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7/22/2017 0:57:51   
Ronin Of Dreams
Still Watching...


Were he immune, I'd've stated so. Medicines are medicines, but I don't plan to use either on himself. That would be...very much not ideal, heh.
AQ  Post #: 51
7/22/2017 12:58:29   
Rayen
Constructively Discussional!


Might not have a heap of time this year, but the previous was so much fun I've wanted to try this comparatively very "ordinary" character since. But Molly's an old bird, so if she gets caught daydreaming about times past (or I personally get caught up in my present responsibilities) and becomes a sitting duck, then all's fair in lovebirds and warblers.

Name: Molly Halfcrow

Age: 67

Element: Water

Appearance:
Molly is distinctly a native human of the Sandsea, with dark eyes and olive skin. Her grey hair is worn in countless fine braids that are again woven into a single plait that runs down to her to the centre of her back.
Standing at only 5’1’’ in height, Molly makes up for the intimidation her body lacks with her eyes. Her unwavering gaze is accentuated by black kohl which rims each eye in a wave-like pattern.
Her only aspect that denotes any underlying prowess is that, given her age and occupation, she is still alive.

Abilities:
Though highly fit in her youth, her athleticism deteriorated with her age, leaving only storm-hardened skills essential to every sailor.
- Be it loose gravel, a tripwire or the floating trunk of a fallen tree, Molly is as sure-footed as they come - too many an unwary or slow-witted sailor has found his life cut short by a wave during a storm.
- Her eyes, ever watching her surrounds, seldom overlook any abnormality in the terrain - shoal of fish or floating kelp may pose no threat, however an unexpected reef system resembles both but can spell death.
- Though Molly’s reflexes are still sharp as the twin blades she wields, her endurance has long since left her. Anything more than a quick dodge, roll and a few pace dash will leave her breathless. That said, small-framed as she is, the strength of her wiry musculature should not be underestimated.

Equipment:
- Three explosive harpoons holstered across her back. Upon a significant impact, gunpowder drives the harpoon head deeply into the target (including through bone or through most physical armour or shielding, though the resultant injury to the target will be attenuated depending on the thickness of the obstructing material), resulting in a very serious wound.
- Dual single-edged khopesh (Egyptian shortswords). The tip of each blade curves back on itself to form a backwards-facing hook, and each hilt is tipped with a steel spike which can be used as a crude climbing spike or to deliver shallow piercing wounds.
- Twelve metres (forty feet) of strong silk rope.

Personality:
Battle hardened: cautious, respectful of power, patient, Molly is ever-ready to exploit weakness.
Cold-hearted realist: while she’d do anything within her power to save a member of her crew, a captain must realise that the life of a sailor - and indeed all walks of life - entails a great measure of risk. Saving the life of one foolhardy or unfortunate sailor may result in the loss of the entire crew.
Go-where-the-wind will: Molly understands that plans hardly matter in the long run. Second guessing or blaming yourself if the ship meets Davey is a surefire path to madness. Making the most of every situation and keeping a positive and light-hearted attitude is the key to moving forward in life.

History:
The early years of Molly’s life have only ever been known to her through a few precious snippets of memories. The tired, warm reflection of candlelight in a large gold vase depicting a knelt man being presented a glowing scarab by the Light Avatar, Celeritas; the smoothness of the intricately-patterned red carpet in the central room of her house; perched atop her mother’s shoulders, the giddy excitement of watching her father, in a courtyard, twirling in the air as he demonstrated his mastery of twin scimitars; the screams and angry fire reflecting off the tumbling gold Celeritas as her father, hopelessly outnumbered, roared curses at the Sun King whilst her mother shoved coins and a scroll into her hands and told her to be brave and run to the docks and give the scroll and coins to the nice captain there.

Years passed and, aboard the Adelita, Molly grew healthily as she learnt the ways of the sea and sailors. She was never disillusioned that her parents would return or that they were waiting for her somewhere ashore - Captain Sahib, a level-headed but caring man, explained that they had died fighting for their homeland and that she should honour them by doing her best to achieve, so she did. After ten years under his care, at the age of sixteen, Sahib trusted Molly more with his ship and its navigation than any seasoned sailor and so named her First Mate, a title that all conceded was well deserved.

Another fifty-one years on and time and tide have shaped Molly in ways she could never have imagined. Countless scars, both to her body and soul, mark a hard-fought life. But, still lively and determined, Molly sets her sights on the fabled Elemental Championships. She’s heard that the victory prize is beyond dreams…but the old crow knows there are potentially greater and more personal things to be gained by her entry.
AQ DF  Post #: 52
7/22/2017 14:20:35   
Kooroo
Member

Right, so uh. 2 and a half Bios later, I've come up with... something. A bit rushed, but some of the better things are.
But those can also be terrible, so I guess we'll find out which this one is.

Honestly, I was going to just run wit the first Bio, but then we had lots of Energy entries.
And I was going to run with the second Bio, but after reading through it yesterday I decided that it was terrible and boring and now we have this last-minute creation.

Honestly, would like to add more to the 'super sword' part, as to why she refuses to use the blade, but the basic important stuff is all there. I think. Except Personality, but this is the EC, not Facebook, so less important.



Name: Lieutenant Irina von Ra.

Gender: Female.

Age: Ageless.

Race: Bound Lightbringer.

Element: Light.

Height: 183cm.

Weight: 61 kilos.

Motivation:
The glowing armor turned, appraising her every movement. It watched, it waited. Any moment now, it could reach out, and she would be torn to pieces.
Or maybe it would resort to a more brutal, less efficient method.
Maybe it would draw its blade, and rend her from head to toe.
The stained glass window was round, vaguely target shaped. Breakable. She could be flung through that, and left to the mercy of the waves below.
Though then there wouldn’t be a corpse, and it always wanted a corpse.

And then it spoke. A deep, penetrating, sound, that resonated through her head. Imperious. Impatient. Infuriated. It was talking, and she was listening, but some part of her expected that hellish blade to crackle and the world to explode.

“Not many people are foolish enough to ask for release from duty, Lieutenant. Not many people are that stupid,” it said, spitting out the last word.

It approached, and she discovered just how painfully straight she could stand. It walked around behind her, each stomp in time with every third heartbeat. It spoke again when it was in front, blue eyes blazing above her head.
“So if you want release, you may fight for it.”

What?
Both her light and skin grew visibly paler.
It was impossible. She didn’t stand a chance. She was already dead.

Seeing her face, the armored light laughed cruelly. It turned away, and stalked back to the window, it’s anger somewhat abated by her fear.
“Compete for the Light’s favor, and if the Lords decree it, you may be released.”

Her fear… which itself was abated by confusion.
What?
“I don’t-,” she began, but coughed, not entirely successful with finding her voice.

The armor turned once more, and she could feel its anger rising again, its eyes flaring. It hadn’t finished.
She looked down. Confusion was better than death.

“Compete, and win your freedom. Those are your terms,” it continued.
“Compete, and fail? Then…”

It stopped. She looked up, to see it looking up. Thinking. Contemplating.
Her dread mounted.
Its gaze found her eyes, and she swore it smiled though that was impossible.
“Then we shall see.”


Appearance: A tall, slim woman, whose pale skin glows from within. She has blonde hair in a short bob cut, and her hard, ruby-colored eyes carry an unnatural glow. Her facial features have a certain sharpness to them; reminiscent of elves, but not quite the same.


Irina wears a light grey officer’s dress uniform, as befits her rank. A light grey jacket that reaches halfway down her thigh, on top of a white undershirt. Gold epaulettes adorn her shoulders, and several ribbon bars sit on her right breast. Lastly, a golden badge with a red gem inset hangs on a band from her collar.

Dark grey trousers tucked into black dress boots cover her lower half. A thick belt around her waist holds the sheathes for both of her weapons.

Equipment:
Standard Officer’s Dress Uniform: Dress uniform that’s generally not worn during combat. As such, the uniform is geared more towards looking classy than protection. The amulet at her neck normally provides other abilities that she would be able to draw upon in combat, however they’ve since been rescinded.

Weapons:
Sunforged Sabre: A really sharp sabre, sheathed on her left side. Aside from being supposedly forged in a furnace as hot as the sun, the blade is magically inert, and thus capable of blocking and deflecting magical bolts if the user has the required reflexes. Streams, beams or more powerful projectiles are beyond it, and darkness magic cannot be blocked at all, and no further enchantments can be cast on the blade.

Irina has the speed, skill and reactions to match any human duelist in combat with a single blade. She has average strength when compared to an average human male, but her speed is fast that most elves would be pushed to keep up. With her speed and magical sense, she is able to deflect magical bolts if she’s aware of them, though only if they come consecutively and have the strength of say, a large fireball. If several come at her at the same time, however, that’s beyond her.
As a side note, deflected bolts go off in random directions for the most part, as she’s unable to deflect them back to their source unless they’re extremely slow.

Harbinger of Auros: A large greatsword hilt sheathed on her left.
When drawn and used, it spawns a large blade made of pure light based on the wielder’s own light magic. With the intensity that Irina can manage comfortably, the blade can severely damage any non-magical material, and wear through magical barriers with enough strikes.
She can also force her magic into the blade to fully empower it, where it can cut through any non-magical material with ease, and even some long-standing defensive enchantments. Such an act will almost instantly drain her mana pool, however, and she can only maintain that intensity for about 10 seconds.
When drawn, the wielder is granted a boon in the form of increased strength, and physical stamina. To maintain the blade, most users are unable to use their magic in any other capacity. Irina is able to use some magic, though charging up a spell to a normal level of power takes about three times as long as it would normally, and spells that would require continuous mana drain are out of her reach.
She is impressively reluctant to use the sword, and may not even use it as a last resort, however.

”All power comes at a price, dear Lieutenant.”

Skills and Abilities:

Magical Being: As a side effect of her binding, Irina’s caught between a magical and non-magical/mortal state. Unlike other Lightbringers, she’s no longer capable of absorbing Light magic to heal her wounds. Fortunately, the reverse is also true, and Darkness magic doesn’t wreck her like her magical brethren. Light magic is still virtually useless against her, however, and Darkness magic is certainly harder to deal with or more painful to get hit by.

She is still closely attuned to magic, and can thus, detect any heavy usage of magic. She can’t tell the elements or type of magic used unless it’s Darkness or Light magic, however.

Another side effect caused by her state of being is that she can no longer sustain herself on pure magic if needed. She requires food like any living creature, though less food than a human. This semi-magical, semi-biological state causes other complications as well, as she now bleeds both blood and light, instead of purely the latter. Prior to her binding, any toxins or poisons would’ve been completely ineffective against her (unless they were magical in nature), but in this half state, they can cause sufficient harm and damage. Less than that of a fully biological creature, though not the full immunity that she once had.
She has managed to retain her superior ‘light’ vision completely, however, being able to see through most bright and colorful explosions without flinching.

Standard Light magic: While not as potent as other Lightbringers due to her binding, Irina is still be able to outmatch most light mages through sheer capacity, and to a certain extent, potency.
To her displeasure, she’s currently unable to cast any particularly fancy spells that most accomplished mages would be capable of, such as light rays from the sky, familiar summoning and any particularly creative spells. She’s still able to conjure the most basic spells, such as barriers, bolts and light streams.
An advantage of being a magical entity is that her mana pool and regeneration rate is much higher than that of a human.

Flash Step: One of her only party tricks, Irina explodes with light and teleports to another location. The size of the explosion determines the maximum range of the teleport, but no matter the radius, she can only teleport to places that the light can cover. This is useful in large, empty areas, but considerably more useless in tight areas with lots of corners.
The light has to be able to completely cover an area for her to jump to it. She’s able to charge a relatively long jump within a few seconds, but as the distance increases, the mana cost also increases exponentially.
Of note is the magical usage if she chooses not to jump. If a jump is charged, but at the last moment she decides to stay in her position, she can choose to refund her mana, or let out the flash and retain most of her mana. The only mana used in the latter option would be the amount needed to create a flash of light.

Inner Light:
Irina’s skin normally glows softly from within. She’s able to dim this glow considerably, or increase it until it is blindingly bright, but can never really put it out. This is her other party trick, though from where she’s from, it’s not much .
AQW Epic  Post #: 53
7/22/2017 16:34:45   
deathlord45
Member

Nah I'm fine with how Edward is and don't want to add anything to him.
AQ DF MQ AQW  Post #: 54
7/22/2017 18:18:51   
  Starflame13
Moderator


I will try to be giving reviews as much as possible today so people have as much time as possible to get in edits!


@Rayen - Glad to see you in before the deadline, and hopefully we can work with your schedule!

Non-magic (or mostly non-magic) characters seem popular this round! As with Deathlord45, you may be entering in at a slight power disadvantage, but that shouldn't put you at a disadvantage as a writer. As long as you're ok with that, Approved!



@Kooroo - Glad to see you got a character worked out! I have a few clarifications/balancing questions, but nothing super major.

First, for your Harbinger of Auros. Just to clarify, with no magic it's a sword hilt, with a small amount of mana that can be sustained for a while it's a light blade that's more powerful than the average sword? While you've done a good job of balancing it's fully-empowered state, I would still decrease the full power to it as it risks running into auto-hit (and bunnying) territory. By decreasing the power to something a bit more reasonable, you could also potentially work it out to where you could cast it more than once, but I'll let you play with details!

Next, your Standard Light Magic. I'm going to need you to be a bit more specific of how it can be used and the power behind the use. For example, is a barrier a physical or a magical defense? Are both beams and streams damaging moves, and to what extent if so? Just need a bit more information, please!

Lastly, for your Flash Step. Teleportation is iffy at best given the size of the EC's, so I recommend making this your one-time ability. You could potentially include the blinding flash as part of your standard Light Magic so that you could maintain that ability, but teleportation is too powerful to allow multiple casts.

Good job as a whole on the first draft, and looking forward to seeing the revised bio soon!



@deathlord45 - then Approved! Best of luck to Edward!
AQ DF MQ AQW  Post #: 55
7/23/2017 0:00:02   
  Starflame13
Moderator


And new bio submissions for the 2017 Elemental Championships are now CLOSED!

Ringulreith, Arthur, and Korroo! You have 24 hours to get your revised bios posted and approved.

This does NOT mean you can submit an entirely new character concept. You need to work with your prior character and complete the clarifications/edits I have asked for. I will attempt to respond as fast as possible to bio posts tomorrow so that if an issue with the revised version is posted, we can get it clarified before the final deadline. Any bios NOT approved when the arenas open will not be eligible for competition.

Now, Arenas! Roster assignments will be revealed when the arenas open, as will the full details for the arenas and the OOC threads. While I don't want to spoil the full surprise, the spoiler text below holds hints to the three arenas that you may end up in this year!

spoiler:


Iron gates swung silently outwards, releasing from within a torrent of black smoke and a wave of heat. A vast cavern revealed itself, made of the same black stone that lined the walls outside. Rather than smooth polish, however, the walls here were filled with cracks through which gleaming lava could be seen flowing slowly, illuminating the arena in a dancing, orange light.


No doors stood ready to grant access to this arena. Instead, a great gong echoed out, signaling to the mages that it was time to begin. They moved as one, raising their arms and causing the hall in which the challengers stood to glide upwards, higher and higher until, with a shout and gesture from the mages, it came to rest even with the heightened stands of the spectators.


With a gentle chime, the stone doors melted, leaving behind a faint curtain of sparkling mist that blurred the room beyond. At first glance, it appeared simple and empty, walls all polished to a silver sheen. Light seemed to come from everywhere at once, a strange, cool brightness that left no shadows along the smooth, quartz floor. The longer you looked, however, the more it appeared to change.


Arenas will go live at 11:59 PM on Sunday the 23rd. Ready yourselves!
AQ DF MQ AQW  Post #: 56
7/23/2017 10:47:53   
Kooroo
Member

So that part I said about 'explain more of her motivation', yeah, that can come later. IC or OOC or something, but I just didn't have the time yesterday, so this'll do.
Edits or alterations as required, and a few other clarifications besides just the asked one.

Take two!


Name: Lieutenant Irina von Ra.

Gender: Female.

Age: Ageless.

Race: Bound Lightbringer.

Element: Light.

Height: 183cm.

Weight: 61 kilos.

Motivation:
The glowing armor turned, appraising her every movement. It watched, it waited. Any moment now, it could reach out, and she would be torn to pieces.
Or maybe it would resort to a more brutal, less efficient method.
Maybe it would draw its blade, and rend her from head to toe.
The stained glass window was round, vaguely target shaped. Breakable. She could be flung through that, and left to the mercy of the waves below.
Though then there wouldn’t be a corpse, and it always wanted a corpse.

And then it spoke. A deep, penetrating, sound, that resonated through her head. Imperious. Impatient. Infuriated. It was talking, and she was listening, but some part of her expected that hellish blade to crackle and the world to explode.

“Not many people are foolish enough to ask for release from duty, Lieutenant. Not many people are that stupid,” it said, spitting out the last word.

It approached, and she discovered just how painfully straight she could stand. It walked around behind her, each stomp in time with every third heartbeat. It spoke again when it was in front, blue eyes blazing above her head.
“So if you want release, you may fight for it.”

What?
Both her light and skin grew visibly paler.
It was impossible. She didn’t stand a chance. She was already dead.

Seeing her face, the armored light laughed cruelly. It turned away, and stalked back to the window, it’s anger somewhat abated by her fear.
“Compete for the Light’s favor, and if the Lords decree it, you may be released.”

Her fear… which itself was abated by confusion.
What?
“I don’t-,” she began, but coughed, not entirely successful with finding her voice.

The armor turned once more, and she could feel its anger rising again, its eyes flaring. It hadn’t finished.
She looked down. Confusion was better than death.

“Compete, and win your freedom. Those are your terms,” it continued.
“Compete, and fail? Then…”

She had expected ‘death’, but it stopped unexpectedly. She risked glanced up, to see it looking up. Thinking. Contemplating.
Her dread mounted.
Unexpected was worse than death.
Its gaze found her eyes, and she swore it smiled though that was impossible.
“Then we shall see.”


Appearance: A tall, slim woman, whose pale skin glows from within. She has blonde hair in a short bob cut, and her hard, ruby-colored eyes carry an unnatural glow. Her facial features have a certain sharpness to them; reminiscent of elves, but not quite the same.

Irina wears a light grey officer’s dress uniform, as befits her rank. A light grey jacket that reaches halfway down her thigh, on top of a white undershirt. Gold epaulettes adorn her shoulders, and several ribbon bars sit on her right breast. Lastly, a golden badge with a red gem inset hangs on a band from her collar.

Dark grey trousers tucked into black dress boots cover her lower half. A thick belt around her waist holds the sheathes for both of her weapons.

Equipment:
Standard Officer’s Dress Uniform: Dress uniform that’s generally not worn during combat. As such, the uniform is geared more towards looking classy than protection. The amulet at her neck normally provides other abilities that she would be able to draw upon in combat, however they’ve since been rescinded.

Weapons:
Sunforged Sabre: A really sharp sabre, sheathed on her left side. Aside from being supposedly forged in a furnace as hot as the sun, the blade is magically inert, and thus capable of blocking and deflecting magical bolts if the user has the required reflexes. Streams, beams or more powerful projectiles are beyond it, and darkness magic cannot be blocked at all, and no further enchantments can be cast on the blade.

Irina has the speed, skill and reactions to match any human duelist in combat with a single blade. She has average strength when compared to an average human male, but her speed is fast that most elves would be pushed to keep up. With her speed and magical sense, she is able to deflect magical bolts if she’s aware of them, though only if they come consecutively and have the strength of say, a large fireball. If several come at her at the same time, however, that’s beyond her.
As a side note, deflected bolts go off in random directions for the most part, as she’s unable to deflect them back to their source unless they’re extremely slow.

Harbinger of Auros: A large, golden greatsword hilt sheathed on her left. While inactive, it radiates light magic to the extent that it rivals her own aura.
When used, it spawns a large blade made of pure light from the wielder’s own light magic. With the intensity that Irina can manage and maintain comfortably, the blade can severely damage any non-magical material, and wear through magical barriers with enough strikes.

When drawn for the first time, the wielder is granted a lasting boon in the form of increased strength, and physical stamina. To maintain the blade, most users are unable to use their magic in any other capacity. Irina is able to use some magic, though charging up a spell to a normal level of power takes about three times as long as it would normally, and spells that would require continuous mana drain (beams, barriers, etc.) are out of her reach.
She is impressively reluctant to use the sword, and may not even use it as a last resort.

Freedom, or life? Servitude, or death?

Skills and Abilities:

Magical Being: As a side effect of her binding, Irina’s caught between a magical and non-magical/mortal state. Unlike other Lightbringers, she’s no longer capable of absorbing Light magic to heal her wounds. Fortunately, the reverse is also true, and Darkness magic doesn’t wreck her like her magical brethren. Light magic is still virtually useless against her, however, and Darkness magic is certainly harder to deal with or more painful to get hit by.

She is still closely attuned to magic, and can thus, detect any heavy usage of magic. She can’t tell the elements or type of magic used unless it’s Darkness or Light magic, however.

Another side effect caused by her state of being is that she can no longer sustain herself on pure magic if needed. She requires food like any living creature, though less food than a human. This semi-magical, semi-biological state causes other complications as well, as she now bleeds both blood and light, instead of purely the latter. Prior to her binding, any toxins or poisons would’ve been completely ineffective against her (unless they were magical in nature), but in this half state, they can cause sufficient harm and damage. Less than that of a fully biological creature, though not the full immunity that she once had.

She has managed to retain her superior ‘light’ vision completely, however, being able to see through most bright and colorful explosions without flinching.

Standard Light magic: While not as potent as other Lightbringers due to her binding, Irina is still be able to outmatch most light mages through sheer capacity, and to a certain extent, potency. Her mana pool and regeneration rate is much higher than that of a human, which gives her a clear advantage in magical firefights.

To her displeasure, she’s currently unable to cast any particularly fancy spells that most accomplished mages would be capable of, such as light rays from the sky, familiar summoning and any particularly creative spells. She’s still able to conjure the most basic spells, such as barriers, bolts and light streams.

With her average output, her light abilities are powerful enough to wind and knock back your average person several feet, making the victim feel like they got hit by a very warm hammer. Impact on unprotected skin leaves a major burn, though repeated strikes in the affected area can leave the skin looking black and cauterized. As with all projectiles, taking a shot in the head is not advised by anyone but her.
Beams are different, in that they use more magical power, and are generally used to knock foes back a greater distance. It should be noted that
Barriers can withstand physical projectiles relatively easily, and normally a magical spell or two before failing or requiring more magical exertion. Larger projectiles, powerful spells and explosives are normally problematic regardless. The barriers don’t completely nullify the force of the projectiles that they block, and Irina can usually feel some of the after effects of larger or more powerful ones.

All spells are relatively quick and simple to cast, though more powerful ones tend to increase the time slightly. Currently, she’s unable to lay into enemies with a barrage of spells. To send spells at her enemies with a decent amount of kick generally doesn’t require much charge time. There’s a required break afterwards to send another projectile or spell of similar strength, being roughly 5 seconds. This break period increases if she continues to use magic at such a pace. A lengthy couple of minutes is required to reset this completely, by which she should’ve also regained some magical energy.

Inner Light:
Irina’s skin normally glows softly from within. She’s able to dim this glow considerably, or increase it until it is blindingly bright, but can never really put it out.
She’s also able to charge and unleash large flashes of light, used to blind and disorient enemies in the midst of combat. Her skin begins to dim whenever she charges up a flash, though opponents usually misinterpret this as physical exhaustion.
AQW Epic  Post #: 57
7/23/2017 12:16:26   
  Starflame13
Moderator


@Kooroo - Thank you for the added balancing and clarifications! Good elaboration in the Standard Light Magic section. I've checked with you over IRC that the first section refers to bolts, and that the fragment sentence in beams was just a typo, so I'm not missing further details. Approved!
AQ DF MQ AQW  Post #: 58
7/23/2017 14:01:09   
Arthur
How We Roll Winner
Dec14


Edits:

-Nerfed his awesome archery skills.
-Hand-to-hand? What is that?
-Time limit between alternate activation.
-Explained Comet and reduced paralysis time.
-Explained Volley better.
-Clarified Dirge.
-Hrudr is no more semi-sentient. Edited that info.
-Aegispear scaled down.
-Armiger scaled down.
-Vajra has been toned down generally and the Brahmastra has been explained better. Do read Vajra's info again as I have fixed some misunderstanding on its usage. Major re-read on Transcendence.
-Black Arrows better explained.
-Sanctuary has been re-written to make more sense in light of the mana situation.

I hope he's fine now.





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

Element: Darkness

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

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

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

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

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

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

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

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


Skills:

Skilled Archer
Trained by his father who himself was an Itenae war hero, Arde is an above-average archer. He never was one for archery and seeing as his arrows are magically constructed and unaffected by wind speeds or other factors, he never pays much heed to actually honing this skill of his thus leaving much to be desired. He is definitely not someone who can pinpoint the source of a sound and shoot in that direction with a 100% chance of hitting the target. There is however a 10% chance that he might.

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

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



When it comes to hand-to hand combat however, Arde is noticeably weaker managing to just get by with a punch here and a kick there.




Magic & Equipment:

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

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

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

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

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

Arde can only use these three in combat alternatingly at a span of 5 seconds between each awakening and never two or all three at the same time. While he can summon Vayu most frequently, Vajra is the most taxing of all three and drains immense amounts of Arde’s mana leaving him exhausted. Additionally, Arde’s weapons aren’t always in summon mode. The beings awaken only when Arde wills it, otherwise his weapons work as they normally would.


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

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

Comet is the result of holding the bowstring for more than 8 seconds, failing which the energy dissipates only for Arde to start over. The gathered energy when fired manifests itself in the form of a black ball of darkness that would keep flying until it connects with whatever living thing falls in its path immediately seeping into their body completely paralyzing them for a period of 5 seconds.
The Comet flies soundlessly and phases through solid, inanimate objects. However, it is not undetectable. When preparing this attack, Arde must have complete focus and he cannot move although his senses work normally. The arrows when fired fly straight disregarding gravity. Once fired, the Bow powers down and can only awaken after a period of 2 minutes, albeit gradually.

Volley is what Arde unleashes when he is firing without charging. The flight speed is a bit more than that of a normal arrow seeing as these arrows are made of pure magic and so are unhindered by wind speeds. Secondly, these arrows follow a straight path instead of an arching one. Lastly, these arrows cannot pass through inanimate objects dissipating upon hitting walls or tree trunks, so a good deflection or armor can stop these arrows. Area wide light attacks or ones specifically focused on the arrows can dissipate the Volley. Additionally, magic that negates other magic when in contact can also counter the Volley. The Bow powers down for a period of 30 seconds after this ability is used.
Upon contact, these arrows cause a strong searing pain called the Blackfire Burn that lasts for a period of 6 seconds before vanishing leaving only a dull throbbing sensation. Imagine what two or three of these could do if they hit you.

The Dirge is Vayu’s defensive power. Arde points his Bow downwards and sharply plucks the bowstring resulting in a loud twang and shadowy fumes rising from the Bow’s form and enveloping Arde staying for a period of 30 seconds. Within this time, light to medium projectile attacks hurled at Arde have no effect on him instead denting the Dirge itself, heavy ones however if taken head on will hurt Arde to some extent also while significantly weakening the Dirge. The stronger the attack, the lesser the time of effect comes down to. In this state, Arde lowers his movement speed in order to stay in the Dirge’s area of effect. Moving too fast in this state could result in the Dirge slowly dissipating and disappearing before its time is up. Arde can only invoke the Dirge again after a span of 30 seconds. The Bow powers down for 10 seconds when this ability is used.

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

Mad Sentinel is a 15 second passive-defensive state of the Aegis when it protects Arde from any physical attack thrown his way ether by deflecting it, parrying it or tightening around it like a vice. If the attack is coming from anywhere within Arde’s direct or peripheral vision, the Aegis can stop it. If Arde turns his head, his field of view shifts and that becomes the Mad Sentinel’s area leaving the rest unguarded. It cannot, however, stop attacks that he cannot see and more than one attack occurring within the span of 1 or 2 second marking that as a recovery time. It also cannot deflect magical attacks. It can however, decide which one of the simultaneous attacks to stop based on their power and impact possibility. Any physical object charged with magical energy will result in the Aegis stopping the physical aspect while the magical aspect is absorbed resulting in the Aegis going inactive for a span of 10 seconds. Arde can stop this from happening if he commands Hrudr to stand down before such an attack is inflicted immediately reactivating him after. If not, then Hrudr will react as he is meant to. The Aegis powers down for 20 seconds after this attack is done.

Aegispear is a state where the Aegis’s whip-like state gives way to a more hardened state resembling two short spears which he can throw anywhere causing a black hole to appear there which when stepped into will let Arde or the target emerge where the other spear has been thrown. Arde can use the Aegispear’s wormhole ability only twice completing which the Aegis powers down for 10 seconds.

Armiger is a state where the Aegis reverts back to its normal scabbard state but instead, multiplies into 4 circling slowly over Arde’s head. He can then choose to use them however he pleases within a span of 15 seconds. He can either launch them one by one at his opponent causing the copies to fly at speeds as high as 5 feet per second and erupt upon impact with the ground causing a great deal of damage within a radius of 1 metre or he can launch all of them together causing even more damage in a radius of 15 metres. Additionally, he can just instruct the copies to fly and lodge themselves where they are aimed to be destructed at Arde’s will or within a span of 8 seconds. The damage inflicted by the Armiger can result in a Blackfire burn on the target which results in a excruciating pain passing through the targeted body part which if inflicted again and again in a short period of time might result in a normal human dying. Physically, the target remains unscathed. Hrudr powers down for 40 seconds following this attack.

Vajra is Arde’s short-sword in an awakened state. In this state, the blade turns black with purple swirling tattoos all over it’s length and continually pulses with immense amounts of dark energy that can be sensed even by the dullest of mages. In this state, the length of the blade extends by a foot and the breadth by around 7 inches. Unfortunately, for Arde, since Vajra is too strong for him to control at his current state, he can only use him for a period of 20 seconds completing which, the sword reverts back to its normal state and Arde cannot awaken any of the beings for a period of 15 seconds. Vajra when used normally in its awakened state is quite powerful with each hit having a strong magical blowback in addition to tremendous impact strength. One concentrated swing from Vajra can shred 7 trees in a row in addition to severely affecting the surrounding area. However, each normal hit eats upto 3 seconds of Vajra’s time.

Transcendence activates itself the minute Vajra awakens and is a passive state that lasts for the full 20 seconds albeit, gradually growing in effect until it peaks at the 20th seconds before ending. In this state, Arde gains a boost in his movement speed, his strength, and his senses as long as he is in contact with Vajra. If he loses hold of the sword, the power starts to wane drastically until he grabs hold of the sword again. The timer, however never stops or resets. His basic boost lasts from being able to move two times faster to a maximum boost of being able to flash step to a distance of 2 metres at the 20th second. His strength goes from being able to dent a boulder with one punch to causing a 1 meter wide crater in the ground with a single focused punch. His sense goes from being able to sense everyone’s movements in a quarter-mile radius to being able to sense when an arrow is fired at him, the trajectory, the origin and at what speed he has to be moving in order to grab it out of the air but only at the final second. This ability however is something that Arde could never quite control leaving him more out of control as he approaches the end. He becomes nervous, reckless and exhausted as Transcendence keeps on and he cannot deactivate it.

Brahmosphere is an ability that is invoked when Arde plunges Vajra into the ground causing the ground upto 15 metres around the sword to turn pitch black. Soundless black rain starts falling in the affected area causing anyone standing in the area to feel their magical powers lessening. Darkness users will find their powers rising while Light element users find their power dropping at a faster rate than others. Within this time period, anyone other than Arde touching the sword will find themselves drained of energy before regaining it upon letting go. Vajra’s timer speeds up when Brahmosphere is activated dropping to 10 seconds. If Arde pulls Vajra out at any point while Brahmosphere is working, the effects die out instantly but the timer does not stop.

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

This ability lasts for 6 seconds and fires only once.

Other Abilities:

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

Sanctuary: Staying hidden in dark shadowy areas triggers a regenerating effect on Arde’s mana if he stays there for more than 3 seconds. Inflicted physical injuries stay however even if their effect is dulled to a certain extent.

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








DF MQ AQW  Post #: 59
7/23/2017 15:03:30   
  Starflame13
Moderator


@Arthur - Ok, we still have a bit of balancing left to do. As we're nearing the deadline, I'm going to be much stricter in my suggestions by giving you something that WILL be balanced. If you choose to try to work through something else, I cannot guarantee we will have time to re-review and balance it before the deadline.

Thank you for better balancing all the different abilities, particularly in including a weakness in hand-to-hand combat. That said, we have a bit more work in the magic specifically. I told you last review that given the sheer variety and power of all the enchanted abilities, not counting your original magic, that you should consider decreasing the number. As you have chosen to keep all the abilities, here is what you need to do make them balanced power-wise.

In general, you need a longer cool down between awakenings. This beings should be reserved for harder or more challenging fights, not something that can be rotated so as to be used every moment of combat. I would go with somewhere between 20-30 seconds between each summon, not counting if the specific ability has powered-down for longer.

For the Bow of the Vayu - the abilities themselves are now better balanced, but change Dirge so that rather as being able to cast it multiple times with a minor cool down, it causes the bow to power down for 30 seconds (like Volley).

For the Aegis of Hrudr - I think there's been some miscommunication. While your enchanments come from an outside being, all actions, reactions, and strategies need to come from Arde alone. This weapon cannot be in any way sentient in its actions. It cannot act autonomously. If you wish to include Mad Sentinel as a defensive spell, either make it so that Arde can physically use the whip-shape to deflect an extremely powerful blow, or have it form a non-reacting barrier that rotates so as to stay in front of Arde, and keep the prior balancing for deflecting blows. Whichever of these you pick, once the barrier/deflect has been drained, the scabbard should power down for a full minute. For Aegispear, I also specifically told you that teleportation could only work if it was a one-time cast. After this single cast, the shield should power down for at least 2 minutes. Armiger looks good. As an aside, I forgot to clarify the ground-tremors last review. I'm assuming this means that Arde uses the whip to smack the ground, which causes the tremor? That is fine if so, but it should be a fairly close-range and contained tremor.

Now, Vajra. Given its 20 seconds cast time, the sword should power down for a full minute after the timer has expired. Again, the sheer power behind each concentrated blow is a bit much. An awakened strike can have knock-back and more powerful than a normal sword blow, but it should not be shredding the entire surroundings. Either decrease it's power, or make a devastating blow a one-time cast before it powers down. The range of Brahmosphere is much better, but again, this is only ok if you include the 1 minute cool down after Vajra times out. Now, Brahmastra. The charge time is ok, but if you stop half-way to defend yourself, the count for charging should reset. Otherwise looks good!

For your natural abilities, rework sanctuary again slightly so that it's not a passive. If he's in the shadows and focuses his full attention on it, he can regain mana, but if he's fighting or distracted, this should not come into affect.

You have 9 hours to resubmit a bio. If you submit one before that time with changes other than my suggestions, I will attempt to give feedback, but I do not know if we have time for another full review.
AQ DF MQ AQW  Post #: 60
7/23/2017 15:31:30   
Arthur
How We Roll Winner
Dec14


Done!

And I have added an extra line in the Black Arrows section to make the mana situation make more sense.

Also, please ignore anything that looks like it's from the the first iteration of the bio. I am not sure if my Drive is saving properly. Do refer to the 2nd iteration in case something looks like it changed back.




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

Element: Darkness

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

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

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

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

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

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

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

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


Skills:

Skilled Archer
Trained by his father who himself was an Itenae war hero, Arde is an above-average archer. He never was one for archery and seeing as his arrows are magically constructed and unaffected by wind speeds or other factors, he never pays much heed to actually honing this skill of his thus leaving much to be desired. He is definitely not someone who can pinpoint the source of a sound and shoot in that direction with a 100% chance of hitting the target. There is however a 10% chance that he might.

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

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

When it comes to hand-to hand combat however, Arde is noticeably weaker managing to just get by with a punch here and a kick there.

Magic & Equipment:

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

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

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

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

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

Arde can only use these three in combat alternatingly at a span of 20 seconds and never two or all three at the same time. While he can summon Vayu most frequently, Vajra is the most taxing of all three and drains immense amounts of Arde’s mana leaving him exhausted. Additionally, Arde’s weapons aren’t always in summon mode. The beings awaken only when Arde wills it, otherwise his weapons work as they normally would.



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

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

Comet is the result of holding the bowstring for more than 8 seconds, failing which the energy dissipates only for Arde to start over. The gathered energy when fired manifests itself in the form of a black ball of darkness that would keep flying until it connects with whatever living thing falls in its path immediately seeping into their body completely paralyzing them for a period of 5 seconds.
The Comet flies soundlessly and phases through solid, inanimate objects. However, it is not undetectable. When preparing this attack, Arde must have complete focus and he cannot move although his senses work normally. The arrows when fired fly straight disregarding gravity. Once fired, the Bow powers down and can only awaken after a period of 2 minutes, albeit gradually.

Volley is what Arde unleashes when he is firing without charging. The flight speed is a bit more than that of a normal arrow seeing as these arrows are made of pure magic and so are unhindered by wind speeds. Secondly, these arrows follow a straight path instead of an arching one. Lastly, these arrows cannot pass through inanimate objects dissipating upon hitting walls or tree trunks, so a good deflection or armor can stop these arrows. Area wide light attacks or ones specifically focused on the arrows can dissipate the Volley. Additionally, magic that negates other magic when in contact can also counter the Volley. The Bow powers down for a period of 30 seconds after this ability is used.
Upon contact, these arrows cause a strong searing pain called the Blackfire Burn that lasts for a period of 6 seconds before vanishing leaving only a dull throbbing sensation. Imagine what two or three of these could do if they hit you.

The Dirge is Vayu’s defensive power. Arde points his Bow downwards and sharply plucks the bowstring resulting in a loud twang and shadowy fumes rising from the Bow’s form and enveloping Arde staying for a period of 30 seconds. Within this time, light to medium projectile attacks hurled at Arde have no effect on him instead denting the Dirge itself, heavy ones however if taken head on will hurt Arde to some extent also while significantly weakening the Dirge. The stronger the attack, the lesser the time of effect comes down to. In this state, Arde lowers his movement speed in order to stay in the Dirge’s area of effect. Moving too fast in this state could result in the Dirge slowly dissipating and disappearing before its time is up. The Bow powers down for a period of 30 seconds after this ability is used.

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

Mad Sentinel is a 15 second state of the Aegis when Arde can use the whip to save himself from any physical attack thrown his way ether by deflecting it, parrying it or tightening around it like a vice. Arde cannot, however, stop attacks that he cannot see and more than one attack occurring within the span of 1 or 2 second marking that as a recovery time. The whip also cannot be used to deflect magical attacks. Any physical object charged with magical energy will result in the Aegis stopping the physical aspect while the magical aspect is absorbed resulting in the Aegis going inactive for a span of 10 seconds. The Aegis powers down for 2 minutes after this attack is done.

Aegispear is a state where the Aegis’s whip-like state gives way to a more hardened state resembling two short spears which he can throw anywhere causing a black hole to appear there which when stepped into will let Arde or the target emerge where the other spear has been thrown. Arde can use the Aegispear’s wormhole ability only once completing which the Aegis powers down for 2 minutes.

Armiger is a state where the Aegis reverts back to its normal scabbard state but instead, multiplies into 4 circling slowly over Arde’s head. He can then choose to use them however he pleases within a span of 15 seconds. He can either launch them one by one at his opponent causing the copies to fly at speeds as high as 5 feet per second and erupt upon impact with the ground causing a great deal of damage within a radius of 1 metre or he can launch all of them together causing even more damage in a radius of 15 metres. Additionally, he can just instruct the copies to fly and lodge themselves where they are aimed to be destructed at Arde’s will or within a span of 8 seconds. The damage inflicted by the Armiger can result in a Blackfire burn on the target which results in a excruciating pain passing through the targeted body part which if inflicted again and again in a short period of time might result in a normal human dying. Physically, the target remains unscathed. Hrudr powers down for 40 seconds following this attack.

Vajra is Arde’s short-sword in an awakened state. In this state, the blade turns black with purple swirling tattoos all over it’s length and continually pulses with immense amounts of dark energy that can be sensed even by the dullest of mages. In this state, the length of the blade extends by a foot and the breadth by around 7 inches. Unfortunately, for Arde, since Vajra is too strong for him to control at his current state, he can only use him for a period of 20 seconds completing which, the sword reverts back to its normal state and Arde cannot awaken Vajra for a period of 1 minute. Vajra when used normally in its awakened state is quite powerful with each hit having a strong magical blowback in addition to tremendous impact strength. However, each normal hit eats upto 10 seconds of Vajra’s time allowing only two normal hits before the blade powers down.

Transcendence activates itself the minute Vajra awakens and is a passive state that lasts for the full 20 seconds albeit, gradually growing in effect until it peaks at the 20th seconds before ending. In this state, Arde gains a boost in his movement speed, his strength, and his senses as long as he is in contact with Vajra. If he loses hold of the sword, the power starts to wane drastically until he grabs hold of the sword again. The timer, however never stops or resets. His basic boost lasts from being able to move two times faster to a maximum boost of being able to flash step to a distance of 2 metres at the 20th second. His strength goes from being able to dent a boulder with one punch to causing a 1 meter wide crater in the ground with a single focused punch. His sense goes from being able to sense everyone’s movements in a quarter-mile radius to being able to sense when an arrow is fired at him, the trajectory, the origin and at what speed he has to be moving in order to grab it out of the air but only at the final second. This ability however is something that Arde could never quite control leaving him more out of control as he approaches the end. He becomes nervous, reckless and exhausted as Transcendence keeps on and he cannot deactivate it.

Brahmosphere is an ability that is invoked when Arde plunges Vajra into the ground causing the ground upto 15 metres around the sword to turn pitch black. Soundless black rain starts falling in the affected area causing anyone standing in the area to feel their magical powers lessening. Darkness users will find their powers rising while Light element users find their power dropping at a faster rate than others. Within this time period, anyone other than Arde touching the sword will find themselves drained of energy before regaining it upon letting go. Vajra’s timer speeds up when Brahmosphere is activated dropping to 10 seconds. If Arde pulls Vajra out at any point while Brahmosphere is working, the effects die out instantly but the timer does not stop.

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

This ability lasts for 6 seconds and fires only once.

Other Abilities:

Black Arrows: Arde can construct black arrows out of magic which he can then shoot off his bow. Upon contact, these arrows cause a Blackfire burn to erupt on the affected area that results in an excruciating pain to spread on that area. Prolonged exposure to Blackfire can cause the affected area to start to turn black and the pain spreading. These can be deflected by armor and inanimate objects. The Black Arrows have a stronger Blackfire effect the more mana that Arde has while firing them.

Sanctuary: Staying hidden in dark shadowy areas triggers a regenerating effect on Arde’s mana if he stays there for more than 3 seconds. Inflicted physical injuries stay however even if their effect is dulled to a certain extent. This is a spell that has to be cast consciously and the person needs to stay still while it’s in effect.

Decoy: Arde can construct a decoy of himself which he can then use however he likes. This decoy cannot harm, nor can it be hurt or touched and will only do what Arde mentally wills it to do automatically disappearing after 5 seconds.
DF MQ AQW  Post #: 61
7/23/2017 16:08:42   
  Starflame13
Moderator


@Arthur - almost there! Just so you know, I will only be judging the most recent bio entry, rather than jumping back and forth between the two and thus causing confusion between what is and is not actually improved. If Google Drive is acting up, I would suggest using a different word processer.

The only issue I have is that you are still describing Aegis as a conditionally sentient object and able to act autonomously, despite the fact that you edited Mad Sentinel to rely on Arde's own physical abilities. Is this a mis-type carried over from your issues with Google Drive? If it is a mis-type, I will edit that sentence: "Hrudr’s Aegis is conditionally sentient meaning it has some commands magically pre-programmed into it to be acted upon in certain specific conditions" out of your bio.

Approval pending the clarification! Remember that, as a spell caster, you will still need to be balancing how powerful your spells are with how much mana you have left once you reach the arenas.
AQ DF MQ AQW  Post #: 62
7/24/2017 0:00:03   
  Starflame13
Moderator


SUBMISSIONS HAVE FULLY CLOSED. LET THE ELEMENTAL CHAMPIONSHIPS BEGIN!

Arenas (and their OOC threads) will be going up momentarily. Rosters are listed below, in the first post of this thread, and in the appropriate OOC thread.

This year, you will be competing in either:
The ferocious and untamed Forge Arena!
The soaring and mysterious Sky Arena Arena!
or
The ever-powerful and ever-changing Fountain Arena!

Forge Arena Roster:
Anki - Block C3, created by draketh99!
Michelle Verona , created by Axicia!
Alastasia Mayvendel, created by Dragonknight315!
Teras Rukoli, the Iron Mantis , created by Kellehendros!
Edward, created by deathlord45!
Ee-nuk Chuk va Tuktuk, created by TormentedDragon!

Sky Arena Roster:
Inigo Arias , created by TitanDragonLord!
Molly Halfcrow, created by Rayen!
Willow Man, created by Ronin of Dreams!
Kana the Rain-Caller , created by Starstruck!
Ayiso, created by Tdub!
Lieutenant Irina von Ra, created by Kooroo!

Fountain Arena Roster:
Prota Wavis, created by Caststarter!
Arde En’Foe, created by Arthur!
Cyril Kovac, the Red Hand, created by Ryu Viranesh!
Arthok Mesorason, the Blackblooded, created by Apocalypse!
Sir Gervase Irven, created by Necro-Knight!

(As an aside, I am going to fully approve Arthur, as the only remaining hint at outside sentient reactions was in the flavor text, and NOT in the ability itself.

Fight and write well, competitors! Let the Tournament Begin!

< Message edited by Starflame13 -- 7/24/2017 0:02:43 >
AQ DF MQ AQW  Post #: 63
7/24/2017 2:39:52   
Arthur
How We Roll Winner
Dec14


That is a mistype and I'll remove that.

Thanks for approving. All the best to everyone..!!
DF MQ AQW  Post #: 64
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