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5/29/2012 22:30:35   
superjars
Member

Gather children, and you will hear,
Of a tourney held every year.
Combatants come from far and near,
To challenge others on fields of fear.

With sword, with bow, with spell book thick,
They clash and fight, to be pick'd,
By Lords on high who through the quick
Affray will watch and Champions pick.

Then one last fight before them all,
And eyes of those low and tall.
One last hurrah to win the crown,
And avoid the joining of that red ground.


It is time. Registration is now open for the Elemental Championship. To sign up all you need to do is submit an entrant name and element here. Of course, a bio is required for your character as well. It need not be overly developed, but more detailed bios are always helpful to the judges when reviewing the combat threads, as they help the judges understand what your character is capable of, and allow for comparisons between the bio, and what is occurring in the arena. Keep in mind that detailed bios can also work in your favor in the event of a close score/tie between yourself and another competitor.

Now, let's get down to the brass tacks (And a few tips to help out.):
1. Needless to say, but about to be said anyways, this is a combat RP event. That means that your character must engage in combat. Flashbacks and evocative memories are nice, and add to your posts, but are generally unnecessary outside of the character introduction (the first post you make).

2. Also obvious, but about to be said, this is the Elemental Championship. Of course, Atheism is an option, though you are likely to have that belief shattered, but non-alignment is not. Your character must choose a single element to represent. The Elemental Lords are strict in this regard, and do not like combatants who dabble in magics of other elements, or who change allegiance midstream.

3. Naturally, all RP forum rules will be enforced; violators will be immolated, electrocuted, drowned, and pulverized. Survivors will be undone at an atomic level. Lists are kept of violators, and depending on severity, you may be barred from future participation.

4. Collaboration is your friend. Your character is competing against the other entrants; you, as a writer, are not. Feel free to work with other RPers to make collaborative posts, or even work out battle sequences. OOC threads will be provided to ask questions and provide clarification for posts. For this reason, if you are able, the channel #EC will be available on irc.caelestia.net. For instructions on how to use IRC, please see http://forums2.battleon.com/f/tm.asp?m=16791187.

5. Consistent activity is paramount. Please do not enter the tournament if you are not committed to staying the course. Nothing is worse than an RPer paralyzed and unable to participate because his or her opponent has gone missing. That said, for the elimination round non-posting for a period of five continuous days by any RPer will be viewed as forfeiture, opening their character up to free kill by any other character. Exceptions can be made via PM, but you must contact me in advance if you have any concerns.

6. Once your bio is posted, it will be evaluated, and a note of acceptance or rejection will be edited into the post. A list will appear below of accepted and rejected characters, sorted by elemental allegiance, for your convenience. Rejected characters may be resubmitted with editing, but must be resubmitted as a separate post, not an edit. Once the elimination round begins links to each IC and OOC arena will be posted, as well as a list of combatants in each arena.

7. Once submitted, bios may NOT be edited and the same goes for IC posts within the Arenas. Editing your post makes me think you are trying to pull a fast one on me, and I don't like that. If you absolutely must edit, you must clear the edit with me before you make it.

8. Included in your bio must be a space for a link to your first post. You are responsible for editing this link into your bio post after your entrance into whichever arena you are assigned to.

9. Each RPer is allowed one and only one character. You cannot enter pairs, trios, platoons, or armies.

10. I will answer questions as quickly and accurately as I can. Understand that I am the law, I'm in charge, I'm the sheriff around these parts, etc., etc. Backtalk and attempts to argue will be met with strong arm tactics and iron-fisted dictatorship. That being said: I hope you have fun, feel free to submit your bio, and have a nice day.

Registration is now open, and will continue until June 22nd, unless there are a large number of applicants. If that is the case, I will close registration and begin the tourney early. The elimination round will begin as soon as registration and approval is finished, and will last approximately three weeks. At that point Champions will be announced, and the finals will begin.

Important Addendum
Death has consequences. While it is possible to die in the elimination round and be revived to participate in the finals (which has happened on numerous occasions), death in the finals is permanent. End of the line, finito, etc. There ain't no coming back if you die in the big dance.

Element – Accepted Entrants
Earth - 1
Fire - 2
Dark - 2
Wind - 3
Light - 1
Energy - 3
Water - 2
Ice - 1

Character – RPer — Element
Wintin - TormentedDragon - Earth
Brandon - mrbk - Fire
Dreadnight - Mirai - Dark
N'aschi Levantera - .Discipline - Wind
Brother "Shockwave" Flinn - Beebote - Wind
Ryu Viranesh - Ryu Viranesh - Fire
Viraus Saukand - Apocalypse - Light
Prince Aurim Mystven - Geddesmck - Dark
Jonathan Longhair - demonhunter - Energy
Talon Goldwing - Tdub - Wind
Flux - Frenetic Raptor - Energy
Model O-65 - Micosil - Energy
Desdemona Szar - ont - Water
Alexis - The Extinguisher - Ice
Tiure - Starstruck - Water

< Message edited by superjars -- 6/20/2012 15:15:41 >
AQ DF MQ AQW Epic  Post #: 1
6/4/2012 0:28:12   
Master K
Member

I'll see what I can do.

I'm definitely entering. I've seen two championships pass, and I could enter neither. Now, it's time for me to shine. However, when will the Championships start? I have exams starting next week, and that will eat up my schedule with studying and the like.


Name: Brandon
Nickname: 'Firebrand', 'Dragonboy'
Element: Fire
Gender: Male
Age: 15, going on 16
Marital Status: Single
Family: His Mother and Father, both whom are dead.
Race: Human
Class/Occupation: Fire Mage/Fighter

Appearance:
Type: Human
Height: 5'6
Weight: 135 Lbs
Eyes: Varying shades of brown.
Hair: Medium length hair. It's as black as the midnight sky.
Skin: He has a slight tan. He also has scattered freckles on his face.

Clothing/Armor:
He wears relatively light clothing, with some armor on it. He wears a black sweater, with a hood on the back of it. The sweater is the same color as his hair, and has no other significant details about it. He wears blue pants as well, which are dark blue/navy colored. The armor aspect of his outfit is leather padding. He has some on his chest, which is the same color as his sweater to blend in. He has leather elbow guards and knee guards, which are black and blue, respectively, to match their appropriate article of clothing. The leather provides some protection without weighing him down.

Weapons: He's unarmed.
Extra Items: He carries a small fire orb with him. The orb is less than the size of his fist, and is clear with a fire burning inside of it. It's warm to the touch. While he has this, he can use his Fists Of Flame spell for as long as he wants. When it gets out of his hands, the spell is limited. He keeps it strung on a steel chain around his neck.

Skills/Abilities: Brandon is pretty quick on his feet. However, when he gets very angry, like say if he's losing a battle, or he's taken a nasty hit, he'll turn ferocious. When he's like this, he'll run faster, hit harder, and be more determined.

Spells:
Fists Of Flame: Brandon's primary attack. He sets simply lights his hands on fire, and attacks unarmed. It lasts 10 Minutes without his fire orb, then he has to wait 5 Minutes before he can use it again. This causes Brandon to be dangerous in Melee combat for a few reasons.

Fireball: Brandon simply cups his hands, and then throws a baseball sized ball of fire that does a small explosion upon impact. It can be used only in 7 Minute intervals.

Firewall: Brandon creates a wall of fire directly in front of him. The wall is 6 Feet high, and is made of pure fire. It burns to the touch, and deflects ice elemental attacks. Water elemental attacks get absorbed into the wall, and they cause the wall to cease. It can be used every 15 Minutes.

Raze: This attack can only be used when Brandon enters a state of frenzy. He casts a beam from his hands that scorches anything on contact. The beam lasts for 5 Seconds, and can only be used once every 30 Minutes.

Weaknesses: Brandon is weak to Ice and Water elemental attacks. If Brandon snaps out of his 'frenzy mode', he'll be exhausted, which can leave him susceptible to attack.

Personality: Brandon is a somber, cold, and serious looking person. He shy's away from other people, and doesn't trust many people. Whenever he's around strangers, he always wears a dark gaze on his face, and avoids eye contact with anyone. He's a kind person deep down, but he's got a nasty temper. However, he's good at keeping his temper under control when it matters most, but when he stops trying to hold back, he's a really furious, volatile person. If he sees a dragon slayer, he'll go berserk.

History: Brandon started off as a normal kid. However, the problems began when he was six years old. His father was a general of an army set to go to war with a rival nation. He valiantly left for battle, leaving him and his Mother, a Dragonlord to be, to themselves. Over the course of the war, Brandon's father was captured and killed by the enemy, along with the rest of his army. After the army was defeated, things...got frantic. The city Brandon lived in was raided by enemy troops. They were ordered to show no mercy to anyone. His mother took Brandon, and tried to flee the town. She was attacked before they fled, and Brandon's mother sustained a lethal injury.

Brandon and his mother fled into the forest. After they ran so far, they encountered a Yellow Dragon. Brandon's mother, who was in a critical condition, plead to the dragon for him to take care of her son. With that dying wish, she handed Brandon her dragon amulet, and silently passed away. Reluctantly, the dragon respected her last wish, and he took Brandon away, who didn't understand why they were leaving his mother behind...

For the next few years, Brandon was under the wing of a small pack of dragons. They became his new family, and they trained him and taught him how to wield magic. The element he chose was fire, because he felt fire represented his spirit, lively and fiery. Brandon lived relatively peacefully, until he turned ten years old. That's when the next change to his life occurred...

The dragons had taken some cattle in desperation, because the hunting was slowed down to the point where they could not find any other animals. The farmers had called upon some Dragon Slayers to deal with the 'dragon problem', and from there things got nasty. The slayers tracked down the dragons, and had located where they were currently camped out at. When they found them, they engaged in battle. Before the combat occurred, the yellow dragon hid Brandon, and told him not to come out until everything quieted down. Nervously, he obeyed. From there, he heard awful sounds. He heard the sounds of multiple people running about, fire and sword play, and horrible draconic roars and wails. After awhile, he heard nothing else, and he came out of hiding. He found that the dragons had lost the battle. He ran up to the yellow dragon, the only dragon still alive, though barely so. He pleaded to him to stay with him, but it was no use. His wounds were too great for him to handle, and he passed away. Brandon was furious and devastated. He threw his dragon amulet to the ground, ran away, and never looked back.

He traveled Lore in solitude, practicing his magic. He traveled from town to town, and held no loyalties to anyone. He had received his Fire Orb from a mysterious wizard who was selling valuable magical trinkets. Finally, upon his travels, he finally discovered the elemental championship, and decided it was time to put all his practice to good use...


So, what do you think? I'm a bit rusty, but I think it's pretty decent.

This bio is rejected pending further revision. The span of fighting for a normal EC is fairly short and time limited abilities are nigh impossible to actually keep track of in the heat of posting. If you need to limit your abilities, it would be more appropriate to give a number of times it can be used, rather than a cooldown time. Second, I will need some more details about the conditions under which Brandon will enter a state of frenzy, either in the bio itself or in a PM. ~superjars

< Message edited by superjars -- 6/5/2012 11:32:19 >
AQ DF MQ AQW Epic  Post #: 2
6/4/2012 10:39:37   
.Discipline
Member

Name: N'aschi Levantera
Nicknames: 'The Guillotine', 'Bladestorm', 'Wyvernbane'
Element: Wind
Gender: Male
Age: 37
Family: None to his knowledge
Race: Unknown, presumed half-elf
Class/Occupation: Aeromancer/Assassin

Appearance:

Type: Humanoid
Height: 6'4"
Weight: 170 Lbs (200 + armor and weapons)
Eyes: A shimmering green
Hair: Very long, draping red hair which flows down the length of his back.
Skin: He is relatively pale with several scars all across the surface of his skin.

Clothing/Armor:
N'aschi is most notable for his ornate mask carved of wyvern bone, a light yet very durable material. The mask itself covers his eyes, rendering him unable to see, but more in tune to his other senses, the mask has a small grate which allows him to speak while wearing it. He also wears a light armor of wyvern bone and hardened leather which covers most of his body aside from the back of his head (so his long hair flows out) He has several sheathes across his body for his various weapons, but in combat they are rarely full. On his elbows and knees he has curved bone blades for swift fighting up close.

Weapons: N'aschi carries a large variety of sharpened bone weapons, which include 12 daggers, 4 scimitars and a rapier. The daggers are carried in sheathes across his legs, the rapier sheathed vertically down his back, the scimitars in diagonal sheathes across his back.

Extra Items: N'aschi has a necklace adorned with several feathers from mystical beasts which help to boost his affinity for wind magic. He also has a few small phials of a curious blue liquid held in a pouch on his belt loop.

Skills/Abilities: N'aschi thinks extremely fast due to his training in martial arts and acrobatics. He can do several flips, tumbles and rolls as well as various other acrobatic movements while still inside his light armor. He is a quick and unrelenting fighter in melee combat, making use of his scimitars and rapiers in quick and precise assaults. However, in a match of strength, N'aschi will rarely come out on top, his body is trained for continous exercise and not bursts of strength.

Spells:
Air vision: This is N'aschi's primary mode of sight and is cast continously without effort (just like being another of his senses) N'aschi can 'see' by sensing minute disturbances in the air, where foes and objects are displacing the air and the speed at which they are moving. This is not limited to the area in front of him and allows him 360 vision in a radius of 30 metres. He is very skilled and can even make out minute facial details, but this cannot be used to see colours.

Silence: As an assassin and an aeromancer, N'aschi sees it useful to reduce the passage of sound through air particles around him. When concentrating, this makes him or any other object of his choice make no sound.

Wind control: This is N'aschi's main mode of attack, utilizing the air and creating strong gusts of wind to move people and objects (most notably his bladed weapons) in a manner that appears similar to telekinesis (but is actually done by magically forcing air particles in a direction) He can use this on several objects at once, but the more objects, the more concentration is required to achieve the desired effect. (a testament to his skill in this power is his long flowing hair which has never been split by his blades)

Vacuum Guillotine:
N'aschi's signature finishing move, using two blades, he creates a vacuum around a localized area on the opponent, the blades are then brought into position and sucked into the vacuum, viciously beheading, or severing the limbs of, an opponent. A side effect of this is a very loud 'pop' which is due to the air following the blades quickly rushing into the vacuum.

Inertial Shield:
If N'aschi is being directly assaulted in a way that is likely to be unavoidable, he will concentrate his efforts on forming a barrier which attempts to push objects hurled at him outward, halt them or slow them down.

Blade tornado: A favourite melee manoveur involving creating a whirlwind around his body, moving his arm and leg mounted blades at high speeds, often combined with acrobatics such as flips and rolls for maximum blade contact.

N'aschi can also use his wind magic in other creative ways, which, due to his class are not exhaustive but are limited by his magical power and his concentration. Too much magic in a short space of time leaves him unable to cast again for a short while.

Weaknesses:
N'aschi is physically quite weak as explained earlier. His wind vision could potentially be tampered with by others moving the air in unexpected ways, in this case, he would have to remove his mask, leaving him less able to use his wind vision and requiring his eyes to adjust to natural light. N'aschi also has somewhat of a short fuse when things aren't going his way, leading to him becoming quite... sloppy.

Personality: N'aschi is a sarcastic, cynical man which a spot of OCD and perfectionism. He ensures that everything he does is done perfectly and followed up with bitter quips. However, he is also a sadomasochistic psychopath, relishing the pain of others and with a habit of hurting himself when he is angry (which explains the numerous scars on his flesh).

History:
N'aschi Leventera is a strange case, indeed. He has no idea about the circumstances of his birth, but has been made aware that his mother could not raise him and therefore gave him up to a monastery. Life in the monastery was harsh, N'aschi learnt the hard way about the consequences of his mistakes, with beatings given out by the high monks. N'aschi was trained to revere the Wind Lord above all others, without a choice, his life was given to the service of the Wind Lord and his glory.

The monks taught N'aschi how to fight with the swift style of the Eastern Breeze, how to see the wind and use his second vision in combat. N'aschi was slowly turned into the perfect and devout warrior for the realm of wind, mastering highly specialised magics and soon being sent to eliminate the enemies of the monastery and his Lord. The missions went fairly well, but N'aschi's mind could not remove thoughts of how he could have done better, how there could have been a faster kill, a cleaner cut, a more fitting victory. These thoughts combined with a profession of murder drove N'aschi to insanity.

Eventually he turned his back on the monastery which raised him, informing them that he had surpassed them and that the Wind Lord's calling had given his life new meaning. It is unclear whether these were just his delusions or an actual message from the Wind Lord but N'aschi took up his blades against a brood of Wyvern he claimed to be a disgrace to the realm of wind. After grounding them and severing their wings, he brutally dispatched them, skinned them and carved their bones into a suit of armor and weapons, which took him several months of meticulous crafting.

With the instruments of his devotion created, N'aschi marched toward the battleground where he planned his ultimate victory for the glory of his Lord, conquering all other elements in his name....





So... What do people think?

The bio is rejected pending revision for two reason. First is the excessive amount of weapons available to him. That many weapons would be quite heavy, which would be difficult for a 6'4" 170 lb character to hulk around and be speedy in any real sense. The second issue is that his wind powers are a little excessive, in particular the air vision ability. That level of sight would give him vision over most of any arena he would be in. ~superjars

< Message edited by superjars -- 6/5/2012 21:42:40 >


_____________________________

AQ DF MQ AQW Epic  Post #: 3
6/4/2012 15:28:57   
TormentedDragon
Member

Name: Wintin, brother of Winbin, the tinsmith twins with the winning ways!
Element: Earth
Stuff: Human, about 5'7", sun-darkened skin, bald head with tattooed silver lines on it, brown eyes, wiry frame. Wears billowy orange clothing that comes close at wrists and feet, also sandals. Twitchy. Slightly psychotic, especially in battle, slightly paranoid, especially in battle.

Things: He carries a small cast iron cauldron on his back, with a lid. It jingles and jangles and clanks and clinks when he walks, because it is full of horseshoes and nails and hooks and ladles and various other metal sundries. There are also two metal flasks on his hips full of quicksilver. He calls himself a tinsmith because pickle turble yorb it's in his name and it rhymes, but he's actually a metalli magus. Or basically he does magic that shapes metal. Or moves it about. Traditional blacksmiths don't like him much. Nor do goldsmiths, silversmiths, or any kind of smith, since he does that too. Though the fancy stuff is really more up Winbin's alley, but Winbin is Sir Not Appearing In This Story. In order to shape it, he has to be aware of it, but a simple touch of the metal, either with skin or with metal he's in control of, suffices.

Tidbits: Wintin and Winbin travel the world almost exclusively on foot. Sometimes they travel together. Often they do not, as they are so similar to each other that they annoy the hell out of each other. It's rather amusing to watch until the metal starts flying everywhere. After said spats they often won't see each other for months or years. Wintin's making a return trip to wherever the hell this thing is hosted Bren (or Bern? Place!) and, lacking permission from the local smiths to ply his actual trade, has decided to ply his side trade and hit people over the head with large blunt objects. Or possibly stab them. If they're unruly enough. Like those trolls. Or that weird four-armed lady.

Plus there's money or something? Money's useful. He'd make it, but he lacks the raw materials. People don't take iron replicas or the like. Also a whatsit. Boon. Always good to be on the good side of the Lord of the thing you work with. And maybe he could teach these cocky punks a thing or two.

Approved. ~superjars

El firsto post thing.

< Message edited by TormentedDragon -- 6/27/2012 18:06:51 >
AQ DF MQ  Post #: 4
6/4/2012 17:51:21   
Starstruck
Member

Anything that is secret is secret for reasons. Not sure what those reasons are but whatever they are still reasons. And there are a lot of secret things, so there must be a ton of reasons!

Name: Tiure Stradivaski
Element: Water
Class: Sonomancer
Acolyte (Hydromancy)
Race: Human, up to a point

Appearance: Tiure is a graceful, lanky figure, with azure eyes and dirty blond hair, cropped short and combed neatly into place. His Slavic features are set squarely upon a medium-sized (though rather tall) frame, and he is wrapped up in ordinary silken clothing, freshly clean and a lovely deep blue. Tiure's gaze is piercing, wary, and intelligent, though his expression is calm, unperturbed, and gently smirking, the picture of lazy confidence. He still bears faded white scars from his ordeal in the Coterie, including prominent scars on his cheekbone and forehead. but none are noticeable until the observer is within ten feet and actively searching for them due to his mentor's powerful healing magic and plenty of rest. He is neither well-built nor muscular, but instead lean and fit; nowhere close to even the normal mages. He is what he is; a boy among men, and he is ready to exploit his apparent weakness to its fullest extent, springing his abilities at the last moment.

Weapons/Equipment: At his side is a small pack filled tidily with various odds and ends; a pale amber chunk of pine sap, a neatly folded cloth, a bottle of waxy substance...none of these things would be particularly useful in a fight without a huge degree of resourcefulness and a huger deal of luck. More important things are stacked towards the top.

Spoons: In a hidden pocket of his sleeve, Tiure has a special spoon composed of a metallic blue substance - it’s sapphire, blended with cobalt and a large amount of magic - that glows dimly with a beautiful aquamarine light, but only in water or total darkness. The spoon is capable of creating illusory copies of itself.

Violin: The violin is Tiure’s sonomantic and hydromantic channeling instrument. It is magically reinforced to withstand impacts greater than Tiure can physically bear (not by much, but only so it is inefficient to try to destroy the violin to incapacitate Tiure instead of incapacitating Tiure directly). Though massively inept and extremely unresponsive with basic mage-magic (hands, staves, wands), Tiure is capable of performing powerful spells through the power of music.

Bow: Tiure can take the violin bow and shoot magic sound-energy arrows from it. The arrows move quickly and can disrupt even major enchantments, but Tiure can’t shoot accurately and it’s not very practical at long range. It also requires a recharge period, but if Tiure is going to be forced to defend himself from all angles by fast-paced, heavy spells, he’s pretty much incurred the wrath of the rest of the competitors and is already dead in the water.

Sonoscythe: More for show than for anything else (hint: 65% show, 25% storage, 10% sharp thing), the Sonoscythe is Tiure’s last resort if his magic is somehow incapacitated or useless. It has special niches for his violin and bow if he needs to set them down for a moment, and through some magical means it can fold up into itself (even though it’s made of the same thing as the spoon and has no hinges/telescoping bits) and store easily in Tiure’s pack. Just in case, for some reason, it is bad that he has a giant scythe hovering next to him. The violin won’t fold, though, and neither will the bow. There are a couple other tricks Tiure can do with the Sonoscythe, but they aren’t even worth mentioning yet. Kell/super/person will of course be informed of the full extent of the Sonoscythe’s extra tricks, which is like two things. The Sonoscythe levitates mindlessly next to Tiure, and he cannot control its direction or path under normal circumstances. It jealously guards Tiure's things when he's not around but is otherwise completely passive and behaves almost like a puppy. (Must...resist urge...to...make the scythe...a character...)

Charm of the Sonomancer: Tiure can activate this charm once to convert himself into a sound wave and re-form somewhere else. His equipment will be attracted and affixed to the Sonoscythe (his bag will stick to a special notch on the handle adorably <3 what can I say, I love organized and compact), which will drift over to wherever Tiure has teleported. The scythe has no concept of “obstacles”, so it’ll just run repeatedly into things between itself and Tiure, even if the things don’t like being run into by a sharp scythe. Fortunately, the drift is slow and easily avoided, so there is little danger.

Skills and Abilities: Tiure is agile and pretty strong, at about a normal human level. His greatest skill is his magical proficiency, limited only by his musical proficiency. You see, Tiure is capable of linking enchantments he has learned to songs he has learned. In a more adventurous and rugged setting, Tiure might include several different instruments to play, for various reasons. However, this is the Elemental Championships, and there is no time to sit and tap small drinking-glasses as fire and ice and death erupt around him. He'll play songs and cast spells.

The music is his greatest restriction because he can't cast the spell without playing the song. If the song is incomplete or interrupted, the spell will be diminished in power. Interruption is difficult as Tiure's concentration and skill are remarkable, but direct attacks may cause him to cut and run without finishing the song.

History: Tiure began life on the streets of a great city. He was born blind and anosmic, and resisted the best efforts of the local healers to restore his senses. Finally, through some miracle or other, his sight and smell were restored, but he never relied on them as much as other people did, preferring to listen instead. By the age of 6, his parents had sickened and died, and he was left an orphan on the streets. A year later, a powerful mage noticed him begging and performing petty tricks for food money and found him interesting; he could apparently hear much better than the average human. Being the most powerful Hydromancer in Lore, the mage knew a thing or two about human anatomy and knew that the feats of attention the little boy displayed were simply impossible. One of the more impossible feats was where the boy, hunger gnawing at his belly and the sounds of the square echoing throughout the village, would pick out individual conversations from hundreds of meters away and repeat them word for word. He was never ambiguous or vague, and he was always correct. The mage approached him and spoke in a whispered undertone.

"How would you like to learn a thing or two from me?" The boy looked up curiously, stood up, and followed the mage to his destiny. Since then, he has shown himself to be a prodigy in the arts of hydromancy. It wasn't always this way; at one point he was utterly incapable of learning any spells at all! Later, the boy, only nine years old, invented a new branch of magic he called Sonomancy and applied it to his everyday life. He built magical instruments and used them to cast powerful spells. When he was twelve, he mastered sonomancy and moved on to hydromancy. The boy genius excelled there, too, working voraciously to master the best spells and counter the worst. His master, however, was much more wise and learned than he was, and realized the danger in allowing the boy to overwork himself and become too powerful to control his own abilities. He refused to let the then sixteen year old master hydromancy, initiating a series of fits, sonicbooms, and watery eruptions that proved the old mage's points perfectly. When he had calmed down, the mentor patiently suggested that Tiure enter the Elemental Championships after one more year of slower-paced study to prove his maturity and show that he deserved to learn the secret hydromantic spells. Victory would conclusively prove his worth; death was a risk he was never to take. Even arriving at the finals would be enough to show that he was ready.

This bio is rejected pending revision: Several of the spells are rejected, as per the PM I'm sending you. ~superjars
Muahaha I am colorful. I have cleaned up a few things, most notably the failure clauses, and also PM'ed my reasonings. Spells are currently under review.

Spell Number Countdown: 8


Bio rejected for rule breaking, in particular, #6. ~superjars

< Message edited by superjars -- 6/12/2012 19:57:43 >
DF MQ  Post #: 5
6/5/2012 15:17:51   
Master K
Member

I'll try this again, and see if I can get it right this time...


Name: Brandon
Nickname: 'Firebrand', 'Dragonboy'
Element: Fire
Gender: Male
Age: 15, going on 16
Marital Status: Single
Family: His Mother and Father, both whom are dead.
Race: Human
Class/Occupation: Fire Mage/Fighter

Appearance:
Type: Human
Height: 5'6
Weight: 135 Lbs
Eyes: Varying shades of brown.
Hair: Medium length hair. It's as black as the midnight sky.
Skin: He has a slight tan. He also has scattered freckles on his face.

Clothing/Armor:
He wears relatively light clothing, with some armor on it. He wears a black sweater, with a hood on the back of it. The sweater is the same color as his hair, and has no other significant details about it. He wears blue pants as well, which are dark blue/navy colored. The armor aspect of his outfit is leather padding. He has some on his chest, which is the same color as his sweater to blend in. He has leather elbow guards and knee guards, which are black and blue, respectively, to match their appropriate article of clothing. The leather provides some protection without weighing him down.

Weapons: He's unarmed.
Extra Items: He carries a small fire orb with him. The orb is less than the size of his fist, and is clear with a fire burning inside of it. It's warm to the touch. While he has this, he can use his Fists Of Flame spell for as long as he wants. When it gets out of his hands, the spell is limited. He keeps it strung on a steel chain around his neck.

Skills/Abilities: Brandon is pretty quick on his feet. However, when he gets very angry, like say if he's losing a battle, or he's taken a nasty hit, he'll turn ferocious. When he's like this, he'll run faster, hit harder, and be more determined. He can also cast his spell 'Raze' when in this mind state.

Spells:
Fists Of Flame: Brandon's primary attack. He sets simply lights his hands on fire, and attacks unarmed. This causes Brandon to be dangerous in Melee combat for a few reasons. It lasts as long as he has his fire orb.

Fireball: Brandon simply cups his hands, and then throws a baseball sized ball of fire that does a small explosion upon impact. In the arena, he could probably get at most three uses.

Firewall: Brandon creates a wall of fire directly in front of him. The wall is 6 Feet high, and is made of pure fire. It burns to the touch, and deflects ice elemental attacks. Water elemental attacks get absorbed into the wall, and they cause the wall to cease. In the arena, he could probably get at most one use from it.

Raze: This attack can only be used when Brandon gets absolutely furious. He casts a beam from his hands that scorches anything on contact. The beam lasts for 5 Seconds, and could probably be only used once in the arena.

Weaknesses: Brandon is weak to Ice and Water elemental attacks. If Brandon snaps out of his 'rage mode', he'll be exhausted, which can leave him susceptible to attack.

Personality: Brandon is a somber, cold, and serious looking person. He shy's away from other people, and doesn't trust many people. Whenever he's around strangers, he always wears a dark gaze on his face, and avoids eye contact with anyone. He's a kind person deep down, but he's got a nasty temper. However, he's good at keeping his temper under control when it matters most, but when he stops trying to hold back, he's a really furious, volatile person. If he sees a dragon slayer, he'll go berserk.

History: Brandon started off as a normal kid. However, the problems began when he was six years old. His father was a general of an army set to go to war with a rival nation. He valiantly left for battle, leaving him and his Mother, a Dragonlord to be, to themselves. Over the course of the war, Brandon's father was captured and killed by the enemy, along with the rest of his army. After the army was defeated, things...got frantic. The city Brandon lived in was raided by enemy troops. They were ordered to show no mercy to anyone. His mother took Brandon, and tried to flee the town. She was attacked before they fled, and Brandon's mother sustained a lethal injury.

Brandon and his mother fled into the forest. After they ran so far, they encountered a Yellow Dragon. Brandon's mother, who was in a critical condition, plead to the dragon for him to take care of her son. With that dying wish, she handed Brandon her dragon amulet, and silently passed away. Reluctantly, the dragon respected her last wish, and he took Brandon away, who didn't understand why they were leaving his mother behind...

For the next few years, Brandon was under the wing of a small pack of dragons. They became his new family, and they trained him and taught him how to wield magic. The element he chose was fire, because he felt fire represented his spirit, lively and fiery. Brandon lived relatively peacefully, until he turned ten years old. That's when the next change to his life occurred...

The dragons had taken some cattle in desperation, because the hunting was slowed down to the point where they could not find any other animals. The farmers had called upon some Dragon Slayers to deal with the 'dragon problem', and from there things got nasty. The slayers tracked down the dragons, and had located where they were currently camped out at. When they found them, they engaged in battle. Before the combat occurred, the yellow dragon hid Brandon, and told him not to come out until everything quieted down. Nervously, he obeyed. From there, he heard awful sounds. He heard the sounds of multiple people running about, fire and sword play, and horrible draconic roars and wails. After awhile, he heard nothing else, and he came out of hiding. He found that the dragons had lost the battle. He ran up to the yellow dragon, the only dragon still alive, though barely so. He pleaded to him to stay with him, but it was no use. His wounds were too great for him to handle, and he passed away. Brandon was furious and devastated. He threw his dragon amulet to the ground, ran away, and never looked back.

He traveled Lore in solitude, practicing his magic. He traveled from town to town, and held no loyalties to anyone. He had received his Fire Orb from a mysterious wizard who was selling valuable magical trinkets. Finally, upon his travels, he finally discovered the elemental championship, and decided it was time to put all his practice to good use...

Link To First Post



There. Just some minor tweaking. I fixed all that you found troubling, SuperJ.

Approved. ~superjars

< Message edited by mrbk -- 6/24/2012 20:18:34 >
AQ DF MQ AQW Epic  Post #: 6
6/5/2012 17:57:27   
Mirai
Member
 

Name: Dreadnight
Element: Dark
Age: 3 months (sort of)
Class: Undead construct

Physical description:

Superficially, the Dreadnight appears to be a 7 foot tall, broad shouldered, muscular knight, armoured from head to toe in pitch-black plate mail. Its armour seems to be all forged from the same ‘midnight mithril’ with the exception of the gauntlet on its right hand, formed from a curious mix of copper and blackened iron. No bright eyes lurk behind its visor however, simply a dark void of empty nothingness.

In reality, the Dreadnight is a construct. A deceased warrior’s skeleton forms its core, overlayed with spectral sorceries that constantly flow from its right hand gauntlet. These black magics condense at the outer layer of the undead champion into a skin-like exoskeleton of dark metal.

Background:

Two years ago, a young necromancer by the name of Heinrich von Carsten ‘acquired’ the corpse of a deceased nobleman from Bremen, and a magical gauntlet buried with him. A flow of mana energy ebbed and flowed from the gauntlet, which proved to be a potent source of power for the young wizard, who quickly carved out a fearsome reputation for himself amongst his peers.

Over time, however, Heinrich discovered a number of flaws to his stolen boon: the surges of raw power from the gauntlet could sometimes be overwhelming in potency, resulting in his sorceries having unintended consequences. On one occasion, a spell intended to animate a single skeleton resulted in the summoning of a huge undead horde across the length of the Severed Valleys, far too numerous for Heinrick to control. The dark haired mancer barely escaped the chaotic battle that ensued with his life.

Resolving to find a safer use for the gauntlet, Heinrich placed it once more upon the Bremen lord’s corpse, and reanimated his pile of bones into the Dreadnight. Determined to increase his fame and standing amongst the necromantic community, Heinrich sent the Dreadnight to Bren, instructing his creation to win the tournament in his name.

Personality:

In life, the veteran warrior at the core of the Dreadnight’s body was honourable, wily and fiercely determined to protect his people and family. However, at the beginning of the Elemental Championships, the soulless construct is imbued only with the weapon skills and tactical memories of its skeletal core, being otherwise mindlessly loyal to its creator’s instructions.

Weaponry:

The Dreadnight carries a 3 feet wide circular shield with a razored edge, a 4 feet long broadsword, and two short swords. All its weapons are crafted of the same sorcery formed mithril which makes up its armour.

Abilities requiring description:

Sheer strength
The Dreadnight is a ferociously strong fighter, able to wield its huge broadsword one handed, unleashing mighty blows that are capable of rupturing through thick armour or numbing the arms of a parrying opponent. This strength also compensates for the construct’s bulky form: while it won’t be performing backflips or somersaults, it can run, crouch and otherwise move with relative speed on the battlefield.

Mana catalyst
Although the midnight mithril which forms the Dreadnight’s outer layer is tough and durable, it is not impervious. Damage to the undead warrior’s exoskeleton will result in mana seepages, as the very magic which powers its unnatural existence pulses away through cracks in its outer shell. Consequently, when the Dreadnight when is injured other characters or spells around it may have their mana refreshed, or even overcharged, from the resulting mana surges. For example, a simple fireball spell could suddenly turn into a hellish conflagration (I’ll leave it to other RPers to decide how they want to handle such occurrences).

Theoretically, the Dreadnight could deliberately release a burst of its mana for another character’s benefit.

Restoration of mithril
Fortunately for its own wellbeing, the Dreadnight won’t collapse from mana-loss the first time it is injured, but rather, its exoskeleton is designed to slowly repair itself of damage (major injuries are beyond such healing however). The constant flow of dark magic around the exoskeleton also makes the Dreadnight resistant-though not impervious- to being taken over and controlled by other characters, such as necromancers.

Additionally, the Dreadnight can summon its weaponry/shield to fly back to its hands should it be separated from them.

Approved. ~superjars

< Message edited by superjars -- 6/6/2012 18:14:18 >
AQ  Post #: 7
6/6/2012 3:38:41   
.Discipline
Member

Name: N'aschi Levantera
Nicknames: 'The Guillotine', 'Bladestorm', 'Wyvernbane'
Element: Wind
Gender: Male
Age: 37
Family: None to his knowledge
Race: Unknown, presumed half-elf
Class/Occupation: Aeromancer/Assassin

Appearance:
Type: Humanoid
Height: 6'4"
Weight: 190 Lbs
Eyes: A shimmering green
Hair: Very long, draping red hair which flows down the length of his back.
Skin: He is relatively pale with several scars all across the surface of his skin.

Clothing/Armor:
N'aschi is most notable for his ornate mask carved of wyvern bone, a light yet very durable material. The mask itself covers his eyes, rendering him unable to see, but more in tune to his other senses, the mask has a small grate which allows him to speak while wearing it. He also wears a light armor of wyvern bone and hardened leather which covers most of his body aside from the back of his head (so his long hair flows out) He has several sheathes across his body for his various weapons, but in combat they are rarely full. On his elbows and knees he has curved bone blades for swift fighting up close.

Weapons: N'aschi carries sharpened bone weapons, 6 daggers and 2 scimitars. The daggers are carried in sheathes across his legs, the scimitars in diagonal sheathes across his back.

Extra Items: N'aschi has a necklace adorned with several feathers from mystical beasts which help to boost his affinity for wind magic. He also has a few small phials of a curious blue liquid held in a pouch on his belt loop.

Skills/Abilities:
N'aschi thinks extremely fast due to his training in martial arts and acrobatics. He can do several flips, tumbles and rolls as well as various other acrobatic movements while still inside his light armor. He is a quick and unrelenting fighter in melee combat, making use of his scimitars and rapiers in quick and precise assaults. However, in a match of strength, N'aschi will rarely come out on top, his body is trained for continous exercise and not bursts of strength.

Spells:

Air vision: This is N'aschi's primary mode of sight and is cast continously without effort (just like being another of his senses) N'aschi can 'see' by sensing minute disturbances in the air, where foes and objects are displacing the air and the speed at which they are moving. The area in front of him is easier to make out and can be seen more or less like normal vision, he can pick up things behind him as well, although they are seen in a more vague fashion he has learnt to depict. He can only 'see' behind himself to a distance of 5 metres, and can 'see' in front of himself to a normal human range. He is skilled and can even make out minute facial details in front of him, but this cannot be used to see colours.

Silence: As an assassin and an aeromancer, N'aschi sees it useful to reduce the passage of sound through air particles around him. When concentrating, this makes him or any other object of his choice make no sound.

Wind control: This is N'aschi's main mode of attack, utilizing the air and creating strong gusts of wind to move people and objects (most notably his bladed weapons) in a manner that appears similar to telekinesis (but is actually done by magically forcing air particles in a direction) He can use this on several objects at once, but the more objects, the more concentration is required to achieve the desired effect. (a testament to his skill in this power is his long flowing hair which has never been split by his blades) The more force he must output to move an object(s) the more magically drained he will become.

Vacuum Guillotine: N'aschi's signature finishing move, using two blades, he creates a vacuum around a localized area on the opponent, the blades are then brought into position and sucked into the vacuum, viciously beheading, or severing the limbs of, an opponent. A side effect of this is a very loud 'pop' which is due to the air following the blades quickly rushing into the vacuum. However, this leaves N'aschi's air vision blurred during casting.

Inertial Shield:
If N'aschi is being directly assaulted in a way that is likely to be unavoidable, he will concentrate his efforts on pushing all the air around him outward which attempts to push objects hurled at him outward, halt them or slow them down. This creates the side effect of severely reducing the amount of oxygen he has available and is likely to leave him out of breath.

Blade tornado: A favourite melee maneuver involving creating a whirlwind around his body, moving his arm and leg mounted blades at high speeds, often combined with acrobatics such as flips and rolls for maximum blade contact. This is the basis for his melee fighting style and the reason for his mounted blades.

N'aschi can also use his wind magic in other creative ways, which, due to his class are not exhaustive but are limited by his magical power and his concentration. Too much magic in a short space of time leaves him unable to cast again for a short while.

Weaknesses:
N'aschi is physically quite weak as explained earlier. His wind vision could potentially be tampered with by others moving the air in unexpected ways, in this case, he would have to remove his mask, leaving him less able to use his wind vision and requiring his eyes to adjust to natural light. N'aschi also has somewhat of a short fuse when things aren't going his way, leading to him becoming quite... sloppy.

Personality: N'aschi is a sarcastic, cynical man which a spot of OCD and perfectionism. He ensures that everything he does is done perfectly and followed up with bitter quips. However, he is also a sadomasochistic psychopath, relishing the pain of others and with a habit of hurting himself when he is angry (which explains the numerous scars on his flesh).

History: N'aschi Leventera is a strange case, indeed. He has no idea about the circumstances of his birth, but has been made aware that his mother could not raise him and therefore gave him up to a monastery. Life in the monastery was harsh, N'aschi learnt the hard way about the consequences of his mistakes, with beatings given out by the high monks. N'aschi was trained to revere the Wind Lord above all others, without a choice, his life was given to the service of the Wind Lord and his glory.

The monks taught N'aschi how to fight with the swift style of the Eastern Breeze, how to see the wind and use his second vision in combat. N'aschi was slowly turned into the perfect and devout warrior for the realm of wind, mastering highly specialised magics and soon being sent to eliminate the enemies of the monastery and his Lord. The missions went fairly well, but N'aschi's mind could not remove thoughts of how he could have done better, how there could have been a faster kill, a cleaner cut, a more fitting victory. These thoughts combined with a profession of murder drove N'aschi to insanity.

Eventually he turned his back on the monastery which raised him, informing them that he had surpassed them and that the Wind Lord's calling had given his life new meaning. It is unclear whether these were just his delusions or an actual message from the Wind Lord but N'aschi took up his blades against a brood of Wyvern he claimed to be a disgrace to the realm of wind. After grounding them and severing their wings, he brutally dispatched them, skinned them and carved their bones into a suit of armor and weapons, which took him several months of meticulous crafting.

With the instruments of his devotion created, N'aschi marched toward the battleground where he planned his ultimate victory for the glory of his Lord, conquering all other elements in his name....




Hopefully that is more suitable. I limited the wind powers further and reduced the amount of weapons carried to a more reasonable standard.

Approved. ~superjars

< Message edited by superjars -- 6/6/2012 18:21:06 >
AQ DF MQ AQW Epic  Post #: 8
6/6/2012 14:21:07   
Beebote
Member

Name: Brother "Shockwave" Flinn
Race: Human
Gender: Male
Age: 27
Profession/Class: Monk, Disciple of Howling Winds
Element: Wind

Appearance
Brother Flinn's head is completely hairless. His skin is pale due to the location of the mountainside monastery where he spent the majority of his life and training. His eyes are a pale grey, adding to the mystical quality that seems to settle on him like a shroud. His physical training has lent him a strong, wiry frame and a posture that simultaneously projects strength and calm.

Clothing/Equipment
His clothing is light, consisting of a sleeveless blue shirt and an accompanying white scarf. The shirt is cinched over loose, white trousers by a black cloth belt. Over this ensemble is strapped a chestpiece made of thin overlapping metal plates, design to allow him to keep his flexibility while increasing protection of his vital areas. To that end, his thighs, shins, and forearms are also lightly armored in the same way. However, his feet, upper arms, and hands are completely unarmored and bare to allow the full range of motion his fight style requires.

Skills/Abilities
The Howling Winds discipline, like many elemental martial arts, turns the disciple's body into a channel for elemental energy. In this case, it's used to trigger mostly sound and wind-based powers. This is most commonly a forceful sonic shockwave, either added at the end of a strike or projected to intercept a moving opponent. The techniques are divided into three categories: Strikes, Projections, and Mantras.

Strikes are tied to physical attacks and trigger on impact with an opponent. These can be used on the move with no penalty to their effectiveness.

Projections are ranged attacks that, like archery, are best used while still or while moving very slowly. While these can be cast while at full speed, their power and accuracy suffer.

Mantras can only be used while completely immobile as they require a large amount power or focus. These attacks affect a large area, and while some can be cast quickly, others need to be maintained, leaving the monk vulnerable. Obviously, timing and distance are key factors for these techniques.


Approved. ~superjars

< Message edited by superjars -- 6/6/2012 18:31:53 >
Post #: 9
6/7/2012 15:15:00   
Ryu Viranesh
Member

Well, it looks like it's time for me to toss my hat into the mix, and I've brought an old friend.


Name: Ryu Viranesh
Gender: Male
Race: Human
Age: 26 (almost 27)
Element: Fire
Link to First Post: And it Begins

Appearance: Ryu has changed quite a bit since the city of Bren last laid eyes on him, his appearance doing much to hide his infamy. His formerly long, ragged blue hair has been cut and dyed a deep indigo, so dark that it almost appears black, a stark contrast to his pale skin. He still stands at a respectable five feet eleven inches tall yet now weighs a more appropriate 182 lbs, his mass more evenly distributed. His chest and shoulders are ever so slightly broader from the trials that he’s had to endure during the past five years, but he carries the new weight well, comfortable in his skin. Despite this, some things will always remain the same. His face has retained its square, blocky shape, Ryu even allowing the hints of a beard to take over his chin; taken with his other facial features, it gives him quick the rough-and-tumble appearance. His hands are still long-fingered, even though they’ve garnered some new calluses, and his step is still sure, though it is now tempered by experience rather than by confidence. Yet his most recognizable feature is his eyes, with their unmistakable red-orange hue; it’s possible that these alone could give him away, but with people depending on him, that’s a risk that he’s willing to take.

Attire: If Ryu’s new appearance wasn’t enough to throw off notice, his new wardrobe might do the job for him just fine. Gone are the cloth tank top and pants that he wore during his first jaunt at the Elemental Championships; he still isn’t quite sure what he was thinking walking into the Cellar with those on. Now he clothes himself appropriately for battle, sandwiching a chainmail hauberk between a thick white undershirt and a thin black shirt worn over the armor. His legs are clad in a pair of grey hide leggings, the skin tirelessly and meticulously cleaned by a Vartai tanner so that there was quite literally not a hair out of place. His shoes are the equivalent of a pair of dark brown moccasins, the leather footwear also prepared for him by the dragon-men’s venerable tanner. Completing his ensemble is a hide belt which holds his equipment for him when it’s not in use.

Equipment: All of Ryu’s battle gear is dwarf-forged, gifts from his time spent with the small, mountain-dwelling people. His primary weapon is a sword of a unique styling that was crafted just for him, the dwarf smith observing him for almost a year before he even began to forge the blade. The sword was forged from an odd mixture of steel and bronze, the coloring of the latter noticeable in the final product; the blade is also unusually shaped, as while it is flat and broad in the center, it tapers to a thin point at its edges. This forging has made the weapon weigh somewhat more than a sword of its size (slightly longer than the average long sword) normally would. The hilt of the sword was forged from the same combination of metals and wrapped in leather, to make it easier and less painful to grip. The only other notable characteristic of the weapon is its extremely high melting point, achieved through some trick of dwarvish forging; this allows the blade to be heated without Ryu having to worry about it coming apart in his hands. The sword is attached to his belt at the right hip.

In addition to the sword Ryu also has a set of three metal hooks that are tied to a set of three strings, each woven from the hair of a Zug, one of which is counterbalanced by a small orb of steel. These serve as his weapons at a range and over the past four years he’s learned to become quite adept in their use, although he would not call himself a master. Finally, sheathed at his left hip with the hooks is a small, metallic buckler with a leather back that can quickly be grabbed if some form of defense is required.

Powers: Ryu’s abilities have evolved and changed over time, yet still stem from the same source that they did when he first entered the Tournament: Fire. During his time with the dwarves underneath the mountain depths, the young man learned for the first time to truly respect the flames, particularly the immense amount of heat that they produced when he worked in the forge, making him sweat until he thought that there wasn’t any water left in his body. It should be no surprise that the application of his magic has shifted towards the “Heat” aspect of fire, rather than its explosive nature.

Firstly, Ryu has become able to increase, or rather magnify the intensity of the heat in an area ranging up to 15 feet around him (it functions as an aura that radiates outward from his body when active). This technique was originally engineered to deal with armored foes, causing them to feel each and every action that their armor-laden forms make that much more and tire them out that much more quickly, in addition to all of the other effects that a higher temperature would have on a person (it becomes case by case depending on race and to a point, how each specific character tends to deal with heat). However, he has since learned that it is also decently effective against opponent’s that lack heavy armor, although obviously not quite as effective. Ryu himself is not totally immune to the effects of this technique, but it does have a lesser effect on him, which is further bolstered by his knowledge of how the ability works.

Secondly, Ryu is able to heat his sword to temperatures that would burn bare skin; in some cases, with enough repetition, the blade’s heated edge is even able to slowly cut through armor. The former effect also applies to his hooks (he has to make brief contact with the hooks themselves, as the string is not able to carry sufficient heat) and his shield.

Thirdly, he can transfer the heat from one object into another via the use of conduction and advection, depending on the state of matter that he’s trying to affect. This can be used to heat objects, or to cool them to their normal temperatures (either room temperature or body temperature). He is most likely to use this with one of his weapons as the heat source, since the heat can be replenished, but he is capable of performing this with any object so long as he is in contact with what will provide the heat and that object is touching what will receive it. This process is not immediate, and will take some time, although not too much. It is possible if Ryu is actually genuinely worried or scared at a moment that he can force the transfer to go faster, but these times are few and far between. The boiling point of water is the maximum temperature that he is able to heat things to, but that’s only if given the time and enough heat to do so. One particular use of this technique that Ryu is fond of involves him centering a great amount of heat in his palm. He then utilizes the heat to kill/overload/over stimulate the nerves of wherever it touches against, causing the temporary loss of feeling in that area. If contact is maintained for longer periods, damage could grow worse, escalating into burns or damaging armor if that is what the palm has come into contact with.

Finally, Ryu has retained the ability to perform minor Fire magic tricks, such as being able to launch a small fireball or create a flame equivalent to that of a small candle.

History: Ryu was once a cocky young man who had the flippancy to believe that he could waltz into the city of Bren and take the Elemental Championships by storm, easily claiming the coveted crown. That boy died the moment that the Lord of Fire, the great Elemental being that he’d sworn to serve, evicted him from the competition and dumped him somewhere in the outskirts of Bren, alone and ashamed. There are other details, such as the fact that he was the son of a bravo and a weaver, or that he grew up somewhere in the lands between Battleon and Bren, but the most important moments of his life are those that made up its last five years.

Immediately following his expulsion, Ryu picked himself up and began to walk in what he judged to be the opposite direction from Bren; he couldn’t bring himself to return there, not now at least. Not until he improved himself enough to win the Elemental Championships. He wandered across the grassy plains for some time, stopping at an inn every night that he was able, unsure of where he was going, but sure that he wanted to be far away from whence he’d come. Ryu continued on like this until he ran out of funds somewhere in the mountains, where he would have died if some dwarves hadn’t come upon him, face-down in the brush. They nursed him back to health and put him to work in one of their forges to pay off his debt; it was under the mountain that Ryu learned what it truly meant to worship one who had mastered Fire. It was also during his time that he was forced to cut his hair, the dwarves telling him that he was “like to burn himself with that mop ‘o hair” on his head. After a year had passed, it was deemed that he’d paid off what he owed and after being given some new weaponry and some coins for his exceptionally diligent service, was sent back into the world.

Following his time of servitude, Ryu spent a year as a member of the adventuring group known as the Red Daemons, learning how to use the weapons that he’d gained in both conventional and unconventional ways, and taking the chance to see parts of the world that he’d never been able to travel to before. There were many sights that impacted him on his many journeys, far too many to list here certainly, but he came back from each expedition a different person from the one who had left. Ryu saw many different people and many different races, just as he fought many different creatures and navigated many different terrains. He became a worldlier person and gained a respect for people as a whole that he’d previously lacked. However, as a result of these experiences, his worship of the Lord of Fire took a back seat to what he was learning about the rest of the world and himself.

At the end his year with the Daemons, Ryu made the difficult decision to leave them and travel on his own for a bit, to see if there was anything else that he could learn by himself. His travels took him across the desert and through several forests before finally taking him to yet another mountain range. While travelling through one of its valleys, he was beset upon by a group of Vartai, the dragon-men taking him to their chieftain. This particular Vartai was older and less rash than the group that had captured him and upon learning that Ryu worshipped the Fire Lord, the tribe’s own patron of choice, decided to give him a chance to earn his keep. From then on, he hunted with them, ate with them, slept with them, and trained with them. After he had proven that he was being genuine, the tribe’s Blade-masters agreed to instruct him in their sword techniques; these, combined with his adventuring experience, became the basis for his current fighting style. While he did gain much over his nearly three years with the Vartai, they did not come without cost. The separation from his faith that had already begun during his time with the Red Daemons was only made greater by the sheer amount of worship that took place in the Vartai encampment; the whole process became nothing more than going through the motions for him.

This continued until a few months before the current Elemental Championships, when a group of humans attempted to establish a settlement in the valley. They were successful; however it seemed that they didn’t very much like the idea of sharing the area with a bunch of dragon-men and a “lizard lover”. They awoke several mornings to find their camp ransacked, tents vandalized by messages written in blood-probably fish blood-and some of their food supplies stolen. Eventually, one of the Vartai went missing and was found hanging from a tree several nights later. The younger Vartai were furious, the chieftain and other elders barely managing to keep them from running to slaughter the humans. Struggling to find a way to help, Ryu eventually decided that he would try to spread word of the racism and the conflict and try to convince someone, anyone to end it. What better place to find people who could do so than a contest that attracted all kinds of people: the Elemental Championships. And if by some miracle he should happen to win, then he would be able to put an end to the business himself.

Approved. ~superjars

< Message edited by Ryu Viranesh -- 6/27/2012 18:05:56 >
AQ DF MQ  Post #: 10
6/8/2012 21:06:11   
Geddesmck
Member
 

Name: Prince Aurim Mystven, ‘The Scarred Prince’

Element: Dark

Description:

An imposing figure standing just over six feet high. His armour was once fine steel painted white and green, the colours of his house, with a similarly styled cloak adding to the regal image. His armour is as scarred as the man now. Much of its surface is fire-blackened, or pitted with deep gouges or worrying dents. His bucket helm is similarly damaged. Of the cloak only a scorched remnant remains.

Beneath the armour is what remains of the man; a disfigured being scarred beyond recognition by flames and torture. To look at the creature the once-Prince has been reduced to it would be thought impossible that he enters a combat tournament; his injuries are not only hideous, but should also be debilitating. Aurim was once considered handsome, but all that remains of that man are his sad, brown eyes.

Equipment:

Aurim carries a heavy, long-handled mace, covered in rust and suspicious stains and a ceremonial long sword; a pristine, ornamental weapon that, unlike everything else associated with Aurim, is unscarred and unsullied. He also carries a small knife; one edge nicked and rusted, the other still sharp.

At Aurim’s belt hang four persevered severed heads and a skull. Each preserved head has its mouth sewn shut and the eyes of each one occasionally open and look around, showing that the heads are still animate. The skull is scorched black in places and the heat of whatever caused the blackening left cracks in the bone too, but it is otherwise undamaged.

Powers:

Aurim can endure more damage than the average man, the magic that keeps his body in fighting condition can accommodate some new injuries, and he can ignore a tremendous amount of pain.

The skull at his belt contains the soul of a friend of Aurim’s, a mage by the name of Cullan. The skull talks to Aurim and can alert him to the presence of magic.

The severed heads belong to spellcasters whom Aurim has killed with his sword. The spells on their lips were caught in their moment of death, and their mouth sewn shut to keep them in. When the heads were reanimated, so were the dormant spells. All Aurim has to do is cut the thread at the lips to release the spellcaster’s final spell along with their tormented soul.

Aurim’s final ability is his Gift of Suffering. If Aurim makes eye contact with someone he is touching, they feel the pain he does. The experience is often enough to outright kill weaker willed individuals.


Link to First Post
Accepted. ~superjars

< Message edited by Geddesmck -- 6/28/2012 13:32:59 >
AQ DF  Post #: 11
6/11/2012 8:53:52   
demonhunter
Member

That time of year again, is it? Hmm. My muse has been kinda dead lately... but mayhaps this will bring her back to life!

Time for round three, Jon my boy.


Name: Jonathan Longhair
Gender: Male
Race: Jakkai, used with permission.
Element: Energy
Height: 3 feet
Build: Slim, with moderate muscle.
Occupation: Hunter
Age: 25

Appearance: Currently sporting his summer fur with spots on his cheeks. The fur on top of his head is tied back in a ponytail that reaches the base of his tail, hence his name. His eyes are the colour of amethysts, and always seem to hold a serious look to them. He wears a black hunter's tunic with matching pants, and now sports a pair of black socks, with matching gloves. White runes adorn his sleeves, the legs of his pants, the back of each glove and the top of each sock. His knife is kept in a brown leather sheathe at his waist.

Weapon: A hunting knife approx. the length of his arm. Enchanted to deliver a mild electric shock if anyone but Jonathan touches the hilt.

Armour/Shield: Whilst not armour, par se, his clothing has changed somewhat. Gone is the simple attire, replaced with enchanted garments. The runes adorning his new clothes inhibit the flow of electricity inward, whilst allowing it to flow freely outward: In other words, he can hurl lightning, but he can't be harmed by it... So long as the point of contact is clothed, at least. Though he is careful to keep his torso and limbs covered, his head, ears and tail remain unprotected, necessitating great care in the way he holds himself when electricity is flying about.

Abilities: Quick and nimble, he relies more on speed than strength, and prefers to dodge a blow rather than take it. His small stature makes him a difficult target. Magically, he's able to toss out a single, focused stream of lightning, or release multiple electric sparks that move erratically in the general direction that he's facing.

Personality: Serious, focused, and occasionally snarky. He suffers from wanderlust.

History: Not much to say, really. He grew up in a small village populated by his own kind. In his late teens, he began to experience an urge to travel, which he chose to indulge. Since that time, he's travelled extensively throughout Lore, hunting game for food, skin and coin. Following his rather dismal performance last year, he started taking mercenary contracts on the side. As a result, he's improved his skills somewhat, and earned enough coin to have some protective gear crafted to cover his greatest drawback: vulnerability to his own lightning.

Approved. ~superjars

< Message edited by superjars -- 6/13/2012 17:58:42 >
AQ DF  Post #: 12
6/12/2012 1:25:45   
Apocalypse
Member

Was originally going to pass this year, but with an all-star cast like this...sure, why not?

Name: Viraus Saukand
Title: The Nightmare
Race: Human
Gender: Male
Element: Light
Link to First Post: It begins...

Appearance:

A dark-skinned man of slightly above average height. His muscles are toned and developed beyond the norm of an average adventurer, though he is a couple grades below that of a berserker or tank. He is in the prime of his life, though it is difficult to tell his age due to the..."armor" he wears. In the stead of a suit of steel, it appears Viraus has slipped into the skeleton of a fallen warrior. The ribs encase his torso while the spinal cord lies on top of his own. The bones of the arm follow along Viraus's own flesh before ending at the fingertips with inch-long points. Similarly, the bones of the legs follow the same pattern, complete with inch-long claws accompanying the toes. A skull encases Viraus's head, leaving holes where the eyes, ears, and nose of the living would have been. Curiously, the jaw of skull is missing, leaving the dead's teeth perfectly overlaying the living's. While seemingly human, the skeleton carries several discrepancies. The most noticeable is the addition of two arms at the shoulder sockets. These arms are directly above the other two, though instead of aiming outwards they first protrude backwards. In normal circumstances, the elbow is bent with the forearms directed forwards again so that the arms may be used for items in front of Viraus. Slightly less obvious is the scorpion-like tail that continues from the spine. The tail itself is four feet long not counting the six inch spike on the end of it. Finally, the colorization of the skeleton distinguishes itself from that from humans as it is neither white nor grey, but rather silver.
Underneath the bones, Viraus wears a simple loincloth of earthen green. The only other article of clothing is a sapphire the size of an acorn that was once worn as a pendant, but is not embedded in the center of the skeleton's chest. Tattoos of foreign words are scrawled down his arms and cover his back, glowing as he uses his magic.

Armor:

The skeleton serves as protection as its strength and durability is on par of the strongest of steels. When cracked or broken, it will begin the long process of repairing itself. Scratches take minutes while true breaks will take hours to complete. The pieces are drawn to Viraus and will not part form him unless pulled away by an outside force (such as by the efforts of an enemy). Even if the pieces are scattered, they will pull themselves towards Viraus, though slowly.
The extra arms and tail are controlled by Viraus's thoughts and behave as if they natural parts of his body.

Powers:

Mana Flash: Viraus can create orbs of white in the palms of any of his arms and launch them in a vague arrow-shape. It delivers the force akin to being struck with a small rock, but they explode upon impact. The explosion (approximately a foot in diameter) causes no bodily harm, but reduces the effects of magic by a small amount. If a charm is minimal enough or already weakened, it may be temporarily disabled or eliminated (For example, a ward placed by a mage may be eliminated while the charm of a necklace may be temporarily disabled). An unintended side-effect of the flash may be minor trouble with vision for a split-second if struck in the face or looking directly at it.

Mana Drain: Using any of his arms, Viraus can drain the mana from a work of magic within a couple of feet. The more arms he uses in conjunction, the more concentration is required and the greater the drain. With all four arms, he can fully drain a mediocre spell from a mediocre wizard. He must be aware of the magic in-question and can only drain from one source at a time. In addition, he must be stop after reaching his limit and needs a short recuperation time (approximately a minute). The skeletal hands are capable of draining mana from an individual, but they must in direct contact with said individual. It should be noted that the drained mana is not added to Viraus's own supply or dissipated into the surrounding environment, but disappears entirely.

Mana Bomb: Viraus can craft a large sphere of white light by pouring his mana into it. He can then launch the orb and control its course. The purpose of this to strike another magical source. Upon collision, the orb will cancel out magic equivalent to the amount Viraus put into the sphere. If the sphere carries more mana than the source, the remnants will be dispersed in a shockwave, canceling out magic equal to what was left. If Viraus is struck by the shockwave, then his mana will be restored.

Exhaustion: If Viraus grabs an enemy with his human hand, he can drain him or her of physical strength. The enemy will continue to be drained of physical strength as long as contact is maintained. One hand will drain energy equivalent to a jog while two will be that of a full-sprint. (That is, enemies will feel like they are running every second they are held)

Chain Constructs: Viraus can create light chains between the wrist and hand of his skeletal hands. The maximum length of the chains is twenty feet, and the chains are as strong as steel. If severed, the hands will instantly reattach themselves to the wrists.

Harvest: Can only be used on the recently deceased and has no use in combat. Viraus can draw the dispersing life energy and mana remnants from the dead into the sapphire on his chest. This takes the appearance of green mist leaving the body, causing the body to decay at an alarming rate until it is nothing more than a husk.

Personality:

Driven by a sole cause, Viraus is relentless, ruthless, and cold in his quest. He rejects the companionship of others, preferring solitude. He punishes those who he believes are worthy to be punished, but does not care for the labels of "hero" or "villain". Aggressive and unyielding, Viraus is either very determined...or mad.

Accepted. ~superjars

< Message edited by Apocalypse -- 6/28/2012 23:01:01 >
AQ DF MQ  Post #: 13
6/12/2012 21:29:16   
Starstruck
Member

Name: Fish
Race: (wait for it!) Fish
Element: Water

Appearance: Fish is quite grotesque, with a gaping mouth full of needle-like teeth, bugging, bioluminescent eyes, and a long, bait-like protrusion on her forehead. Right away, one would notice that Fish is not a normal fish. For one, she's much larger than the second largest ever anglerfish, measuring in at three feet from tip to tip, but another reason is that she has a few different limbs from a normal fish. Her frontal fins have mutated into quite dexterous talons and her back fins crackle with ancient water magics. Truly, Fish is a force to be reckoned with.

Now, as much as Fish is a terrifying kind of creature, she is also very much a fish and is unable to breathe on land. So she made a mecha. Well, it's not really a mecha, more of a submarine, but it's completely airtight and has a water filtration system that means she will always fresh water to breathe. Or salt water, whatever. It's also at the correct pressure for a fish of her species, but this is less a necessity than a convenience; her water magic causes/enables her to generate a plentiful source of water nonstop.

The mechanical suit of aquatic armor, first and foremost, holds a large fish ball wherein lies Fish herself. Through a complex system of periscopes and phosphorescence, she sees in all directions on a gently glowing screen of images. She allows the eerie blue light generated by her body and her magic to escape through several places, most notably a pair of holes for eyes and a series of intricate designs. The head is unnecessary, really, but she heard she was dealing with humans and wanted to be polite. Below the head is a pair of broad shoulders that narrow toward the waist. A pair of long, bulky legs complete the image, and a pair of oversized, long, powerful arms allow her to smash things if Her Lowness so chooses. They're dexterous, too, but mostly good for slashing and smashing. On top of the mech's creepy head is a shiny, white gold tiara with lapis lazuli impressed into the slim circlet. These are to show her status as self-styled royalty.

Equipment: QU-33N, the Terror of the Abyss mech designed specially by Fish. This mech is powered by secrets and undersea rainbows. Or something like that. All Fish has ever shown is the color blue. The mech is equipped with the following weapons/items/stuff:

~Two rocket launchers, one inside each upper arm, containing a few rockets each.
~~Left: 4 fog pellets. Underwater, they would make the water silty and cloudy, but above water it proves an effective form of vision obstruction; the heavy fog is only blown away by strong winds.
~~Right: 2 barbed, enormous fishhooks. The hooks move slowly throughout the air, so they can be avoided with ease by any competent being. She expects this. The danger comes when she reels them in, as the barbed hook will latch on painfully to any flesh in the way and reel them into Fish's nefarious clutches...slowly. But surely! The lines are 5 meters (~16.5 feet) each and quite tough. They reel in pretty slowly; it'll take her about five minutes to reel in a struggling, 200 pound target provided she is not distracted.
~10 harpoons loaded into a specially powered harpoon gun that pops up over her right shoulder. The gun has been modified to work with air pressure. The harpoons are nothing special.
~A long, solid steel sword with a lapis lazuli stone set into a hard basalt hilt. It is sheathed in a basalt sheath, which can be broken easier than the heat-tempered hilt can. The sword isn't that special, but Fish knows how to use it and it has an amazingly long range.
~Her hands are high-pressure water jets. They transform...somehow. The rims of the jets shoot colorful laser beams that light up the water and make it pretty, but they don't do anything by themselves (i.e. if she for whatever reason had no water to shoot, the lasers would just be a light show).
~Fish's special invention, the Teleportatron 5000. Unfortunately, it overheats and shuts down after the second use, and Fish needs some quiet time and a workbench, or perhaps some divine intervention, to get it to work again. Until then, though, she can teleport her entire mech around wherever she wants, once. The Teleportatron 5000 was originally created to disappoof Fish herself from any potential life-ending danger, but it ended up working much better than was expected. It works unlimited times on Fish and her round container, but her mech is a tougher structure to handle and can only be transported one time before the machine will be unable to take the load and simply refuse to teleport. The teleportation is quite accurate, and Fish's calculations are never wrong. The teleportation is also instantaneous, which means that it can't be disrupted. But, it has a limited range of 8 meters (~25 feet), and she can only move the mech 4 meters (~13 feet).

Spells: Since most of her magic goes into actually making the mech work by continuously and hydrokinetically rotating a few key turbines, Fish found to her surprise that it was governed by a set of ancient laws that she didn't have time to sort through. She managed to find two spells that worked while she was running the mech, though. She constantly generates a supply of breathable water and, while in the suit, must periodically release some of it to keep her fishbowl from exploding violently.

Vortex: Fish uses an ancient incantation to summon a roaring whirlpool of water that surrounds her mech, drawing in anyone who touches it at an intense speed and smashing them into the sides of the mech or whatever happens to be in the way.

Bubbles: Why the hell does this stupid spell work in the mech? There are so many better ones! Fish spawns bubbles EVERYWHERE, possibly obstructing...vision? I don't know. It's kind of useless, as the bubbles are just...bubbles. True, they are pretty hard to pop compared to normal, not-magical bubbles, but they just kind of float around and don't do anything. She can keep this spell up as long as she wants, which means that if allowed to keep it up it might become extremely frustrating. But why would she want to do that?

History: Fish was born as a fish. Could you tell? She was a sufficiently normal fish, and had normal fins like normal fish, but unfortunately she was a smart fish. Most fish spurned her in her school as they despised nerdy fish, but she proved herself a big fish in a small pond by killing the offending other fish with lasers. This didn't sit well with the elders of the region, and they used ancient fish magic to transform her frontal fins into talons. Unfortunately for them, though, she was now physically strong, demented, evil, growing smarter by the minute, and now had sharp claws with which she could slay all the other fish. In haste to protect themselves, they grouped together and cast a magic spell to protect them...

...But instead mutated Fish into an anglerfish, a demon among fish, who kept her enormous appetite, prodigious intellect, and bloodthirsty nature alongside her new, disfigured appearance. Instead of being trapped in a cage and safely disposed of, Fish was transformed into their worst nightmare and also their executioner. She laid waste to the region until none could stand against her ruthless reign. She single-handedly took over neighboring regions and consolidated her power until she controlled almost the entire seafloor of a Lorean ocean, which as we all know is quite large.

Her mutation endowed her with strange arcane abilities that she used to her advantage in conquering and controlling her people. Contrary to most dictators, she didn't actually care about power, prestige, or money. At least, not underwater money which was kind of wet and useless. Instead, she wanted total domination of the seas so she could abandon them in favor of the land. She had given up on the ocean to be part of our world, but with harpoons and sharp claws instead of songs and happy princes, the antithesis of the little mermaid we all know and love.

Fish found the land hostile to fish in general, and she refused to allow her army to be equipped as well or better than she was in practical safety concern, so the invasion flopped (they took over the port towns and a few riverside communities but that would not have lasted). Giving up on her plan to rule the world, she instead decided to inhabit it. She modified her armor, bid a creepy goodbye to the universe she hated, and set out to live in her new home. Her first order of business was shelter, and beyond that was child's play for a super genius anglerfish like Fish. After she had gone, the entire fish kingdom abandoned her. She never noticed. When she found the notice for Bren's annual competition, she misread the notice as written in fish runes. She thought it said "Succession Crisis: New Needed Ruler Is" and forgave the bad grammar in the hope of taking over the world. So here she is, in the EC at last, feeling cheated and vengeful.

Perfect.

This character is rejected pending revision. It suffers from two problems: first, a 50 foot, accurate teleport is not acceptable. Second, there are some details about the suit that won't fly, in particular, the rockets and the source of water for the jets. There might be other problems, but those are the two that jump out first of all. ~superjars

Star made a few changes. First and foremost, I have revised her magic to be a little more specific in nature except for just weird stuff and magic blue sparkles. The rockets have been removed in favor of fishing hooks and strong lines. I have halved the teleport range, and quartered it for the entire mech. In addition, I have nerfed her past from "Ocean Tyrant" to "Oceanic Evil Diva". She's quite the drama queen sometimes, and extremely selfish.

If you have any more questions, please feel free to post them in. I'm too tired to look through for more questionable things right now.


Bio is rejected for rule breaking. ~superjars
quote:

6. Once your bio is posted, it will be evaluated, and a note of acceptance or rejection will be edited into the post. A list will appear below of accepted and rejected characters, sorted by elemental allegiance, for your convenience. Rejected characters may be resubmitted with editing, but must be resubmitted as a separate post, not an edit. Once the elimination round begins links to each IC and OOC arena will be posted, as well as a list of combatants in each arena.


< Message edited by superjars -- 6/14/2012 20:05:18 >
DF MQ  Post #: 14
6/15/2012 10:01:01   
Tdub
Member

Well, I just got promoted to the RP boards, and what better way to break it in than the EC?

Name: Talon Goldwing
Gender: Male
Race: Griffin
Age: 34
Element: Wind
Link to First Post: Link

Appearance: Talon is a large griffin, measuring five feet tall from the head to the talons, and six feet, six inches from the beak to the tail. In Talon’s tribe, some hatchlings are named for their prominent features. Talon’s talons (The front two legs) are larger than the average griffin’s, while his back paws, with the looks of lion’s paws, are much smaller. His wing feathers are a majestic golden color, a rarity among griffins. His head feathers are also the same golden color. From the neck down, his feathers turn into lion’s fur, with a deep crimson color. His front legs are not unlike that of a chicken’s, although Talon would rip your throat out if you said so to his face. His back legs are furry, like his body, with lion’s paws. His beak is a deep orange, with two nostrils on the top close to his face. His tail is a six-inch long group of tail feathers, like an eagle’s. His eyes are like those of an eagle as well, a light blue color with small pupils and wide a wide iris. Overall, he has a very majestic look.

Equipment: Talon’s tribe uses weapons called fight-claw. Fight-claws cover with tops of his front talons, making them larger than they already are. (The blacksmith had quite a tough time making a pair big enough to fit him.) The tips of the fight-claws are magically charmed to detach at will, still attached to the weapon by strong strings, making them controllable. These strings can detach as needed. These tips fly forward, and can pierce skin. Unless they pierce the neck or heart, these are no more than a painful irritant. Talon can, however, control the tips with the strings, and attempt to circle and tie up an opponent. That is why they can detach, to leave an opponent lying helpless on the floor. The strings are also retractable, able to pull back lighter objects.

Talon also wears a vest around his body that holds two things. Using air magic, he can pull out a small capsule and hurl it at an opponent. The capsule will transform into a three-foot spear made of air, hard to see but easy to dodge. This can only be used once, as the spear does not turn back into a capsule. The other pouch on the vest holds a few healing herbs native to his home forest.

Skills: Talon has been trained in the basics of fighting, and although it is harder without flight, he can slash with his fight-claws and beak with reasonable power.

Powers: Talon, after his incident, started training to use magic with the tribal griffin-mage. Although several spells involve flying are out of his reach, he has been able to master a few techniques.

Basic wind Manipulation: This is how he is able to get things out of his pouches. He can send medium-powerful gusts, and pull small objects towards him.

Illusion: Bending the air, he can make it seem as though his opponent has an attacker behind him. The opponent never actually sees the attacker, but the wind behind them moves as though someone is raising a sword above their head.

Force of the Maelstrom: The most powerful spell Talon has ever attempted or cast, this spell creates devastating winds that are hard to control and can easily blow back. This spell consumes massive amounts of power and can sometimes make Talon dizzy and unable to use magic for a little while. This spell is always a last resort, red button, caution, danger, results may vary.

Disability: Talon is unable to fly, as explained in the history section.

Weaknesses: Griffins judge largely by appearance. If someone enters the arena, and Talon considers them unfit to fight, he may severely underestimate them, for a short while. He is also fighting his natural instinct, which is, of course, to fly. He has gotten better at controlling this, but if something is hurling at him, he may dive as if to take off. This often results in embarrassing or dangerous accidents. And, as he is not made for much running, he sometimes trips when barreling forward at top speed.

Personality: Griffins, as a whole, are very proud. As such, he believes that his skills and equipment are equal to, if not better than, everyone else’s. He has a completely different definition of “Honor.” Double-teaming is perfectly fine to him. Attacking when a back is turned or a foe is down is simply taking advantage of a situation. He is very serious about this tournament, for it could mean he could fly again.

History: Talon Goldwing was born an average griffin, besides the large talons and gold wings. (He had it lucky. You should see Sliteyes Bigbeak.) He was born to the chief of the griffin tribe. Talon realized right away that his talent was hunting. The tribe has three major roles: hunter, fighter, and mage. Each role has a head that oversees all events in that area. Within a few years, Talon had risen to the head of hunting. He, inevitably, became cocky and proud.

One day he led a hunting expedition of him and six others into the deep forest. The hunting was good, until they spotted humans hiding in the bushes. Unbeknownst to them, he humans were a hunting party as well, but they had a different prey in mind. The Hunter was a human known throughout the land for his skills in tracking exotic game, and he was taking three trainees for their first expedition. The other human with them was his friend, a mage who helped him on his journeys. The humans believed the griffins hadn’t spotted them, when, in fact, they did. One of the trainees launched an arrow, to be easily dodged by the griffins. It then became chaos as arrows, fight-claws, and magic flew through the air. Finally, an arrow pierced the head of the last griffin, leaving Talon as the only survivor. At this point, two of the trainees were dead. Talon swooped in and slashed the stomach of the mage, and followed by ripping the Hunter’s heart out. The panicked trainee ran, pausing only to pick up the fallen Hunter’s bow.

The dying mage suddenly felt a wave of anger sweeping over him, and with the last energy he could muster, pooled in with what remained of his life energy, he cursed Talon.

“Airborne, you’ll never be,
The sky, you’ll never see.”

Talon instantly felt as though a pile of bricks had been laid upon his wings. The mage died a second later, but the damage was done. Try as though he might, Talon could not get airborne. Walking several miles back to the tribe, he explained to his father what had happened. If he had been anyone else’s son, he would have been cast out of the tribe, never to return. However, the chief instantly turned all his resources into help for his son. Talon was examined by every senior mage and every flight teacher in the tribe, who were all baffled by the power and complexity of the curse. Finally, the head mage and head fighter approached him, and said that they could not lift the curse, but could teach him to make it more bearable. So talon was trained in the ways of a griffin soldier and mage, gaining those skills as well as his hunting talent.

Talon learned of the EC through dumb luck. Some fox-headed errand boy got confused and nailed a poster up to a tree in the middle of the forest. Talon believes that the Lord of Wind can restore his flight. And so he journeyed to Bren, a journey that took several days instead of hours. He is now staying in the forest right on the outskirts of the city, ready for a chance to fight.

Accepted. ~superjars

< Message edited by Tdub -- 7/4/2012 16:36:00 >
Post #: 15
6/15/2012 16:10:07   
Frenetic Raptor
Member

This one might prove to be a read, but I've attempted to include what I thought to be essential on clearly understanding Flux's capabilities and restrictions to the fullest extent, for which I hope are found acceptable.

Name: Lauren Winters
Alias: Flux
Element: Energy
Gender: Female
Age: 26
Race: Human

Link to First Post: <Placeholder>

Full Body Analysis

If one were to look above Flux's two adorning, cone-shaped metallic horns, one would find a pair of aquamarine colored rings rotating above her head. Each volatile ring consists of recently collected and spellbound energy. In order to successfully accomplish such a magical feat, each horn must include a binding enchantment, for which these have been done. Accessibility to this magical enhancement will only occur if the accessories remain affixed to the top of a wearer’s head and have not been damaged in any way. However, each receptive horn is independent of one another, able to function without the presence of the other. The physical appearance of this particular enchantment reveals its truest form to be that of individual rings, detailed with runic scriptures.

Throughout her luminescent purple hair, delicate streaks of energy intermittently trace along her hair in similar fashion. This appears to have only proven to be a potentially unsightly side effect; one Flux has grown accustomed to tolerating. Beyond her youthful face, one’s primary attraction will lead itself to her electrically charged eyes, surrounded by an accented, glowing chromatic yellow. These hardened eyes reveal no obvious signs of strong connectivity, and only hint to an underlining playful attraction. Those resilient lavender lips rarely provide softened words of comfort, only an aggressive impulsiveness.

The sights below her toughened facial demeanor provide no further relief, simply revealing a flexible body suit, shaded in an unexpressive grey. Only the embroidered markings make such a minimalistic attempt at any form of desirable sophistication. Beneath the exterior of her suit, along Flux’s back, there trails a line of reinforced vertebrae, assisting in the absorption and transfer of volatile energy. The suit’s overall material is non-conductive and will provide adequate protection under normal circumstances. No guarantees can be made under any other condition. Her hands are safely equipped with a matching pair of energy resilient gloves, allowing her the capability to come in direct contact with the energy ring itself, which would otherwise be impossible to maintain for another, and may result in significant bodily injury.

Going beyond Flux’s agile figure, we come across a feature that must not be overlooked. If not considered, the consequences can be irreversible. As this can be the most damaging weapon at her disposal it can also be the most dangerous to use, if wielded improperly. As a relatively narrow tail is attached to her suit and involves direct contact with her actual vertebrae, along her spine, the electrical impulses can be felt to a greater degree. The mind of her own being is, in essence, connected straight down to the proportional draconic barb of her artificially metallic, fully functioning tail. Proof accompanies the elongated length of the entire luminescent tail while a pronounced aura surrounds the very lethal tip. Her overall condition, for the better or worse, will ultimately dictate how bright or dim this visible glowing aura will appear while attached. One must also take notice to a reserve of three energetic orbs that triangulate around the piercing metallic barb.


Support Functions

Detachment - The physical removal of the tail from the body. This direct method can prove to be a painful endeavor if not done precisely. Main purpose is to allow Flux to use her artificial tail as a whip, with or without the piercing draconic barb attached. During the removal process, a single stored energy orb along the draconic barb will disappear.

Expansion - The ability to fuse two moderately charged energy rings into one of greater circumference and energy. As a result, the overall mass will also encounter growth. This will require more thrusting force to cover the same distance as a normal sized energy ring, if thrown for an offensive attack. In actuality, this is easier said than done, and is not recommended; attacking is not an expanded ring’s intended purpose. There must be two regular sized rings in possession to accomplish this task, and at the same time, no more than two can be combined at any given moment. The fusing of three or more rings will exceed reasonable mass restrictions.

Splicing - As with detachment, this involves the removal of another part. This time the focus rests within the separation of the draconic barb from the end of the tail. If properly done, the barb can be worn as an additional headpiece that can be positioned between Flux’s pair of horns. If the tail has already been separated from body, there is no pain associated and no cost is necessary. However, if the barb is removed first and the tail is left attached, then a sacrifice of one orb would be necessary as it is still connected to her body during splicing. Pain can also accompany this process, when done in the latter fashion.

Absorption - While not suggested, there is a possibility of recovering lost energy back into a depleted draconic barb. Under normal circumstances, one would simply encounter a source of energy and provide direct contact with the barb, within a fairly controlled environment. Though highly unsuccessful in a hostile scenario, recollecting energy can be a daunting objective; unless there just happened to be a user nearby with magical energy to give. Even if that were the case, an attack would need to be forthcoming and endured. Only a fraction of energy can be harnessed at any particular moment, or a potentially dangerous influx might occur. The limitations allow for just a single orb to be recovered during a particular scenario.

Compression - If surrounding resources appear to be scarce, a magical ring can be compressed down by an individual horn and passively stored around the barb, in the shape of an orb. When ultimately necessary, Flux can tap back into these energies for satisfying any additional activation costs required of another ability or skill. It is important to note that only three energy orbs can be stored within the barb at any particular moment. If the amount is exceeded, the likelihood of damaging the horn responsible for the conversion is highly probable; irreversible damage may occur, crippling the horn entirely.


Abilities & Skills

Dual Dynamic - Magical energy rings that can be thrown for greater distance attacks - these are same exact pair that can be found hovering above each horn when not in use. If thrown and direct contact has not been made to the desired target, the opportunity to recover the remaining energy of the ring is possible, in a lower powered form. Two unsuccessful attempts at throwing an individual ring will result in the complete dissipation of the energy ring itself. If an energy ring has been proved unrecoverable, another can be reformed though an undamaged horn by converting a stored energy orb around the barb of her tail. Maximum of three orbs present per scenario.

Legerity - Removes the ability to use the draconic barb as a potently swift weapon. Instead, it is used as a headpiece, morphing into a vigorously appearing dragon mask of a grayish complexion, upon the immediate placement onto Flux’s head. Once the metamorphosis is completed in accommodating the relative shape of her entire head, a further increase in agility will occur at the expense of a reduced physical endurance. If there are orbs still intact after enforcing this ability, each can be used to form additional rings, if any have been lost. If the circumstance involves the appearance of no horns, the creation of rings cannot take place. Under this state, the tail becomes electrically enhanced, and can prove quite painful if direct contact is made with exposed flesh. The flow of energy will not cease unless the tail is away from Flux’s physical contact, whether by hand or attached against her tail bone, or the actual dragon mask is severely damaged. The loss of a single stored energy orb can be thought of as a sacrificial cost.

Fulgurated Veil - The use of an expanded ring to evade a single attack. Ring is thrown above one’s self while a curtain of energy is exerted downward, around the enclosed perimeter, closely resembling lightning. Flux must be directly under the enlarged ring, for any part that misses its intended interior coverage may result in severe injury from an impending attack or the energy curtain itself. Possible injury also includes anyone else daring enough to provide physical contact with the exterior while it in full effect. Upon conclusion, the expanded ring will dissipate entirely. Cost is two energy rings, which is equal to one that has been expanded.

Sacrificial Dragon - This ability is primarily an act of desperation which involves intentionally causing an unstable and uncontainable influx of magical energy. If the draconic barb is in the transformed resemblence of a dragon mask and is accompanied by two adorning horns, as well as a single energy orb, the success rate of causing detrimental damage is highly probable. If there is one horn left, the damage is cut by a third. If there are none present, the scope of damage is reduced to a negligible third of the potential. An immense energy burst will more than likely spell the demise for her being, but the significant damage dealt to those near her close proximity can be felt. The closer to her presence the more severe the impact of impending damage.

Accepted. ~superjars

< Message edited by superjars -- 6/18/2012 20:24:35 >
Post #: 16
6/17/2012 9:59:06   
Starstruck
Member

I have more creativity than you have fingers! Making more characters is fun! (but please let me have Archs because I'm getting tired of entering)

Name: Archs
Race: Kappa
Element: Water

Appearance: Archs is six feet tall and strong. An big, round turtle shell rests on his back, and, weirdly? Strangely? he'll still be wearing his three-piece suit underneath the shell. How'd he get it on, take off his spine? Haha! That was a joke. Laugh or he'll steal, kill, and eat your children!

Other important? Noteworthy? I no know those words... features of the kappa include their bluish-green coloration, their long, strong fingers with webs at their bases, their short turtle/duck/platypus/hawk beaks, and the hollow of water atop their head that is deeper than meets the eye. It's surrounded by blond hair that, with a circle bald spot around his head, acts like human hair.

Equipment: Kappa usually need nothing, but Archs is a bit different from most kappa. Most kappa frolic naked through Japanese flower gardens. He has a staff that is standard magical procedure, whatever that means. All Archs knows is that the staff is really useful because of the fact that he takes to it like a fish to water. He has become very skilled at both quarterstave fighting and magic channeling.

He also has some bling. The bling is a bunch of sapphire pendants and all that sort of stuff, all hung around his neck or attached to his wrists or ankles; a decidedly girly, jewel-covered tiara sits on his forehead, but he thinks it's pretty manly. Archs really isn't sure what all that stuff is supposed to do, but when he has it on the range, force, and efficiency? Skill? of his abilities grows a lot and he gets tired slower. Archs wish there was kappa ladi- never mind. Not good joke for kiddies. Maybe Archs should eat them so he can tell joke. Ha! Finally, Arch has a rubber pouch full of pure water.

Skills/Abilities:
Critical Point:Archs can vaguely sense the weak points of his enemies. With taunts or with stiff blows, he digs deep into the thorny parts of their psyche and finds the fractures in even well-made armor to strike deep to the core. Archs is not always right, and requires at least some clue before he can act.
Abyssal Grip: Archs sticks his hand into the ground and makes it appear somewhere else. If he grabs something, he can drag it into the ground and make it appear near him, clenched into his iron grip. Muahaha!
Lunar Phase: Archs can use this spell once a day to pass through solid objects. His eyes reflect the moon while he's using it, and he glows faintly. It lasts an unpredictable amount of time and ends abruptly. If Archs is stuck inside something, he'll be forced painfully out of it.
Hydrokinesis:Archs has the power to move water with his mind. If his head is completely full, he'll be able to move tons, but if it's kinda empty he might be able to manage a pint or two. No blood, no ice, probably steam. This ability is native to kappa.
Disc Shot: Archs has the power to shoot these weird discs from his hands. He doesn't know where they come from. Maybe they come from his butt? They're made of some kind of weird metal alloy? Mixture? Something? that dissolves into water and quickly disappears after a couple of minutes. Unlike other things, this has nothing to do with water in the head. This ability is native to kappa.
Proportionate Strength: All kappa, and Archs most of all, and are stronger the more water is in their head, but they are slower and heavier at the same time. Empty head (I HEARD THAT) = fast and light, but weak, full head = Slow and heavy, but strong. There can be a balance of the two. This ability is native to kappa.

History: Archs was born in a little kappa village underwater, and he was really smart. For a kappa. So they sent him off to magic academy, where he learned magic. He wasn't their brightest student, but he was diligent? Hardworking? Good? and so he made it through and got his magic diploma. It walks away a lot. How does it walk away? Archs became quite a rich kappa after a while by designing small, furry owl/raccoon/lemur toys that could magically talk and open their eyes, but he still wasn't happy. After traveling around for a bit and learning more magic, he came to Bren in hopes of finding his true calling as a waiter, but after he stopped six burglars in a row with his magic and fighting skills, he decided to join the EC instead.

Link to first post.

This character is rejected pending revision. Several things cause it troubles: first, Abyssal grip is not a water type ability. It appears to be more of an earth-type one. Lords don't like their contestants using other elements. Second, Lunar Phase is not well defined and has an element of uncertainty, which allows it to be exploited. Abilities must have clear and well-defined limits. All of them. Third, disc shot makes no sense. There is no type of metal alloy that dissolves into water, therefore this idea will not work. Remember, bios must make sense, both internally with itself and then also be congruent with the external world, or at least well described as to why it doesn't. Your bio does not match these standards. ~superjars

< Message edited by superjars -- 6/18/2012 20:35:26 >
DF MQ  Post #: 17
6/17/2012 23:13:56   
Micosil
Member

Here's my bio. It's late, so I'll probably find out some of its mistakes tomorrow when I wake up, but I don't think it'll deviate from this unless it's necessary. Warning, it's long.




Designation: Model O-65

Race: Energy-attuned construct.

Appearance: While offline, Model O-65 could be easily mistaken for a pile of rocks - that would, in fact, be his outer shelling, a first protective layer made of a sandy-looking stone that is much tougher than it would seem at first glance. A careful watcher would notice the rough carved lines on the rocks - lines that would make sense when the golem came alive, energy beams holding the plates in their place, carvings making them resemble a titanic, humanoid armor - with a height of 300cm, 200 of width, and 150 of depth, Model O-65 is a veritable walking fortress.

What tends to impress people the most, however, are not his dimensions, but the lightning coursing freely around the golem, revealing its elemental alignment. This energy radiates from the second layer of the golem, a metallic alloy covered in finely crafted runes that conducts power from the golem's core to wherever it is needed.

Past this layer lies the core, a sphere of pure, glowing magical energy, containing within a portal to the domain of energy itself, as well as the routines necessary for the golem to achieve a certain degree of consciousness.

Mechanics:

Physical properties: As expected of a golem, he is both strong and resistant to damage. His weight, however, makes it hard to defeat inertia - initiating movements, as well as stopping them, requires far more time than for a normal creature.

Inner charge and venting: Two closely related mechanics, both side effects of the golem's source of power. The first one - Inner charge - refers to the fact that, as the golem activates modules, the air inside him gains charge, which in turn makes his next activation more powerful.

The second one - Venting - is the process in which this charge buildup is released. Every few activations, ranging between three and six depending on the activated modules the golem must purge his system . This involves pushing out the plates of the outer layer, leaving gaps in the armor through which the charged particles will leave in the form of a purplish smoke for the next five seconds. During that time, no activations are possible, and the built-up inner charge is lost. The vented particles also allow the golem's attacks to travel more easily through the air, extending his range slightly, but in a cumulative fashion.

Module loading: Model O-65 is equipped with exhangeable modules, providing large amounts of on-field versatility. The process of changing modules takes around two seconds, and he can swap as many "slots" as once as he deems necessary.

Overload: A remotely-activated command, this deactivates the protocols that maintain the portal's stability. At some point between five and ten seconds later the portal will uncontrollably expand - and an instant later, collapse, resulting in a large area being covered in raw energy. This logically destroys the golem beyond any kind of repair.

Modules:

Head:

Thermal vision: Shows levels of heat.

Magnetic vision: Shows magnetic lines.

Low-light vision enhancement: Increases the luminancy differences.

Bi-directional transmission system: Allows for golem-maker communication.

Torso:

Magnetic burst shield: Upon activation, covers the golem's whole body with a semi-transparent grey layer. A second afterwards, the layer can be detonated, sending a magnetic pulse outwards - definitely not strong enough to send an armored warrior flying, but enough to stop projectiles or light weapon blows.

Neural overload: Upon activation, it prepares the golem's body to release a short-range high power electric shock. This shock can be released one second later, and is telegraphed by a small white circle briefly appearing on the discharge's source. It need not extend radially from the golem's core. Should a target with a normal nervous system be hit, they will be paralyzed for a couple of seconds, and overwhelmed by pain. Repeated exposure to this attack may cause permanent nerve damage.

Left arm:

Charge beam: A mid to long range beam, about as wide as the golem's forearm. Upon activation, a smaller beam - about two cm in diameter - is emitted for two tenths of a second, charging the air in order to maximize the attack's range. After this, the actual beam is emitted. It's power is mostly focused on range, however, so it's damage isn't really high - might melt an iron shield in two or three hits.

Energy wall: The golem's left arm extends a solid energy wall both up and down, covering a total surface of two meters high and one and a half wide. This wall can stop almost anything with relative ease despite its semi-transparent, frail appearance - the problem being, obviously, putting it where it needs to be with the golem's speed.

Right arm:

Lightning whip: Short-mid range weapon, which simply consists on a projected stream of electricity. It appears from the golem's right forearm, and he can control the first 20 cm of it; beyond that it simply follows whatever physics a real whip would. It is, however, independent of the golem's own movement; so if the golem were to move his hand forward the whip wouldn't dangle back and forth, but instead stay still in a straight line down.

Magic disruption emitter: An utility module oriented towards giving enemy magic users trouble. Upon activation electric charge builds up on the golem's right arm. A fifth of a second later, the golem can fire a ball of raw energy which, when reaching a designated distance, will explode. This explosion is harmless to living beings; however, any non-stable magic in the area - like a midflight spell or one that is being cast - will be disrupted severely, potentially eliminating it. Depending on their reliance on environmental energy, mages might find it harder to cast new spells as well. The golem itself, like any magical object that is not unusually unstable, is immune to this disruption.

Legs:

Shockwave: Short range omnidirectional weapon. Upon activation, it builds up a charge around the golem's legs, which is released half a second later, filling the area in a two meter radius around the golem with electricity. Solid materials, like rocks or a shield, will absorb the wave and, if conductive, transmit it.

Solid Energy Projector: Utility module. Allows the golem to create small solid surfaces directly underneath his feet. He can only have two active at any given time, and each of them is strong enough to support the golem's full weight.

Electrolytic Field: Utility module. Covers the golem's legs in an electrical field, allowing him to go into shallow water without risking water entering his system by dividing it into oxygen and hydrogen.


History: Model O-65 was created with the specific purpose of gathering fighting data in the Elemental Championships. Should he remain functional after them, he shall be recycled.

Approved. ~superjars

Edit: First post

< Message edited by Micosil -- 6/27/2012 18:06:05 >
Post #: 18
6/17/2012 23:38:00   
ringulreith
Member

Ah, I see it's this time of year again. Here's my entrant.




Name: Desdemona Szar
Epithets: The Maelstrom, Everstorm, The Rising Tide, The Tiger
Nicknames: Mona, Dissy
Race: Human
Sex: Female
Age: Middle-aged, somewhere around Forty.
Element: Water

Appearance:
Thin, wiry, with lean muscles and limbs well-toned and coiled with tension, Desdemona embodies a smooth, assured grace with undertones of strength and danger. Long, flowing midnight locks are usually swept back and tied up, a few loose silken strands escaping to frame a porcelain face with thin, angular features and high cheekbones. Amber eyes, glimmering with a feral ruthlessness, coldly calculate everything from atop a narrow nose and small, smirking lips. Accentuating this visage of cruel aloofness are two thin white scars -- one that curves from her chin to her right ear and another that curves from her left temple down to the bridge of her nose. In stature, she stands about one hundred sixty-five centimeters tall, with a weight of about sixty kilograms.

Background:
Desdemona hales from a seafaring clan of assassins and mercenaries who, over time, have developed a metaphysical resonance with a being of elemental water that gives them some control over the element. Long ago, a boy was born among the clan with a strange talent for magically controlling water. The clan, who already gave much homage to the Lord of Water due to their marine lifestyle, thought that they had been gifted by the gods. The boy was put on a high pedestal by the clansmen, and resources were invested into bringing people from all around the world to train him in the ways of water magic. When the boy grew into a man, he was very adept at his art, and he proved to be a great asset to his clan. The clan, who now highly revered the Water Lord, used the mage as a kind of focus for their worship, as an intermediary link between them and their lord to make their worshiping easier. Time went on, and through arcane magics and lost rituals, the mage's lifespan was increased so that he could continue to serve his people. As he aged and his power grew, his physical aspects began to diminish-- translucent skin, vacant eyes, a hollowness of voice – and he began to take on an ethereal countenance. Eventually his physical manifestation disappeared altogether, leaving him a mere metaphysical focus of the collective worship of his clan. To this day, the group of assassins and mercenaries use him as a sort of funnel for their worship, serving to focus and amplify their belief and the power they channel to the Water Lord. As a side effect of this continued interaction, the being has developed a mental link to all members of the clan, through which they can channel its vast collected pool of power.

Hearing of the great Elemental Championships, the clan elders organized a tournament between its members to see who was the strongest, that they could go and bring glory to their lord and their patron.

Equipment:

  • A urumi, basically a cross between a whip and a sword, with three five-foot blades made of a light steel-titanium-vanadium alloy that is silvery in colour, very heat resistant, flexible, and strong. Hung from a leather belt around her waist.
  • A pair of deer horn knives made of a steel-molybdenum alloy, with the extended blade approximately a foot in length. Usually concealed inside sleeves or boots or any other easily accessible locations. A small notch on the extended blade of each is coated with a mild contact poison.
  • Half a dozen wooden darts, applied with a slow-acting neurological poison that acts to slowly shut down the central nervous system and impede clear thought. Hidden in several places around her body.
  • A sleeveless brigandine made of cuir bouilli and riveted steel-molybdenum scales, reaching mid-thigh.
  • A pair of black soft leather boots reaching mid-shin, with straps on the inside for weapon concealment.


Abilities:
First and foremost, Desdemona is a well-trained, experienced martial artist. She has honed her skill in her preferred weapons since early childhood, and as a result she is quite proficient and dangerous with them. Her style is a fluid, circular-motion-based practice developed by elders of her clan that applies key principles of water such as flowing around objects, gradual erosion of defenses, unexpected short bouts of aggression, and a quickly unsettled tranquility. A good illustration of the style would be Baguazhang. It is said that a practitioner of this style is both the patient lapping waves of a pond and the roaring serf of the ocean, the passive forest stream and the aggressive mountain river, the stillness of the meadow pool and the chaos of the maelstrom. This duality is present in Desdemona's choices in weaponry – the deer horn knives subtly disarming and dispatching opponents with quick surprise strikes, while the urumi aggressively lashing out at them and battering their defenses relentlessly.

Her magical capabilities come from the previously discussed mental link with her clan's patron water being. As a metaphysical focus for worship, the being doesn't understand actual human modes of expression such as speech. Instead, the caster 'communicates' with it through metaphysical symbolism that conveys subtle patterns of desire and direction that the being can directly translate into manifestations of its power in this dimension. The most common method of conveying this symbolism are battlefield chants which use verse and metre in a combination with battlefield conditions and sacrificial acts. This is the only method Desdemona is learned in, as she is not a particularly gifted invoker. After sufficiently articulating their desire through whatever method, the being will manifest a small portion of its power localized around the invoker to attempt to achieve that goal. The being can directly manipulate water particles in a radius of about twenty feet around the caster, or conjure up a controlled volume of water in that area with the volume limited by the strength of the invoker's desire/desperation and the strength of the concept they conveyed, to within a reasonable amount. This process is not very accurate, due to the inherent flaws in the primitive invocation method, so detailed, focused effects cannot be achieved. What this amounts to is the capability to summon moving waves or flailing pseudo-pods of water, or to slightly change the attributes of water in the environment, such as heating it up or giving it a vague notion of direction to move in. As desdemona isn't a particularly gifted invoker, she can't use this ability very often, though it depends on the strength of the invocations she uses – the stronger the effect, the more magically exhausting it is. Also, repeated uses of this ability in a short span of time tends to bug the entity in question, causing it to manifest effects harmful to the caster.

A side effect of prolonged mental contact with the patron water entity is a wearing down of the person's mental faculties dealing with interpreting reality, causing some insanity. What this translates to is Desdemona is sometimes unable to make connections to reality other people can, and will make what seem to be rash or nonsensical decisions. She is, however, very intelligent regardless, showing a ruthless personality and a keen understanding of tactical combat and exploiting other's weaknesses.

first post link




Sorry for the long-winded bio, but I hope it helps explain her powers and whatnot. I hope it's fine that she's using an intermediary for her water-based powers, since she does actually worship the water lord, and not the intermediary, but it's up to the judges.

Assumption is made that each Lord has many emissaries that act on their behalf and the games seem to support this. Approved. ~superjars

< Message edited by ont -- 7/5/2012 14:16:51 >
Post #: 19
6/18/2012 22:21:23   
The Extinguisher
Member

Oh man, EC. It's pretty much the only thing that will get me back into RPing these days.

~

<link to first post>
Alexis
Human
Roughly twenty years old.
Representing the element of Ice
Binder



Pact magic is an old magic that allows the binding and channelling of ancient beings known as vestiges. These vestiges can be many things, but the vast majority are gods and creatures that have been exiled from reality. They no longer exist as something physical in the world, but nothing is ever truly gone. These vestiges are able to reach out and act in our world with the help of a binder.

A binder can call a vestige from it's home between worlds and negotiate the use of it's powers, in return for hosting the vestige for twenty four hours. The vestige becomes a real part of the binders soul, and can fight for a little control over the binder, forcing her to take an action she may not want to herself, provided the vestige is strong enough and the binder's will is weak enough.

The consequence of binding a vestige can be severe. Upon making the pact, the sign of the vestige appears on the body of the binder. This sign is real, and part of the binders physical body, for as long as she remains bound. Some signs are subtle, a change in voice, an aura of heat, where as some are much more obvious, like a ram's horns or a scaled arm. It's these signs that can cause a binder trouble.

Because most vestiges are in fact old gods, it tends to make clerics and other divinely devoted types nervous and fearful of pact magic. Binders are trained to always be weary of showing their pacts to strangers, and operate always with suspicion and distrust.

Alex will be bound to the vestige Crom-Caluch, the Frozen Serpent. He is an old god of ice and winter. He was cast from the world when he tried to bring about eternal winter, but a vestige is far removed from concepts of good and evil, offering themselves to binders of any alignment. He gives the binder increased strength, as well the power to manipulate ice. His sign is a great claw of ice on the binders right hand, which can also serve as a weapon.

In addition to the claw, Crom-Caluch gives the binder the power of the blizzard, allowing her to manipulate water into ice and snow and create storms. The more powerful the storm, the more water and concentration in needed. Crom-Caluch is an angry vestige, and a binder under his influence is much more aggressive and irresponsible, and must take revenge for any slight, no matter how small.

A skilled binder can not only call more powerful vestiges, they can also bind more than one at a time. The binding ritual takes roughly two and a half minutes to complete in full, but the binder can rush and complete it in two, although that greatly empowers the vestige to influence her. The most skilled binders can have four, five, and even six vestiges bound at one time, but those are people of great power, and the average binder will only ever be strong enough to bind three. Alex can only bind two vestiges at a time.

Most binders prefer to make pacts with vestiges they are more familiar with, especially when binding multiple vestiges. Alex has two vestiges she feels familiar with, and will only bind with one of them if she is bound with another vestige. Over the course of the tournament, if there is time and need, she may bind with one of the following as well.

The first is Ardun, the Angel of Peace. He was a powerful warrior, which upon dying felt the pull of two afterlife equally, and ended up in neither. He was a symbol of glory and freedom in life and as a vestige allows the binder to summon an aura of calming, which can give the binder precious seconds to escape a hostile opponent. The aura doesn't last long and is extremely short range, but very effective at the short range.

His sign is a large grey wingspan, which is mostly decorative, but does offer the binder a small amount of flight. Not high enough to get away from anything but the tiniest of creatures, but they do move slightly faster off the ground then they do on it.

The second is the Trickster Spirit, Tytryon. Not much is known about is origins, very few ancient books even mention him, until he shows up as a vestige. Many scholars of pact magic consider him one of the first vestiges, even though they do not know why he became one. He gives his binder the power to cause small visual illusions. These illusions fail close up, but from a distance are incredibly convincing.

A binder who channels Tytryon notices that her voice no longer comes from her mouth. Words she speaks sound like they are coming from a person standing just behind her and too her left, looking over her shoulder.

In addition the the power of pacts, Alex carries around some equipment. She has a simple longsword, not infused with magic, but durable. Some vestiges she has bound in the past gave her increased skill with the weapon, so she tries to keep up with practising with it, which also allows her to have a weapon when she isn't bound with anything.

She also has a little bag, that in addition to carrying her pact making supplies, has two small healing potions for emergencies.


One would think that for someone who must always hide her magic, that the elemental championships is probably a bad place to be, but Alexis feels that winning would give her the security she needed to never have to hide again. Crom-Caluch is not a vestige she has bound with before, but she was told his seal and ritual from a friend, and he seemed like a good choice in representing an element in the fight.


~

I hope using a binder is okay here. The binder has no natural elemental affinity, but using a soul like The Frozen Serpent seemed like a good enough affinity with the element. I tried to pick two other vestiges that were non-elemental, so not to take away from the whole ice thing she has going on, and I chose two to allow for more flexible combat. If the other vestiges are more aligned with one element than I thought, let me know. I can think of two new ones pretty easily.

Approved. ~superjars

< Message edited by The Extinguisher -- 6/26/2012 12:51:31 >
Post #: 20
6/19/2012 8:34:26   
Starstruck
Member

I'm removing all mention of Tiure actually bringing sonomancy to the EC. Let's pretend he left all his sound powers at home, yay!

Name: Tiure
Element: Water

Appearance: Tiure is a graceful, lanky figure, with azure eyes and dirty blond hair, cropped short and combed neatly into place. His Slavic features are set squarely upon a medium-sized (though rather tall) frame, and he is wrapped up in ordinary silken clothing, freshly clean and a lovely deep blue. Tiure's gaze is piercing, wary, and intelligent, though his expression is calm, unperturbed, and gently smirking, the picture of lazy confidence. He still bears faded white scars from his ordeal in the Coterie, including prominent scars on his cheekbone and forehead. but none are noticeable until the observer is within ten feet and actively searching for them due to his mentor's powerful healing magic and plenty of rest. He is neither well-built nor muscular, but instead lean and fit; nowhere close to even the normal mages. He is what he is; a boy among men, and he is ready to exploit his apparent weakness to its fullest extent, springing his abilities at the last moment.

Weapons/Equipment: At his side is a small pack filled tidily with various odds and ends; a pale amber chunk of pine sap, a neatly folded cloth, a bottle of waxy substance...none of these things would be particularly useful in a fight without a huge degree of resourcefulness and a huger deal of luck. More important things are stacked towards the top.

Spoons: In a hidden pocket of his sleeve, Tiure has a special spoon composed of a metallic blue substance - it’s sapphire, blended with cobalt and a large amount of magic - that glows dimly with a beautiful aquamarine light, but only in water or total darkness. The spoon is capable of creating illusory copies of itself.

Violin: The violin is Tiure’s hydromantic channeling instrument. It is magically reinforced to withstand impacts greater than Tiure can physically bear (not by much, but only so it is inefficient to try to destroy the violin to incapacitate Tiure instead of incapacitating Tiure directly). Though massively inept and extremely unresponsive with basic mage-magic (hands, staves, wands), Tiure is capable of performing powerful spells through the power of music.

Bow: Tiure can take the violin bow and shoot water arrows from it. The arrows are very dangerous to spells because they have been imbued with a general counterspell, but Tiure can’t shoot accurately and it’s not very practical at long range. The counterspell also may fail on more complex enchantments. It also requires a recharge period, but if Tiure is going to be forced to defend himself from all angles by fast-paced, heavy spells, he’s pretty much incurred the wrath of the rest of the competitors and is already dead in the water.

Sonoscythe: More for show than for anything else (hint: 65% show, 25% storage, 10% sharp thing), the Sonoscythe is Tiure’s last resort if his magic is somehow incapacitated or useless. It has special niches for his violin and bow if he needs to set them down for a moment, and through some magical means it can fold up into itself (even though it’s made of the same thing as the spoon and has no hinges/telescoping bits) and store easily in Tiure’s pack. Just in case, for some reason, it is bad that he has a giant scythe hovering next to him. The violin won’t fold, though, and neither will the bow. The Sonoscythe levitates mindlessly next to Tiure, and he cannot control its direction or path under normal circumstances. It jealously guards Tiure's things when he's not around but is otherwise completely passive and behaves almost like a puppy.

Skills and Abilities: Tiure is agile and pretty strong, at about a normal human level. His greatest skill is his magical proficiency, limited only by his musical proficiency. You see, Tiure is capable of linking enchantments he has learned to songs he has learned. In a more adventurous and rugged setting, Tiure might include several different instruments to play, for various reasons. However, this is the Elemental Championships, and there is no time to sit and tap small drinking-glasses as fire and ice and death erupt around him. He'll play songs and cast spells. The music is his greatest restriction because he can't cast the spell without playing the song. If the song is incomplete or interrupted, the spell will be diminished in power. Interruption is difficult as Tiure's concentration and skill are remarkable, but direct attacks may cause him to cut and run without finishing the song.

As Tiure grows more nervous, the spells will come to fruition much sooner, a testament to how the energy does not come from the music, but from within Tiure. Perhaps someday he will learn that his violin is not necessary for casting spells.

History: Tiure began life on the streets of a great city. He was born blind and anosmic, and resisted the best efforts of the local healers to restore his senses. Finally, through some miracle or other, his sight and smell were restored, but he never relied on them as much as other people did, preferring to listen instead. By the age of 6, his parents had sickened and died, and he was left an orphan on the streets. A year later, a powerful mage noticed him begging and performing petty tricks for food money and found him interesting; he could apparently hear much better than the average human. Being the most powerful Hydromancer in Lore, the mage knew a thing or two about human anatomy and knew that the feats of attention the little boy displayed were simply impossible. One of the more impossible feats was where the boy, hunger gnawing at his belly and the sounds of the square echoing throughout the village, would pick out individual conversations from hundreds of meters away and repeat them word for word. He was never ambiguous or vague, and he was always correct. The mage approached him and spoke in a whispered undertone.

"How would you like to learn a thing or two from me?" The boy looked up curiously, stood up, and followed the mage to his destiny. Since then, he has shown himself to be a prodigy in the arts of hydromancy. It wasn't always this way; at one point he was utterly incapable of learning any spells at all! Later, the boy, only nine years old, invented a new branch of magic he called Sonomancy and applied it to his everyday life. He built magical instruments and used them to cast powerful spells. When he was twelve, he mastered sonomancy and moved on to hydromancy. The boy genius excelled there, too, working voraciously to master the best spells and counter the worst. His master, however, was much more wise and learned than he was, and realized the danger in allowing the boy to overwork himself and become too powerful to control his own abilities. He refused to let the then sixteen year old master hydromancy, initiating a series of fits, sonicbooms, and watery eruptions that proved the old mage's points perfectly. When he had calmed down, the mentor patiently suggested that Tiure enter the Elemental Championships after one more year of slower-paced study to prove his maturity and show that he deserved to learn the secret hydromantic spells. Victory would conclusively prove his worth; death was a risk he was never to take. Even arriving at the finals would be enough to show that he was ready.

Link to first post.

Accepted. ~superjars

< Message edited by Starstruck -- 6/27/2012 18:02:44 >
DF MQ  Post #: 21
7/9/2012 17:45:25   
Harlequinade
Member
 

Nooo! It ended! Registration has closed. I had looked forward to this for ages, and then it starts while I'm on prolonged vacation *sobs*.

And I had such a wonderfully weird character in mind. I was going to join with this:

Name: Shackle.
Element: Earth.
Gender: Non-applicable.
Age: 1.5 years.
Family: Non-applicable.
Race: Shackle (tsukumogami).
Class/Occupation: None-applicable.

Appearance: A shackle to go around prisoners' necks, and about three feet of steel chain attached and a piece of inanimate brick attached to the other end. The shackle and each chain link can grow tiny legs, arms and eyes.

Clothes:
None.
Weapons: None.

Skills/Abilities: None, except for the growing of limbs from each joint. Although its limbs are tiny it has surprising strength in them. It cannot grow a mouth, though, so Shackle is mute.
Spells: None.
Weaknesses: Whatever a shackle's natural enemy is.

History: A tsukumogami is said to be any object that turns a hundred years old and thus gains sentience. It can be an umbrella, a pair of wooden sandals or a tea pot, virtually anything. A 100 year old shackle is fairly common and easy to make, all it requires is a dungeon with little to no renovations for long enough time. However, Shackle took a short-cut.
It was a prison shackle in the northern tower of an mad, evil wizard, who liked to lock up anyone who knocked on his door. He locked up knights, rogues, princesses (although these only rarely came knocking) and the last wanderer who was locked up with Shackle was the Great White God of the Forest, who had many powers, one the ability to turn objects living without having to wait a hundred years. The Great White rarely used this power, because giving life is a serious matter, and you cannot just make create life without also taking care of it. However, locked in a tower The Great White had little choice and made Shackle come to life, who, of course, released the prisoner instantly. Shackle was offered to travel with The Great White and live in a restaurant with all the other tsukumogami (animated knives are excellent chefs; animated lutes are outstanding bards). Unlike most other objects in this world, Shackle had been chained to a wall since he was forged so he had never seen anything of the world, and therefore desired to experience it before anything else. He respectfully declined the Great White's offer, and set out to see the world. He now travels all places. looking for any kind of new experience, and from what he has been told the Elemental Championship is a once-in-a-year experience he would be a fool to miss. He would have joined if he had not been too late to put his name in the registration ballot. Now Shackle feels like a fool.

< Message edited by Harlequinade -- 7/9/2012 18:41:23 >
Post #: 22
Page:   [1]
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