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=Elemental Championships 2018= OOC & Tournament Signups

 
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6/22/2018 18:59:53   
  Starflame13

Gryffin Warrior of DF GD & RP



Some years, it awakens softly. A gentle murmur of magic and mayhem that causes the surrounding town to stir to life. Some years, it moves slowly, ancient runes gradually brightening as it rouses itself from deep slumber.

This year, it does neither.

With thunder and lightning, with fire and hail, with racing floods and quaking stone and winds that rip the doors from their hinges, a raging storm of the Elements themselves erupts forth from the complex that dominates the city of Bren. The Arena roars to life, its raw power bursting outwards, rushing through the streets and leaving destruction in its wake. Silence follows. Calm does not.

Bren's residents spring into action, their movements only slightly slower than the initial explosion. Repairs are made, officials contacted, and the city itself transformed into a hive of activity. Shops and inns throw open their doors, music permeates the air, and hundreds of people swarm to ensure their seats in the coming spectacle.

And high above the commotion echoing throughout Bren, as its citizens partake in the festivities, looms the Arena itself.

It is awake. It is impatient.

It is time for the Elemental Championships to begin.



Welcome, ladies and gentlemen, fighters and mages, heroes and villains, and everyone in between! Welcome to the 2018 Elemental Championships! Enjoy some of the music of Bren, and prepare yourselves for the coming battle!

I once again have the privilege of serving as director and judge, with assistance from Gingkage if needed. We’re both extremely excited for this year's adventure, and have been plotting well in advance in order to make it an exceptional experience!

Now, to business. ANYBODY, regardless of prior roleplaying experience, is welcome to participate in the ECs. To join, you will need to provide a character biography that passes both my inspection and certain general requirements. These include some form of identification for your character (generally a name, but titles or similar work as well) and the single Element your character best aligns with (whether due to abilities, backstory, personality, values, or any combination thereof). Next, provide your character's appearance (including obvious carried weaponry and armor) and outline any skills or abilities . Further details, such as history and personality, can be useful in shaping your character but are not required. However, if a decision between two combatants is extremely close, tie breaker material may be taken from the character bios.

Any action performed in the tournament itself, including but not limited to spells, special attacks, and abilities, should have some reference in your biography. You may use spoiler tags over certain abilities if you wish to keep them secret from competitors, though this does not guarantee that people won't peek. At the least, I will be reading the entire biography, and there will be consequences for those who attempt to pull off actions in the arena that I was not informed of prior. It is based off of your listed abilities, skills, and so forth that your character will be balanced and admitted to the tournament.

Applications shall remain open until 11:59 PM (EDT) on Saturday, July 14th, at which point we will reveal the Arenas that will be utilized and randomly assign participants to each, based off of the number of participants who sign up. Submissions will be evaluated by myself and Gingkage, and approved competitors will be added to a sorted list at the bottom of this post. If your initial submission is not approved, you have until that date to either re-submit a fixed application in a new post, or an entirely new character. To that end, characters not approved will be given an explanation as to why, and you can request further elaboration via PM. DO NOT edit your biography after posting without express permission. You must submit a new post to correct an error or update your character, and the most recent post submitted will be the one evaluated.

The preliminaries, or Paragon Phase, will begin on Sunday, July 15th and last for approximately three weeks. Currently, the period is expected to end at 11:59pm EDT on Saturday, August the 4th, but if that changes, I will change the date here in addition to posting why.

At the end of the Paragon Phase, one finalist from each element will be selected to move on. This usually takes at least a day to process decisions and get the Finals thread ready. Anticipated start date of the Finals will be Monday, August the 6th. More information on the Finals will be released when the they are closer.


Rules:

All normal RP Boards Rules will apply. 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. In addition, by participating in this Elemental Championships, you recognize my role as Judge and my say as final.

1. Characters must engage in combat.
This is a combat RP event. Make war, not love. If you can manage both… kudos to your multitasking.

2. Do not use cross-element powers.
This is the Elemental Championship. Your character is competing for the favor of a single Elemental Lord in the preliminaries, and against the other elemental Paragons in the Finals. No Lord will choose as their representative someone who cannot win upon the strength of their Element alone.

3. You must post regularly.
Consistent activity is paramount. Please do not enter the tournament if you are not committed to remaining active for the full duration. During the preliminaries, any competitor who does not post at least once every 4 days (counted from the post time of your last post) will automatically forfeit. Your character will then be considered free for the slaughter - any other character in your arena will be allowed to kill him/her/them/it. If something comes up and you know you are going to miss the deadline, PM me. Exceptions can be made in these cases, but you MUST inform me beforehand.

4. Do not edit your posts once you have submitted them.
As with bios, you may only edit your posts with the express permission of me, myself, and I. Editing of bios or of posts without foreknowledge creates suspicion of foul play. Double-check your post before you submit it, and live with any errors you might have once it is submitted.

5. Each RPer is allowed one and only one character.
You may not enter pairs, squads, platoons, battalions, armies, or swarms.

6. Do not use colored text or other excessive formatting.
We require your posts to be easily readable. The default formatting of the forum is the best option for this. While you may use bold, italics, and underline as normal, do not, for example, create a post consisting entirely of bold text.

7. Death has Consequences.
Characters who die within the Elemental Championships are dead in the AEF RP forums. This is a Canon event with regards to normal RP Board rules. Characters who die during the Paragon Phase are still eligible for being chosen as Finalists, and this is the only free pass to revival. Dying in the Finals is, sadly, permanent.

8. Have some fun!
All these rules and regulations may seem daunting, but while this is a tournament and a competition, the entire objective is to have some fun. We all like to win, sure, but try to enjoy yourselves along the way!

The penalty for failing to follow the rules may result in immediate disqualification from the tournament. Failure to comply with the direction of the Director may also result in immediate disqualification from the tournament. While discussion of a ruling may be allowed, as stated before, I have the final say.


General info and tips:
Though this is a competition, collaboration is still extremely helpful! Your character is in combat with other characters, but you are not in combat with the other players. We urge you to discuss combat and options with your fellow contestants. You are free to make collaborative posts, and to work out battle sequences. Please keep records of your discussions for collaboration, however, as they may be requested depending on how close the competition is! OOC threads will be provided for each arena for the express purpose of communication with your fellow contestants and with us.

Additionally, this year we are trying something new in creating dedicated AEF RP Discord server, with channels specifically for discussing the ECs. ALL AEF RULES APPLY TO THIS SERVER. This server is a privilege, not a right. If you do not follow the AEF rules, or are disrespectful to others in the server, you will be banned, and you will need to rely on the forums for communication. The master list of approved entries also has link buttons for PMs as an additional shortcut for your potential collaboration needs. If you need to get in contact with me directly, either a PM or a post in one of the OOC threads is the best bet. The discord server may be found here.

Best of luck to all who participate, and let the Elemental Championships begin!!!

List of Accepted Entrants by Element

Fire [2]
Dapper Fenix, created by Apocalypse!
Suhmat, created by Necro-Knight!

Darkness [2]
Maled Con, created by Chewy905!
Lán Harrow, created by Tiphphany!

Energy [3]
Bei Lún, created by roseleaf320!
Vir, created by Starstruck!
Finthick Albretone, created by Riprose123!

Wind [3]
Fangshi, created by brotherinlaw!
Lodesh-Tinphair, created by Ronin of Dreams!
Elias Iivonen, created by Kooroo!

Ice [3]
Voric the Unrelenting, created by deathlord45!
Ineria Aluriest, created by nield!
Pride, created by draketh99!

Light [4]
Michalis Odin, The Spiritful , created by Caststarter!
Valo Aurinko, the Light Cutter, created by Kellehendros!
Autumn, created by Dragonknight315!
Sanctus- Pawn of Order, created by Sanctus!

Water [4]
Cadmooz, created by joeyof98!
His Great Audaciousness, Dalavar, The Mage Slayer!, created by Rayen!
Silas Grease, created by Ultrapowerpie!
Gabriel, Crashing River, created by Cray!

Earth [2]
Oz, created by TormentedDragon!
Sylvia Wyrmwood, created by Randall Flagg!

Master List of Accepted Characters
Total: 23

Voric the Unrelenting, created by deathlord45 competing for Ice!
Dapper Fenix , created by Apocalypse competing for Fire!
Michalis Odin, The Spiritful , created by Caststarter competing for Light!
Ineria Aluriest, created by nield competing for Ice!
Valo Aurinko, the Light Cutter, created by Kellehendros competing for Light!
Maled Con, created by Chewy905 competing for Darkness!
Autumn, created by Dragonknight315 competing for Light!
Oz, created by TormentedDragon competing for Earth!
Bei Lún, created by roseleaf320 competing for Energy!
Suhmat, created by Necro-Knight competing for Fire!
Fangshi, created by brotherinlaw competing for Wind!
Vir, created by Starstruck competing for Energy!
Cadmooz, created by joeyof98 competing for Water!
Lán Harrow, created by Tiphphany competing for Darkness!
Pride, created by draketh99 competing for Ice!
Lodesh-Tinphair, created by Ronin of Dreams competing for Wind!
His Great Audaciousness, Dalavar, The Mage Slayer!, created by Rayen competing for Water!
Elias Iivonen, created by Kooroo competing for Wind!
Finthick Albretone, created by Riprose123 competing for Energy!
Silas Grease, created by Ultrapowerpie competing for Water!
Gabriel, Crashing River, created by Cray competing for Water!
Sylvia Wyrmwood, created by Randall Flagg, competing for Earth!
Sanctus- Pawn of Order, created by Sanctus competing for Light!

Rosters by Arena
Twilight Arena Roster:
Elias Iivonen, created by Kooroo!
Oz, created by TormentedDragon!
Vir, created by Starstruck!
Bei Lún, created by roseleaf320!
Silas Grease, created by Ultrapowerpie!
Fangshi, created by brotherinlaw!
Ineria Aluriest, created by nield!
Sanctus- Pawn of Order, created by Sanctus!

Cellar Arena Roster:
Voric the Unrelenting, created by deathlord45!
Autumn, created by Dragonknight315!
Finthick Albretone, created by Riprose123!
Cadmooz, created by joeyof98!
Lodesh-Tinphair, created by Ronin of Dreams!
Valo Aurinko, the Light Cutter, created by Kellehendros!
Michalis Odin, The Spiritful , created by Caststarter!

Factory Arena Roster:
Lán Harrow, created by Tiphphany!
His Great Audaciousness, Dalavar, The Mage Slayer!, created by Rayen!
Maled Con, created by Chewy905!
Pride, created by draketh99!
Dapper Fenix, created by Apocalypse!
Suhmat, created by Necro-Knight!
Gabriel, Crashing River, created by Cray!
Sylvia Wyrmwood, created by Randall Flagg!





< Message edited by Starflame13 -- 7/19/2018 23:00:52 >
AQ DF MQ AQW  Post #: 1
6/22/2018 19:31:16   
Apocalypse
Member

ROLL TIDE


Name: Dapper Fenix
Age: Unknown. Appears to be a human male in his early thirties, but his body has not aged in the year since his Awakening.
Race: Human Revenant
Element: Fire

Appearance
Dapper, or “Dap” for short, is a revenant. As such, he has a human form that is marred by decay. Two auburn blotches of skin tarnish his face like eternal bags under his sea green eyes. An unsightly scar splits his face from the corners of his mouth to just below his ears. Along this divide runs a series of metal staples that appear to prevent his lower jaw from falling off. All of the skin on his chin and neck is the same rusted color as beneath his eyes. The discoloration continues in splotches down his neck.
His height is just below average at five feet and eight inches, though his thin and lanky frame makes him appear taller. His hair is a deep brown that would be mistaken for black in most circumstances. It is unkempt and spiky, sticking out all over the place in what should be chaos but manages to come together in a beautiful mess sort of way.
For fashion, Dapper wears a simple black suit complete with jacket that is always worn open. The couple buttons of the white shirt underneath are undone which shows off the discoloration of skin that continues down his torso. To accent the decay, Dap keeps a tawny handkerchief folded in his breast pocket.

Equipment
-Dapper is not known to separate from the silver pocket watch he keeps on his person at all times. Usually does not run on time, much like the man himself.
-A fiddle of average make, but well-polished, and maintained to a tee. One might argue that it is rightfully called a violin, which Dapper would counter with a hearty “sod off and rain on your own parade, you waste of breath.” What is interesting about this is not the argument of semantics over violin versus fiddle (if there even is one), but rather that a flat blade is drawn by gripping the scroll and pulling when the pegs are tuned just right. This weapon, known as The Showstopper, is heavier than it looks and for good reason: it is used to parry enemy blows.
-The second blade, pulled from the bow, measures twenty-nine inches in length and is pointed and rather thin much like a stunted rapier. This beauty, dubbed The Heinous Conductor, is a weapon used for offense to take advantage of Dap’s finesse fingers.

Abilities
The Symphonic Conflagration
Humans and fire alike dance when Dapper plays an instrument. While performing, Dapper gives birth to fire and weaves the flames into shapes of his desire within thirty feet of himself. They are generally not larger than two feet in diameter, though they can be longer if width is sacrificed in turn and vice versa.
These creations, called études, can be controlled by Dap, but he must continue playing lest they fade from existence. The concentration and effort put in by the bard to maintain the études depends on their number and complexities. For example, the maximum number of études Dapper can maintain at any one time is three so long as no étude is bigger than his fist and Dapper is not moving at all. While controlling two études of that size, the revenant can perform up to a casual stroll. If he is only controlling one like this, then Dapper can be dashing while playing.
If the bard plays to create an étude of its maximum possible size, then he can only control one and cannot move without breaking concentration.
While within thirty feet of their composer, études possess a concussive property to them. Their strength is equivalent to that of iron (and not even the best grades of iron). Upon either Dapper’s will or sufficient outside force (enough to break iron), the études break, splashing their contents of fire in the direction they were moving.
An étude can be launched outside of thirty feet, but then it travels in a straight line for up to one hundred feet and no longer possesses concussive force. Instead, it merely splashes fire over what it hits.

Paid in Blood
Dap is able to selectively ignite his own blood. A drop is akin to a candle flame with larger splotches being equivalently larger. These fires burn for a couple moments before flickering out of existence unless they have fuel to sustain themselves.

The Secret Chord
A note, as beautiful as it is terrible, can be achieved by pulling his bow across the fiddle in such a manner that it severs the strings. Upon doing so, large wings of fire sprout from his back. From a standing position, Dapper is able to launch himself twenty feet horizontally and ten feet vertically in a single bound. While running, Dapper can achieve a maximum of forty feet horizontally and twenty feet vertically through leaping. These wings last for a minute. Exposure to water, ice, incredibly fierce winds, or other such things reduce the size of the wings to limit his mobility or erase their existence completely.
The wings, much like the études, also have concussive force and have the durability of iron.

Revenant
Being a revenant has its perks.
Dapper does not feel pain.
Due to the decay that took his muscles and skin, Dap has flexiblity on par with the average contortionist. Fingers and similar joints are double-jointed while more locked joints such as elbows and knees can bend significantly in the opposite direction than for which they were intended.
As an undead, Dapper also takes half damage from necrotic sources.
While this musician still needs blood to function, the loss of blood does not affect his mind. Additionally, his undead body only starts losing functions after thirty percent blood loss. At this point, finesse movements are hampered (this affects his playing and, thus, his études).
Between fifty and sixty percent blood loss, all major movements are hindered. In this state, he is comparable to a bar patron who has had too much to drink.
At seventy percent blood loss, Dapper’s body shuts down. At this point, he has little beyond the ability to talk. Extensive time and rest over a period of days is required to return him to active form. The plus side is that until the brain is destroyed, he lives (or unlives? Dapper has not really found an answer to that question yet).
Being a revenant also has some downsides.
Dapper does not feel pain...or much of anything. His body can be damaged without his knowing. This can cause a multitude of problems. Such as an injured hand may not be able to play his music correctly. A terrible thing when trying to bring an étude into being in the middle of a fight.
The bard’s body may be more flexible, but the greatly diminished sense of touch means that he can bend his body beyond its capabilities. More than once Dapper has stretched too far and torn muscles or skin and rendered a limb immobile.
As an undead, Dapper is more susceptible to damage from light-based magics. About twice as susceptible, some might say.

Others
Due to his powers, Dapper is resistant to damage from fire-based sources (takes about half as usual) and is completely immune to the flames he himself creates.
The bard’s sword skills are only comparable to the average soldier’s. Dapper relies on his unnatural flexibility and the ability to take a couple hits when he must match steel with steel.
AQ DF MQ  Post #: 2
6/22/2018 20:03:45   
Caststarter

Ether-knight of DF Q&A/EDBalance


NINJA MUSCLE PALADIN BARD HAS ARRIVED! Let us go, hahahaha! ,,,Hopefully I got the right element.

Name: “Michalis Odin”, The Spiritful

Age (and height): 53, 5’11

Race: Human

Element: Light

Appearance: Michalis is a later-middle aged man, with chestnut hair tied in a long ponytail, receding far behind his scalp. His cheeks are sunken, mainly due to his age, and his chin slightly elongated. His left eye is sewn shut, the area having a vertical scar across it. Yet he still stands tall and proud, almost as if he is a mighty hero in the making.

His jack of plates, a form of armour recycled from the likes of brigandines, hides his muscular body, where a tattered cloak hangs far behind him. The cloak itself obscures his lower face. He wears primarily black clothing, shown between the gaps of his armour. Armour only is worn on the upper half of his body, where the lower half is simply dirtied smithing work pants and boots. His actual shirt is an unbuttoned, loose work shirt with the sleeves rolled up. Overall, his attire is very worn and aged. Yet, oddly enough, they still maintain their original effectiveness in battle. Same can’t be said about his jack of plates.

Equipment:

God-steeled sword, Tyrfing: Michalis smithed this very blade himself, in order to prepare for his rebellion. Forged from a rare steel, it emits the power of the Vascole god of war and Ill-fate, Tyrfing. It has a gold cross-guard and flat pommel, with an extremely black leather strap around the grip. The crossguard curves forward, preventing attacks from slicing into Michalis’ hand. It is the strongest sword ever made in Vascole’s territory, cutting through strong steel, causing rumours that it can cut through adamantite. The blade itself is completely bathed in light, giving it a golden shine.

In terms of functionality, Tyrfing is a long, one-and half hand sword. It has a serrated edge on one end, and a clean edge on the other. He normally wields the sword by two hands, where it is rather light meaning he can slice and dice at surprising speeds with the clean end. Or… rip through the enemy. The serrated edge might catch clothing, normally a large detriment. Yet, Michalis improvised this situation to stop more nimble or difficult to pin targets.

Barbed, 5 foot chain: An improvised weapon, the chain was altered to wrap around a target where Michalis can pin down an opponent, as well as tear into their body.

3 dual-sets of tied together daggers: Yet another improvised set of weapons, these daggers are connected by 10 foot long rope, one for each set. Michalis can lasso a target, swing a dagger at a distance and retrieve it back, or simply dual wield the weapons. These weapons are multi-purposed, applicable for a vast amount of situations. However, they can prove impractical since they are extremely unorthodox. The daggers themselves are akin to bowie knives, meant for slicing rather than stabbing.

Innate: Michalis is an incredible grappler… wait did someone ask for a pile-drive? Indeed, Michalis actually specializes in wrestling throws, all in the name to give an opponent no room to breath, for everything, to Michalis, is a weapon.

Attributes: He strikes like the wind, yet steady and secure like stone. Michalis has incredible control of his body movements, always exerting just the right amount of pressure, speed, and correct angle of his blows. His pace is also substantial. While it doesn’t rival horses, it is ever steady, where he doesn’t slow down or speed up, ever constant like a flowing but rushing river.

With such excellent control comes incredible wisdom and intelligence. While he doesn’t have the tools necessary to truly enable the ability to turn an opponent’s abilities against themselves entirely, he is able to strike at their weak points.

The only comes from the fact that most of his weaponry and abilities are rather unorthodox. He must be quick of mind in order to apply the right tool for the situation. If the enemy is smart enough, they can certainly find ways to combat Michalis. This is a challenge Michalis recognizes and accepts, considering it is only due to his low amount of resources where he had to improvise.

In terms of swordmanship, Michalis has been regarded as top-class though his improvised weapons in hand he only had at best two years of practice.

Cursed Verses: During his tenure in the Order of the Just Cavalry, Michalis was both a holy warrior and rallyman. He trained in song and war in order to lead his battalion to victory. This did not wane over the years, where he can invoke the power of Tyrfing into the blade itself. Each ancient verse relates to the mythical story to Tyrfing’s legacy, both as a heroic figure and a cursed man, where only those who rise above their fate may achieve victory. As such, Tyrfing himself gives these curses to the blade, lending no magical influence.

Only one curse can be emitted at a time, though they can last indefinitely otherwise. Most known verses have a direct opposite, due to the many contradictory sources on the exact details of Tyrfing’s life. For example, the stanza “Beginning” has one version where Tyrfing started his life cursed, while the other blessed. However, only Michalis knows the truth… where only the cursed verses have any actual effect. Not even sheathing the blade stops the curse. Only when combat stops or he invokes the stanza “Peace” does the curse stops affecting Michalis and his vicinity.

Waneful Beginning: The glow turns into an ominous dark grey, emitting light in a 5 foot radius. Passive magical effects are suppressed in the aura, while more concentrated effects like spells are somewhat mitigated. For example, a spell with a radial might be reduced to half if the point of origin is within the radius, or can’t cross into Michalis’ vicinity if outside and far enough. However, this too means Michalis can’t benefit from passive magical items if he were to have grabbed one from an enemy. This applies to the magical strength of the blade, causing its force to be rather mundane.

“When a god is born,
Does his life bring hope and peace?
Or does it bring destruction and ruin?
Precedent been made, Tyrfing set forth
Into the sunset bloodied by loss
Where he was the weakest of all gods”

Vengeful Betrayal: The glow turns into a bright red, emitting light in a 10 foot radius. Not only does the aura increases everyone’s disposition towards violence and bloodshed, it also pegs a combatant to follow through with a one on one fight, instead of retreating, edging them on to berserk if they flee.

“His shieldbearing brother betrayed him,
In order to steal the pride of his people,
The enemies’ weapons were sharpen,
With no sense of grace nor skill,
Tyrfing fought a blood-crazed army
Where his lack of ferocity earned him renown”

Three Great Evils: The glow turns into a disturbing black, dimming light in a 10 foot radius. The blade saps the strength of the user slowly but replenishes it via sapping an opponent’s physical strength via any kind of physical contact. When the verse is revoked, the glow bursts with blinding and searing holy power for all within 10 feet of the blade except Michalis, for he sacrificed his strength until then to foster this power. The light is non-lethal, even at high potency. But higher potency means more burning of the skin and eyes, leaving opponents disoriented more severely. (read, not longer)

“When Tyrfing’s land was obtained,
Three demons plagued the country,
Sapping the land dry and decayed,
He too was weaken by the darkness,
But his tactical wit prevailed,
For he used the demons’ power against them”

The End Brings Despair: A beacon of holy light, the blade seemingly elongates in radiant energy, the golden shine enhanced. This bright light covers a 20-foot radius, purging any darkness. Yet, everything in the aura becomes visually demonic and twisted, under a fearful illusion. Michalis, however, looks younger and almost god-like, eye seemingly renewed, armor gleaming, and reinvigorated. These illusions typically take the form of anyone’s darkest aspect, be it a dark secret, regret, or vice. Even Michalis sees his biggest regret; his military failure to free Vascole.

“Revived, the demons sought revenge,
Killing his wife and children but one,
The demon army twisted the land,
Forcing it to become one of shadow,
Spiritless, the land was a pertinent dusk,
The cursed god however, was more than that.”

Peace: For most scholars, this is the typically agreed upon end of Tyrfing’s life.

“The demons destroyed the castle walls,
In one final stand, his spirit dimmed slightly,
For fate caught up to him,
The god could live no more,
But he pushed on, destroying the demons,
The curse lifts, but his soul destroyed.”

spoiler:

The Curse Lifts: In comparison, the previous glow is overwhelmed by the true spirit of Tyrfing. The glow turns into a vibrant prismatic shine, as the blade bursts with harmless prismatic fire, a true beacon of hope. The light bathes the area 60-feet around it, but actually does nothing. Instead, Tyrfing’s curse lifts and completely inspires Michalis for one final push. There is no ability enhancement, only heighten morale and sense of justice, law, and courage. Michalis has no fear, for he never had it. He is the hopebringer to all of Vascole against the tyranny that stands before them, for he is the true descendant of Tyrfing, the Spiritful. His true name, Michalis Tyrfing. Tyrfing was no god… just a normal man that stood toe to toe with the gods themselves. His spirit is what blesses the blade, silent and invisible, but forever by Michalis’ side. These last two verses were in fact lost, the last piece to the truth, the true version of “Peace”.


The Mortal:

“The weakest of the gods triumphed however,
For the mortal was more than a mere mortal,
He was a god on the mortal plain,
Cursed with a fate unprecedented,
He rose, defeating the darkness,
Becoming a true king and leader.”

The Spiritful:

“The demons could not penetrate his castle,
For his spirit shined greatly for all,
He was a beacon of hope,
The demons were slain once more,
The land was given peace,
Soon to be called… Vascole.”


Background: Michalis Odin was born on a quaint farm in the farther outskirts of Vascole territory. There he helped his parents tend to chores and grew a strong sense of family, where he learned the responsibilities he must inherit where then his own child must adopt later on. His family carry a strict secret to themselves, mainly revolving around the Vascole god Tyrfing. Lately, followers of Tyrfings have been ousted for being fanatical. Soldiers are exempt from this view, for Tyrfing is a god of war to begin with.

As such, like most of his family beforehand, he enrolled in the Vascole military, specifically in their paladin group the Order of the Just Cavalry. Much of his career was both a holy warrior and rallyman, fighting against surging rebellions and foreign aggression against the Vascole empire. There, he made good friends such as Varn Roberto, who shared his sense of justice and desire to rise above one’s circumstance. However, one day, Varn retired from the army and settle off as a blacksmith, proving to be a profession of immense skill for him.

He practiced for a decade and a half before realizing Vascole’s ultimate blade, named after Tyrfing. At the time, Vascole’s oppression of culture, religion, and counter-culture grew, where all countries conquered or became satellites states must adopt Vascole’s way of life. While it bolstered the areas economically, the way of life was still miserable for many.

As such, Michalis rebelled against Vascole. Using his new blade as a symbol of hope, he rallied former military officials, budding soldiers, and reliable workers to guide the entire continent into a better future. However, he had one major obstacle, in the form of Michel Fergueson. Michel was the only one who could see through Michalis’ unorthodox tactics, where he branded his entire army as bandits to snuff any sense of justice from his cause.

Michalis failed many battles in his campaign, where his last crucial battle he was put up against Varn Roberto. Realizing the situation, the two fought not as enemies, but as friends. The two combatted each other personally, where Michalis stood triumphant. However, this was taken advantaged by Michel, who surrounded Michalis’ now fledgling army.

Michalis managed to break through, but not without the fault of unable of continuing his cause. He rushed back home on horseback, only to find his son missing. When he pressed the locals on what happened, it was said that Michalis himself was killed.

This endeavour would be dubbed as the Bandit Uprising, where Vascole grew ever more powerful. Michalis’ title was soon changed to the Spiritless, due to rumours that he was transformed into a horrible monster. Yet if Michalis himself still lived… he grew to realize that his son was transformed into a monster.

Due to his failure and lost, the campaign became his greatest regret. However, this is a regret he took as a challenge instead, for he knew what god he followed. This was his fate that he must rise above of, not let squander him.

With the ever coming Elemental Championships, he knew that the Vascole empire should not be the only one that had a representative from the continent. He remembered Prota being there last year, where now she is Vascole’s empress. He set out to prove to the people, where he intends to give everyone in the continent the will to rise up once more.

Personality: Michalis is quiet, but has an ever increasing sense of justice, courage, as any paladin should be. Calm and collected, he rises up for any challenge, unflinching. Sometimes his sense of justice causes him to be stubborn, but his intellectual nature allows him to also know the bigger picture. Once an objective catches Michalis’ sight, he pursues.

DF  Post #: 3
6/23/2018 8:16:05   
Caststarter

Ether-knight of DF Q&A/EDBalance


Dah, whoops. That was a typo right there. Michalis of course was the one to retire and become a blacksmith. Not Varn... why is it...
DF  Post #: 4
6/23/2018 14:09:20   
deathlord45
Member

Name: Voric the Unrelenting
Age: 35
Race: Frost Giant-kin
Element: Ice

Appearance: Voric an absolute mountain of a humanoid creature. Coming in at around eight feet tall (2.44 meters) and several hundred pounds of pure muscle he looks like a small giant. He has no hair on his scalp but a large bushy white beard and ice blue eyes lacking irises. His skin is also a pale blue grey covered in the tattoos of his tribe. He wears an armor made of the hides of artic creatures particularly seals and ice dragon scales. He also wears the pelt of a polar bear as a cloak, his boots are made of the hide of an ice dragon. He carries with him a fairly large greataxe.

Equipment:
The Axe of Winter:
This axe is permanently encrusted in a light layer of ice. When struck with the weapon most opponents find frostbite slowly start to set in depending on the depth of the blow. Ice also encloses the wound preventing bleeding out and keeping the target standing a while longer alongside chilling the target’s body.

Hide of the North:
This suit of hide armor and accompanying boots further reinforces Voric’s resilience to extreme cold allowing him to remain mostly unhindered in extreme cold(I.E with the armor worn he can remain mostly unperturbed by temperatures by about as low as negative 50 degrees Fahrenheit).

Powers:

Winds of Nieflheim: Voric can create his own personal blizzard that extends around him up to five feet in all directions, limiting the visibility of his enemies and to some extent himself as well. The blizzard lasts for about a minute before it dissipates and Voric must wait about thirty minutes before he can use it again.

Howl of the Antarctic: Voric howls in fury and enters an enraged state. While in this state he is hard to physically knock down and can perform greater feats of strength than usual. Said state lasts for about thirty seconds or until he spends even a second outside of combat.

Auroras Strike: Call the power of the polar lights to empower his strikes, Voric’s strikes flash freeze the water moisture in the air easily causing hypothermia in those struck. He can only call upon the lights twice a day before he tires too much.

Background:

When Voric was born his home village was ravaged by a horrendous blizzard, many of the village elders took it as a sign of ill omen and that his birth heralded the end of them. In time they came to see it instead as a mighty boon portent of the strength of the one who would become their guardian and champion. As a child he was already possessed of a mighty strength and great fury often lashing out, harming those around him when he did, often unintentionally.
One such outburst lead eventually fueled his tempering of his rage and strength into weapons to defend his home from those that would take it. In his early twenties he had long since grown into a great champion for his people, defending the village from all kinds of marauders as well as hunting and bringing back the mightiest of game for them to feast on. His late twenties saw him face his greatest challenge, an ancient, mighty and evil frost wyrm and come to raze the village and conscript all those who survived into service of it. Unwilling to let the drake have its way with his people Voric fought the beast for three days and three nights. At dawn of the fourth day he had returned victorious dragging the great serpent behind him. Those that saw the battle claim it looked as if he had been aided by divine providence to fell the creature.
Voric has always remained quiet about it, however ever since the battle he can sometimes be found in supplication to the greater powers of ice and winter. He has now traveled to Bren to seek one more great challenge and win the favor of the gods for his people, guided there by a power he knows not.

Frost Giant-kin:

Being related to the frost giants he finds himself most comfortable in the cold places he can also deal with the rarefied air of higher elevation with little issue but is ultimately still a mortal. Needing food, drink, air and sleep. He is also not resistant to the damages caused by ice it merely takes more to affect him than a regular person.
AQ DF MQ AQW  Post #: 5
6/24/2018 0:32:51   
  Starflame13

Gryffin Warrior of DF GD & RP


Alright, first round of bios already! First, I just want to remind everyone (new and old) that they are free to ask questions about character balancing or the ECs in general in this thread, through PM, or in the Discord server found in the first post! Now, onwards!


@Apocalypse - Trying to keep me on my toes already, I see! I really like what you've done with Dapper so far! Most of my questions ended up being answered by the time I finished reading, but I do have a few quick clarifications and edit requests.

Firstly, your études in the "Symphonic Conflagration." You did a very good job in balancing these for the most part, particularly in looking about both size/numbers and including the required concentration. My one concern is that 30 feet radius is a bit large for the concussive abilities you describe. I would recommend that they either weaken gradually throughout the radius until they reach their splash-point, or keeping the full concussive abilities for a 15 foot radius.

Next, "The Secret Chord." Wings (and flight) tend to be incredibly hard to balance well, but I think you've done a good job. To clarify - by destroying his bow to access this ability, Dap would lose access to the "Symphonic Conflagration" ability? If this is accurate, I will allow it at its current power level. If not, it needs nerfing. Assuming that is accurate, are the Showstopper and the Heinous Conductor also destroyed? If not, I would recommend adding in a similar concentration effect as the earlier études. For example, his swordsmanship skills could decrease while the wings are in action.

I do appreciate how you described the loss of blood for a Revenant, particularly due to your "Paid in Blood" ability. I feel this ability is well balanced, but I am curious to know if Dap still starts out with the same amount of blood as a regular human. Otherwise, get a new bio up with the added clarifications and we should be good to go!


@Castarter - Welcome back! Let's see what this Ninja Muscle Paladin Bard has going for it :P

As the name suggests, this character has a lot going for it, perhaps a bit TOO much. He's an expert swordsman, expert grappler, is innately faster and has better control over himself than others, is stated to be extremely intelligent, AND has multiple magical curses. Not to mention a sword than can cut through almost anything. Since it looks like you put the most effort into your curses, I would look into decreasing either his fighting skills (sword and grappling) or his innate abilities (speed and wisdom).

Now, to individual balancing! First, the sword Tyrfing. If this can actually slice cleanly through other peoples' swords and armor, this is too strong. Significantly nick or damage it? Yes. Cut through it with repeated strikes? Workable. Cleanly slice through someone else's plate mail and torso? Not feasible. The other weapons seem fine by themselves, particular as you noted that the daggers tied with ropes stand a good chance of being impractical.

For the attributes, the main thing here is you just that they're too much all together.. Any of them alone (speed, control, intelligence) would work at their current level, but the other two should be nerfed. Alternatively, you could keep them at the same level as each other, as long as they were all weakened. I'll leave it to you to choose what feels most important to Michalis!

Now, your curses. Lasting indefinitely until the "Peace" stanza is invoked is too powerful - there should either be a timed duration, or a way for your opponents to break your concentration on the curse. Perhaps both, depending on how you want to balance it. Also, are the curses invoked at the beginning of the stanza, or upon a successful completion? Either could likely work, though if they are harder to cast initially, you can make them more durable when they do last.

Going through them individually: "Waneful Beginning" seems ok as it is, just note that it will have NOT reduce any magical effects caused by the arena itself. "Vengeful Betrayal" on the other hand, definitely crosses into "bunnying" territory. Keeping the increased disposition towards bloodshed should be fine, IF stepping outside of the circle alleviates that, but making it nigh impossible to retreat is a no-go. Perhaps you could work around other combat ideas like increasing the physical ability of those within the aura instead? For "Three Great Evils" - I'm assuming that the potency is determined by how long the spell is active. This will likely be affected by adding in set durations for the curses. Lastly, does the illusion in "The End Brings Despair" affect only those within the aura, or all those who look at it? If the latter, this is a bit too powerful, and should include either a way to break free, or lessened effects.

I will PM you with notes on the spoiler-tagged abilities. I truly love the unique abilities and concepts you bring in, particularly the curses, but Michalis needs a bit of fine tuning before approval.



@Deathlord45 - Good to see you again this year! Vorric is short (well, tall) and sweet and to the point. Approved baring a couple minor clarifications that can be made in a separate post!

For the "Howl of Antartic", I am using the definition for being in combat as "in the middle of attempting to strike or dodge an attack." If this is accurate, then the ability should be fine as-is without adding in any further drawbacks. For the frost created during the Axe of Winter's strikes, I am assuming that the frostbite will melt naturally at warmer temperatures. Given how you specified that the amount it spreads depends on the depth of the blow, I am also assuming that glancing strikes that do NOT injure or wound, also do not spread frostbite and thus do not chill the body.

Let me know in a post if those assumptions are correct - if not, please include clarifications to either and I will re-balance from there!
AQ DF MQ AQW  Post #: 6
6/24/2018 1:53:18   
Apocalypse
Member

Dapper is back for round 2. Changes/clarifications are bolded for your convenience.



Name: Dapper Fenix
Age: Unknown. Appears to be a human male in his early thirties, but his body has not aged in the year since his Awakening.
Race: Human Revenant
Element: Fire

Appearance
Dapper, or “Dap” for short, is a revenant. As such, he has a human form that is marred by decay. Two auburn blotches of skin tarnish his face like eternal bags under his sea green eyes. An unsightly scar splits his face from the corners of his mouth to just below his ears. Along this divide runs a series of metal staples that appear to prevent his lower jaw from falling off. All of the skin on his chin and neck is the same rusted color as beneath his eyes. The discoloration continues in splotches down his neck.
His height is just below average at five feet and eight inches, though his thin and lanky frame makes him appear taller. His hair is a deep brown that would be mistaken for black in most circumstances. It is unkempt and spiky, sticking out all over the place in what should be chaos but manages to come together in a beautiful mess sort of way.
For fashion, Dapper wears a simple black suit complete with jacket that is always worn open. The couple buttons of the white shirt underneath are undone which shows off the discoloration of skin that continues down his torso. To accent the decay, Dap keeps a tawny handkerchief folded in his breast pocket.

Equipment
-Dapper is not known to separate from the silver pocket watch he keeps on his person at all times. Usually does not run on time, much like the man himself.
-A fiddle of average make, but well-polished, and maintained to a tee. One might argue that it is rightfully called a violin, which Dapper would counter with a hearty “sod off and rain on your own parade, you waste of breath.” What is interesting about this is not the argument of semantics over violin versus fiddle (if there even is one), but rather that a flat blade is drawn by gripping the scroll and pulling when the pegs are tuned just right. This weapon, known as The Showstopper, is heavier than it looks and for good reason: it is used to parry enemy blows.
-The second blade, pulled from the bow, measures twenty-nine inches in length and is pointed and rather thin much like a stunted rapier. This beauty, dubbed The Heinous Conductor, is a weapon used for offense to take advantage of Dap’s finesse fingers.

Abilities
The Symphonic Conflagration
Humans and fire alike dance when Dapper plays an instrument. While performing, Dapper gives birth to fire and weaves the flames into shapes of his desire within thirty feet of himself. They are generally not larger than two feet in diameter, though they can be longer if width is sacrificed in turn and vice versa.
These creations, called études, can be controlled by Dap, but he must continue playing lest they fade from existence. The concentration and effort put in by the bard to maintain the études depends on their number and complexities. For example, the maximum number of études Dapper can maintain at any one time is three so long as no étude is bigger than his fist and Dapper is not moving at all. While controlling two études of that size, the revenant can perform up to a casual stroll. If he is only controlling one like this, then Dapper can be dashing while playing.
If the bard plays to create an étude of its maximum possible size, then he can only control one and cannot move without breaking concentration.
While within fifteen feet of their composer, études possess a concussive property to them. Their strength is equivalent to that of iron (and not even the best grades of iron). Upon either Dapper’s will or sufficient outside force (enough to break iron), the études break, splashing their contents of fire in the direction they were moving.
An étude can be launched outside of thirty feet, but then it travels in a straight line for up to one hundred feet and no longer possesses concussive force. Instead, it merely splashes fire over what it hits.

Paid in Blood
Dap is able to selectively ignite his own blood. A drop is akin to a candle flame with larger splotches being equivalently larger. These fires burn for a couple moments before flickering out of existence unless they have fuel to sustain themselves.

The Secret Chord
A note, as beautiful as it is terrible, can be achieved by pulling his bow across the fiddle in such a manner that it severs the strings. Upon doing so, large wings of fire sprout from his back. From a standing position, Dapper is able to launch himself twenty feet horizontally and ten feet vertically in a single bound. While running, Dapper can achieve a maximum of forty feet horizontally and twenty feet vertically through leaping. These wings last for a minute. Exposure to water, ice, incredibly fierce winds, or other such things reduce the size of the wings to limit his mobility or erase their existence completely.
The wings, much like the études, also have concussive force and have the durability of iron.
After activating this ability, Dapper no longer has access to the Symphonic Conflagration, even after this ability comes to an end. The fiddle is damaged beyond use, but Dapper still has access to his swords. However, this bard is not an expert swordsman and need to focus on either his mobility or his swordplay. For example, if Dap tries to leap whilst engaged in melee combat, he would be leaving himself open to physical attacks without a proper means to defend himself. The reverse is true - if Dapper is focusing on swordplay, then he would fail to use the mobility granted by this ability.

Revenant
Being a revenant has its perks.
Dapper does not feel pain.
Due to the decay that took his muscles and skin, Dap has flexiblity on par with the average contortionist. Fingers and similar joints are double-jointed while more locked joints such as elbows and knees can bend significantly in the opposite direction than for which they were intended.
As an undead, Dapper also takes half damage from necrotic sources.
While this musician still needs blood to function, the loss of blood does not affect his mind. Additionally, his undead body only starts losing functions after thirty percent blood loss. At this point, finesse movements are hampered (this affects his playing and, thus, his études).
Between fifty and sixty percent blood loss, all major movements are hindered. In this state, he is comparable to a bar patron who has had too much to drink.
At seventy percent blood loss, Dapper’s body shuts down. At this point, he has little beyond the ability to talk. Extensive time and rest over a period of days is required to return him to active form. The plus side is that until the brain is destroyed, he lives (or unlives? Dapper has not really found an answer to that question yet).
Dapper has the same amount of blood a living human his size would have.
Being a revenant also has some downsides.
Dapper does not feel pain...or much of anything. His body can be damaged without his knowing. This can cause a multitude of problems. Such as an injured hand may not be able to play his music correctly. A terrible thing when trying to bring an étude into being in the middle of a fight.
The bard’s body may be more flexible, but the greatly diminished sense of touch means that he can bend his body beyond its capabilities. More than once Dapper has stretched too far and torn muscles or skin and rendered a limb immobile.
As an undead, Dapper is more susceptible to damage from light-based magics. About twice as susceptible, some might say.

Others
Due to his powers, Dapper is resistant to damage from fire-based sources (takes about half as usual) and is completely immune to the flames he himself creates.
The bard’s sword skills are only comparable to the average soldier’s. Dapper relies on his unnatural flexibility and the ability to take a couple hits when he must match steel with steel.
AQ DF MQ  Post #: 7
6/24/2018 6:33:02   
Caststarter

Ether-knight of DF Q&A/EDBalance


Ding ding ding, round 2. Tried to keep the grappling aspect as intact as possible since that is sort of his gimmick in the first place, considering all three of his weapons have some sort of method to catch opponents, his actual grappling, and a curse that relies on it happening. I decided to do a couple things beyond what has been suggested, making tweaks, re-words, and overall getting it closer to what I envisioned of Michalis proper.

Name: “Michalis Odin”, The Spiritful

Age (and height): 53, 5’11

Race: Human

Element: Light

Appearance: Michalis is a later-middle aged man, with chestnut hair tied in a long ponytail, receding far behind his scalp. His cheeks are sunken, mainly due to his age, and his chin slightly elongated. His left eye is sewn shut, the area having a vertical scar across it. Yet he still stands tall and proud, almost as if he is a mighty hero in the making.

His jack of plates, a form of armour recycled from the likes of brigandines, hides his muscular body, where a tattered cloak hangs far behind him. The cloak itself obscures his lower face. He wears primarily black clothing, shown between the gaps of his armour. Armour only is worn on the upper half of his body, where the lower half is simply dirtied smithing work pants and boots. His actual shirt is an unbuttoned, loose work shirt with the sleeves rolled up. Overall, his attire is very worn and aged. Yet, oddly enough, they still maintain their original effectiveness in battle. Same can’t be said about his jack of plates.

Equipment:

God-steeled sword, Tyrfing: Michalis smithed this very blade himself, in order to prepare for his rebellion. Forged from a rare steel, it emits the power of the Vascole god of war and Ill-fate, Tyrfing. It has a gold cross-guard and flat pommel, with an extremely black leather strap around the grip. The crossguard curves forward, preventing attacks from slicing into Michalis’ hand. It is the strongest sword ever made in Vascole’s territory, cutting through strong steel after multiple blows, causing rumours that it can cut through adamantite(read, it can't. Why? Because adamantite.). The blade itself is completely bathed in light, giving it a golden shine.

In terms of functionality, Tyrfing is a long, one-and half hand sword. It has a serrated edge on one end, and a clean edge on the other. He normally wields the sword by two hands, where it is rather light meaning he can slice and dice at surprising speeds with the clean end. Or… rip through the enemy. The serrated edge might catch clothing, normally a large detriment. Yet, Michalis improvised this situation to stop more nimble or difficult to pin targets.

Barbed, 5 foot chain: An improvised weapon, the chain was altered to wrap around a target where Michalis can pin down an opponent, as well as tear into their body.

3 dual-sets of tied together daggers: Yet another improvised set of weapons, these daggers are connected by 10 foot long rope, one for each set. Michalis can lasso a target, swing a dagger at a distance and retrieve it back, or simply dual wield the weapons. These weapons are multi-purposed, applicable for a vast amount of situations. However, they can prove impractical since they are extremely unorthodox. The daggers themselves are akin to bowie knives, meant for slicing rather than stabbing.

Innate: Michalis is an incredible grappler… wait did someone ask for a pile-drive? Indeed, Michalis actually specializes in wrestling throws, all in the name to give an opponent no room to breath, for everything, to Michalis, is a weapon. Hyperbole aside, he does not feature unrivaled skill with grappling, but it is a skill he certainly picked up along the way, five years of practice.

Attributes: He strikes like the wind, yet steady and secure like stone. Michalis has incredible control of his body movements, always exerting just the right amount of pressure, speed, and correct angle of his blows. His pace is also substantial. While it doesn’t rival horses, it is ever steady, where he doesn’t slow down or speed up, ever constant like a flowing but rushing river. Otherwise his physical aspects are simply average for a former member of Vascole's military, with notches in speed and dexterity.

With such excellent control comes substantial wisdom. While he doesn’t have the tools necessary to truly enable the ability to turn an opponent’s abilities against themselves entirely, he is able to strike at their weak points. He is an intelligent individual as well, as one should be if they want to e a leader, though not as far as even higher end strategists. (This was more of a case of wording than balancing, just to make it clear what I had in mind.)

The only fatal weaknesses comes from the fact that most of his weaponry and abilities are rather unorthodox. He must be quick of mind in order to apply the right tool for the situation. If the enemy is smart enough, they can certainly find ways to combat Michalis. This is a challenge Michalis recognizes and accepts, considering it is only due to his low amount of resources where he had to improvise. Another, albeit smaller, that tactics can be unconventional, due to lack of proper studies to be a truly proper tactician and strategist. As such, sometimes what Michalis thinks, while indeed intelligent and supposedly well-thought out, are a bust regardless.

In terms of swordmanship, Michalis has been regarded as top-class though his improvised weapons in hand he only had at best two years of practice. The former is more due to his intelligence and control rather than pure skill.

Cursed Verses: During his tenure in the Order of the Just Cavalry, Michalis was both a holy warrior and rallyman. He trained in song and war in order to lead his battalion to victory. This did not wane over the years, where he can invoke the power of Tyrfing into the blade itself. Each ancient verse relates to the mythical story to Tyrfing’s legacy, both as a heroic figure and a cursed man, where only those who rise above their fate may achieve victory. As such, Tyrfing himself gives these curses to the blade, lending no magical influence.

Only one curse can be emitted at a time, where they last for about half a minute. Most known verses have a direct opposite, due to the many contradictory sources on the exact details of Tyrfing’s life. For example, the stanza “Beginning” has one version where Tyrfing started his life cursed, while the other blessed. However, only Michalis knows the truth… where only the cursed verses have any actual effect. Not even sheathing the blade stops the curse. Only when time passes or he invokes the stanza “Peace” does the curse stops affecting Michalis and his vicinity. Each stanza must be completed in order to allow the effect to take place at all. Giving Michalis a hefty smack will definitely throw him off entirely as well as intensive evasion, but otherwise he can complete them in about ten seconds.

Waneful Beginning: The glow turns into an ominous dark grey, emitting light in a 5 foot radius. Passive magical effects are suppressed in the aura, while more concentrated effects like spells are somewhat mitigated. For example, a spell with a radial might be reduced to half if the point of origin is within the radius, or can’t cross into Michalis’ vicinity if outside and far enough. However, this too means Michalis can’t benefit from passive magical items if he were to have grabbed one from an enemy. This applies to the magical strength of the blade, causing its force to be rather mundane.

“When a god is born,
Does his life bring hope and peace?
Or does it bring destruction and ruin?
Precedent been made, Tyrfing set forth
Into the sunset bloodied by loss
Where he was the weakest of all gods”

Vengeful Betrayal: The glow turns into a bright red, emitting light in a 10 foot radius. Not only does the aura increases everyone’s disposition towards violence and bloodshed, increasing their physical abilities while inside by about 25% percent. (Funny story for everyone. I actually thought this was too much in the first place, increasing physical abilities.)

“His shieldbearing brother betrayed him,
In order to steal the pride of his people,
The enemies’ weapons were sharpen,
With no sense of grace nor skill,
Tyrfing fought a blood-crazed army
Where his lack of ferocity earned him renown”

Three Great Evils: The glow turns into a disturbing black, dimming light in a 10 foot radius. The blade saps the strength of the user slowly but replenishes it via sapping an opponent’s physical strength via any kind of physical contact. When the verse is revoked, the glow bursts with blinding and searing holy power for all within 10 feet of the blade except Michalis, for he sacrificed his strength until then to foster this power. The light is non-lethal, even at high potency. But higher potency means more burning of the skin and eyes, leaving opponents disoriented more severely. (read, not longer) It should be noted that the drain goes as far as half of the user. An opponent's own strength does not apply to this aspect, so it can't be used to further bolster the searing light. Anyone's strength recovers naturally after about ten seconds when the curse ends.

“When Tyrfing’s land was obtained,
Three demons plagued the country,
Sapping the land dry and decayed,
He too was weaken by the darkness,
But his tactical wit prevailed,
For he used the demons’ power against them”

The End Brings Despair: A beacon of holy light, the blade seemingly elongates in radiant energy, the golden shine enhanced. This bright light covers a 20-foot radius, purging any darkness. Yet, everything in the aura becomes visually demonic and twisted, under a fearful illusion for those inside of it. Michalis, however, looks younger and almost god-like, eye seemingly renewed, armor gleaming, and reinvigorated. These illusions typically take the form of anyone’s darkest aspect, be it a dark secret, regret, or vice. Even Michalis sees his biggest regret; his military failure to free Vascole.

“Revived, the demons sought revenge,
Killing his wife and children but one,
The demon army twisted the land,
Forcing it to become one of shadow,
Spiritless, the land was a pertinent dusk,
The cursed god however, was more than that.”

Peace: For most scholars, this is the typically agreed upon end of Tyrfing’s life.

“The demons destroyed the castle walls,
In one final stand, his spirit dimmed slightly,
For fate caught up to him,
The god could live no more,
But he pushed on, destroying the demons,
The curse lifts, but his soul destroyed.”

spoiler:

The Curse Lifts: In comparison, the previous glow is overwhelmed by the true spirit of Tyrfing. The glow turns into a vibrant prismatic shine, as the blade bursts with harmless prismatic fire, a true beacon of hope. The light bathes the area 30-feet around it, but actually does nothing. Instead, Tyrfing’s curse lifts and completely inspires Michalis for one final push. There is no ability enhancement, only heighten morale and sense of justice, law, and courage. Michalis has no fear, for he never had it. He is the hopebringer to all of Vascole against the tyranny that stands before them, for he is the true descendant of Tyrfing, the Spiritful. His true name, Michalis Tyrfing. Tyrfing was no god… just a normal man that stood toe to toe with the gods themselves. His spirit is what blesses the blade, silent and invisible, but forever by Michalis’ side. These last two verses were in fact lost, the last piece to the truth, the true version of “Peace”.


The Mortal:

“The weakest of the gods triumphed however,
For the mortal was more than a mere mortal,
He was a god on the mortal plain,
Cursed with a fate unprecedented,
He rose, defeating the darkness,
Becoming a true king and leader.”

The Spiritful:

“The demons could not penetrate his castle,
For his spirit shined greatly for all,
He was a beacon of hope,
The demons were slain once more,
The land was given peace,
Soon to be called… Vascole.”


Background: Michalis Odin was born on a quaint farm in the farther outskirts of Vascole territory. There he helped his parents tend to chores and grew a strong sense of family, where he learned the responsibilities he must inherit where then his own child must adopt later on. His family carry a strict secret to themselves, mainly revolving around the Vascole god Tyrfing. Lately, followers of Tyrfings have been ousted for being fanatical. Soldiers are exempt from this view, for Tyrfing is a god of war to begin with.

As such, like most of his family beforehand, he enrolled in the Vascole military, specifically in their paladin group the Order of the Just Cavalry. Much of his career was both a holy warrior and rallyman, fighting against surging rebellions and foreign aggression against the Vascole empire. There, he made good friends such as Varn Roberto, who shared his sense of justice and desire to rise above one’s circumstance. However, one day, Michalis retired from the army and settle off as a blacksmith, proving to be a profession of immense skill for him.

He practiced for a decade and a half before realizing Vascole’s ultimate blade, named after Tyrfing. At the time, Vascole’s oppression of culture, religion, and counter-culture grew, where all countries conquered or became satellites states must adopt Vascole’s way of life. While it bolstered the areas economically, the way of life was still miserable for many.

As such, Michalis rebelled against Vascole. Using his new blade as a symbol of hope, he rallied former military officials, budding soldiers, and reliable workers to guide the entire continent into a better future. However, he had one major obstacle, in the form of Michel Fergueson. Michel was the only one who could see through Michalis’ unorthodox tactics, where he branded his entire army as bandits to snuff any sense of justice from his cause. Though it is rumoured that at the time, Vascole was short-handed on proper tacticians and strategists, due to endeavors against other countries around the empire.

Michalis failed many battles in his campaign, where his last crucial battle he was put up against Varn Roberto. Realizing the situation, the two fought not as enemies, but as friends. The two combatted each other personally, where Michalis stood triumphant. However, this was taken advantaged by Michel, who surrounded Michalis’ now fledgling army.

Michalis managed to break through, but not without the fault of unable of continuing his cause. He rushed back home on horseback, only to find his son missing. When he pressed the locals on what happened, it was said that Michalis himself was killed.

This endeavour would be dubbed as the Bandit Uprising, where Vascole grew ever more powerful. Michalis’ title was soon changed to the Spiritless, due to rumours that he was transformed into a horrible monster. Yet if Michalis himself still lived… he grew to realize that his son was transformed into a monster.

Due to his failure and lost, the campaign became his greatest regret. However, this is a regret he took as a challenge instead, for he knew what god he followed. This was his fate that he must rise above of, not let squander him.

With the ever coming Elemental Championships, he knew that the Vascole empire should not be the only one that had a representative from the continent. He remembered Prota being there last year, where now she is Vascole’s empress. He set out to prove to the people, where he intends to give everyone in the continent the will to rise up once more.

Personality: Michalis is quiet, but has an ever increasing sense of justice, courage, as any paladin should be. Calm and collected, he rises up for any challenge, unflinching. Sometimes his sense of justice causes him to be stubborn, but his intellectual nature allows him to also know the bigger picture. Once an objective catches Michalis’ sight, he pursues.

< Message edited by Caststarter -- 6/25/2018 3:28:41 >
DF  Post #: 8
6/24/2018 9:31:54   
nield
Creative!


Name: Ineria Aluriest
Race: Illistrian
Gender: Female. Anyone who says different is a liar.
Age: 24
Element: Ice

Appearance: Where once she held flowing violet hair, there is now a self-cropped short mess of purple, a sign among Illistrians of celibacy: to allow another to touch your hair is a deep act of trust, to allow another to cut it is reserved for your life-mate. To cut one’s own hair is a declaration to the world that you will live out the rest of your life alone. Her pale blue skin has grown darker, and uglier, pocketed with crater-like scars and several slash wounds, with even a significant portion of the right side of her face covered in bandages, hiding an empty eye socket, and area where flesh never regrew after a past incident. Ineria’s full height is 7 feet and 5 inches, but where once she stood tall and proud, she now crouches slightly, always tense and ready to pounce, giving the impression that she is 6 inches shorter than she really is.
Ineria’s figure is no longer as slender is it once was, she has now added more muscle mass to her body, she has grown less dextrous and agile as a result, but her strength is deadlier than ever before. Her chest is as shallow as ever, still further compacted by cloth wound around her body, much as it was 4 years prior. Along with a marked ugliness to her features created by the scars and bandages, her features are also now much harder than they were before; gentleness and worry have since ever fled her features, leaving her grimacing and snarling in their place, with steely determination replaced by fierce resolution. Her jawline is consistently taut, with her teeth gritted together inside her mouth, and there is a fire in her blue eye that speaks of an anger at the world that was entirely absent before. Her nose now is bent, evidence that she has been hit hard in the face more than once, her lips cracked and split, both naturally and by scars. Only her ears, petite and rounded which lay almost flat against her head speak of the serene beauty she once possessed. Her body entire is also plagued by a variety of scars, brands and other more recent imperfections.

Equipment: Alongside a radical change to Ineria’s appearance is a radical change to her equipment. Gone are the Illistrious Aegis and the Illustrious Illistria, the former gone from her entirely, and the latter having only its fleur-de-lis head, in pieces, in a bag secured to Ineria’s waist. Her armour remains as it was 4 years prior, an affair that combines chainmail with plates that lay somewhere between heavy and light plate in weight and durability: On bottommost layer, she wears simple cloth garments to protect her skin from pinching from the chain-links, which cover most of her body. The plates then cover areas that require it: Thighs, shins, upper arms, forearms, chest: Joints are left unprotected by the plate to allow for mobility, but are not completely left to the chainmail, either: simple leather protection lays above these less defenced areas. The plates now however all show significant wear and damage, with the gauntlets and boots she had once had gone entirely, replaced by leather gloves and boots. The leather adorning her joints is worn and faded, the chainmail missing whole sections of links in places. The decorative heavy plate helm she once had has been either discarded or lost, Ineria herself no longer remembers which and does not care.
Sheathed at Ineria’s side is a few-months-recently forged longsword, a simple blade made from steel, that conforms to her proportions, with a blade length of four feet and sufficient room to the handle for her to wield it two-handed if need be. Where once she had an Illistrious Aegis, she now wields a battered, couple-years-old heavy steel tower shield; weighing only slightly less than the Illistrious Aegis she once had, she can use it to much the same effects. The shield has an image of the Illistrian fleur-de-lis emblazoned on its front. Ineria has also added a few new weapons to her arsenal, three throwing daggers are strapped to her waist, ready to be hurled at a moment’s notice, additionally, there is a heavy steel mace strapped to her leg, to deal with heavy-armoured foes.

Combat ability/skills/whatnot: Ineria is a warrior, and for the most part she acts like it. For her, offense is what she can do with her sword and shield; she continues to use her tower shield in much the same vein as she once utilised her Illistrious Aegis, using it for shield bashes as much as for blocking, a continued practise that sees her shield-arm remains stronger than her sword-arm. With a change in perspectives caused by the events of the past four years, Ineria is no longer as honour-bound as she once was. She is now ready to attack a foe form the rear with little provocation and no warning a well as use other underhanded tactics. Her mace, though acquired to deal with armoured targets may as well be brought to bear to crush unarmoured foes.
She can use some very basic ice-type spells, such as frosting over any particularly severe wounds until such a time as she could get proper healing. She could summon at most 3 ice projectiles to fling at a foe at any given time. Having never trained in magic arts, she has very little mana. If she were to have not utilised any mana, she could generate a shield of ice that would be capable of blocking at most one attack, and beyond that, she would be completely drained of mana.
Personality: Once an honourable and gentle woman, Ineria has become embittered at the world in recent times, she considers now her old outlook stupid and naïve, having encountered much of the worst of the world as she has. Tales of glory and heroism and goodness are now derided as delusions of the common folks to distance themselves from the reality of life. She is wound tense always: betrayal and unprovoked backstabbery are not just prepared for, they are now ever-expected. Her voice, once warm and gentle is now hoarse, croaked and cracking. For herself, though dishonourable actions were once considered completely abhorrent, she now finds them a necessity. Everyone is out to get you, she believes, so you should always be ready to look out for you and you alone, no matter what you have to do.

Of Illistria and Illistrians: Illistria is a remote nation, existing in the coldest part of the world, the nation is made of and from ice and sits isolated because of it: Few races have the natural capacity to resist the colds of Illistria, and few have the wherewithal to brave its frosty climes. Isolated and alone, Illistria is marked on few maps, and known to fewer people. However, this land bred a natural people: The Illistrians. Bred from this inhospitable land, not only do Illistrians not feel the cold, they are invigorated by it: Their reaction times are slightly faster, strength and agility increased by small amounts, Illistrians succumb only to the unnatural levels of cold brought about by magic. Curiously, Illistrians feel no discomfort in warmer climes, feeling it the same as any human would. Illistrians are a proud race, ruled by honour. deceit and cowardliness are almost foreign concepts. Almost. When a coup attempt went awry, the then-prince of Illistria bade Ineria, as she was an old friend of his, take the Illustrious Illistria, journey out into the world, and never look back. "And never come back, Fate be damned."
More recent history: Ineria’s time since leaving Bren four years prior has been a harsh one, starting a meagre few months later. Illistrians are heavy believers in Fate and doing what you are meant to do, no matter how harsh it seems. They often receive prophetic dreams of future events, but when Ineria had a dream about being confronted by a large red dragon in the immediate future, due to her recent bruised pride, damaged honour, and the months-past words of one of her only friends “Fate be damned.” She decided to change course. This led to an encounter with a corrupt order of paladins, who broke the Illustrious Illistria, stole her Illistrious Aegis and burned their ‘holy’ symbol into her stomach. Ineria managed to escape, though with now a belief that all paladins are dishonourable, despicable people. Other encounters included a fire mage who seared off half her face, and assorted rapscallions and scoundrels, thieves and assassins and avarioused other ne’er-do-wells who have left her embittered and angry at the world. Having in past months identified her time in the Elemental Championships as the point where her life well and truly fell apart, Ineria has returned, to find an end, one way, or another, whether she gains her wish, or meets her death.
AQ DF MQ AQW Epic  Post #: 9
6/24/2018 9:51:21   
deathlord45
Member

Your assumptions are correct regarding both abilities.
AQ DF MQ AQW  Post #: 10
6/24/2018 17:22:54   
Kellehendros
Eternal Wanderer


Name: Valo Aurinko, the Lightcutter
Race: Kaarme Phry
Age: 35 long cycles
Element: Light

Appearance: Aurinko is short for a Kaarme Phry, standing somewhere around five feet and seven inches in height. If one is inclined to generosity, they might put Aurinko’s height at just under six feet thanks to the spreading crest of hardened bone that sprouts from the top of his reptilian skull. He has the reptilian eyes and mottled green, scaly skin of his kind, even if his scales feature an unusual reddish whorl pattern on his head and arms. The tough hide gives him excellent natural protection, though Aurinko keeps the claws at the ends of his fingertips trimmed back to prevent them from interfering with his grip on his weapons. A long, muscular tail hangs down behind the Kaarme, useful for sweeping strikes, but lacking the dexterity and fine control necessary for gripping or manipulating items.

When not garbed for combat, Aurinko most frequently wears a loose white shirt and black umanori hakama style pants. He goes barefoot, having little need for boots with his tough, scaled feet, while around his waist is tied a long, wide belt of crimson silk. Thrust through the sash are two sheathes of dark lacquered wood, both gracefully curved, though one is notably longer than the other. Once the sheathes were filigreed with careful geometric designs in gold leaf, but hard use and much handling has battered and worn the artistry mostly away. While the Kaarme Phry might go without his armor, he is never without his blades, worn with their curved edges up so that the weapons within might be drawn swiftly.

Equipment:
In battle Aurinko wears a dou, a chest and back armor made up of a number of metal and leather plates held together by silk straps, for the purpose of protecting his vitals. A large rectangular sode is mounted on his right shoulder, covering nearly down to his elbow, while the rest of his extremities remain unencumbered, protected only by Aurinko’s natural armor. So exposed, one can see a series of short, parallel scars that run down his left arm from shoulder to elbow, carefully spaced. When in combat the Kaarme Phry ties his sash-like belt about the armor, keeping his blades hung in the same configuration: Pelastaa riding higher on his hip and Leikata nestled below it. From the bottom of the dou is hung a kusazuri, a set of leather and metal faulds that protect Aurinko from waist to knee.

Pelastaa - Hung high on the Kaarme’s left hip, Pelastaa is a steel wakizashi. The weapon is light and swift, its shorter length ideal for use in confined spaces or indoor combat. Its hilt is bound in soft red-dyed leather, worn down with years of handling and practice. Pelastaa is serviceable, a masterfully crafted blade, though mundane in every other respect.

Leikata - Hanging below Pelastaa on Aurinko’s left side, Leikata’s sheath is longer than that of its companion blade, though the weapon itself is far shorter. The sword’s hilt is bound in soft black leather, only recently changed. Once, Leikata was a classic katana whose blade was forged from the exotic metal of a fallen star. But that proud blade was broken, and all that remains is a razor-sharp shard of matte black metal approximately two-inches in length. This would normally make the weapon useless as anything but an ambush blade, were it not for Leikata’s magic.

That magic is activated by exposing the blade to blood, generally accomplished by Aurinko making a careful cut across his left arm, but it could also be activated by cutting an enemy. When so charged, Leikata draws in nearby photons, honing the normally insubstantial rays into a softly humming “blade” of physical light. This creation of light most often manifests as white, though the wielder can cause it to take any color in the visible spectrum. The color is purely cosmetic, and has no effect on the blade’s efficacy.

When activated, Leikata takes one of two forms:

Dawn’s Promise: In this form, Leikata’s blade is equal in length to that of Pelastaa, and charging to this form requires enough blood to cover half the remaining cutting edge. Leikata is lighter, pun fully intended, than the steel wakizashi, and thanks to the weapon’s magic, just as durable and dangerous. Aurinko will, on occasion, utilize this blade configuration to dual wield Leikata and Pelastaa. But the main advantage of this blade form comes from utilizing Leikata two-handed. While gripping the weapon with both hands, Aurinko can channel the blade’s magic to make a phasing cut. This slice, a perfectly vertical downward slash, cuts a hole between one ray of light and the next. The result is a sort of envelope of light-empty space that renders Aurinko invisible to the naked eye. In no ways does this render the Kaarme insubstantial, or make him impossible to detect through aural, olfactory, tactile, or many magical means; it simply makes him unseeable so long as he remains within the envelope. Movement, particularly movement of Leikata, unravels the effect, causing Aurinko to pop back into sight as though appearing from nowhere.

Dawn’s Vengeance: Leikata’s katana form allows for greater reach and cutting power. Charging to this blade configuration requires fully covering the blade shard’s cutting edge in blood. Aurinko will occasionally utilize Leikata and Pelastaa together in this fashion, though he prefers to use Leikata alone when the blade is in this configuration. As with Dawn’s Promise, while in the form of Dawn’s Vengeance, Leikata’s power can be focused into a special effect. Channeling the power properly requires a two-handed grip upon the weapon’s hilt, and a perfectly vertical upward slash for activation. This cuts splits the light, much as the phasing cut, but produces a larger tear, allowing Aurinko to take a light leap. Hurling himself through the breach, the Kaarme Phry passes through space like light itself, rematerializing precisely five feet from his starting position and facing the same direction he was at the time that he passed through the rift. Theoretically, someone close enough to Aurinko could pass through the opening with him, but the Kaarme has never attempted it, and has no idea what the consequences of such an action might be.

Leikata can be switched between blade configurations in one of two ways. It can go from Dawn’s Promise to Dawn’s Vengeance via a second application of blood, as the longer blade requires more of a “charge” to activate. Alternatively, the weapon can “scale-down” from Dawn’s Vengeance to Dawn’s Promise (or Dawn’s Promise to an uncharged state) via photonic burst. A photon burst causes Leikata’s current blade to detonate in a flash of light similar to the blinding detonation of a flashbang, though without the aural components. The light dispersed by the burst is no different from any other light, and as such poses no harm to bystanders beyond temporary blindness. Leikata will also revert immediately to an uncharged state if returned to its sheath, and would require another application of blood before resuming either Dawn configuration.

Aurinko is a skilled swordsman and an able grappler, but has no innate magical abilities. While he has puzzled his way through Leikata’s abilities and can use them adeptly, it was mostly a matter of trial and error. That is to say, he is not likely to pick up any given magical geegaw and figure out how it works without time-consuming testing. While the Kaarme Phry has good natural protection, he is disadvantaged at range, relying on light leaps to close with targets before he is turned into a pincushion.
AQ DF MQ  Post #: 11
6/24/2018 20:57:11   
  Starflame13

Gryffin Warrior of DF GD & RP


Alright, round two of bios! A very good start for the first weekend. Keep them coming, everyone!


@Apocalypse - Approved! Thank you for making the necessary edits. I'm excited for Dapper's story to come out in the competition.



@Castarter - Thank you for toning down some of Michalis's abilities, in particular his attributes. The duration, creation, and effects for the curses work together a lot more smoothly now as well. Be sure to work with your fellow competitors to avoid accidental bunnying for the various curse effects, but things look good.

You have one typo I spotted in Three Great Evils, where you forgot to mention "An opponent's own [strength] does not apply to this aspect, so it can't be used to further bolster the searing light." You have my permission to edit in the missing word for clarity.

Approved!



@neild - Good to see you again! Now, I know that Ineria has already competed in the '14 ECs. Re-using a character that survived is allowed, though it may put you at a disadvantage in creating a story that still feels unique and impactful. You assured me prior that you were up to the challenge, as well as that you would not be copy/pasta'ing her bio from '14. As such, I will judge your bio as a standalone, without comparing it to the '14 bio.

That said, the bio is Approved! I like the new motivation, as well as the re-balancing of her combat abilities and the limits on her magic. Best of luck to Ineria!



@deathlord - Officially Approved, then! Welcome to the arena!



@Kellehendros - Welcome back to the arena, Kell! Aurinko is quite the intriguing character, with some rather challenging abilities to work with.

With your Dawn's Promise and Dawn's Vengeance, you are attempting to use two abilities that tend towards being very hard to balance for the EC's - invisibility and teleportation. I clarified with you via PM to fully ensure I understood how these abilities could be utilized - namely, the fact that a perfectly vertical cut (meaning, no lateral motion at all) is indeed necessary, and that the envelope for Promise is JUST wide enough to hide Aurinko, with its height being determined by the length of the blade cut. Due to the amount of limitations you have on how the abilities work, I am ok with the character as-is. If I misunderstood and any of that is incorrect, please let me know. Approved!
AQ DF MQ AQW  Post #: 12
6/26/2018 9:16:23   
Chewy905
Member

Behold, a living legend. The Wraith of Senses. The Cursed Man. The Unmissable and the Eternally Hidden. This is Maled Con.

Name: Maled Con (pronounced, Mal-ed Con)
Age: 25
Race: Human
Element: Darkness

Appearance: Maled Con (shortened to Maled or Mal) is 5 feet 5 inches tall, and just a little skinnier than he should be. He has short black hair that’s commonly messy, mostly because he couldn’t care less about keeping it kempt. He has almost no muscles to speak of, and looks like he could fall over simply from a blowing breeze. His skin is healthy light tan. However, his hands, feet, ears, nose, lips and throat are a solid, inhuman black. His eyes as well are simply pits of darkness, almost looking like holes. Maled Con most commonly wears a set of black leather armor, designed to be extremely lightweight so as not to hinder his movement or stand out, while still offering minor protection and blending in with darkness.

Equipment:
-Maled Con carries two sleek and sharp black knives on a sheath around either ankle, and primarily relies on one of these weapons for ending a fight. The blades are designed to pierce a target as fast as possible, but are unable to break through medium strength armors. As such, Maled tends to aim for exposed flesh and light armors, using the knife to stab through a target or draw blood repeatedly until they succumb. Both daggers have a curved cross guard to assist with parrying or repelling larger weapons.
-Maled always carries a small black rubber ball, about the size of a tangerine, in a pouch on his belt, and lovingly refers to it as “Ball”. Besides being a delightful way to pass the time, the ball has various magical properties. Once thrown, regardless of how much force is provided, the ball will move at a high constant velocity, but just slow enough that if one is paying attention, it could be dodged with little effort. Ball will continue moving in a straight line until it collides with any nonliving object (including objects that you would not usually be able to bounce a ball off, such as sand), at which point it will ricochet naturally and continue moving at the same speed with a new trajectory. If Ball makes contact with a living person or reaches 100 feet (measured in a straight line) from its initial position in any direction, Ball will return at a very high speed in the most direct possible path back to Maled's hand, swerving around any obstacles that get in its way. Ball’s impact on people and objects is actually very minor, hitting hard enough to surprise someone, but not hard enough to do anything more than a light bruise. Maled can aim Ball with incredible accuracy, and can predict its trajectory from bouncing well enough to usually hit an exact part of a target if the target does not move. Ball cannot be damaged or broken, and will always return to Maled (after its conditions are met), even if another person were to throw it. Ball is silent when bouncing, but one can still hear it as they would any flying object otherwise.
-Maled carries a variety of miscellaneous objects in his belt including: a sealed pouch of sharp metal dust, a sealed pouch of sand, a blindfold, ear plugs, nose plugs, a gag, and a container of magical breathmints.

Abilities:
The Curse of the Senses: Maled’s primary tool are these curses. Each sense detailed has both a “Boosted” state and a “Lost” state.
Sense Boosting: By touching the appropriate body part that he wishes to boost, Maled can sacrifice any one sense to boost the sense relating to the touched part. This places the touched body part’s sense in the “Boosted” state while simultaneously putting any one sense of his choosing in the “Lost” state. The ability is activated at will after contact and is instantaneous, but Maled cannot switch the sense he’s boosting without returning to a neutral state (no senses lost or boosted) first. Maled cannot boost more than a single sense at a time, and cannot use this ability in conjunction with Sense Sealing or Sense Disruption. The boost lasts for as long as Maled wants it to, but can be disrupted via large interference with the boosted sense. For example, if he’s boosting his sight, a blinding flash of light would deactivate the boost.

Sense Sealing: By touching the appropriate body part of an opponent, Maled can seal that sense of that opponent, at the cost of sealing that sense for himself as well (this puts both senses in the “lost” state). This curse remains in effect until he deactivates it himself or the affected opponent moves more than 40 feet away from him. Sense Sealing can be activated in two different ways. As mentioned earlier, Maled must make direct contact with the body part he wishes to seal. The other way, is for Ball to make contact with the body part. Even if Maled does not see the impact, he will become aware of the point of contact Ball has made and has a short window of time to choose to seal the sense Ball has made contact with. Maled can seal multiple people at once, but the cutoff distance for the curse goes down by 10 feet for each person sealed, and he can still only seal one specific sense at a time. Sense Sealing cannot be used in conjunction with Sense Boosting or Sense Disruption.

Sense Disruption: Maled can activate this ability instantaneously by sealing off one of his senses (he does not need to be touching the body part). While active, the body part associated with that sense changes colors to his normal skin color (his eyes become natural, with a blue iris). While active, Sense Disruption affects a 60 foot radius around Maled. All people within the radius experience hallucinations associated with the sense Maled has sealed on himself. None of the hallucinations can cause direct physical damage to a person (though they can result in actions that injure a person, such as punching a hallucinatory monster and actually punching a wall). Affected persons will believe entirely that the hallucinations are completely real, unless they are able to realize that Maled is creating the hallucinations (a person may notice the change in color of Maled’s body parts and link it to the hallucination they are experiencing, for example).Upon realizing that, the effect and intensity of the hallucinations on that person will decrease substantially. Maled cannot use Sense Disruption in conjunction with Sense Sealing or Boosting, and cannot create hallucinations for more than one sense at a time.

Ball Boost: Maled can only activate Ball Boost if he is currently holding Ball. By sealing one of his senses (body contact is not necessary), Maled can greatly increase the capabilities of Ball when he next throws it. Ball will move at a much higher speed, making it quite difficult to dodge, and its impact will become substantial, equivalent to that of a one handed mace. Ball cannot break heavier armor unless it repeatedly impacts the same location. Ball will continue moving even after impacting a person, but will still return to Maled if it reaches its normal tether distance, or if Maled mentally recalls it. While Ball Boost is active, Ball will constantly emit a loud, high pitched whining noise that constantly gives away its location. Ball Boost cannot be used in conjunction with any of his other abilities, and Maled cannot move in any direction while Ball Boost is active.

Cursed Spotlight: Cursed Spotlight is not one of Maled’s “Curses of the Senses” and is always active. If a person is not focused entirely on Maled for any length of time, then Maled is able to become completely unseen by them, as long as he remains perfectly still. A person would simply overlook Maled if they are doing a passing glance, even if he’s right in plain sight. If he’s in the open and a person looks carefully and slowly, they will be able to focus on and see him. If Maled is actually hiding, such as behind an object, the person will never think to search his hiding spot. As soon as Maled moves, if he is anywhere in a person’s field of vision, they will become aware of his presence, even if they were not specifically looking at him. However, if a person is focused completely on Maled, he will be unable to hide from them in any way. They will always be aware of his exact position in relation to them even if they lose sight of him. For example, if he were to somehow be teleported to the other side of the arena, they will know (as long as they are focused on the thought of him) exactly where he is. The instant they become distracted by anything and are not paying attention to only Maled, he will be able to slip away and become unnoticeable again.


The Senses (not individual abilities, but instead a section for details on each sense and their various states):
Sight:
Body Part: eyes/eyelids (either one may be touched to activate curses)
Boosted state: Maled can “zoom” in his vision as if he were using binoculars, and can notice miniscule details.
Lost State: The effected person is unable to see anything with their eyes, instead being plunged into total darkness.
Disruption causes visual hallucinations.
Hearing:
Body Part: Ears (either one may be touched to activate curses)
Boosted State: Maled has highly enhanced hearing, being able to hear distant footfalls and conversations, or quiet sounds such as the slow unsheathing of a blade.
Lost State: The effected person becomes completely and entirely deaf, unable to hear any sounds.
Disruption causes auditory hallucinations.
Smell:
Body Part: The Nose
Boosted State: Maled’s sense of smell is heightened, and he is able to track scents like a bloodhound if he has a possession of the source.
Lost State: The effected person is unable to take in air from their nose. This means they cannot smell anything, and cannot breathe from their nose.
Disruption causes olfactory hallucinations.
Touch:
Body Part: Palm of the hand, or fingers.
Boosted State: Maled can feel minor things such as an exact change in the direction of airflow, or the vibrations of footsteps.
Lost State: The effected person is unable to feel anything. This can cause disorientation or unawareness as they’re pushed from behind. They are also unable to feel pain.
Disruption causes people to feel things that aren’t real, such as a hand brushing their side or a knife slashing their wrist. No physical damage is actually done.
Speech:
Body Part: The Mouth or the Throat
Boosted State: People will believe anything Maled says to them, regardless of if it’s true or not. However, they will maintain enough control to not act against themselves or others regardless of what’s told to them. Once Maled’s speech returns to normal, anyone he spoke to will become aware of how factual anything Maled told them actually was.
Lost State: The effected person’s mouth is magically shut. They are unable to breath from their mouth, and cannot produce any sounds.
Disruption will cause people to think they have lost control of their speech, and either cause them to believe they are speaking when they are not, or cause them to speak their thoughts automatically and without context, but not be aware they are doing so.
Strength/Speed
Body part: Biceps or Calves (One of either may be touched to activate curses)
Boosted State: Maled’s strength becomes average, while he also becomes impressively fast and nimble.
Lost State: The effected person becomes very weak and sluggish, only able to move at a stagger and unable to amass enough strength swing a weapon.
Strength and Speed cannot be sealed or disrupted by Sense Disruption

spoiler:

Curse of Ascendance: Maled cannot use this Curse in conjunction with ANY of his other abilities, and Cursed Spotlight will not affect him at all while this is active. Curse of Ascendance can be activated either when Maled is in a neutral state, or when Maled is using Sense Boosting (Curse of Ascendance replaces the effects of Sense Boosting). Curse of Ascendance is activated in the same way as Sense boosting, by touching the body part associated with the sense he wishes to Ascend (if sense boosting is currently active, Maled can only ascend the currently boosted sense). Maled must seal two of his own senses while Curse of Ascendance is active. Curse of Ascendance greatly increases his selected sense, and cannot be dispelled with stimulation like normal Boosted senses can be, but instead has a short time limit depending on the Ascended sense. After this time is reached, Maled’s sealed senses and Cursed Spotlight return, while the Ascended sense becomes sealed (enters the “Lost” state) for 30 seconds, and Maled is unable to activate any of his other abilities until that sense returns. The Ascended form of each sense are as follows:
Sight: Maled is able to see just a few seconds into the future at all times, with what he sees overlapping his normal sight in a ghostly form. This allows Maled to see things such as opponents intended movements. Sight can only be ascended for one minute.
Hearing: Maled can hear the thoughts of others. This includes surface thoughts such as their combat plans, or deeper thoughts such as their insecurities. Hearing can only be ascended for two minutes.
Smell: Maled can smell emotions from a long distance. He can detect things such as fear or excitement, and follow the scent to its source. Smell can only be ascended for five minutes.
Touch: Maled is able to “throw” his physical mass ten feet forwards, allowing him to hit things with punches and kicks at a distance by simply hitting the air in front of him. Maled cannot extend the reach of objects or weapons in this way, only his own skin. Touch can only be ascended for five minutes.
Speech: Maled can give a single command to a single person. If they hear it, they will follow that command without question and without fail. Maled cannot cause a person to harm themselves in any way. If he instructs them to harm (or kill) someone else, the command will wear off the instant they inflict harm to another person. Once the person has completed the command, the Curse of Ascendance will end. Maled is unable to cancel Ascended speech until the command is completed.
Strength/Speed: Maled gains the strength of a giant-kin while becoming fast as a blur. Maled can perform agility based feats such as running along or jumping up walls. Strength and Speed can only be ascended for thirty seconds.


Traits:
Maled Con has a very sharp wit, able to think on his feet in the midst of combat, and is nimble and quick enough to apply that quick thinking to his movement. However, he lacks decent physical strength, preferring to stay out of a direct head to head confrontation and instead ambush an opponent, then distract them with his Curses so he can make use of Cursed Spotlight. Maled Con is very stealthy, able to hide in a variety of situations with ease. Maled is also sneaky and underhanded, willing to use whatever he needs so he can distract an opponent long enough to escape. Maled will only engage enemies if he is certain he can land a blow, even if the attack won’t be fatal. If a target retreats beyond the range of his curses, he will stalk them from a distance until he can strike again. When cornered with no option of escape or distraction, Maled will reluctantly fight head to head, dagger in hand. Maled’s skill with a dagger is above average but not amazing, being able to parry and dodge blows with little effort but not easily use openings to retaliate.

Personality: Maled Con chases a single feeling throughout everything he does: excitement. He loved his role as a “living legend” and aims to make his impact mysterious and shocking. He loves watching people struggle, and, even more than that, loves watching someone overcome that struggle. If he seals someone’s sense, and they get used to it and win even though they’re crippled, he’ll be more impressed than angry. If a specific person piques his interest, he’ll follow them and mess with them for as long as possible, or until he gets bored. He doesn’t see others as inferior, but as superiors, who must experience what it’s like to lose some control over their lives. He does have a very strong survival sense, and is afraid of death, because if he dies he stops experiencing the excitement he yearns for. Because of this, Maled Con will avoid re-encountering opponents that have almost done him in before. Maled has a minor sense of theatrical flair, and will often leave subdued opponents (either dead or alive) in dramatic poses or surrounded by their scattered possessions.

Background: Maled Con was always considered a cursed child from the moment of his birth. When he was born, he instantly spat out a very small, black ball. Despite never being brought with him, the ball could always be found near him, no matter where he went. They say the doctor that delivered Maled collapsed a day later, losing all physical strength for a weak. When he was 5, a playground bully became a mute after insulting him one too many times. At age 10, his uncontrollable Curses caused half the town to nearly suffocate to death. His family was banished, but he stayed, unwilling to bring further suffering to his parents. He lived out of an old shack outside the town, but every day he would enter the town to steal. Using vendors and wanderers as prey, he honed his abilities and his control, striking without mercy, taking money, food, and, if necessary, lives. He became a legend, “The Senseless Wraith”, a ghost that strips a person of their senses before removing their possessions and vanishing without a trace.

He could have easily moved away and lived a happy life elsewhere, using his stolen cash to start anew, without the risk of his powers randomly hurting others. But he had grown to love his lifestyle, and believed even if he were to continue his “hauntings” elsewhere; they would essentially all go the same, so why bother leaving? He lived for the thrill of his strikes, and was fascinated by how lost someone became when their senses failed them. He’d lived his whole life unable to rely on his senses, so the bewilderment, fear, amazement, and confusion of others perplexed and intrigued him. After an attack he’d often stalk his victim, purposefully continuing to mess with their senses so he could study how they’d react.

When a notice for the Elemental Championships came to the town, posted on a bulletin board, Maled was ecstatic. This was a chance for him to make his name known worldwide! He could confuse and prey on new people, in a new environment. He yearned for the challenge and excitement the Championships could bring. When the people came to check the board the next day, they found a man passed out under it, a long cut along his arm. On the board, under the notice for the Championships, a single paper was posted. Written on it in two people’s blood: The Wraith accepts. Send no one else.
Post #: 13
6/26/2018 22:11:08   
  Starflame13

Gryffin Warrior of DF GD & RP


The weekend rush has slowed, but I know there are minds still hard at work. Keep it up, everyone!


@Chewy905 - welcome, welcome! Always good to see new faces in the ECs. Maled has a lot of RP potential, but it going to require a significant amount of work to balance. If you want to go with a simpler character or else to simplify the current concept before the next submissions, rather than working through what will likely be several rounds of edits, that is fine. Now, let's get started!

First, Ball. Let's refine "high constant velocity" a bit, particularly since you want to increase it in the Boosted state. For something that bounces without stopping, the speed of, say, an arrow is too much naturally. The speed the average person actually throws a ball would be much closer, so I would either go with that, or just allow it to travel "with the force thrown" instead. The fact that it can't be damaged/broken is also a minor issue, particularly since Maled uses it in his curses. Since we don't want it breaking off a wall while bouncing, perhaps it can only be used a set number of times/bounces before it breaks, or it can be damaged/destroyed by magic and later reforged when Maled has the time to concentrate on it (i.e., after combat ends). Skipping ahead to Ball Boost while we're on Ball - a "much higher speed" now makes sense in as fast as an arrow travels. I also would like you to clarify about how Ball continues moving after colliding with a person - does it try to move THROUGH them, or does it bounce off them as if it would an object? The latter is ok, the former would need much more thought/balance.

Now, for your other Curses. Sense Boosting feels a bit too strong to me with its unlimited duration. There are a few possibilities to work around this: Adding a timed duration, adding more ways it can be dispelled (breaking concentration, unable to focus on combat while doing so, etc), or limiting how often he can boost a sense (i.e., each sense can be boosted once per battle, OR there's a "cool down" time between when Maled can boost senses). Play around with what feels most natural for him as a character!

Onto Sense Sealing - This needs to be a bit easier for opponents to break free. I would recommend shortening the range slightly (between 20-30 feet), as well as adding in the same "disruption via interference to the sense" that you used for Sense Boosting. Limiting the number of opponents you can seal at once would also be good - this can be done in a couple ways. You can either set a hard limit (2-3), OR make it so that the effect is SPLIT between all of those sealed. For example, 2 people with their sight sealed would result in each seeing very poorly while still able to distinguish light/dark, 3 would be able to distinguish shapes, etc. For Ball's part in this ability, I would recommend something similar (senses sealed thanks to Ball are only partially affected) because it greatly increases the range at which this can work.

Sense Disruption - For starters, this is too big of a range. Paragon Arenas are 65 feet in radius, so at maximum any damaging/major effects caused by AoE spells should be around 30-40 feet. Additionally, it needs to have more ways for opponents to break free. Again, I think adding the "disruption via interference" you already worked out is a great start, but you should also specify that going OUT of range ends the hallucination. I'm also going to need a bit more explanation on how great the hallucination effects are. For example, everything suddenly turning different shades of blue is much less powerful than it looking like a dragon is about to attack you, for a visual hallucination. A little can go a long way! Please add this description to the section for senses. Remember that the more powerful it is, the shorter range/duration the spell should have. Lastly, a spell this powerful should not be spammable. I would suggest either giving Maled a set number of "casts" before he needs to rest to cast it again, or semi-permanently damaging whichever sense he disrupted (not necessarily to the Lost state, but enough to be significant. Such damage would need to remain until combat ended).

Cursed Spotlight - the biggest issue here is that it is a constant effect. Making it so that it only occurs during the "natural" state, even if it occurs without effort, would be a good start! It also has some bunnying (i.e, taking control of another character without permission and unfairly limiting their options) aspects in forcing people to not consider a hiding space, AND in forcing people to be aware of him when they are focused on him! I would try to simplify this to the core idea - namely, that when he is not moving AND has nothing else active, he fades from sight.

Onto your senses! If you choose to keep Ball's part in Sense Sealing or split the sealing between characters, please add in a Partial Loss state. As mentioned above, clarifying the limitations on hallucinations for each one would also be helpful. Also, for Touch/Speech/Speed/Strength, what would count as a significant disturbance to end the Boost (and Sealing/Disruption, if you go that route)?

For Smell/Speech, the Lost ability is too powerful in that it seals off breathing in that area. Stopping smell/making sound is fine, forcing suffocation by doing so is not. In addition, Speech will likely result in bunnying in forcing people to believe Maled. I would recommend trying something more along the lines of that Maled can make his voice sound like anyone else, or imitate sounds that he has heard. The disruption for Speech also has the same concern. A potential work around is making the persons voice sound DIFFERENT to them, which would enable them to choose how it sounded, but there are other possibilities.

For Speed/Strength - The Lost state has a too powerful effect. One way to simplify this is making these senses only ones that can be Boosted for Maled (as you already have limited it from the Disruption). If you wish to keep it, then try to decrease it so that it just makes people feel more sluggish than normal, or things feel heavier than normal, and then collaborate with the individuals affected to determine the extent.

I will PM you with feedback for your spoiler tag abilities. You submitted a very complex character, and as such have a LOT to work with. Don't be discouraged by the amount of notes, as it is something we can balance, but also don't feel pressured to stick with this concept if you think simplifying or switching ideas would be more enjoyable.


Well, that's a wall of text! In general, some characters do require a lot more notes/balancing than others, particularly for first time EC people. Please do not be discouraged by the sheer amount of feedback! I truly want to let people work with their ideas so I try to provide multiple options for balancing that still give the writer say in how their characters abilities work out. That said, there is absolutely no shame in submitting either a simplified version of a character, or a new character entirely. Both have been done multiple times in the past.

In general, always feel free to ask me for further clarification, either here, in the Discord channel, or in a PM.

AQ DF MQ AQW  Post #: 14
6/26/2018 23:52:43   
Dragonknight315
Member

Name: Autumn
Element: Light
Race: Human
Gender: Female
Age: 24

"For as long as us mortals have roamed the land, they have dreamt of their place within it. To each, their lives are like a path with a beginning to end. Some would call this destiny; I prefer to believe otherwise."

Appearance/Equipment: At first glance, Autumn would not appear out of place at a funeral. Priest, Departed, Widow, Reaper - She is all of these. Autumn stands around 5 feet, 4 inches, somewhat lanky but lean in build. She keeps her murky-orange hair straight and at shoulder length. Around her almond eyes, the flesh sags with a dark shade, juxtaposed with her otherwise light skin. She dons a black tunic with a hood, gold decoration spiraling along the edges. Beneath the tunic and garb Autumn wears matching leather pieces for armor, the pieces thicker around the chest, shoulders, and forearms. Attached to her left side is a sheathed blade, suspended by leather straps. Several feet of white chain are wrapped over her shoulder and across her chest for the purpose of carrying her war scythe.

Weapons: Autumn fights with two separate weapons, her war scythe and serrated blade. Her war scythe is around 7 feet in length. The pole is around 4 feet in length of hard-wood bounded in leather. The crescent-shaped blade is affixed to the top with the edge extending further up instead of horizontally. On the opposite end is a spike around 6 inches in length. This is her primary weapon. Originally, it belonged to a close friend, but after their death, Autumn took up the weapon as a memorial.

Her second weapon is a unique short sword. On one side, the sharp edge is normal. However, the other side is serrated with small jagged teeth spanning the middle of the blade, leaving just the very tip and hilt unchanged. This weapon is often used as a last resort when she cannot use her spear.

Skills/Training:
As a former priest and exorcist, Autumn possesses a sizable knowledge of magic and monsters, especially those dealing with the divine and supernatural. Where others would be slow to catch on, Autumn can better adapt her strategy against such encounters.

In terms of raw strength and dexterity, Autumn is average at best with her limited experience as a warrior. In the past, she relied on her magical ability for her needs, neglecting most of her other attributes. Although she has improved over the last three years, she lacks the direction and instinct of a true warrior, prone to mistakes. This reflects itself in her main weapons, her war scythe and serrated blade. While she is comfortable with them, Autumn's limited experience pales in comparison to veteran soldiers.

Autumn's most notable quality is her endurance to physical pain. Her powers grow stronger when she is in pain, complimenting her reckless fighting style. As such, she focused most of her training on improving her endurance to pain, able to fight against her own instincts. This allows her to continue fighting even when critically wounded.

Abilities: When Autumn had abandoned her original destiny, her powers changed and mutated. No longer able to call upon the divine, Autumn wields her own humanity as her strength. While she retains some of her former abilities as a priest, they have either weakened in power or changed in functionality. Overall, Autumn has many options when engaging in a fight, but she is limited by how much mana she can take in. As such, she prefers to outlast her opponents rather than go for a swift kill.

Pain Dynamo: The core of Autumn's newfound strength - While Autumn is in physical pain, she passively draws in ambient mana from her surroundings to replenish her reserves. (Note, this does not affect magical artifacts or living beings, just the land around her. Furthermore, this only restores her mana. Her physical strength and stamina are not affected). As she feels more pain, she will take in more mana. The amount of mana restored at once is negligible, aiding little in a swift encounter. But over the course of a lengthy duel, this would allow Autumn to continue fighting.

Sense Magic/Mental Resistance: During her times as a priest, Autumn encountered various creatures and schools of magic, especially those of otherworldly or divine nature. As such, she's able to detect magical disturbances in her nearby surroundings. (Because the arenas are full of magic to begin with, for her to detect something specific, it would have to be either really powerful or close). Furthermore, Autumn's former specialty was in exorcism where she often engaged in mental warfare. If someone tries to assault her mind directly (ie, make her see, feel, or think anything out of the ordinary), she can fight back and resist. This requires a large portion of her mana and intense focus; if the assault is more powerful or if she's in a weakened state, it will require more focus and mana to resist.

(Important Note: I was working on this concept before reading all the current characters, so while this ability will likely give her a fighting chance against a lot of the curses/mental abilities, it won't allow her to completely ignore them. I know there is some grey area between physical and mental, so I'll be happy to collaborate with people to determine how this interacts with others.)

Binding Chains and Shackles: Autumn can concentrate her mana into a physical construct, creating elemental chains of light. In addition, Autumn can alter the chains to add shackles or spikes onto them. These constructs are comparable to iron in terms of strength and can be shattered, but they are non-magnetic and cannot conduct electricity. Besides those exceptions, the chains would look and feel like ordinary chains to non-magical combatants. Because they are made of Light Magic, they will break if they are surrounded by Darkness Magic.

Autumn has two means to create these. First, Autumn can focus her light through her hands and "push" the chains out through her palms. Second, Autumn can form a sphere of light in her hands and throw it. When it connects, the light will be released and form into the chains/shackles, attempting to wrap around and ensnare whatever it connected to. If she puts more mana into the sphere, then more chains can form. The orb has an effective range around 12-15 feet away from Autumn, quickly dissipating until it completely dissapears at the 30 feet limit.

Autumn must be within 30 feet of the chains, or they will disappear. Otherwise, the chains persist like ordinary iron chains. While there is no limit to how much chain can exist, she is bound by her mana. If she used all of her mana at once, she could create around 25 feet of solid chain without any other features. Once made, Autumn can repair or modify the chains by grabbing them and using more mana.

Restorative Touch: Autumn can use her magic to heal herself and other combatants. By concentrating her mana through her gloves, she creates a small healing aura of light. Slow and limited in strength, Autumn's healing can only restore so much at once. At best, Autumn can heal a few deep sword wounds before running out of mana, and even then it takes a minute to fully recover. combat, this ability is virtually useless due to the time and focus required. Normally, Autumn needs to touch the wound with her hands/gloves to heal, but since her Chains are made of her own mana, she can them to extend her range, the result akin to a healing pulse through her chains.

Exorcist Touch: Essentially the inverse of Restorative Touch, Autumn can use her magic to wound her opponent. Healing requires delicate handwork and concentration; if the user were to lose control, it could do more harm than good. This is the intention behind Exorcist Touch. For this attack, Autumn creates a malignant aura of light around her hands.

Against regular living opponents, this would burn through their skin. At first, it would leave a painful but otherwise unremarkable single. The longer she can hold onto the opponent, the wound will grow exponentially worse. This is its greatest strength and weakness. Because the attack grows exponentially stronger the longer she can hold contact, short bursts of the ability will be a waste of mana. However, if she can hold onto someone, it can be the finishing move.

Normally, this ability requires direct contact with the opponent's flesh in order to work, the effect useless against regular weapons and armor as there is nothing to interact with. However, if the opponent is a spirit, undead, or otherwise supernatural creature, the light aura can interact with their essence with increased potency. Furthermore, if a supernatural creature's essence is directly tied to their equipment, then the Exorcist Touch will be able to pass through the equipment and into them.

Like Restorative Touch, Autumn can send this ability as a pulse through her chains; however, because the spell is destructive by nature, this results in the chains to become significantly weaker and easier to break.

Savior Sensation: The culmination of all of Autumn's abilities - In her former glory, Autumn had the power to take away and purge the pain of others. Upon her changing, this ability transformed into what it is now. Akin to her Touches, Autumn can channel part of her own essence and spirit through her hands (and by extension, her chains) into the opponent, essentially "donating" some mana and part of her psyche to them. If successful, then Autumn and the opponent's senses of pain will be connected. Whatever physical pain Autumn feels, the opponent does on top of what they normally would. (Note, this does not link the minds completely. Neither combatant can reach each others' minds, emotions, etc. Just pain.)

This benefits Autumn as it gives her another source of pain to feed off. Furthermore, the opponent will feel the full intensity of Autumn's pain but without her endurance. However, this move is typically used as a last resort. By temporarily donating part of her psyche for the connection, this leaves Autumn vulnerable to mental attack. If the opponent is able to resist the attack by purging the mana/essence or resisting it entirely, then this can result in permanent damage to Autumn. Lastly, this attack can only work if the opponent can feel pain. (It's also not a good idea to give spirits part of you!)
AQ DF AQW  Post #: 15
6/27/2018 10:31:59   
Chewy905
Member

Round Two for Maled Con, lots has changed, numbers have been scaled down, and the spoiler ability has been removed. Because of the scale of the changes, I didn't take the time to bold anything. Sorry for the inconvenience!

Name: Maled Con (pronounced, Mal-ed Con)
Age: 25
Race: Human
Element: Darkness

Appearance: Maled Con (shortened to Maled or Mal) is 5 feet 5 inches tall, and just a little skinnier than he should be. He has short black hair that’s commonly messy, mostly because he couldn’t care less about keeping it kempt. He has almost no muscles to speak of, and looks like he could fall over simply from a blowing breeze. His skin is healthy light tan. However, his hands, feet, ears, nose, lips and throat are a solid, inhuman black. His eyes as well are simply pits of darkness, almost looking like holes. Maled Con most commonly wears a set of black leather armor, designed to be extremely lightweight so as not to hinder his movement or stand out, while still offering minor protection and blending in with darkness.

Equipment:
-Maled Con carries two sleek and sharp black knives on a sheath around either ankle, and primarily relies on one of these weapons for ending a fight. The blades are designed to pierce a target as fast as possible, but are unable to break through medium strength armors. As such, Maled tends to aim for exposed flesh and light armors, using the knife to stab through a target or draw blood repeatedly until they succumb. Both daggers have a curved cross guard to assist with parrying or repelling larger weapons.
-Maled always carries a small black rubber ball, about the size of a tangerine, in a pouch on his belt, and lovingly refers to it as “Ball”. Besides being a delightful way to pass the time, the ball has various magical properties. Once thrown, regardless of how much force is provided, the ball will move at the velocity of a naturally thrown ball.Ball will continue moving in a straight line until it collides with any nonliving object (including objects that you would not usually be able to bounce a ball off, such as sand), at which point it will ricochet naturally and continue moving at the same speed with a new trajectory. If Ball makes contact with a living person or reaches 30 feet (measured in a straight line) from its initial position in any direction, Ball will return at a very high speed in the most direct possible path back to Maled's hand, swerving around any obstacles that get in its way. Ball’s impact on people and objects is actually very minor, hitting hard enough to surprise someone, but not hard enough to do anything more than a light bruise. Maled can aim Ball with incredible accuracy, and can predict its trajectory from bouncing well enough to usually hit an exact part of a target if the target does not move. Ball cannot be damaged or broken by natural means, and will always return to Maled (after its conditions are met), even if another person were to throw it. Ball can still be damaged or destroyed entirely by magic. If this happens, Maled will (involuntarily) spit out a new Ball while not in combat. Ball is silent when bouncing, but one can still hear it as they would any flying object otherwise.
-Maled carries a variety of miscellaneous objects in his belt including: a sealed pouch of sharp metal dust, a sealed pouch of sand, a blindfold, ear plugs, nose plugs, a gag, a container magical breathmints, a normal, dark blue bouncy ball, three small, harmless (but loud and flashy) fireworks, and a matchbox.

Abilities:
The Curse of the Senses: Maled’s primary tool are these curses. Each sense detailed has both a “Boosted” state and a “Lost” state, as well as ways to end the boosted state, and effects of disruptions on those senses.
Sense Boosting: By touching the appropriate body part that he wishes to boost, Maled can sacrifice any one sense to boost the sense relating to the touched part. This places the touched body part’s sense in the “Boosted” state while simultaneously putting any one sense of his choosing in the “Lost” state. The ability is activated at will after contact and is instantaneous, but Maled cannot switch the sense he’s boosting without returning to a neutral state (no senses lost or boosted) first. Maled cannot boost more than a single sense at a time, and cannot use this ability in conjunction with Sense Sealing or Sense Disruption. The boost lasts for as long as Maled wants it to, but can be disrupted via large interference with the boosted sense. Once deactivated, Maled’s sealed sense remains sealed for another twenty seconds, and he cannot activate any of his other abilities until it returns. If Maled seals the same sense twice or more in a row for Sense Boosting, the boosted sense will also become sealed for twenty seconds after the boost ends.

Sense Sealing: By touching the appropriate body part of an opponent, Maled can seal that sense of that opponent, at the cost of sealing that sense for himself as well (this puts both senses in the “lost” state). This curse remains in effect until he deactivates it himself, the affected opponent moves more than 20 feet away from him, or he takes damage from the sealed opponent. Sense Sealing can be activated in two different ways. As mentioned earlier, Maled must make direct contact with the body part he wishes to seal. The other way, is for Ball to make contact with the body part. Even if Maled does not see the impact, he will become aware of the point of contact Ball has made and has a short window of time to choose to seal the sense Ball has made contact with. Maled can seal up to three people at once, but only the first may be sealed by Ball, any more he must seal through physical contact. For each person Sealed, the cutoff distance for Sense Sealing decreases by 5 feet. If Maled is struck by an opponent while sealing multiple people, only that specific opponent is unsealed, Maled and the other opponents remain sealed. Only one type of sense may be sealed at a time, regardless of the number of people sealed. Sense Sealing cannot be used in conjunction with Sense Boosting or Sense Disruption.

Sense Disruption: Maled can activate this ability instantaneously by sealing off one of his senses (he does not need to be touching the body part). While active, the body part associated with that sense changes colors to his normal skin color (his eyes become natural, with a blue iris). While active, Sense Disruption affects a 15 foot radius around Maled. All people within the radius experience hallucinations associated with the sense Maled has sealed on himself. If they leave the radius, the hallucinations cease immediately. None of the hallucinations can cause direct physical damage to a person (though they can result in actions that injure a person, such as punching a hallucinatory monster and actually punching a wall). If a person realizes that Maled is the source of the hallucinations, that person will stop being affected by them. If Maled is struck while Sense Disruption is active, Sense Disruption ends entirely. Maled cannot use Sense Disruption in conjunction with Sense Sealing or Boosting, and cannot create hallucinations for more than one sense at a time.Sense Disruption cannot effect the same person more than once per hour, even if different senses are used.

Ball Boost: Maled can only activate Ball Boost if he is currently holding Ball. By sealing one of his senses (body contact is not necessary), Maled can greatly increase the capabilities of Ball when he next throws it. Ball will move at the speed of an arrow, making it quite difficult to dodge, and its impact will become substantial, equivalent to that of a one handed mace. Ball cannot break heavier armor unless it repeatedly impacts the same location. Ball will continue moving even after impacting a person,bouncing off them as if it hit any other object, but will still return to Maled if it reaches its normal tether distance, or if Maled mentally recalls it. While Ball Boost is active, Ball will constantly emit a loud, high pitched whining noise that constantly gives away its location. Ball Boost cannot be used in conjunction with any of his other abilities, and Maled cannot move in any direction while Ball Boost is active. If Maled moves or deactivates Ball Boost while not in possession of Ball, Ball will fall to the ground motionless, but still retains its other properties if it's picked up and thrown again.

Cursed Spotlight: Cursed Spotlight is not one of Maled’s “Curses of the Senses”. As long as Maled is in his natural state (no senses boosted or sealed) and is in possession of Ball, Cursed Spotlight can be used. Cursed Spotlight causes Maled to become invisible to the naked eye as long as he is standing still. Maled still casts a shadow. While Cursed Spotlight is active Maled must continuously talk in a natural or louder volume (no whispering). If Maled stops talking or moves, Cursed Spotlight ends and he becomes visible again.


The Senses (not individual abilities, but instead a section for details on each sense and their various states):
Sight:
Body Part: eyes/eyelids (either one may be touched to activate curses)
Boosted state: Maled can “zoom” in his vision as if he were using binoculars, and can notice miniscule details.
Lost State: The effected person is unable to see anything with their eyes, instead being plunged into total darkness.
Ended by: Major disruptions to sight such as flashes of light or getting things (such as sand) caught in his eyes.
Disruption causes people to see creatures and people that aren’t really there, but the hallucinations stay still and unmoving. Disruption will not create hallucinations larger than the affected individual.
Hearing:
Body Part: Ears (either one may be touched to activate curses)
Boosted State: Maled has highly enhanced hearing, being able to hear distant footfalls and conversations, or quiet sounds such as the slow unsheathing of a blade.
Lost State: The effected person becomes completely and entirely deaf, unable to hear any sounds.
Ended by: Loud Noises.
Disruption causes auditory hallucinations such as hearing whisperings, ringing noises, or other people taking to them.
Smell:
Body Part: The Nose
Boosted State: Maled’s sense of smell is heightened, and he is able to track scents like a bloodhound if he has a possession of the source.
Lost State: The effected person becomes unable to smell anything.
Ended by: smelling awful scents.
Disruption causes olfactory hallucinations such as sweet or bad smells.
Touch:
Body Part: Palm of the hand, or fingers.
Boosted State: Maled can feel minor things such as an exact change in the direction of airflow, or the vibrations of footsteps.
Lost State: The effected person loses all sense of feeling in their hands, up to their wrists. They can still move them, but will not be able to feel if they are holding an object or if their hand is being struck.
Ended by: Direct contact with an external person or object.
Disruption causes people to randomly feel that a spot on their arms or legs is being minorly cut, as if someone accidentally cut them with a knife. They only feel the initial cut, not any lingering feelings that an open wound would provide. The feeling is more of a nuisance and surprise than anything, and does not even come close to being actually purposefully cut.
Speech:
Body Part: The Mouth or the Throat
Boosted State: Maled is able to perfectly imitate any voice or sound he has heard during the current day.
Lost State: The effected person’s become unable to speak.
Ended by: An opponent striking Maled’s mouth or throat.
Disruption will cause people to hear their voice completely differently, making it sound foreign to them.
Strength/Speed
Body part: Biceps or Calves (One of either may be touched to activate curses)
Boosted State: Maled’s strength becomes average, while he also becomes impressively fast and nimble.
Ended by: being grappled by an opponent.
Lost State(Maled cannot purposefully seal Strength or Speed, this state only affects Maled after boosting Strength or Speed by sealing the same Sense consecutively): Maled becomes barely able to lift his arms, and moves at a slightly sluggish pace.
Strength and Speed cannot disrupted by Sense Disruption

Traits:
Maled Con has a very sharp wit, able to think on his feet in the midst of combat, and is nimble and quick enough to apply that quick thinking to his movement. However, he lacks decent physical strength, preferring to stay out of a direct head to head confrontation and instead ambush an opponent and seal or disrupt their senses. Maled Con is very stealthy, able to hide in a variety of situations with ease. Maled is also sneaky and underhanded, willing to use whatever he needs so he can distract an opponent long enough to escape. Maled tries to never fight unless he has a curse active. If he does not, he will make use of Cursed Spotlight to lure an opponent close enough so he can curse them. When cornered with no option of escape or distraction, Maled will reluctantly fight head to head, dagger in hand. Maled’s skill with a dagger is above average but not amazing, being able to parry and dodge blows with little effort but not easily use openings to retaliate. He also has no proper training or experience with other weapons, making anything more complicated or larger than a shortsword awkward for him to use. Because he lived in a relatively mundane town, Maled has had very few interactions with mages. As a result of this, his knowledge of magic beyond his own is limited, and he will tend not to take magic into account when attacking a target until he's seen it used.

Personality:
Maled Con chases a single feeling throughout everything he does: excitement. He loved his role as a “living legend” and aims to make his impact mysterious and shocking. He loves watching people struggle, and, even more than that, loves watching someone overcome that struggle. If he seals someone’s sense, and they get used to it and win even though they’re crippled, he’ll be more impressed than angry. If a specific person piques his interest, he’ll follow them and mess with them for as long as possible, or until he gets bored. He doesn’t see others as inferior, but as superiors, who must experience what it’s like to lose some control over their lives. He does have a very strong survival sense, and is afraid of death, because if he dies he stops experiencing the excitement he yearns for. Because of this, Maled Con will avoid re-encountering opponents that have almost done him in before. Maled has a minor sense of theatrical flair, and will often leave subdued opponents (either dead or alive) in dramatic poses or surrounded by their scattered possessions.

Background:
Maled Con was always considered a cursed child from the moment of his birth. When he was born, he instantly spat out a very small, black ball. Despite never being brought with him, the ball could always be found near him, no matter where he went. They say the doctor that delivered Maled collapsed a day later, losing all physical strength for a weak. When he was 5, a playground bully became a mute after insulting him one too many times. At age 10, his uncontrollable Curses caused half the town to lose all of their senses at once for an hour, nearly killing some people. His family was banished, but he stayed, unwilling to bring further suffering to his parents. He lived out of an old shack outside the town, but every day he would enter the town to steal. Using vendors and wanderers as prey, he honed his abilities and his control, striking without mercy, taking money, food, and, if necessary, lives. He became a legend, “The Senseless Wraith”, a ghost that strips a person of their senses before removing their possessions and vanishing without a trace.

He could have easily moved away and lived a happy life elsewhere, using his stolen cash to start anew, without the risk of his powers randomly hurting others. But he had grown to love his lifestyle, and believed even if he were to continue his “hauntings” elsewhere; they would essentially all go the same, so why bother leaving? He lived for the thrill of his strikes, and was fascinated by how lost someone became when their senses failed them. He’d lived his whole life unable to rely on his senses, so the bewilderment, fear, amazement, and confusion of others perplexed and intrigued him. After an attack he’d often stalk his victim, purposefully continuing to mess with their senses so he could study how they’d react.

When a notice for the Elemental Championships came to the town, posted on a bulletin board, Maled was ecstatic. This was a chance for him to make his name known worldwide! He could confuse and prey on new people, in a new environment. He yearned for the challenge and excitement the Championships could bring. When the people came to check the board the next day, they found a man passed out under it, a long cut along his arm. On the board, under the notice for the Championships, a single paper was posted. Written on it in two people’s blood: The Wraith accepts. Send no one else.



< Message edited by Chewy905 -- 6/27/2018 21:22:15 >
Post #: 16
6/27/2018 18:43:50   
  Starflame13

Gryffin Warrior of DF GD & RP


I realized in reading the bios I had missed giving Chewy some feedback on Maled's "touch" sense. I have given them permission to edit that in their bio if they have time to do so before I release edits tonight.
AQ DF MQ AQW  Post #: 17
6/27/2018 21:50:30   
  Starflame13

Gryffin Warrior of DF GD & RP


And time for edits! We have a really amazing group of characters so far, keep up the good work, everyone!


@Dragonknight315 - Welcome back to the EC's! Autumn is extremely well balanced, just need a few clarifications before I can approve her.

Firstly, I want you to reread your bio with a fine tooth comb for typos. The couple of major ones I spotted were "This weapon is often used as a last resort when she cannot use her spear.[scythe]" and "At first, it would leave a painful but otherwise unremarkable single[singe]", but I think there are a few other minor ones lurking about.

Next, Pain Dynamo. A couple clarifications: first, does she have a maximum pool of mana that she can't go above, even if injured and second, do self-inflicting injuries count towards this ability? In addition, you are going to need to collaborate with me when Autumn is assigned an arena about how strong this spell will be. She will NOT be able to draw energy from the Arena itself, and different paragon arenas have more (or less) connection to the natural surroundings than others. That said, it's sounds like it's pretty balanced for being surrounded by natural land, so it should be ok without direct edits.

For your Sense Magic/Mental Resistance - this does perfectly match up against some other opponents! As long as you are prepared for the collaboration, this should be fine. Exorcist Touch will also require some collaboration, both with myself and your opponents, in determining what exactly falls under the category of a "supernatural creature." I see no good way to make a blanket statement about that, so I will handle that by a case by case basis, with input from both you and your intended target. Additionally, given the duality of the two abilities, I would make it such that only one of the Touch abilities can be in use at any given time.

Now, Savior Sensation. The only big issue with this is that it needs some ending criteria, as this is the only one of your abilities that does NOT require constant physical contact with either yourself or the chains once invoked. I like the idea of keeping the range from the chains (so the connection would break at 30 feet), but other possibilities include either a time duration, or loosing control after a significant amount of damage is dealt to either of the linked parties. In addition, while Savior Sensation is active, you should limit your focus such that you cannot also be passing various Touches through the chains.

Play around with ideas to see what fits Autumn best, and I look forward to seeing the revised bio!



@Chewy905 - Round 2! You did a very good job in making Maled much more balanced as a whole, thank you! Just a couple minor edits/clarifications, but we're almost there!

Firstly, Ball. I noticed you decreased the distance from 100 to 30 feet. If this was intentional, you may keep it, but it seems like a very short tether if you're intending to ricochet it off multiple surfaces. Since it's only destroyable by magic, a shorter range DOES help balance it, but you could increase to 50-60 feet without going overboard.

For Sense Boosting - I noticed you elected to add in multiple cool down effects rather than a duration on the Boost itself. This is going to be harder to keep track of, but it is fine as long as you are aware of that. For Sense Sealing, I like how you balanced this for the most part. The one issue I see is only the specific opponent striking Maled being unsealed - I would either make it so that a hard enough strike from any source frees everyone, OR add in that each person can only have the same sense sealed once per battle (i.e., no blinding someone 10 times in a row, but blinding and then deafening is workable). I realize this will also be a lot to keep track of, but I feel like Disruption needs a bit more limiting of some sort. Feel free to propose an alternate solution!

Thank you for adding in the explanations on the hallucinations - these will give your opponents a lot of free reign in determining exactly HOW they are affected, while giving me a maximum power level to approve. I also like how the majority of the Senses were edited - the one place I need clarification is Touch's Disruption. Is this a single cut, or multiple at once, or do individual ones happen repeatedly while the illusion lasts?

VERY good job in working with a very complex character. Keep up the good work!


Remember, you can always ask questions here, in the Discord Server, or in a PM. I'm excited to see what else people come up with!
AQ DF MQ AQW  Post #: 18
6/28/2018 1:43:04   
Dexoys
Member

Name: Mikaele Campen (pronounced Meek-eye-eh-leh Camp-en)
Age: 26, during his peak
Race: Human
Element: Energy

Appearance: Mikaele is a man, in his prime, standing at 6'6", with a Vantablack swiftcut and dark-brown skin. Has a cheery face, always looking for some fun, pearly white teeth, two eyes both coloured different, left eye white and the other purple. Always has that smile that will cheer up anyone who sees it.
His normal clothing consists of the more fashionable variety, such as, a dark black trench coat with an white undershirt and his black pants being covered by black-leather armouring and black boots.

Equipment:
Biqle's Sword: Once a sword, told as a myth, it was supposedly the first ever sword to be enchanted by an Archangel and was kept away from public viewing due to it's extreme capabilities with any kind of magic, which reportedly burnt down a whole village when it came in contact with lightning. Biqle's Sword seems to be it's own sentient being capable of causing it's own mass destruction, but yet easily-domesticated by a mere human man who had nothing in his life. Mikaele was able to domesticate it as he was chosen by the sword, not taken by. The sword now says "Mikaele" in an forgotten language on one of the sides.
With it's many capabilities, the sword so far, has been to float on it's own, use it's own source of magic and it's said that the sword is only loyal to Mikaele as when someone tried stealing it, the killed the man and flew back to Mikaele. (It has been said the sword was named after the very Archangel to enchanted it)
Rusty Dagger: Just a normal dagger, it's not any normal dagger, it's the last remnant of Mikaele's past that has survived the tragedy. Mikaele has owned the Dagger ever since even though it has become a bit rusty.

Abilities:
Even with some special abilities, Mikaele is a very talented person. Running as fast as the wind, has a high chance of guessing, a strategist and even told to have ran as fast as lightning.
Blitz Strike: Just like lightning, Mikaele starts to move in a very random pattern. Every step causing a crackle through the air, and little balls of light fly upward. Every lunge forward causes extremely loud sounds. Everything he touches that needs an energy source get replenished, and every hit he lands causes the ground and air to shake from it, the most hits he landed in a single second was a whopping 7 hits.
Power Word: Shock!: The phrase "Power Word: Shock!", once said by Mikaele when reading from a book, caused an innocent man walking by to suddenly be zapped by large beam of purple lightning coming from , the hottest colour of plasma, causing the man to instantly burn and melt to death. Traumatised by the event, Mikaele has sword to never speak the phrase again.
Xanu's Eye: Xanu, an ancient being worshipped by the occult, was told to be an omnipotent being, capable of making things disappear. According to the Xanu occult, Xanu possessed the form of a white-scaled anaconda who had been murdered by a group of anaconda for being different, Xanu approached the group of anaconda and made them all disappear by just looking at them. No one knows what happened to the group of anaconda, not even the occult, but what they do know is that know Xanu has reawakened and possessed the left eye of a man in his prime, who was about to take on a dangerous journey. They speculate the man is able to cause things to disappear with that eye.

Background:
A man named "Mikaele" had finally grabbed the house and job he had been looking for, alongside his family, Mikaele lives in a farm located in a very rich environment that has had no fights occur and due to that, the price is very steep. The Campen family lived happily and by themselves, secluded from any danger, but also... secluded from any help. One day on a cloudy night, under the full moon, the Campen's farm were invaded by a group of fire dragons and their dragon kin. The family's youngest son, Michael, tried to warn his family but was killed in the process, leaving the warning message too late. By the time Mikaele woke up, it was in the family bunker, he has had his eye stabbed out, and it seemed to be a claw mark on his empty eye hole? Mikaele walked out of the bunker with his eye covered in bandages, seeing with his single eye that his whole home, and forest burnt by blue flames. Mikaele calls out for his family, "Gillete!" "Michael!" "Sharon!" "Pete!", He screamed out even louder "Anyone here!". Mikaele looks the the right of him, and right next to the staircase he is standing in, right next to him, was a giant pile of ash, a three metre line made of ashes and a dagger.
Mikaele kneels down as the rain starts to pour down on him and the forest. He doesn't feel any emotions, and doesn't show any, just a single tear going down the left side of his face, from the claw mark and through the bandages. Mikaele grabs the dagger on the ground and shouts to the skies "if I can't live happily then I can't live at all!" and brings the dagger down towards his left wrist. CRACKLE CRAKCLE. BOOOOOOOOOOOOM. A very large bolt of purple lightning hits Mikaele, he passes out from the sudden strike of energy and before he passes out he sees a platnium, shining, sharp and bright sword hovering over him. "Huff huff huff.... what just happened?" says Mikaele as he wakes up in a random entrance. Mikaele seems to be unscathed from the sudden surge of lightning, he feels a weird sensation in the left side of his face and feels his left eye. Eye? Yes an eye, a new eye. Mikaele is surprised from having his eye back, he questions to himself "was that a dream? if so, where is my family?". Mikaele looks around to see to his left a long hall full of darkness and to the right a burnt down forest. Mikaele looks down at his right leg and sees a rusty dagger, seems to have been damaged by the rain. Mikaele looks back to his left to see something bright hover towards him, he then stands up feeling threatened by grabbing his rusty dagger and pointing towards the light.
The light comes out of the shadow and shows itself as a floating sword? The sword says "no it wasn't a dream, I am sorry Mikaele but your family and everything you had is gone! gone!". Mikaele can't believe it, a talking sword that floats, that also knows his name and the fact his family is reported to be dead. Mikaele tried to deny it but the sword gave him proof of the events happening, and Mikaele sat back down. "What's the deal? why am I still here then?" the sword answers with "you have a destiny ahead of you, you know own me and own a eye of an ancient god". Mikaele replied with "okay... what's this destiny you say?"... the sword replies with "The Elemental Championships".

Others: Even though the sword is loyal to Mikaele, it can also betray him like it did to it's past owners, however, it's betrayal would need a meaning, like his "destiny".
Isn't resistant to anything that isn't blocked by his sword or armour.
AQW  Post #: 19
6/28/2018 1:53:17   
Dexoys
Member

did a little typo during the Power Word: Shock! bit and the Xanu's Eye was meant to say it caused some internal bleeding to the user as well.

< Message edited by Dexoys -- 6/28/2018 1:54:55 >
AQW  Post #: 20
6/28/2018 9:18:01   
Chewy905
Member

Round 3 Maled, let's go! Changes have been Bolded this time! (although due to my writing style, not everything in bold is a change).
Name: Maled Con (pronounced, Mal-ed Con)
Age: 25
Race: Human
Element: Darkness

Appearance: Maled Con (shortened to Maled or Mal) is 5 feet 5 inches tall, and just a little skinnier than he should be. He has short black hair that’s commonly messy, mostly because he couldn’t care less about keeping it kempt. He has almost no muscles to speak of, and looks like he could fall over simply from a blowing breeze. His skin is healthy light tan. However, his hands, feet, ears, nose, lips and throat are a solid, inhuman black. His eyes as well are simply pits of darkness, almost looking like holes. Maled Con most commonly wears a set of black leather armor, designed to be extremely lightweight so as not to hinder his movement or stand out, while still offering minor protection and blending in with darkness. Maled Con has two, pure white feathers tucked behind his left ear at all times, magically affixed to never fall or be forced off.

Equipment:
-Maled Con carries two sleek and sharp black knives on a sheath around either ankle, and primarily relies on one of these weapons for ending a fight. The blades are designed to pierce a target as fast as possible, but are unable to break through medium strength armors. As such, Maled tends to aim for exposed flesh and light armors, using the knife to stab through a target or draw blood repeatedly until they succumb. Both daggers have a curved cross guard to assist with parrying or repelling larger weapons.
-Maled always carries a small black rubber ball, about the size of a tangerine, in a pouch on his belt, and lovingly refers to it as “Ball”. Besides being a delightful way to pass the time, the ball has various magical properties. Once thrown, regardless of how much force is provided, the ball will move at the velocity of a naturally thrown ball.Ball will continue moving in a straight line until it collides with any nonliving object (including objects that you would not usually be able to bounce a ball off, such as sand), at which point it will ricochet naturally and continue moving at the same speed with a new trajectory. If Ball makes contact with a living person or reaches 50 feet (measured in a straight line) from its initial position in any direction, Ball will return at a very high speed in the most direct possible path back to Maled's hand, swerving around any obstacles that get in its way. Ball’s impact on people and objects is actually very minor, hitting hard enough to surprise someone, but not hard enough to do anything more than a light bruise. Maled can aim Ball with incredible accuracy, and can predict its trajectory from bouncing well enough to usually hit an exact part of a target if the target does not move. Ball cannot be damaged or broken by natural means, and will always return to Maled (after its conditions are met), even if another person were to throw it. Ball can still be damaged or destroyed entirely by magic. If this happens, Maled will (involuntarily) spit out a new Ball while not in combat. Ball is silent when bouncing, but one can still hear it as they would any flying object otherwise.
-Maled carries a variety of miscellaneous objects in his belt including: a sealed pouch of sharp metal dust, a sealed pouch of sand, a blindfold, ear plugs, nose plugs, a gag, a container magical breathmints, a normal, dark blue bouncy ball, three small, harmless (but loud and flashy) fireworks, and a matchbox.

Abilities:
The Curse of the Senses: Maled’s primary tool are these curses. Each sense detailed has both a “Boosted” state and a “Lost” state, as well as ways to end the boosted state, and effects of disruptions on those senses.
Sense Boosting: By touching the appropriate body part that he wishes to boost, Maled can sacrifice any one sense to boost the sense relating to the touched part. This places the touched body part’s sense in the “Boosted” state while simultaneously putting any one sense of his choosing in the “Lost” state. The ability is activated at will after contact and is instantaneous, but Maled cannot switch the sense he’s boosting without returning to a neutral state (no senses lost or boosted) first. Maled cannot boost more than a single sense at a time, and cannot use this ability in conjunction with Sense Sealing or Sense Disruption. The boost lasts for as long as Maled wants it to, but can be disrupted via large interference with the boosted sense. Once deactivated, Maled’s sealed sense remains sealed for another twenty seconds, and he cannot activate any of his other abilities until it returns. If Maled seals the same sense twice or more in a row for Sense Boosting, the boosted sense will also become sealed for twenty seconds after the boost ends.

Sense Sealing: By touching the appropriate body part of an opponent, Maled can seal that sense of that opponent, at the cost of sealing that sense for himself as well (this puts both senses in the “lost” state). This curse remains in effect until he deactivates it himself, the affected opponent moves more than 20 feet away from him, or he takes damage from the sealed opponent. Sense Sealing can be activated in two different ways. As mentioned earlier, Maled must make direct contact with the body part he wishes to seal. The other way, is for Ball to make contact with the body part. Even if Maled does not see the impact, he will become aware of the point of contact Ball has made and has a short window of time to choose to seal the sense Ball has made contact with. Maled can seal up to three people at once, but only the first may be sealed by Ball, any more he must seal through physical contact. For each person Sealed, the cutoff distance for Sense Sealing decreases by 5 feet. If Maled is struck hard enough while sealing multiple people (knocked off his feet), sense sealing ends for all effected individuals. Only one type of sense may be sealed at a time, regardless of the number of people sealed and Maled cannot seal the same sense consecutively. Sense Sealing cannot be used in conjunction with Sense Boosting or Sense Disruption.

Sense Disruption: Maled can activate this ability instantaneously by sealing off one of his senses (he does not need to be touching the body part). While active, the body part associated with that sense changes colors to his normal skin color (his eyes become natural, with a blue iris). While active, Sense Disruption affects a 15 foot radius around Maled. All people within the radius experience hallucinations associated with the sense Maled has sealed on himself. If they leave the radius, the hallucinations cease immediately. None of the hallucinations can cause direct physical damage to a person (though they can result in actions that injure a person, such as punching a hallucinatory monster and actually punching a wall). If a person realizes that Maled is the source of the hallucinations, that person will stop being affected by them. If Maled is struck while Sense Disruption is active, Sense Disruption ends entirely. Maled cannot use Sense Disruption in conjunction with Sense Sealing or Boosting, and cannot create hallucinations for more than one sense at a time.Sense Disruption cannot effect the same person more than once per hour, even if different senses are used.

Ball Boost: Maled can only activate Ball Boost if he is currently holding Ball. By sealing one of his senses (body contact is not necessary), Maled can greatly increase the capabilities of Ball when he next throws it. Ball will move at the speed of an arrow, making it quite difficult to dodge, and its impact will become substantial, equivalent to that of a one handed mace. Ball cannot break heavier armor unless it repeatedly impacts the same location. Ball will continue moving even after impacting a person,bouncing off them as if it hit any other object, but will still return to Maled if it reaches its normal tether distance, or if Maled mentally recalls it. While Ball Boost is active, Ball will constantly emit a loud, high pitched whining noise that constantly gives away its location. Ball Boost cannot be used in conjunction with any of his other abilities, and Maled cannot move in any direction while Ball Boost is active. If Maled moves or deactivates Ball Boost while not in possession of Ball, Ball will fall to the ground motionless, but still retains its other properties if it's picked up and thrown again.

Cursed Spotlight: Cursed Spotlight is not one of Maled’s “Curses of the Senses”. As long as Maled is in his natural state (no senses boosted or sealed) and is in possession of Ball, Cursed Spotlight can be used. Cursed Spotlight causes Maled to become invisible as long as he is standing still. Maled still casts a shadow. While Cursed Spotlight is active Maled must continuously talk in a natural or louder volume (no whispering). If Maled stops talking or moves, Cursed Spotlight ends and he becomes visible again.


The Senses (not individual abilities, but instead a section for details on each sense and their various states):
Sight:
Body Part: eyes/eyelids (either one may be touched to activate curses)
Boosted state: Maled can “zoom” in his vision as if he were using binoculars, and can notice miniscule details.
Lost State: The effected person is unable to see anything with their eyes, instead being plunged into total darkness.
Ended by: Major disruptions to sight such as flashes of light or getting things (such as sand) caught in his eyes.
Disruption causes people to see creatures and people that aren’t really there, but the hallucinations stay still and unmoving. Disruption will not create hallucinations larger than the affected individual.
Hearing:
Body Part: Ears (either one may be touched to activate curses)
Boosted State: Maled has highly enhanced hearing, being able to hear distant footfalls and conversations, or quiet sounds such as the slow unsheathing of a blade.
Lost State: The effected person becomes completely and entirely deaf, unable to hear any sounds.
Ended by: Loud Noises.
Disruption causes auditory hallucinations such as hearing whisperings, ringing noises, or other people taking to them.
Smell:
Body Part: The Nose
Boosted State: Maled’s sense of smell is heightened, and he is able to track scents like a bloodhound if he has a possession of the source.
Lost State: The effected person becomes unable to smell anything.
Ended by: smelling awful scents.
Disruption causes olfactory hallucinations such as sweet or bad smells.
Touch:
Body Part: Palm of the hand, or fingers.
Boosted State: Maled can feel minor things such as an exact change in the direction of airflow, or the vibrations of footsteps.
Lost State: The effected person loses all sense of feeling in their hands, up to their wrists. They can still move them, but will not be able to feel if they are holding an object or if their hand is being struck.
Ended by: Direct contact with an external person or object.
Disruption causes people to randomly feel that a spot on their arms or legs is being minorly cut, as if someone accidentally cut them with a knife. They only feel the initial cut, not any lingering feelings that an open wound would provide. The feeling is more of a nuisance and surprise than anything, and does not even come close to being actually purposefully cut. The individual feels one cut at a time, repeatedly throughout the effect.
Speech:
Body Part: The Mouth or the Throat
Boosted State: Maled is able to perfectly imitate any voice or sound he has heard during the current day.
Lost State: The effected person’s become unable to speak.
Ended by: An opponent striking Maled’s mouth or throat.
Disruption will cause people to hear their voice completely differently, making it sound foreign to them.
Strength/Speed
Body part: Biceps or Calves (One of either may be touched to activate curses)
Boosted State: Maled’s strength becomes average, while he also becomes impressively fast and nimble.
Ended by: being grappled by an opponent.
Lost State(Maled cannot purposefully seal Strength or Speed, this state only affects Maled after boosting Strength or Speed by sealing the same Sense consecutively): Maled becomes barely able to lift his arms, and moves at a slightly sluggish pace.
Strength and Speed cannot disrupted by Sense Disruption

Traits:
Maled Con has a very sharp wit, able to think on his feet in the midst of combat, and is nimble and quick enough to apply that quick thinking to his movement. However, he lacks decent physical strength, preferring to stay out of a direct head to head confrontation and instead ambush an opponent and seal or disrupt their senses. Maled Con is very stealthy, able to hide in a variety of situations with ease. Maled is also sneaky and underhanded, willing to use whatever he needs so he can distract an opponent long enough to escape. Maled tries to never fight unless he has a curse active. If he does not, he will make use of Cursed Spotlight to lure an opponent close enough so he can curse them. When cornered with no option of escape or distraction, Maled will reluctantly fight head to head, dagger in hand. Maled’s skill with a dagger is above average but not amazing, being able to parry and dodge blows with little effort but not easily use openings to retaliate. He also has no proper training or experience with other weapons, making anything more complicated or larger than a shortsword awkward for him to use. Because he lived in a relatively mundane town, Maled has had very few interactions with mages. As a result of this, his knowledge of magic beyond his own is limited, and he will tend not to take magic into account when attacking a target until he's seen it used.

Personality:
Maled Con chases a single feeling throughout everything he does: excitement. He loved his role as a “living legend” and aims to make his impact mysterious and shocking. He loves watching people struggle, and, even more than that, loves watching someone overcome that struggle. If he seals someone’s sense, and they get used to it and win even though they’re crippled, he’ll be more impressed than angry. If a specific person piques his interest, he’ll follow them and mess with them for as long as possible, or until he gets bored. He doesn’t see others as inferior, but as superiors, who must experience what it’s like to lose some control over their lives. He does have a very strong survival sense, and is afraid of death, because if he dies he stops experiencing the excitement he yearns for. Because of this, Maled Con will avoid re-encountering opponents that have almost done him in before. Maled has a minor sense of theatrical flair, and will often leave subdued opponents (either dead or alive) in dramatic poses or surrounded by their scattered possessions.

Background:
Maled Con was always considered a cursed child from the moment of his birth. When he was born, he instantly spat out a very small, black ball. Despite never being brought with him, the ball could always be found near him, no matter where he went. They say the doctor that delivered Maled collapsed a day later, losing all physical strength for a weak. When he was 5, a playground bully became a mute after insulting him one too many times. At age 10, his uncontrollable Curses caused half the town to lose all of their senses at once for an hour, nearly killing some people. His family was banished, but he stayed, unwilling to bring further suffering to his parents. He lived out of an old shack outside the town, but every day he would enter the town to steal. Using vendors and wanderers as prey, he honed his abilities and his control, striking without mercy, taking money, food, and, if necessary, lives. He became a legend, “The Senseless Wraith”, a ghost that strips a person of their senses before removing their possessions and vanishing without a trace.

He could have easily moved away and lived a happy life elsewhere, using his stolen cash to start anew, without the risk of his powers randomly hurting others. But he had grown to love his lifestyle, and believed even if he were to continue his “hauntings” elsewhere; they would essentially all go the same, so why bother leaving? He lived for the thrill of his strikes, and was fascinated by how lost someone became when their senses failed them. He’d lived his whole life unable to rely on his senses, so the bewilderment, fear, amazement, and confusion of others perplexed and intrigued him. After an attack he’d often stalk his victim, purposefully continuing to mess with their senses so he could study how they’d react.

When a notice for the Elemental Championships came to the town, posted on a bulletin board, Maled was ecstatic. This was a chance for him to make his name known worldwide! He could confuse and prey on new people, in a new environment. He yearned for the challenge and excitement the Championships could bring. When the people came to check the board the next day, they found a man passed out under it, a long cut along his arm. On the board, under the notice for the Championships, a single paper was posted. Written on it in two people’s blood: The Wraith accepts. Send no one else.


< Message edited by Starflame13 -- 7/9/2018 0:00:24 >
Post #: 21
6/28/2018 13:10:05   
Dragonknight315
Member

Second verse, better than the first! You are right on the clarifications, so I bolded all the changed text and added more notes.

Name: Autumn
Element: Light
Race: Human
Gender: Female
Age: 24

"For as long as us mortals have roamed the land, they have dreamt of their place within it. To each, their lives are like a path with a beginning to end. Some would call this destiny; I prefer to believe otherwise."

Appearance/Equipment: At first glance, Autumn would not appear out of place at a funeral. Priest, Departed, Widow, Reaper - She is all of these. Autumn stands around 5 feet, 4 inches, somewhat lanky but lean in build. She keeps her murky-orange hair straight and at shoulder length. Around her almond eyes, the flesh sags with a dark shade, juxtaposed with her otherwise light skin. She dons a black tunic with a hood, gold decoration spiraling along the edges. Beneath the tunic and garb Autumn wears matching leather pieces for armor, the pieces thicker around the chest, shoulders, and forearms. Attached to her left side is a sheathed blade, suspended by leather straps. Several feet of white chain are wrapped over her shoulder and across her chest for the purpose of carrying her war scythe.

Weapons: Autumn fights with two separate weapons, her war scythe and her serrated blade. Her war scythe is around 7 feet in length. The pole is around 4 feet in length of hard-wood bounded in leather. The crescent-shaped blade is 2 and 1/2 feet long, affixed to the top with the edge extending further up instead of horizontally. On the opposite end is a spike around 6 inches in length. This is her primary weapon. Originally, it belonged to a close friend, but after their death, Autumn took up the weapon as a memorial.

Her second weapon is a unique short sword. On one side, the sharp edge is normal. However, the other side is serrated with small jagged teeth spanning the middle of the blade, leaving just the very tip and hilt unchanged. This weapon is often used as a last resort when she cannot use her war scythe.

Skills/Training:
As a former priest and exorcist, Autumn possesses a sizable knowledge of magic and monsters, especially those dealing with the divine and supernatural. Where others would be slow to catch on, Autumn can better adapt her strategy against such encounters.

In terms of raw strength and dexterity, Autumn is average at best with her limited experience as a warrior. In the past, she relied on her magical ability for her needs, neglecting most of her other attributes. Although she has improved over the last three years, she lacks the direction and instinct of a true warrior, prone to rookie mistakes. This reflects itself in her main weapons, her war scythe and serrated blade. While she is comfortable with them, Autumn's limited experience pales in comparison to veteran soldiers.

Autumn's most notable quality is her endurance to physical pain. Her powers awake when she is in pain, complimenting her reckless fighting style. As such, she focused most of her training on improving her endurance to pain, able to fight against her own instincts. This allows her to continue on even when critically wounded.

Abilities: When Autumn had abandoned her original destiny, her powers changed and mutated. No longer able to call upon the divine, Autumn wields her own humanity as her strength. While she retains some of her former abilities as a priest, they have either weakened in power or changed in functionality. Overall, Autumn has many options when engaging in a fight, but she is limited by how much mana she can take in. As such, she prefers to outlast her opponents rather than go for a swift kill.

Pain Dynamo: The core of Autumn's newfound strength - While Autumn is in physical pain, she passively draws in ambient mana from her surroundings to replenish her expended reserves.. Note, this only restores mana until her natural pool is full. Her physical strength and stamina are not affected. Autumn can only draw mana from the ambient land (not from artifacts or creatures). Futhermore, if the surroundings have little to no free mana to draw upon or if the environment is darkness-attuned, this ability becomes weaker. As she feels more pain, she will take in more mana. Pain resulting from self-inflicted wounds is included as the pain is just as real. The amount of mana restored at once by Pain Dynamo is negligible, aiding little in a swift encounter. But over the course of a lengthy duel, this would allow Autumn to continue fighting.

Sense Magic/Mental Resistance: During her times as a priest, Autumn encountered various creatures and schools of magic, especially those of otherworldly or divine nature. As such, she's able to detect magical disturbances in her nearby surroundings. (Because the arenas are full of magic to begin with, for her to detect something specific, it would have to be either really powerful or close to her). Furthermore, Autumn's former specialty was in exorcism where she often engaged in mental warfare. If someone tries to assault her mind directly (ie, make her see, feel, or think anything out of the ordinary), she can fight back and resist. This requires a large portion of her mana and intense focus; if the assault is more powerful or if she's in a weakened state, it will require more focus and mana to resist.

(Important Note: I was working on this concept before reading all the current characters, so while this ability will likely give her a fighting chance against a lot of the curses/mental abilities, it won't allow her to completely ignore them. I know there is some grey area between physical and mental, so I'll be happy to collaborate with people to determine how this interacts with others.)

Binding Chains and Shackles: Autumn can concentrate her mana into a physical construct, creating elemental chains of light. In addition, Autumn can alter the chains to add shackles or spikes onto them. These constructs are comparable to iron in terms of strength and can be shattered, but they are non-magnetic and cannot conduct electricity. Besides those exceptions, the chains would look and feel like ordinary chains to non-magical combatants. Because they are made of Light Magic, they will break if they are completely surrounded by Darkness Magic.

Autumn has two means to create these. First, Autumn can focus her light through her hands and "push" the chains out through her palms. Second, Autumn can form a sphere of light in her hands and throw it. When it connects, the light will be released and form into the chains/shackles, attempting to wrap around and ensnare whatever it connected to. If she puts more mana into the sphere, then more chains can form. The orb has an effective range around 12-15 feet away from Autumn, quickly dissipating until it completely disappears at the 30 feet limit.

Autumn must be within 30 feet of the chains, or they will automatically disappear. Otherwise, the chains persist like ordinary iron chains. While there is no limit to how much chain can exist, she is bound by her mana. If she used all of her mana at once, she could create around 25 feet of uniform chain without any other features. Once made, Autumn can use the chains to extend her other magical abilities by "pulsing" her mana through them. She must be holding them to do this, and only one of the abilities (Restoration Touch, Exorcist Touch, Savior Sensation) can be sent through the chains at the same time. Autumn can use additional mana to modify, reinforce, or repair the chains. (She can also release/unmake them in the same fashion, but this does not cost mana.)

Restorative Touch: Autumn can use her magic to heal herself and other combatants. By concentrating her mana through her gloves, she creates a small healing aura of light. Slow and limited in strength, Autumn's healing can only restore so much at once. At best, Autumn can heal a few deep sword wounds before running out of mana, and even then it takes a minute to fully recover. (Note, the amount of mana required to restore a wound is more than the mana Autumn would gain through Pain Dynamo at once by self-inflicting it, so no infinite mana.) In combat, this ability is virtually useless due to the time and focus required. Normally, Autumn needs to touch the wound with her hands/gloves to heal, but since her Chains are made of her own mana, she can use them to extend her range, the result akin to a healing pulse through her chains (except during Savior Sensation). Autumn cannot use Restorative Touch while in the middle of using Exorcist Touch or activating Savior Sensation.

Exorcist Touch: Essentially the inverse of Restorative Touch, Autumn can use her magic to wound her opponent. Healing requires delicate handwork and concentration; if the user were to lose control, it could do more harm than good. This is the intention behind Exorcist Touch. For this attack, Autumn creates a malignant aura of light around her hands.

Against regular living opponents, this would burn through their skin. At first, it would leave a painful but otherwise unremarkable singe. The longer she can hold onto the opponent, the wound will grow exponentially worse. This is its greatest strength and weakness. Because the attack grows exponentially stronger the longer she can keep contact, short bursts of the ability will be a waste of mana. However, if she can hold onto someone, it can be the finishing move.

Normally, this ability requires direct contact with the opponent's flesh in order to work, the spell useless against regular weapons and armor as there is nothing to interact with. However, if the opponent is a spirit, undead, or otherwise supernatural creature, the light aura can interact with their essence with increased potency. Furthermore, if a supernatural creature's essence is directly tied to their equipment, then the Exorcist Touch will be able to pass through the equipment and into them. (When I refer to a supernatural, I envision creatures that exorcists would normally fight, but it's somewhat broader than that. I'd like to discuss this on a case by case basis during collaboration.)

Autumn cannot use Exorcist Touch while in the middle of using Restorative Touch or activating Savior Sensation. Like Restorative Touch, Autumn can send this ability as a pulse through her chains (except during Savior Sensation); however, because the spell is destructive by nature, this results in the chains to become significantly weaker and easier to break.

Savior Sensation: The culmination of all of Autumn's abilities - In her former glory, Autumn had the power to take away and purge the pain of others. Upon her changing, this ability transformed into what it is now. Akin to her Touches, Autumn can channel part of her own essence and spirit through her hands (and by extension, her chains) into the opponent, essentially "donating" some mana and part of her psyche to them. If successful, then Autumn and the opponent's senses of pain will be connected. Whatever physical pain Autumn feels, the opponent does on top of what they normally would and vice-versa. (Note, this does not link the minds completely. Neither combatant can reach each others' minds, emotions, etc. Just pain.) Once the connection is made, the effect will persist as long as the opponent cannot counter it and is within 30 feet of her. If the opponent can resist the spell but cannot block it, then both characters will feel less of the other's pain. At any time, Autumn can end the ability with both characters returning to normal after a few seconds.

This benefits Autumn as it gives her another source of pain to feed off. Furthermore, the opponent will feel the full intensity of Autumn's pain but without her endurance. However, this move is typically used as a last resort. Autumn cannot use either of her Touch abilities during the activation of the effect; in addition, she cannot pulse her Touches through her chains as long as it is active. (She can still use them through her hands as normal) By temporarily donating part of her psyche for the connection, this leaves Autumn vulnerable to mental attack. If the opponent is able to resist the attack by purging the mana/essence before it settles inside or by resisting it entirely, then this can result in permanent damage to Autumn (the exact result depends on the method). Lastly, this attack can only work if the opponent can feel pain. (It's also not a good idea to give spirits part of you!)
AQ DF AQW  Post #: 22
6/28/2018 20:54:01   
  Starflame13

Gryffin Warrior of DF GD & RP


More elements and more approvals, yay! Keep sending bios in!


@Dexoys - Welcome to the ECs! I'm having a bit of trouble understanding parts of Mikaele's bio, so I'm going to do my best to balance where I can and point out where you need more description/explanation.

Starting with Biqle's Sword: There's a potential issue in having a sentient blade in the fact that it risks breaking the "No Multiple Characters" rule. If it is UNABLE to impact the flow of battle by itself (i.e., it can't kill if left alone, can't give Mikaele warning if someone is sneaking up on him, etc), this should be workable. That said, it might be good to consider options that would cause the sword to go "mute" or "asleep" while within the Arena. In addition, you mentioned it can float. In keeping with the inability to impact the flow of battle, if this is just floating in mid air doing nothing, this is fine. If it is able to move independently/chase after other competitors, then it would be considered a secondary character, and against the rules. Lastly, you stated it could use magic. Again, if it can use magic INDEPENDENTLY of Mikaele, this is a secondary character. If, instead, Mikaele can channel his own magic THROUGH the sword, it is workable. That said, I need more explanation on what it can actually do with said magic. Does it summon it's own lightning, or does it merely interact wiht lightning already there, and what's the power of such an attack?

Now, onto your abilities. For your speed: "fast as the wind/lightning" is great for flavor, but much too fast for reality. How fast is he compared to the average person? If he's faster than any normal human, there should be some sort of weakness to offset it (perhaps he's physically weak or has low stamina?)

Next, Blitz Strike. To begin with, I'm going to assume you meant "balls of lightning" rather than "balls of light" as the latter would be a cross-elemental ability. For the ability itself, it needs some sort of limit in how long it lasts. This can be a timed duration, a set number of steps, an exponential drain of his mana until he's too weak to continue, or something else. In addition, give me a bit more explanation in how this changes his physical capabilities. For a character already faster than average, increasing his speed even more so (in particular up to 7 hits per second) is too powerful. You can keep a slight speed increase if you want, but you can also look into other ideas like the strikes dealing minor electrical shocks or having a knock-back effect. You have a really fun ability, just expand upon it!

"Power Word: Shock!" also needs a bit more detail - for starters, a spell that automatically melts or vaporizes an opponent is too powerful (though you can keep that as flavor for the backstory). There are a number of ways you could alter this; perhaps the strikes cause severe burns, perhaps it briefly paralyzes the opponent, perhaps it has enough force to launch them into the air away form the spot it landed? Pick something that's a bit more workable, and we'll balance the power level from there.

Lastly, Xanu's Eye. If I'm reading this correctly, this ability is that you are able to make things disappear with your white eye? I'm going to need a lot more information about the power level, and the limitations, of this ability. For example, being able to vanish one of the other competitors entirely is too powerful, but being able to vanish a weapon or magical attack thrown at you is doable. There should also be some limits on how often this can be used - maybe he can only use it once before needing to wait a bit, maybe if he uses it too many times that eye goes blind, maybe he can vanish one big thing or several little things. Figure out how you want this ability to work in combat, and I'll work with you from there.

Very intriguing for a first character! Just give me more detail in all of your abilities, and then we'll work on balancing.


@Chewy905 - Third time's the charm, I guess! You're going to have a lot of work ahead of you, both in keeping track of abilities and in collaboration, but I think you're up for it. Approved!


@Dragonknight315 - Clarifications all look good, as to the additional notes you made. We further clarified that Savior Sensation should only affect one person at a time, but you do not need to edit or repost for that. Like Chewy, be ready for all the collab. Approved!



< Message edited by Starflame13 -- 6/28/2018 20:57:05 >
AQ DF MQ AQW  Post #: 23
6/29/2018 0:29:03   
brotherinlaw
Member

Hi! Been awhile, and this will be my first entrance into the Elemental Championships! Hopefully, I am none too rusty... Also, please be patient with any errors I may make, this is my first RP on tablet, so autocorrect will be my true enemy in this fight!


Name:方士, in the Common alphabet Fangshi
Age: 163
Race: Human
Class: Necromancer
Element: Air

Appearence: Five foot nine inches tall and of a lean, if somewhat bulky build, Fangshi is of Mongoloid descent and possesses almond shaped eyes, sharp cheekbones, and a somewhat flattened nose. He is shaved bald of facial hair, head hair, and even his eyebrows. His skin is unusually tanned, almost reddish brown, due to his wandering, yet strangely lacks wrinkles or scars considering his age. In fact, the only imperfections on his skin are the tattoos on his back and forehead. Written in pure-white ink that glows under the moonlight, his back is covered in prayers to various God's and ancestors to protect him from curses and misfortune, and his forehead bears four circles in a diamond to grant him Death's sight, said to allow him to see the astral plane and those who would hide from mortal eyes, even through closed lids. His trade itself has left a mark on him as well, giving his ears a subtle point and his eye are now pure white.
He is dressed in a simple monks red with yellow trim robe that leaves his right side exposed, with sandals wrapped up his shins, loose red pants and a yellow sash (such extravagance is unusual for a monk, but laws in his homeland require it to designate his sect). While on the road, he wears a yellow cloak that covers his exposed arm and wraps under his left arm, with a simple bronze clamp holding it together above and to the right of his stomach.

Equipment:
incense rope-dart- wrapped around his waist and hidden under his sash, this incredible weapon combines a rope-dart and incense burner. While the blessed dart makes for an unpredictable but savage weapon and the silk band it's connected to will wrap around swords rather than be cut, making it a hazard for enemies, by far the most dangerous element is the small burner directly behind the blade. Filled with certain herbs and spices, the smoke it produces has a numbing effect on the mind of most, yet focuses those acclimated to it and, most importantly, provides focus and substance to yokai spirits summoned by the necromancer, either for communication and cleansing or for combat.
Ancestors Prayer necklace- a family heirloom, this necklace is strung, not with beads, but with the skulls of the last nine of Fangshi's necromancer ancestors. Each one has their birthstone in polished orbs for eyes, with each orb engraved in turn with the name of the skull in which it is set. While the ancestors possess the necklace, all of them, not just the nine skulls, lack actual power, they will sing in chorus with Fangshi as he chants his spells, magnifying the potency in the same way monks will chant in chorus to magnify it far beyond the sum of it's parts. It also bears a talisman in the very center, a piece of weathered wood said to bear The Elemental Lord of Air's true name in an extinct Elemental tongue and set with a Great Qubak feather behind so The feather's fluff makes a halo around The wood. The Necromancer hopes to a one-day present his daughter with it, with his skull replacing the oldest of the nine.
bag of o-fuda in a small satchel on his hip, separated in four bundles of twelve, are spell talismans of energy, wind, water, and earth, each possessing a small wooden weight at the top for throwing and an adhesive on the reverse side. The first one, upon coming in contact with the target, summons a bolt of lightning, with it's requisite thunder, to the talisman and what it's attached to. The second summons a column of wind that encircles the target in wind strong enough to bend metal and rend flesh for twelve seconds, protecting them but also trapping them to that spot. The third is a water-based healing spell, requiring five-second of contact untill healing begins and five-seconds of inactivity for healing, resulting in healed lacerations and bruises and partial healing to more severe wounds, stopping blood-loss and setting broken bones. The final swallows the subject in th he earth and allows them to traverse almost instantly seventeen feet in any direction before returning to the surface. Each spell takes a full second to activate, unless it is cut, in which case it activates instantly.
hidden dagger- hidden in a holster up his left sleeve, the simple five-inch steel triangle is commonly carried by traveling monks to avoid robbery. In his case, it makes an excellent last-defence should the enemy get into close range.

Abilities:
summon Yokai spirits- by consistently chanting, Fangshi can summon angry Yokai spirits loyal to him. While relatively intangible, they can take substance from his incense smoke to fight. Their formless bodies can claw someone, superficially scratching them but inflicting common ailments like aches, sores, headaches, coughs, and bad luck. They can also hit hard-enough to knock the wind out of someone without armor. These weak mobs will be relatively harmless to an armored warrior, but can be summoned up to twenty and are useful to keep the foe at a distance, the prime range for Fangshi's ropedart.they also, as moving incense smoke, will provide an ongoing impediment to the enemies' focus.
Death's sight- through his forehead tattoo, Fangshi can see even with his eyes closed when he's chanting. It also allows him to see any foe that has hidden themselves in some way.
elemental and magical protection- the tattooed prayers on his back provide resistance to magic, especially luck-based magic that affects his luck or increases his enemie's. The talisman on his necklace also gives him incredible elemental wind resistance.
martial arts- as most monk sects, especially necromancer ones, have been attacked in the past, it's common for the non-pacifistic factions to develop or use a form of martial art. In Fangshi's case, he has been extensively trained in weapons like the rope-dart and knife, among others, as well as had-to-hand combat. The form he uses focuses on disabling with pressure-points, using your enemies momentum and weight against them, and disarming them with your bare hands. It's weakness is that it lacks offensive power outside of the usage of pressure points, and focuses of disabling so he can gain distance and resume use of the rope-dart and spirits. Fangshi is considered a master, as he has trained since his birth two-lifetimes ago and remains in peak physical condition.
become Lich? due to his vocation, concern arose among his backers in the Championship that he may turn into a Lich upon death, and whether that meant a loss or not. To assuage concerns, Fangshi swore to remove himself from the Championship should he indeed become undead upon his death. Furthermore, he would disqualify himself from future Championships and return to his homeland, cleansing undead and training his daughter to take his place at the temple helping troubled souls pass on.




Alright, hope that was okay. I look forward to your suggested changes since, if experience serves, more than half my text will need changed in someway, assuming I don't just need a knew character. I embrace the challenge!

Also, in case anyone's interested, I purposely fused various Asian elements, like Tibetan, Shaolin, and Buddhist monks, some Japanese elements, and the suspended incense burner is actually from the Greek Orthodox Church. So, I wasn't being racist by grouping so many Asian cultures together, I was using seperate elements of several distinct and unique cultures to give a new take on necromancy.

< Message edited by brotherinlaw -- 6/29/2018 0:33:21 >
AQ DF MQ AQW Epic  Post #: 24
6/29/2018 8:21:39   
brotherinlaw
Member

Whoops, just triple checked the rules and realized a rule that was a slightly hidden one, or at least one I didn't notice at 12:30. As such, I am preparing a revised bio in another document, but will wait to post it since my entering the 'editing' screen of the post so I could copy it has actually registered as an edit. I don't know if you want to count that as an actual edit and, therefore, a broken rule, so I will also work on a secondary bio and await your verdict. Sorry about that....

Hey, if nothing else, I'll have another character to use in another RP!

< Message edited by brotherinlaw -- 6/29/2018 11:03:04 >
AQ DF MQ AQW Epic  Post #: 25
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