in for the kill.

Skilled Tactician
Years of taking part in arena brawls and being tested against multiple opponents has made him a great tactician and one who never rushes into battle before actually making his opponents lay all their strengths on the table which he then factors in as he begins to strategize all while he’s on the move.

Hand-to-hand combatant
Arde can handle himself quite well even when he’s not armed. His kicks and punches pack enough power to stun a rabid wolf and although he’s not an expert in any combat form, his moves aren’t without thought.

Magic & Equipment:

Arde is a Class 7 Caster which in his kingdom is one of the best. Ever since he was born, Itenae prophets had spoken of his immense magical potential and that one day, he would become an exceptional caster. The Itenae treat darkness as an ally and believe the dark to be connected anywhere across the world. Arde, having studied under the Itenae Warlocks uses 3 different forms of Darkness magic.(not Dark magic)

Arde commands three darkness beings whom he won over in combat and forged a contract with.

The first of the three is Vayu. He symbolises darkness in vapor form. He resides in Arde’s bow and shows his strength when summoned.

The second of the three is Hrudr, and he symbolises darkness in liquid form. He resides in the sheath of Arde’s sword.

The last of the three is Vajra. He is solid darkness and the most powerful of the three and he stays in Arde’s blade.

Arde can only use these three in combat alternatingly and never two or all three at the same time. While he can summon Vayu most frequently, Vajra is the most taxing of all three and drains immense amounts of Arde’s mana leaving him exhausted. Additionally, Arde’s weapons aren’t always in summon mode. The beings awaken only when Arde wills it, otherwise his weapons work as they normally would.



Arde’s main Casting forms is channeling wherein, he channels the Darkness beings through his arms. Please note that the weapons in their non-awakened state still function as normal weapons and can be used in combat in any combination as Arde pleases.

The Bow of Vayu is Arde’s bow with its being in an awakened state. In this state, the bow turns black and crackles noiselessly with excess magic requiring no physical arrows to be fired from it. However, even in this state, The Bow relies on Arde’s holding time and his standard drawing speed.

Comet is the result of holding the bowstring for more than 8 seconds, failing which the energy dissipates only for Arde to start over. The gathered energy when fired manifests itself in the form of a black ball of darkness that would keep flying until it connects with whatever living thing falls in its path immediately seeping into their body completely paralyzing them for a period of 30 seconds.
The Comet flies soundlessly and phases through solid, inanimate objects. However, it is not undetectable. When preparing this attack, Arde must have complete focus and he cannot move although his senses work normally. Once fired, the Bow powers down and can only awaken after a period of 2 minutes, albeit gradually.

Volley is what Arde unleashes when he is firing without charging. The flight speed is a bit more than that of a normal arrow seeing as these arrows are made of pure magic and so are unhindered by wind speeds. Secondly, these arrows follow a straight path instead of an arching one. Lastly, these arrows cannot pass through inanimate objects dissipating upon hitting walls or tree trunks, so a good deflection or armor can stop these arrows.
Upon contact, these arrows cause a strong searing pain that lasts for a period of 6 seconds before vanishing leaving only a dull throbbing sensation. Imagine what two or three of these could do if they hit you.

The Dirge is Vayu’s defensive power. Arde points his Bow downwards and sharply plucks the bowstring resulting in a loud twang and shadowy fumes rising from the Bow’s form and enveloping Arde staying for a period of 30 seconds. Within this time, projectile attacks hurled at Arde have no effect on him instead denting the Dirge itself. The stronger the attack, the lesser the time of effect comes down to. In this state, Arde lowers his movement speed in order to stay in the Dirge’s area of effect. Moving too fast in this state could result in the Dirge slowly dissipating and disappearing before its time is up. Arde can only invoke the Dirge again after a span of 30 seconds.

The Aegis of Hrudr is Arde’s scabbard in its awakened state. The scabbard, when roused turns almost liquid-like and resembles a whip more than a sword. Just like the Bow, the Aegis too becomes black and starts to crackle with dark energy. Hrudr’s Aegis is semi-sentient meaning it has some commands magically pre-programmed into it to be acted upon in certain specific conditions. The Aegis can extend up to a maximum length of 4 metres and a minimum of half metre. In its whip state, it can be used in combat to a variety of different effects ranging from causing mediumly powerful ground tremors to normal attacks on the target.

Mad Sentinel is a passive-defensive state of the Aegis when it protects Arde from any physical attack thrown his way ether by deflecting it, parrying it or tightening around it like a vice. It cannot, however, stop more than one attack occurring within the span of 1 or 2 second marking that as a recovery time. It also cannot deflect magical attacks. It can however, decide which one of the simultaneous attacks to stop based on their power and impact possibility. Any physical object charged with magical energy will result in the Aegis stopping the physical aspect while the magical aspect is absorbed resulting in the Aegis going inactive for a span of 10 seconds. Arde can stop this from happening if he commands Hrudr to stand down before such an attack is inflicted immediately reactivating him after. If not, then Hrudr will react as he is meant to.

Aegispear is a state where the Aegis’s whip-like state gives way to a more hardened state resembling two short spears which he can throw anywhere causing a black hole to appear there which when stepped into will let Arde or the target emerge where the other spear has been thrown. Arde can use the Aegispear’s wormhole ability for a maximum of either 4 times or a span of 40 seconds. Exceeding these causes the Aegis to return to its Mad Sentinel state.

Armiger is a state where the Aegis reverts back to its normal scabbard state but instead, multiplies into ten circling slowly over Arde’s head. He can then choose to use them however he pleases within a span of 15 seconds. He can either launch them one by one at his opponent causing the copies to fly at speeds as high as 5 feet per second and erupt upon impact with the ground causing a great deal of damage within a radius of 1 metre or he can launch all of them together causing even more damage in a radius of 15 metres. Additionally, he can just instruct the copies to fly and lodge themselves where they are aimed to be destructed at Arde’s will or within a span of 8 seconds. The damage inflicted by the Armiger can result in a Blackfire burn on the target which results in a excruciating pain passing through the targeted body part which if inflicted again and again in a short period of time might result in a normal human dying. Physically, the target remains unscathed.

Vajra is Arde’s short-sword in an awakened state. In this state, the blade turns black with purple swirling tattoos all over it’s length and continually pulses with immense amounts of dark energy that can be sensed even by the dullest of mages. In this state, the length of the blade extends by a foot and the breadth by around 7 inches. Unfortunately, for Arde, since Vajra is too strong for him to control at his current state, he can only use him for a period of 20 seconds completing which, the sword reverts back to its normal state and Arde cannot awaken any of the beings for a period of 15 seconds. Vajra when used normally is quite powerful with each hit having a strong magical blowback in addition to tremendous impact strength. One concentrated swing from Vajra can shred 7 trees in a row in addition to severely affecting the surrounding area.

Transcendence activates itself the minute Vajra awakens and is a passive state that lasts for the full 20 seconds albeit, gradually growing in effect until it peaks at the 20th seconds before ending. In this state, Arde gains a boost in his movement speed, his strength, and his senses as long as he is in contact with Vajra. If he loses hold of the sword, the power starts to wane drastically until he grabs hold of the sword again. The timer, however never stops or resets. His basic boost lasts from being able to move two times faster to a maximum boost of being able to flash step to a distance of 4 metres at the 20th second. His strength goes from being able to crack a boulder with one punch to causing a 5 meter wide crater in the ground with a single focussed punch. His sense goes from being able to sense everyone’s movements in a quarter-mile radius to being able to sense when an arrow is fired at him, the trajectory, the origin and at what speed he has to be moving in order to grab it out of the air.

Brahmosphere is an ability that is invoked when Arde plunges Vajra into the ground causing the ground upto 250 metres around the sword to turn pitch black. Soundless black rain starts falling in the affected area causing anyone standing in the area to feel their magical powers lessening. Darkness users will find their powers rising while Light element users find their power dropping at a faster rate than others. Within this time period, anyone other than Arde touching the sword will find themselves drained of energy before regaining it upon letting go. Vajra’s timer speeds up when Brahmosphere is activated dropping to 10 seconds. If Arde pulls Vajra out at any point while Brahmosphere is working, the effects die out instantly but the timer does not stop.

Vajra’s Brahmastra is perhaps Vajra’s strongest ability where the sword charges itself upon command and starts to gain power. While it is charging, Arde cannot move and so becomes vulnerable to attacks. He can however, stop halfway and defend himself.
The Brahmastra charges for a period of 5 seconds upon when a pillar of black light erupts from the blade rising high up into the sky. This when directed at someone can cause tremendous destruction. In addition to being thrown back several feet, prolonged exposure to the pillar of darkness can cause targets to lose their minds. Blackfire erupts all over their bodies and they experience excruciating pain that lasts for upto 10 seconds even when the ability stops. Vajra goes to sleep after the ability ends and cannot be used again for a period of 2 minutes.

This ability lasts for 6 seconds.

Other Abilities:

Black Arrows: Arde can construct black arrows out of magic which he can then shoot off his bow. Upon contact, these arrows cause a Blackfire burn to erupt on the affected area that results in an excruciating pain to spread on that area. Prolonged exposure to Blackfire can cause the affected area to start to turn black and the pain spreading.

Sanctuary: Staying hidden in dark shadowy areas has a healing effect on Arde resulting in all his mental and physical pain slowly fading away if he stays in such areas for more than 10 seconds. Inflicted physical injuries stay however even if their effect is dulled to a certain extent.

Decoy: Arde can construct a decoy of himself which he can then use however he likes. This decoy cannot harm, nor can it be hurt or touched and will only do what Arde mentally wills it to do automatically disappearing after 5 seconds.








DF MQ AQW  Post #: 46
7/21/2017 20:26:55   
Dragonknight315
Member

(I'm so happy to be able to use Alastasia! I made the changes you suggest, and I underlined them.)

Name: Alastasia Mayvendel
Element: Water
Race: Half Human, Half Slime-kin.
Gender: Female
Age: 25

Appearance: Alastasia normally appears like an average human combatant. In her base form, she stands at 5 feet, 8 inches, and weighs around 150 pounds. She has pale white skin, short and pulled back blonde hair, and purple eyes. Alastasia wears plate armor with chainmail exposed around her neck and shoulders. Across her armor, tiny holes dot the armor to allow her slime to pass through from anywhere. Bound to her waist with belts, she carries a small pouch on her right side and her sword/sheathe on the right. Strapped across her right gauntlet is a rectangular shield that runs up her forearm, extending around two inches past her knuckles. A thin pink tattoo starts below her right eye that flows down and stops at her neck. Under her armor, the tattoos appear again around her navel where her slime core would be located. When she melts part of her body, the area turns into a dense yet translucent pink gel. The slime is lighter than her normal state, but it holds its own weight and doesn't run or drip. When visible, her slime core appears as a dense purple sphere with tiny tubes jutting out.

Biography: Alastasia was never meant to be. Her mother, queen of a small nation of mostly mages and shamans, was barren. After endless hours of meditation and prayer, nothing worked. In desperation, she made a pact with an evil water spirit. The darkness entered her heart, and for the first time, the queen felt peace. Months later, Alastasia was born. In the eyes of her mother and "father," she was their miracle child. On the surface, she was to be expected, taking well to her teachings as crown princess. However, it became apparent that she was not fully human. Her skin would change color. Bruises healed within minutes. The people saw this as a manifestation of the elements, but the queen feared that her secret would come to light. The spirit had warped the once benevolent queen into a paranoid tyrant, threatening even her closest supporters. When Alastasia was thirteen, uprisings broke out across the land. The magic that filled the streets no longer lingered. Eris, Alastasia's personal bodyguard, saw the writing on the wall. She convinced the princess to leave with her.

Days after the two fled, soldiers were storming the castle; the mob’s wrath claimed the queen’s life. Although she was miles away, Alastasia felt a chill in her core. That night as she slept, an unknown voice called to her. It was the spirit, and he had returned to claim its daughter. He explained everything to Alastasia’s horror. She was no child of the elements; she was a monster. And with an outstretched hand, he spoke: “You are alone, and I am your master. Only I can make you whole. Serve me as your mother did, and I shall free you.” But she stepped back and swayed her head. This is not what her mother would have wanted.

When she awoke, Alastasia swore vengeance. She spent the next few years roaming the countryside with Eris, hunting for any trace of the spirit. At first, she was disgusted with herself and refused to tap into her monster side. But as the duo continued their quest, she befriended people of all backgrounds and ideals. She realised that her powers could be used for good. This was no longer about revenge or redemption. By the time she was twenty-three, she had mastered everything Eris could have taught her, and after a decade of searching, she found the spirit and destroyed it.

Two years later, Alastasia was resting at home in a countryside town when she heard rumors passing through. A fabled championship across the seas where combatants vie for glory. To the winner, a single wish. Her eyes were locked on the mirror in front of her. With each passing day, she could see more and more of her mother in the reflection. Deep within her heart, she wanted to see her mother again, if only for a brief moment. While others would have ignored the rumors, Alastasia simply could not let this pass. She packed up her belongings and headed out.

Belongings:
BODY ARMOR: Alastasia wears plate armor with chainmail underneath. The chainmail is visible around her neck and shoulders, allowing for more flexibility in movement. Tiny holes are scattered across her armor to allow slime to run though. The metal is comparable to steel, but it’s lighter and enchanted to resist elemental magic (Save energy). This is mostly to soften the blow from smaller magical projectiles and prevent her armor from completely shattering from larger attacks.
WEAPONS: Alastasia’s preferred weapon is a Hand-and-a-Half broadsword. Due to its design, she can use it with either her left hand or both. If she sings it with one hand, it allows for a quick strike while allowing her to block with her shield. If she attacks with both, she forgoes her shield for a more powerful strike. When not in combat, it’s sheathed on her right side. In case of emergencies, she has a backup dagger hidden in her pouch.
SHIELD: To match her weapon, Alastasia has a shield strapped across her gauntlet. It’s rectangular in shape, spanning across her forearm and extending two inches past her knuckles. Leather straps hold the metal shield to her arm. The metal is just like her armor. Close to steel but lighter, magically resistant, and has tiny wholes in it. Because of its size and shape, it does not further impede her movement and allows her to wield her blade with both hands.
CANTEEN: In case Alastasia’s reserves run low, she has a metal canteen with water. If used, it would restore a tenth of her body mass. This is held in her pouch.
• POUCH: A simple leather sack attached to her belt. This contains her canteen and hidden dagger.

Skills and Training: After fleeing with her bodyguard Eris, Alastasia spent the next decade roaming the country in search of her target. She’s comfortable using swords, knives, and shields with limited training in bows and spears. Over time, she’s learned to watch her enemy’s movements (muscle twitches, eye movements, etc.) With this, she can predict where an opponent may attack. This gives the illusion that her reflexes are faster than a peak human.

Biology: Due to the circumstances around Alastasia’s birth, she is biologically half-human, half-slime Parts of her body can switch between two forms/states. Regardless of state, Alastasia is affected by magic like normal. Fire burns, ice freezes, and so on. The only exceptions are water (mentioned below) and Energy. If Energy Magic connects with Alastasia, it will go straight through her and be more effective, likely damaging her core.
HUMAN: This is Alastasia’s base form. She appears completely human, and her biology is identical to a regular human with a few exceptions. She does not have a brain, instead having a dense core near her navel. It roughly serves the same purpose, controlling her body, but it also stores and releases fluids to be used by her body. The core can hold roughly two-thirds a body’s worth of mass. While slight damage to her core can result in heavy losses of fluids, any major damage will be fatal. She also does not have lungs, unable to drown in normal water. However, if the water is dense enough or completely under the control of someone else, it can flood her body and prevent her from altering her form. If she runs low on fluids, she will not be able to use her abilities. Over time, she will become sluggish and dizzy before finally collapsing, paralyzed until she refreshes her reserves. While in her human state, if someone catches off guard and wounds her, she will bleed blood like a normal human.

SLIME: Alastasia can melt parts of her body into a dense yet flexible pink gel. This process takes mass in the form of water to perform. While small applications of this will use next to no water, any extended or dramatic use will quickly eat into her reserves. Alastasia prefers to partially transform her skin to prevent trauma, but she can melt her entire body. If she decides to turn her whole body into slime, she will appear as a translucent mass of moving slime with her purple core visible. When fully transformed, her armor and equipment will fall to the ground, requiring her to reclaim it. While partially transformed, it will sit on top of her body as long as it's supported by her human skin. For example, if she turns her whole arm to slime, she will lose control the armor on her arms and hand, and the armor will dangle at her side. If she only transforms a small portion of her arm, as long as it isn't at a major joint or socket point, she will have control over her arm The transformation from the human tissue into slime form takes around two seconds. Changing her slime back into human tissue will take longer based on the size of the transformation, taking up to a minute. As stated before, the more body she transforms, the more resources it will take.

Alastasia can let small objects such as daggers, bullets, or arrows pass through any transformed parts of her body without injury. Anything larger, and she can prevent a fatality by transforming into slime, but this will rip a large chunk from her body as a cost. To absorb a large amount of water, Alastasia must have a significant part of her body in slime form, but any bodies larger than a pond can dilute her, risking the chance of her losing her core.(For the sake of the EC's, she should not be able to absorb any significant or otherwise excluded source of water generated by the arena. The same goes for water magically generated by other combatants unless stated otherwise.)

Abilities:
Body Manipulation and Regeneration: Alastasia can change the composition of her body as stated above. While most of her transformations are conscious and willed, she can flinch and transform involuntarily. This is hastily done and inefficient, however, and can be abused by her opponents to fake her out. If Alastasia is damaged or missing part of her body, she can release fluid from her core to fill in any wounds. This is done by covering the damaged area with slime, then transforming it into regular tissue. Light scars or cuts will heal practically instantly. Anything larger will take more time to repair, up to a minute for a missing limb.

Generation and Detachment: Alastasia’s main combat tool is her ability to secrete slime from her body out of the holes in her armor. Normally, she uses this to create a ball of slime in her gauntlet and give it a set of instructions. Once created, she can detach this from her body and throw it at the opponent and it will carry out whatever instructions it was given. Examples of instructions include binding the target’s arms or legs, covering their eyes, or suffocating them. For a sphere the size of a softball, the maximum effective range for this is about 20 yards, with her losing complete control over slime at 40 yards. As it grows larger, the effective and maximum range will quickly diminish. If the slime cannot complete its instructions or it falls outside her range, it will melt into a puddle on the ground. She’s able to reabsorb the leftover slime to partially refund the cost regardless of the current state of her body.

spoiler:

Absorption: Alastasia can break down and absorb organic matter into her body. Normally, this ability cannot be used as it requires a large volume of her pink slime to do this. However, as last resort, Alastasia can transform her whole body into slime and throw herself at the enemy. Her equipment will fall to the ground along with her slime core. The slime core will keep a small slime bubble around itself. The rest of the slime will attempt to wrap around and move within the prey, likely suffocating them in the process. Once the prey is completely covered with the slime, it will start to melt through all organic matter that it comes in contact with. A full absorption takes around three minutes or less if the process is uninterrupted and the target cannot struggle. The more the target struggles, the longer it takes. If successful, the slime will crawl back to her slime core. Then, the slime core will use a large amount of the water absorbed to quickly reform Alastasia, taking a minute for a full recreation. The rest of the water will be added back to her reserves. If it fails, Alastasia will be effectively dead as the attempt would use up all remaining mass in her body, her slime core just sitting in her armor. Inorganic matter cannot be absorbed this way. Additionally, she can absorb fluids from fallen corpses. The more damaged and spoiled the corpse is, the less fluid she regains.


Personality: After a decade of wandering the country, Alastasia shows a healthy scepticism towards anything she isn’t familiar with. She will try to respect others and give them the benefit of the doubt, but she will watch for any sign of danger. The slightest body movement can set her off. She’s comfortable with fighting and will stop at nothing to achieve her goals even if it means playing dirty.
AQ DF AQW  Post #: 47
7/21/2017 21:05:04   
Ryu Viranesh
Member

Name: Cyril Kovac, the Red Hand
Gender: Male
Race: Human
Age: 32
Element: Darkness

Appearance: Not so long ago, Cyril would have been considered handsome. Those around him praised his lithe build, his dextrous fingers, and especially his roguish smile. He stood out among his peers at the conservatory, possessed of social graces to match his virtuosic talents. These days many of those same qualities which once earned him renown now serve to emphasize just how far he has fallen. At 5’7”, Cyril stands below the average height for a man, only a hair taller than most of the girls that used to fawn over him. The smile that once charmed audiences in an instant now marked him as a ruffian, the cynicism it conveyed no different than that of any other disillusioned youth. And his fingers could never be put to their proper use again.

With the downfall of his self-esteem, Cyril’s care for his appearance has likewise plummeted. His once neatly-kempt brown hair has grown into a veritable mane, a tangle only partially reined in when he chopped off everything below the shoulder. Shocks of red stand out amid his more typical shade, the result of many long hours spent baking beneath the sun. Dark circles haunt his seafoam green eyes, though the crescents are well-concealed by the layer of grime that covers his face. Even his teeth have fallen prey to inattention, their once gleaming ivory exterior now a matte, sickly yellow. The only ritual to survive the crucible Cyril has been put through is the trimming of his beard; a seemingly pointless effort given the state of his hygiene, but one he has found himself unable to abandon.

In attire, at least, he can be said to resemble the man he once was. A navy double-breasted shirt and a pair of black slacks, both of which have seen better days, coupled with a darkly colored set of shoes. Rather than the more traditional suit jacket, Cyril has opted instead for an overcoat that descends just below the knee. A red scarf wound about his neck completes the ensemble, the garment useful for warding off the cold during the chillier months of the year. Unlike most musicians, he has augmented his outfit by wearing a chainmail vest beneath the cloth, a precaution owed to his many years living on the street.

The most visually distinct aspect of Cyril’s appearance is without a doubt the pair of scarlet conductor’s gloves which adorn his hands. While to most they appear to be nothing more than a fashion statement, to Cyril they serve as a stark reminder of the choices that led him to where he is now. Though no magic ties them to his fingers, he has not removed the gloves since he first put them on nearly seven years ago.

Equipment: Before he cast himself from the conservatory, before he’d even left for its hallowed halls, Cyril had been the child of a minor noble in the city of Atavashk. His father, a knight of some renown, had insisted upon teaching him the blade; even though his talents lay elsewhere, the man had always wanted his son to be able to defend himself. Years later the lessons imparted in that sunlit field saved his life when, bereft of all he’d ever known, Cyril had the wherewithal to purchase a shashka.

Though that weapon now lay rusted and broken, the former musician had acquired a series of successors; his current blade is a beautifully crafted curve of silvery steel adorned with a scarlet tassel. The sword had cost a pretty penny, but if Cyril’s goal was the Elemental Championships, it would likely be more than worth it. His years of regular practice with the weapon have made him adept at its handling, though his father would doubtless say that there was still much for him to learn.

At the same time he acquired his most recent shashka, Cyril also took the time to commission a pairing kinzhal. The smaller, slightly curved dagger is often held in his off-hand, serving as the defensive counterpart to its longer cousin. Much of his actual preparation for the tournament has focused on improving his ability to wield both weapons simultaneously, an interplay that can best be learned through application.

When bereft of his weapons, Cyril falls back on a fighting style that seems to be a mix of traditional boxing and street fighting, generally trending towards the scrappier side of things.

In want of proper armor, Cyril has paid to have his overcoat altered in order to compensate. As such, a series of six rectangular steel plates have been slipped between the seams in the garment’s fabric. These plates can be found fastened atop his shoulders (5inx3inx1in), at his back (6inx2inx1in), and to the sides of his stomach (4inx2inx1in), with the aim of preventing as much vital damage as is reasonably possible.

Abilities: Those first years on his own were difficult. Cyril entered into his new life with few marketable skills and even fewer reasons for anyone to give him a chance. At his age most young men had either already established themselves or been relegated to a series of menial jobs that no sane foreman would ever consider him suitable for. It was during that first winter when, desperate for food and any kind of shelter, Cyril had turned to thievery. An enterprise for which he happened to be uniquely suited, thanks in no small part to his gloves.

Truthfully, he isn’t certain whether the power rests with the gloves or within himself, but as he’s never dared to remove them the distinction might as well be pointless. Nonetheless, whenever Cyril presses a hand to an object, be it artificial or biological, that section of the item will begin to decompose. The extent of the decay is cumulative, but is based upon the amount of times which the object has been touched rather than degree or duration of contact. A single touch is enough to cause the skin of the afflicted area to die, a section of fabric to become worn, and similar segments of wood or metal to rot or rust respectively. Additional contact with the same area will, as expected, cause the effects to progress accordingly. Bizarrely, the ability does not appear to affect his own skin, fueling Cyril’s suspicions that there is more to the power than it seems at the surface.

The gloves themselves have proven to be remarkably resistant to damage, having survived slashes from several daggers without so much as a scratch. It is likely that sufficient force could shred the gloves, but Cyril has not been terribly eager to put that theory to the test.

This is not to say that the ability is without its limits, as most enchantments possess a natural immunity to the virulent influence of his gloves. The same cannot be said for the majority of Cyril’s own belongings, however, which are just as susceptible as those of any other individual. Were he to touch his clothing, for example, it would begin to wear thin and fray. The only items that he owns which are unaffected by this particular restriction are his pair of blades and his scarf.

The shashka was enchanted by design to be resilient, but not resistant to his degenerative abilities. As such, while a single touch will not cause any portion of the weapon to actually rust, Cyril is able to channel his power along the blade’s length. This process allows him to form the resulting rust into a shell to surround his weapon, while also serving as a focus for his gloves and thus enabling the substance to be spread on contact. Lastly, every swing of the shashka leaves behind a faint contrail of rust particulates, akin to a kind of visible dust which can irritate the eyes and even produce minor coughing fits if ingested in excess.

The kinzhal, meanwhile, has had a far more simple enchantment weaved into it, slightly improving the knife’s resilience to damage and ensuring that Cyril is able to wield it without issue. This effectively amounts to the blade being denser than most normal steel would be, though it is still by no means adamantine.

Cyril’s scarf is made from the same material as his gloves, an acquisition from a bazaar that he simply couldn’t pass up. When unwound the strip of cloth is roughly two-and-a-half feet long and six inches wide, requiring it to either be wielded with both hands or partially wrapped about one of his arms. The garment’s primary function is the ability to redirect force, or more specifically, reproduce the power of any physical blow that it comes into contact with once. For example, should he catch a mace strike with the scarf, it can then generate an attack of similar power. This ‘charge’ can only be expelled via a similar exertion of force from the scarf, such as pressing it against a surface or flicking it at a target. The garment has a rather poor memory, however, and as such can only recall the most recent attack that it has caught. As such, each new blow to the cloth will replace which strike it is able to replicate. Though it shares some of the gloves’ resilience to damage, and is able to dampen the effects of whatever blows it is struck with, Cyril tends to be more careful with the scarf, preferring to use it against blunt force attacks rather than risk it being sliced up by blades.
AQ DF MQ  Post #: 48
7/21/2017 21:35:13   
Ronin Of Dreams
Still Watching...


(Two notes, for expediency and for Star's reviewing sanity, this is being put up sans an intended poem which would have provided a goodly bit of fluff material relevant to the submission. That poem may be posted in OOC later, or may wind up in IC content, who knows. Second, because there lacks a easy to find AND good reference for Harpe swords, I will attempt to draw my own and post a link to said art later.)

Name: Willow Man
Race: Devil of the Sands
Height/Weight: 5’6” / 140ish lbs
Age: Time Has No Bearing
Element: Earth

Everything you know is a lie.

Appearance: The Willow Man is a wild man, whose appearance is a great mish-mash of offered clothes and casual attempts at taming his looks. Though appearances might suggest the contrary, for the Willow Man is at least exceptionally concerned with hygiene and cleanliness. His golden mane of hair is rough hacked at the nape of the neck and bound with a leather tie. Eyes of clouded jade scan constantly beneath bushy brows, while his beard is a riot of poorly trimmed stubble flanked with longer chops. The Willow Man wears no jewelry, even if his sharp features might pull it off well were he more...well manicured an individual.

The silk top is long sleeved, and looks more like it should be a piece of a larger robe ensemble. The original dye appears to be a deep green, but it has paled from being bleached by the sun and there are a number of set-in stains from the juices of desert plants. Not to mention that its billowing fabric would fit a much larger man indeed. The Willow Man’s decency is assured by a linen kilt, off white and similarly stained by time unmeasured in the simplicity of Willow Man’s life. A rope cord acts as a belt, but given the clothing...it acts more as an imitation of normal fashion rather than any usefulness of function.

Equipment:

Harpes - The Willow Man carries a pair of Harpe swords held securely in baldric sheathes...and yet, the Willow Man carries these rather than wearing the baldrics. Curious, no?

Poison Needles - Simple of mind, clever of countenance, the Willow Man has long since adapted aspects of his home environment to help him hunt for food in desert and savanna. He carries a set of needles, crafted from the spines of acacia gargantua, and dipped in one of two medicinal compounds. About a half dozen of each type are secured on his top in plain sight...making him look a bit clumsy or even more unkempt.

The first is a toxin derived from the venom sacs of the emperor scorpion dried in the sun for three days which acts as a neurotoxin of sorts. Exposure to a dose of this will slightly enhance a victim’s speed and strength at the cost of higher reasoning. Multiple doses will affect the mind much more greatly.

The other compound is a mix of juices from the normally inedible berries of the halethorn bush, the flesh of the vlashic cactus, and nectar of the scarlet mharagwe. Needles are soaked in this mixture for days, sometimes weeks at a time if the Willow Man is forgetful. The effect of these needles is more curious still. A dose will create a strong anesthetic effect in the victim, almost eliminating the sensation of pain entirely. Stacking the dose can lead to sympathetic effects, such as dulling the sense of touch.

While the combat application of either medicinal compound may seem suspect, they fit with how the Willow Man deals with unwelcome guests of his oasis. Pain is a very useful tool to know when you have overextended yourself, a way of the body to hold back rather than cause more harm. And those who cannot reason well are all the easier to be made a fool. As always, a unique biology may incur uniquely different effects.


Abilities:

The Willow Man may be a Simple Man according to most. But a Simple life does not mean a life without skills. The freedom from cares and concerns left the Willow Man a great deal of time to practice - as much to relieve boredom as any other reason - and he is as mechanically adept at his brand of martial arts as anyone else.

Stance of Stone Willow Man only has one trick up his sleeve that cannot be replicated by diligent training. The Willow Man has lived amidst the roots of the Willow Tree for so long that his grasp of land can run as deeply as the most tenacious of roots. His fighting stance is such that he is nearly as immobile as a mountainside, and like the Willow that is his home, he may bend but will never be uprooted.

(Explicit mechanic talk: The Willow Man’s stance allows him to ignore the normal physical aspects of inertia knockback, enhancing his capability to deflect blows. This has no bearing against surprise attacks, for hopefully obvious reasons. Nor does it lessen damage done by any source - he still needs to deflect or take damage if he isn’t moving out of the way entirely.)

Do you wish the truth? Careful, it cannot be unseen…

spoiler:


Race: Therianthrope
Height/Weight: 7’2” / 160ish lbs

The Devils of the Sand are a collective of therianthropes, encompassing several varieties which are as often antagonistic to each other as they are cooperative against the encroachment of mankind. Unlike your common werewolf, the Devils of the Sand are beasts that choose to take the Skin of Man rather than any such nonsense of vice-versa or cursed diseases. The Willow Man is a Jackal-were in truth, and a Jackal-were he shall resume to be once enough memories are jarred free. After all, his amnesia has been fading ever since leaving his Willow Tree...

The Transformation

The Devils of the Sand transform as a function of will, and it stains the very fabric of their being in many ways. For one, the way they age is dynamically influenced by their mind. Literally, they are as old as they feel. This has advantages and disadvantages, really. The young reach a physical maturity much more slowly than other races, and when a therianthrope finally starts to feel old, their descent into infirmity is incredibly swift. The primary benefit, however, is a state of semi-functional immortality if they remain in their prime years on the mental level. In truth, the mind still forces aging, but it slows to about 1/10th the speed of aging as a comparable humanoid, rather than being true immortality.

But when one loses the concept of time, such as the Willow Man? He is Ageless until he regains the memory of what he is. Who he is. Therefore the Age entry.

A side benefit of this mental and willpower based transformation is that of healing. Therianthropes are capable of fully healing any and all wounds through the act of transforming, but the mental echoes of pain from their injuries increase the time-frame it takes to transform significantly. For the purposes of the competition, if the Willow Man transforms, it will take the place of the normal Full Heal granted to Paragons. Making the rest of this reveal entirely irrelevant outside of fluff purposes unless prove capable of moving to the Finals on the merit of the Willow Man as listed above.

Effects of becoming the Jackalwere’s “warform” on Willow Man’s physical form are not as fully impactful as it would be with other Therianthropes. His height significantly increases, but most of that resides in his limbs rather than a uniform increase - his stance becoming digitigrade accounts for eight inches worth of difference on its own. His weight, contrastly, hardly increases at all for a Jackal is slight and slim of build. Nor does his strength change much at all, something a more common lycanthrope certainly gets to experience. Colors dim and dull with Jackal eyes, bleeding away in favor of sharper contrasts and keener detail noticing. The large, mobile ears increase his focused hearing almost to the same level as his change in height, swiveling akin to bionic radar to sounds of interest, and his sense of smell similarly adjusts in the Willow Man’s favor.

Appearance:

As a Jackalwere, the Willow Man becomes a much, much taller individual. Just a hair over seven feet tall when standing straight, he cuts an imposingly dominant figure. Sleek and imposing, with long fur primarily of tawny brown broken up with occasional tufts of chocolate. There is a small patch of white fur at the Jackalwere’s neck extending down to the bottom of his ribs, and a crest of charcoal fur runs from the crown of his triangular head down along his back to his tail. His snout is rather narrow - at least when one compares to a mental picture of a werewolf as their therianthrope reference - and his teeth a very sharp set indeed. As if that wasn’t unsettling enough, his eyes change to an amber which shines easily in the light, making a jackal grin a very...unnerving thing to face.

Equipment:

The Jackalwere’s hands, while not entirely paw-like, are no longer well suited to the high degree of manual dexterity required to use the medicated needles. Furthermore, given the physical changes, the Willow Man is likely to lose a secure place to have them pinned into his clothing anymore either. The Needles will no longer be used in his warform.

Harpes - Unlike as the Willow Man, the Devil in the Sands is very well accustomed to the Harpe swords and will actually use them. Their sizing and weight is meant for the warform, which is why they appear slightly too large and heavy for the diminutive Willow Man’s human skin. The exact shape of each harpe also becomes more thematically clear, reminiscent of a jackal’s head with ears perked just so.

Teeth - Fitting enough to be a weapon on their own. Unlike the jaw structure of a wolf, the jaw structure of a jackal is not meant to deathgrip and choke victims. The fangs are sharp and the snout narrow, meant more for tearing the throat, haunches, or other vulnerable areas clean out rather than hold on. Though covered elsewhere, relisting for the gravity and actual power present in a Jackalwere’s bite.

Abilities:

Shifting Sands - Everything changes when the Willow Man transforms. The Stance of Stone is but a perversion and lie sponsored by the Willow. It is far less than the Devils have learned to do, although for a Man, far more useful perhaps. But for the Therianthrope in warform? Useless before the true techniques of the Shifting Sands. Long ago, in their faux-agelessness, the Devils of the Sands played many a game, of which the Jackals were often the most cunning. Among those games including stacking bricks of sand, one atop another. While other cultures might have built pyramids, the Jackals looked at how each mote stacked up. And in doing so learned a truth that serves them well.

The Willow Man may use these lessons in good stead. Any mote of Earth can support him, and thusly he can push off of any measure large or small. His footing is always assured when against Earth, and it enables feats of mobility Mankind can barely imagine.

(Explicit mechanics talk: Shifting Sands is a mobility skill, a polar opposite to the stability/resilience skill embodied by Stance of Stone. It provides traction, and opens up the cinematic nature of movement into tricks seen in certain martial arts films. Such as standing on a leaf floating in a pond without sinking, or taking “phantom step” movements in the air - if, for instance, sand was flung up to leap off of.)

AQ  Post #: 49
7/21/2017 23:54:16   
  Starflame13
Moderator


As a reminder, new submissions CLOSE at 11:59pm EDT (server time)
TOMORROW, Saturday the 22nd.

Now, reviews!



@Arthur – Hey there! While a very strong character, Arde has a bit of a “can do anything perfectly” vibe, and comes across as a slightly broken and over-powered. So, let’s see what we can do to balance him!

To start with, Arde is just too skilled at everything. He has archery, swordsmanship, hand-to-hand combat, strategy, enchanted equipment, AND his own magic. A much more balanced character should excel at one thing, and be good or passable in a few others, and also have abilities they are specifically bad at. If you want to keep both archery and swordsmanship, since those are the weapons with the most abilities, maybe make Arde much more reckless or weaker physically if he’s unarmed. Another way to balance some of his abilities is giving him some clear weakneses. For example, a character that is this heavily built on Darkness magic should have a major weakness against light spells or blinding attacks.

Your abilities/contracts through your weapons are also rather over powered given the sheer amount and variety of them. Three weapons with three extremely powerful abilities each, not counting the passives, is too much. I will go through all the abilities and give suggestions for how to balance them alone, but you may want to consider decreasing the sheer amount so that you are able to excel in a few areas rather than being average across EVERYTHING. In general, using one of the specific Awakened abilities from any of the equipment should result in it powering down for a certain amount of time, proportional to how powerful the ability is. You could also play around with some flavor. For example, you mentioned struggling to control Vayu, maybe you could include a rivalry between the spirits where after you’ve summoned one, you can’t summon ANY for a set amount of time? Play around with some details and try to decrease either the total power or the total variety!

Onto the specific equipment, starting with the awakened Bow of Vayu. For comet, does this travel in a straight line the same as an arrow? It’s also worth noting that while it may pass through objects within the arena, it will still dissipate against the Arena walls as it would have nowhere else to go. Also, a full 30seocnd full body paralysis is a bit too powerful. You could potentially limit it to where the part of the body it hits is numb/paralyzed for 20 seconds, or have a full paralysis for closer to 5 seconds. For Volley, while unhindered by natural winds, would a magical attack still deflect it? Finally, Dirge. This is fairly good as is, but be a bit more specific about how much it can block. Something along the lines of 2-3 average blows, or 1 extremely powerful hit, may be reasonable.

Next, Aegis of Hrudr. Firstly, a semi-sentient object that will act autonomously will violate the “No Multiple Characters” rule. This means that your Mad Sentinel ability is illegal, despite the limits you added on to attempt to balance it. For Aegispear, teleportation, particularly as much as 4 times in 40 seconds, is usually a bit too powerful given the smaller scale of the EC arenas. You could potentially make it work as a onetime portal, but Hrudr should power down for a significant time after use. For Armiger, this runs into the problem of being both extremely powerful and extremely versatile. If you want to keep the power in having 10 scabbards, it should have a single purpose. If you want to keep the versatility, I would decrease this to 2-4 scabbards. Again, this is another ability that should fully power down Hrudr after being used. As an aside, what happens to his sheathed sword when the scabbard awakens?

Now, Vajra. Having a normal, un-awakened sword dealing hits powerful enough to have a magical blowback is already pushing the limit, so increasing its power when awakened to shred half an arena’s worth of damage is definitely too much. You can have an increase in power, just make it more reasonable. If you drop the power levels in the un-awakened form, you’ll have more room to grow. Moving on to Transcendence. The timer is good, but if you’re boosting some abilities, there should also be drawbacks. Maybe he becomes more reckless with increased strength> Improving perception, speed, and strength all at once is just too much of a power boost. In addition, this also displays the same issue with Arde’s physical abilities as with his sword. His natural strength/speed is so great, that increasing it to the point where it makes a difference puts you at too powerful of a level. Decrease your initial starting power (for example, maybe dent your boulder rather than cracking it with one blow), so that you can increase it during the ability without being unrealistic (leaving 5 meter wide craters is unrealistic, as is flash stepping 4 meters at once). Now, Brahmosphere. The average arena has a diameter of just over 40 meters. A spell with a 250 meter range is much, MUCH too larger. Even if this was a typo, 25 is still a bit large. I would suggest something closer to 10-15 meters, but beyond the size, the ability is fine. For Brahmastra – is this meant to enable you to fire multiple times for as long as the ability lasts? If so, I would decrease the amount of power. If you make it so that it’s a single-shot, you could potentially balance it so that the longer it charges, the more damage it does, with a cap at 10 seconds or so.

Onto your other abilities! Black Arrows is fine, just note that they will be stopped by armor/objects as normal arrows would be. For Sanctuary, a passive heal is a bit too much. You could potentially work it in where if you disable all of your equipment spirits for a set amount of time, you could decrease pain, but given the vast amount of offensive and defensive abilities you already have, I’m not sure a heal is necessary. Decoy is fine, as long as it remains being unable to interact with anything so as to avoid turning into a second character. In general, keep in mind that both your abilities and using your contracted spirits will be draining a significant amount of Arde’s mana.

A fairly straightforward character, but it needs a good bit of balancing before it can be approved. Let me know if you have specific questions!



@Dragonknight315 - Everything looks good, Approved! Hats off to you for putting in the effort to make her Alastasia a balanced character.



@Ryu Viranesh - Welcome back!! Cyril's bio definitely makes me want to know a lot more about his history, so looking forward to seeing him in action. No issues that I can see, Approved!



@Ronin of Dreams - Welcome back to you as well! And quite the curious creation with the Willow Man. My only question is if the needles will affect him as well as his opponents, but you do not need a full resubmit for that. Approved!
AQ DF MQ AQW  Post #: 50
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