Home  | Login  | Register  | Help  | Play 

=Elemental Championships 2025= OOC & Tournament Signups

 
Logged in as: Guest
  Printable Version
All Forums >> [Gaming Community] >> [Role Playing] >> The Championships >> =Elemental Championships 2025= OOC & Tournament Signups
Forum Login
Message << Older Topic   Newer Topic >>
6/27/2025 23:54:22   
  Starflame13
Moderator


Dawn clawed itself across the sky, streaks of dancing gold and rose shredding the darkness to herald a new day. The rising sun quickly followed, its rays flooding out across the horizon to race across the land of Lore. Currents of power shivered and stirred, their tendrils rising to snake their way through every city and kingdom. They whispered to all they reached - whispered of greatness, of glory, of boons and bloodshed. Murmurs that quickened hearts and stirred blood reached out to adventurers near and far, tugging at their hearts and souls. They pulled at the desperate, the despairing, the brave - and drew them all to the heart of the storm.

And at the source of the power, the city of Bren shuddered - and awoke. Locals and strangers alike rallied with renewed vigor to commence the festivities. Music wound its way through the streets, inns threw open their doors, smiths and shops set out their gleaming wares, and the city gates swung open wide to welcome the crowds now pouring into it. Young and old, rich and poor, families and friends and foes alike - all caught in the eddies of the rising current.

Rising until the dams of power burst, and Bren could hold it no longer. Rising until the stones themselves shook, the tension snapped, and even the most mundane could feel the pull of power from the hill beyond.

The Arena: awake once more.



Welcome, Esteemed Writers!

Welcome to the rookies and the veterans, the heroes and the villains, the doers and the dreamers and everyone in between! Welcome, all that have assembled, to the 2025 Elemental Championships!
Come ready your wits, sharpen your swords, and join in the festivities as Bren prepares for the coming tournament!


Welcome, everyone! Pull up a chair, grab your pencils, and let’s get ready to role-play! I have the privilege of serving as the Director of the festivities this year, and I am very much looking forward to seeing the crowd grow this year!

Now that we have the music to set the mood, on to the important information:

The Elemental Championships (ECs) are a combat-oriented, collaborative, role-playing competition. In it, your characters are competing for the chance to earn a boon from the Elemental Lord that they represent. It takes place over two rounds of competition: the Paragon Phase, where competitors are randomly assigned to different arenas in order to demonstrate their skills, abilities, and dedication - and the Finals, where the top writer from each element is selected to compete in the Grand Arena for the crown of Champion. In each round, you will make posts that have your character interact with the arenas, react to others’ actions, execute your own attacks, and weave your story and reason for competing into the action that takes place.

ANYBODY on the AE forums, regardless of prior roleplaying experience, is welcome to participate in the ECs. To sign up, you will need to provide a character biography that passes my inspection and includes the following general requirements:

quote:

Name / Title
Element
Age Range / Maturity
Race (If non-human, provide near-human comparisons for physical traits like strength, dexterity, endurance, etc.)
Appearance (Build, hair, skin, clothes, etc.)
Equipment (Armor, Weapons, etc.)
Skills, Spells, & Special Abilities


You must select a single element for your character to represent from the following eight elements: Darkness, Energy, Wind, Ice, Light, Water, Earth, or Fire. The element you select must align with your character in some way - whether due to their abilities, personality, values, backstory, or any combination thereof. The initial lore for these elements is drawn from AQ Classic, but Bren and the Elemental Championships are not part of any single AE game. While you do not need your character to fit within a specific AE game, their race/abilities/equipment should all be something that would not be unusual to see in one of them.

Any action performed in the tournament itself, including but not limited to spells, special attacks, and magical abilities, must have a reference in your biography. I will be reading (and judging) the submitted bios, and there will be consequences for those who attempt to pull off actions in the arena that I was not aware of prior. It is off of this list of abilities, skills, and so forth that your character will be balanced and admitted to the tournament. If you are new to balancing, I recommend checking out the Balancing 101 Guide , or bios from prior years. In general: aim for having an experienced fighter, but not for a Hero of Heroes.

Applications will be open until 11:59 PM (EDT - or AE Server Time) on Saturday, July 19th. Any bios still under review will then have 24 hours, or until 11:59 PM on Sunday, July 20th, to get their characters approved. Once submissions have completely closed, I will reveal the Paragon Arenas that will be utilized this year, and randomly assign participants to each arena. Voting on the musical themes of this year’s arenas will be open until the last week of registration and can be found here!

If your initial submission is not approved, you have until submissions are locked to either re-submit an updated application using director feedback in a new post, or submit an entirely new character. To assist with re-submissions, characters not approved will be given an explanation why, and further clarification may be requested as needed. When revising bios after director feedback, you must submit an entirely new post containing the updated bio. Do NOT edit your bio after posting without my permission, as I must be able to trust that what I receive does not change after balancing or approval. Editing a bio without my express permission will result in the disqualification of that character, and you will need to submit an entirely new one to participate in this year's event.

I repeat, do NOT edit your bio after posting without my permission.

One more time for those in the back: DO NOT EDIT your bio after posting without my permission.

The preliminary round, or Paragon Phase, will begin on Sunday, July 20th and last for approximately three weeks, ending at 11:59 PM EDT on Sunday, August 10th.

At the end of the Paragon Phase, one finalist from each element will be selected to move on. It usually takes at least a day or two to process decisions and get the Finals thread ready. The anticipated start date of the Finals will be Wednesday, August 13, in order to give everyone a few bonus days to rest and recharge. More information on the Finals will be released when they are closer.

Now, the Official Rules:

All normal RP Boards Rules will apply. In particular, please read and be aware of the definitions of Bunnying, God-Modding, and Meta-Gaming - all of which can result in penalties up to disqualification. I have included definitions below so that people are aware of the pitfalls, but if you are in any way unsure if your actions cross the line into any of these categories, reach out to myself as Director for clarification.

quote:

God-modding is cheating the system of RP so that your character comes out either without a scratch or with absolute advantage in any situation. This is typically done without conversing with the RP's owner, and ignores their authority to control the situation of their RP. Examples: Complete ignorance of arena hazards, 'effortless' combat, and acting with total invulnerability to the actions of other characters.


Bunnying is taking control of characters when you do not have the authority to do so, and acting contrary to what their real owners would have them do. Unless you have direct permission from the owner of the character, you cannot control them. This is especially true in combat, where you cannot decide if your attacks hit. This also includes unfairly limiting the options of another character.


Meta-gaming involves applying Out-of-Character knowledge of a situation to your character's benefit. This is not always intended, but does not change the fact that the advantage is noticeable and generally unfitting with what the character would have done based on in-character knowledge and reactions. If you keep the distinction between what you know and what your character knows, this is easy to avoid.


Violators of the standard rules 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 Director and my say as final.

1. Characters must engage in combat.
This is a combat RP event. Your character must be willing and able to initiate and take part in combat.

2. Do not use cross-element powers.
Your character is competing for the favor of a single Elemental Lord in the preliminaries, and against the chosen of the other elemental Paragons in the Finals for the reward of a boon from your Lord. 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 required. 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 time of your last post) will automatically be disqualified. Your character will then be considered free for the slaughter - any other character in the arena will be allowed to kill him/her/them/it. You are allowed to request up to 36 hours in extension, in 12 or 24 hour increments (so, either one 24 hour extension and one 12 hour extension, or three 12 hour extensions). Extension requests must be made via a forum post in your Arena’s OOC thread. In the case of emergencies that prevent posting, please reach out to me directly as soon as possible. If you learn upon completion of the Paragon phase you will not have the same commitment for Finals, please reach out to me as well so I can take that into consideration in making decisions.

4. Do not edit your posts or your bios once they have been submitted.
You may only edit your posts or your bios with the express written permission of me, myself, and I. Editing of bios or of posts without foreknowledge creates the suspicion of foul play. Proofread and double-check formatting prior to posting, and live with any errors you might have made once a post is submitted.

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

6. Death has Consequences.
Characters who die in the Elemental Championships are dead in the AE RP forums. This is a Canon event with regards to normal RP Board rules. Characters who die during the Paragon Phase are still eligible to be chosen as Finalists, but this is the only free pass to revival. Dying in the Finals is permanent.

7. Collaboration
Collaboration in an event like the Elemental Championships is not just good practice - it is a necessity. While you may be in competition with the other writers, it is the characters that are in combat, not the players. If you are attacking another character, involving yourself in someone else’s duel, or performing some other action that will impact other writers’ plans, those actions must be made clear both prior to your own posting and with enough time to facilitate planning for the other writers. Surprise posts and encroaching deadlines do not make for an enjoyable writing environment and can result in emergency extensions and confusing situations. If you are limiting your posts to only your own actions and reactions, then just a shared heads-up via Discord or the Forums is acceptable. If your post is actually containing new actions of other characters, then either yourself or the other writer involved must inform me either via Discord or the Forums that permission was given for doing so.

8. Have 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 has been stated prior, I have the final say.

General Information and Tips:
Collaboration Resources: OOC threads will be provided for each arena for the express purpose of communication with your fellow contestants and with the Director. I urge you to discuss combat options with your fellow contestants. You are free to make collaborative posts and elaborate battle sequences. Often such woven interplay is what enables your characters and writing abilities to truly shine. Please keep records of any collaboration discussions held in PMs, as they may be requested as tie-breaker material depending on how close the competition is!

Communication Resources: The notification system of PMs for the AE Forums is currently down. If you are collaborating with someone via the forums, please either use the public OOC threads, or be sure to check your inbox regularly. Additionally, you may make use of the AEF RP Discord Server. 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 Discord server may be found here.

If you need to reach me directly, you can do so via PM, posting in the OOC threads, or using Discord. I do ask that any formal extension requests be posted in the appropriate OOC threads for documentation purposes.

Drafting Posts: When writing your posts, it is strongly encouraged to do this in any word processor that is NOT the forums. It has been known for the forums to log people out while they are drafting, which can result in losing an entire post when you go to finally submit it. Many people utilize Google Docs or similar so that they can share drafts in advance with others in their arenas, either to get extra eyes for editing or to confirm actions with other writers.

List of Accepted Entrants by Element

Darkness []
Energy []
Wind [1]
Myrrh Poffiskant , created by Meepsie!

Ice []
Light [1]
Roxelana, Everbright Witch, created by Dragonknight315!

Water []
Earth [1]
Drakesthai Morian, created by ChaosRipjaw!

Fire [2]
Radiance , created by Chewy905!
Calamitina Explodinita, created by Starstruck!

Master List of Accepted Characters
Total: 5
Radiance , created by Chewy905, fighting for Light!
Roxelana, Everbright Witch, created by Dragonknight315, fighting for Fire!
Drakesthai Morian, created by ChaosRipjaw, fighting for Earth!
Myrrh Poffiskant , created by Meepsie, fighting for Wind!
Calamitina Explodinita, created by Starstruck, fighting for Fire!


Rosters by Arena
No spoilers >.>

< Message edited by Starflame13 -- 7/11/2025 20:59:43 >
AQ DF MQ AQW  Post #: 1
6/28/2025 14:58:01   
  Chewy905

Chromatic ArchKnight of RP


“By mine Divine Authority, I take thy shattered life and grant it anew. Let golden dew flow as blood, let brilliant luster grace thine eyes, and let thy name reflect thine ever-lasting loyalty to mine Divinity.”


Name: Radiance
Pronouns He/Him
Element: Light
Age: Ancient
Race: Dark Elf


“I swear this life to you, oh Divinity. Let your touch upon my soul be ever-present, let your blessings be known to all who dare gaze upon my form, and let all who cross me know that my will is forever yours.”


Appearance: Radiance is an ancient man of dark, slightly wrinkled skin that has begun to pale from too many ages spent without the embrace of the sun. His form is gnarled, thin from malnourishment yet still well-built from ages upon ages of effort. At his full height he reaches a respectable 5 foot 9, though a crick in the back grants him a slight slouch more often than not. A surprisingly full head of silver hair stretches down to his shoulders, the locks appearing to shine with specks of gold when exposed to full light. An overconfident, tired smile most often paints his aging face, though it pales in comparison to the solid gold glow of his eyes, so stark upon his face that they seem forced into the sockets. If such an assumption were true, the act must have sundered the rest of his being; as cracks in his skin branch out from his eyes, criss-crossing and spanning his entire body. Beneath these cracks is the same brilliant golden glow. The leather armor and greaves Radiance dons bear violent slashes and cracks throughout them, perfectly aligned with the cracks in his skin to show the world that neither the trappings of flesh nor the covers of manmade garb can hide the proof of Divinity’s touch. A long golden scarf around his neck completes his look, its surface woven with elaborate patterns of suns and storms.

Radiance’s form is a portrait of centuries of triumphs and failures. His hands bear deep calluses, molded to fit the weapons that he so-often bears. Scars and cuts dance from arm to arm, each accompanied by the same unnatural luster that shines through his shattered skin. A portion of his left ear has been cut off, though he refuses to disclose if it was done by his own hand. His bare right arm bears the branding of an elaborate sigil that Radiance speaks proudly of, though the tale of its origin changes on each telling. His left, however, stays covered by a simple leather gauntlet.


“Leave me not, oh Divinity, for without your grace I am naught but hollow.”

“I am here, oh Radiance, in the flicker of torchlight and the violence of the bursting sun. Let mine gentle touch fill thy soul, and let the smite of mine wrath be but pleasant to thy gaze.”


Traits:
Faded Glory: Legends speak of a man that could outrace dragons and wrestle down giants. If these legends were of Radiance, time and age have stolen such feats. Months of hard training have reclaimed only a sliver of such glory, leaving Radiance just under the average human in terms of strength and speed. He has not, however, been able to conquer the slight yet persistent tremor that has taken root in his arms. Nonetheless his mind has remained sharp as ever, and his countless experiences have given him a decent knack for predicting an opponent’s talents or identifying unknown magics and tools. This has also granted him an uncanny reaction speed, though his aging body cannot always keep to the pace his mind wishes to travel.


Ever-Faithful Light: While in bright light (including sunlight or well-lit rooms), Radiance enjoys heightened senses. This allows him to see fine details up to 30 feet away, and hear the slightest of sounds up to the same distance, without becoming sensitive to louder sounds or brighter lights. His already heightened reaction speed is further honed, making him difficult to surprise unless one is able to be entirely silent and out of his sight. Radiance suffers no difficulties in sight from any amount of bright light, being capable of staring at even the sun with no adverse effects to his vision.

If Radiance is within 5 feet of an extremely bright flash of light, he gains a few seconds of even further enhanced senses, and a brief boost in strength and speed that brings him just above that of an average human. This allows Radiance to see clear details and hear average-volume sounds up to 100 feet away, and detect even subtle changes in one’s breathing within 30 feet of himself. These enhancements are at their strongest immediately after such a flash of light, quickly fading back to normal after a mere few seconds.


Blasphemous Dark: Radiance’s capabilities drop severely with his beloved Light’s absence. Firstly, Radiance suffers from extreme night blindness. His eyes will never adjust in dim light or darkness, leaving him practically blind. While he can make out where dim light sources are, he is incapable of seeing the area around them unless he is within 10 feet of the source.

More severely, Radiance’s other senses are extremely dulled when he is in dim light and not within 10 feet of a light source. This heavily reduces his reaction time and his hearing, causing even slightly distant sounds to seem muffled and muted. While within 10 feet of a light source, his senses are reduced to average human levels, rather than their boosted form when in bright light. In total darkness with no sources of light, Radiance begins to enter a lethargic state, becoming slower and less responsive over the course of a minute, after which he becomes entirely unable to act until exposed to a light source. Exposing him within 10 feet of a light source swiftly revitalizes him to normal capabilities. Radiance’s own natural glow (though not that of his equipment) is dimmed in these conditions, going completely out after the minute, and cannot serve as the source of light needed to revitalize him.

Even when in dim light or complete darkness, a bright flash of light will grant Radiance his brief seconds of vitality and enhancement, and reset the one-minute timer until he goes inert.


“Take mine Song, oh Radiance, and share it with those deaf of ear. Take mine Grace, oh Radiance, and spread it with those closed of mind. Take mine Wrath, oh Radiance, and grant it to those furious of heart.”

“By your song, oh Divinity, I shall discern your love. By your Grace, oh Divinity, I shall feel your generosity. By your Wrath, oh Divinity, I shall feel your kindness.”


Equipment:

Embrace: Radiance’s leather armor and greaves bear no special properties, but the inch-thick golden cracks that run through them act not as spots of shattered weakness, but as bolstered veins of divine protection. Attacks that strike along these lines feel as if they are striking hard steel, dealing minimal damage to Radiance and passing along far less pain than one would expect from hitting the chink in armor. Non-dark-aligned Magical projectiles and attacks that would ONLY strike such a vein without making contact with the rest of the armor are negated entirely.


Greater Luster: A set of glass, baseball sized orbs, etched in gold and magically affixed to Radiance’s belt. Unnaturally dense and extremely durable, these orbs are primarily used as a power source for Radiance’s other weapons. Lusters are useless until primed. Priming a Luster requires Radiance to perform a very brief prayer, which can be as short as a single word. Primed Lusters glow faintly, though this passive glow cannot overcome Blasphemous Dark. A primed Luster remains primed until used. Once spent, a Luster cannot be re-primed, even if the orb itself remains intact.

If a Luster’s outer casing is ruptured, it detonates after a brief delay, releasing a blindingly bright flash of light that hinders the vision of those within 15 feet of it for a few seconds and leaves a distracting afterimage for a few seconds more, even if they were not looking directly at it. Outside the 15 foot diameter, it maintains the blinding effect only if it was being directly observed. Undead and other creatures of darkness experience severe burns and scarring within the 15-foot diameter.

In his prime, Radiance could easily shatter these orbs in his grasp and throw them great distances. Now he instead relies on cracking an orb against Wrath, or the use of his dart gun. Radiance can accurately throw a Greater Luster up to 10 feet away before they hit the ground. Radiance carries 4 Greater Lusters upon entering the ECs.


Lesser Luster: Identical to a Greater Luster in all but size and severity, Lesser Lusters are golfball sized, require less force to crack, and extend their blinding flash only out to a 10 foot diameter. Beyond this, even when directly observed, they may be annoyingly bright, but no more than that. They also lack the anti-darkspawn properties of their Greater variant. Radiance also carries 4 Lesser Lusters upon entering the ECs, and can accurately throw them up to 20 feet away.


Song: An ornate rifle, etched with a variety of patterns and runes, kept slung across Radiance’s shoulder. Song is Similar in design to a musket, though where the hammer should be is instead a far bulkier empty space designed to house a Greater Luster. Once loaded with a Greater Luster, Song takes a dozen or so seconds to charge as the light from the Luster is drawn through the weapon, illuminating its various runes with a bright glow and causing it to radiate a fairly loud sound akin to a woman humming. Song maintains this glow and its charge for about half a minute, or until fired, and this glow can stave off Blasphemous Dark. When Radiance (and only Radiance) pulls the trigger, Song releases an extremely loud sound of a woman singing a high note, and an extremely bright, thin (about the size of a quarter) beam of light that instantaneously travels 120 feet forwards, briefly blinding anyone that was looking at its path. The first object the beam hits suffers from extreme heat capable of melting most non-magical materials. Anything after the first object receives extremely severe burns, but does not melt, with each struck object reducing the severity of the burn. Song’s extraordinarily high recoil means that Radiance must either take appropriate measures to secure himself, or fire from a prone position. Failure to do so will likely cause the kickback from the shot to knock him over, and severely hinder his otherwise peerless accuracy.

After firing, Song must complete a lengthy cooldown period before it can be loaded again. Song cannot be loaded with a Lesser Luster.


Grace: A small dart-gun, similar in design to a deringer and holstered at Radiance’s right side. Grace holds two darts, and fires one at a time (or two in quick succession) accurately up to 30 feet with the strength of a hand-crossbow, and boasts a very quick reload time. Radiance carries two dozen darts on his person. On their own these darts, while sharp, do little more than deliver a nasty sting. They can pierce light cloths, but are stopped by even the weakest of leathers. They are, however, capable of shattering Greater or Lesser Lusters on direct contact.

Grace can be charged with a Greater or Lesser Luster by holding a primed Luster to the weapon’s side for a brief moment. Doing so charges Grace’s next shot. This charge remains until expended, but does not give off any light. A Lesser charged shot causes the entirety of the struck target, be it creature or object, to produce a constant bright light for the next 30 seconds, effectively making them a light source that Radiance can use to stave off Blasphemous Dark. These Lesser charged shots do not work on Radiance or any of his equipment. A Greater charged shot detonates the bolt within Grace, causing the weapon to emit a bright flash and a short range (about 5 feet long and wide) conical blast of solid light. Being struck by this light is equivalent to being struck by a runaway carriage traveling at full speed, knocking the unfortunate victim quite a distance back in the best of cases, and breaking limbs in the worst. The recoil of a Greater charged shot will likewise knock Radiance back a few feet himself, and buck the weapon right out of his hand if he doesn’t keep his grip perfectly tight.


Wrath: A disc shaped weapon, approximately the size of a dinner plate, kept slung over Radiance’s back. The center is hollowed out, save for a pointed handle that juts out from one inner edge and crosses the radius of the weapon. The outer edge is extremely sharp; capable of cutting through tougher, non-metallic materials. The weapon as a whole is reinforced to be very difficult to break through sheer force. Radiance is extremely talented with manipulating this weapon, both as a melee tool and as a thrown blade. Radiance can throw the weapon in two manners, both traveling with the speed and force of a professionally thrown discus. The first causes the blade to fly 30 feet forwards, then return straight back to him. If it strikes anything on the way forwards, it rebounds and returns instantly. If it strikes anything on the way back, it loses its momentum and falls to the ground. The second manner causes the weapon to quickly orbit himself twice at a 5 or 10 foot radius away before it returns to him. If it strikes anything in this orbit, it returns to him immediately unless it is able to completely punch-through the object.

Wrath Can be charged with Lesser or Greater Lusters by impaling a primed orb against its handle, shattering the orb and charging the weapon with a gentle glow that lasts until used and does NOT stave off Blasphemous Dark. When swung (not thrown) with a Lesser charge, Wrath releases a discus of light as large as itself. This blade of light shares the same properties as Wrath itself; acting as a heavy steel blade that disappears after striking a target or traveling 60 feet. One Lesser charge can release two blades of light. When charged with a Greater Luster, Wrath gives off a far brighter glow. Radiance can detonate a Greater charged Wrath with a snap of his fingers, causing it to explode in 15-foot diameter blast that combines the flashbang effects of a Greater Luster with the concussive properties of a Greater Charged shot from Grace, which Radiance himself is not immune to. Wrath then reappears in Radiance’s hand, uncharged.


“I bid thee Rest, oh Radiance. May thou sleep a year for every victory earned in thine service.”

“...If you bid it, oh Divinity, I will rest until your light grants me morning.”

“...Goodnight, my faithful, my beloved, my Radiance.”

“Goodnight, my beloved, my divine, my Lumira.”


Post #: 2
6/29/2025 16:57:15   
  Starflame13
Moderator


First weekend, and first bio! Let's see them trickle in to a flood, everyone!


@Chewy905 - Hello, hello! Always good to see you on the other side of the equation. Radiance has a lot of potential, and is fairly well-balanced considering the ammo limitations you've given him, but I have a few minor clarification points/comments.

First - while I am sure you are aware of this, the lighting in the arenas vary year to year. Bright light is common in some arenas, near darkness common in others, and there is no guarantee what the design will be from year to year. You've given Radiance enough ways to stave off lethargy that I'm not overly worried of that becoming his limiting factor, but it is something I want to mention and ensure you are anticipating moving forward.

Now, to the equipment - starting with Song. Even with the ammo limitations, a 120-foot instantaneous traveling path is too strong - with most arenas 65 feet in radius (so 130 in diameter), that is entirely across the arena. It is also my interpretation that the intent is for the beam to materialize like a laser across its entire range, meaning that shields and armor do not serve as a blocker or deflector and that you could line up several people at once for one shot. If that is the case, then this range needs to be scaled back significantly - 20-30 feet at most. If, however, shields and armor can deflect it to the point of sapping the energy entirely (so it'd actually be traveling the path rather than appearing in it instantaneously), then this can be scaled up proportionally with the number of targets you want to hit in a single shot - the more targets, the shorter the range. With those limitations, I am actually ok with this being literally "light speed" on one caveat: the singing note should occur a second or two before the beam of light fires, and not in conjunction with it. If you want the two simultaneous, we can discuss acceptable speeds then.

Looking at Grace: given the propensity for light sensitivity, 30 seconds for a brightly glowing light source is too long. Since the goal here is to help Radiance stave off lethargy, my recommendation would be for the light to start dimming around the 10 second mark, but for it still to be effective against Blasphemous dark until the light fully fades at that 30 second time period. I will also note you will need to work with me to determine what in the arena is counted as an "object" for this effect - some may be impacted and some not. Additionally, with how much force a Greater charged shot emits, I would also ask for a minor cool down period here or a slightly ammo increase (i.e., needing both darts in the weapon to fire a Greater charge).

Lastly, Wrath: is this intended to be a honing return to Radiance regardless of the situation, or can another competitor grab or hit it to knock it off course to force him to retrieve it? We may need to scale some of the power down in the former case. Additionally, if the intent is for the Light blades to travel one after the other in the same path, my math for the distance traveled has this allowing the double circle at the 5 foot radius and only a single circle at the 10 foot radius, or the direct path at 60. Let me know if there's an incorrect assumption in how the Lesser charges work. Similarly, the blast radius on the Greater Luster concerns me - particularly with the potential for repeated throws as there is no recoil concern here - so I request either to choose one of the Greater Luster effects (flashbang, or concussive), or reduce the radius significantly if you wish to keep both. Additionally, if per the first question the weapon can be knocked off course and away from Radiance, I'd like a range on how far it can be for him to detonate.

Absolutely excited to see the creativity in this one - you're setting yourself up for a lot of fun avenues. Get round two up soon!


AQ DF MQ AQW  Post #: 3
6/30/2025 14:49:45   
  Chewy905

Chromatic ArchKnight of RP


Revisions! Changes are in bold, but here’s a brief changelog:

-Song has been reduced to 30 foot range, and has a second delay between the note and the beam. Remains Light-speed and all-piercing. I am also aware that there may be some situations where this cannot pierce parts of the arena, which can be discussed if we encounter them.

-Lesser Grace shots now glow brightly for 10 seconds, then dimly for 20. Greater shots shatter both darts (if two are present, but CAN be fired with one), and require the weapon to be carefully cleaned out before re-firing.

-Wrath has been clarified to show it CAN be disrupted on its return, but not on its departure. I.E if it hits a foe or if that foe deflects it, it will begin to return to Radiance. If that same foe slaps it out of the air afterwards, it will fall to the ground and must be retrieved manually.
Clarified that lesser Wrath’s light blades travel 60 feet forwards, OR a single full rotation around Radiance (at either orbit), rather than 60 feet total regardless, and that each swing of the blade can only release one blade of light.

-Finally, reduced the detonation range of greater Wrath to a 7-foot diameter (a strange number, but 5 felt too small and 10 felt too large).




“By mine Divine Authority, I take thy shattered life and grant it anew. Let golden dew flow as blood, let brilliant luster grace thine eyes, and let thy name reflect thine ever-lasting loyalty to mine Divinity.”


Name: Radiance
Pronouns He/Him
Element: Light
Age: Ancient
Race: Dark Elf


“I swear this life to you, oh Divinity. Let your touch upon my soul be ever-present, let your blessings be known to all who dare gaze upon my form, and let all who cross me know that my will is forever yours.”


Appearance: Radiance is an ancient man of dark, slightly wrinkled skin that has begun to pale from too many ages spent without the embrace of the sun. His form is gnarled, thin from malnourishment yet still well-built from ages upon ages of effort. At his full height he reaches a respectable 5 foot 9, though a crick in the back grants him a slight slouch more often than not. A surprisingly full head of silver hair stretches down to his shoulders, the locks appearing to shine with specks of gold when exposed to full light. An overconfident, tired smile most often paints his aging face, though it pales in comparison to the solid gold glow of his eyes, so stark upon his face that they seem forced into the sockets. If such an assumption were true, the act must have sundered the rest of his being; as cracks in his skin branch out from his eyes, criss-crossing and spanning his entire body. Beneath these cracks is the same brilliant golden glow. The leather armor and greaves Radiance dons bear violent slashes and cracks throughout them, perfectly aligned with the cracks in his skin to show the world that neither the trappings of flesh nor the covers of manmade garb can hide the proof of Divinity’s touch. A long golden scarf around his neck completes his look, its surface woven with elaborate patterns of suns and storms.

Radiance’s form is a portrait of centuries of triumphs and failures. His hands bear deep calluses, molded to fit the weapons that he so-often bears. Scars and cuts dance from arm to arm, each accompanied by the same unnatural luster that shines through his shattered skin. A portion of his left ear has been cut off, though he refuses to disclose if it was done by his own hand. His bare right arm bears the branding of an elaborate sigil that Radiance speaks proudly of, though the tale of its origin changes on each telling. His left, however, stays covered by a simple leather gauntlet.


“Leave me not, oh Divinity, for without your grace I am naught but hollow.”

“I am here, oh Radiance, in the flicker of torchlight and the violence of the bursting sun. Let mine gentle touch fill thy soul, and let the smite of mine wrath be but pleasant to thy gaze.”


Traits:
Faded Glory: Legends speak of a man that could outrace dragons and wrestle down giants. If these legends were of Radiance, time and age have stolen such feats. Months of hard training have reclaimed only a sliver of such glory, leaving Radiance just under the average human in terms of strength and speed. He has not, however, been able to conquer the slight yet persistent tremor that has taken root in his arms. Nonetheless his mind has remained sharp as ever, and his countless experiences have given him a decent knack for predicting an opponent’s talents or identifying unknown magics and tools. This has also granted him an uncanny reaction speed, though his aging body cannot always keep to the pace his mind wishes to travel.


Ever-Faithful Light: While in bright light (including sunlight or well-lit rooms), Radiance enjoys heightened senses. This allows him to see fine details up to 30 feet away, and hear the slightest of sounds up to the same distance, without becoming sensitive to louder sounds or brighter lights. His already heightened reaction speed is further honed, making him difficult to surprise unless one is able to be entirely silent and out of his sight. Radiance suffers no difficulties in sight from any amount of bright light, being capable of staring at even the sun with no adverse effects to his vision.

If Radiance is within 5 feet of an extremely bright flash of light, he gains a few seconds of even further enhanced senses, and a brief boost in strength and speed that brings him just above that of an average human. This allows Radiance to see clear details and hear average-volume sounds up to 100 feet away, and detect even subtle changes in one’s breathing within 30 feet of himself. These enhancements are at their strongest immediately after such a flash of light, quickly fading back to normal after a mere few seconds.


Blasphemous Dark: Radiance’s capabilities drop severely with his beloved Light’s absence. Firstly, Radiance suffers from extreme night blindness. His eyes will never adjust in dim light or darkness, leaving him practically blind. While he can make out where dim light sources are, he is incapable of seeing the area around them unless he is within 10 feet of the source.

More severely, Radiance’s other senses are extremely dulled when he is in dim light and not within 10 feet of a light source. This heavily reduces his reaction time and his hearing, causing even slightly distant sounds to seem muffled and muted. While within 10 feet of a light source, his senses are reduced to average human levels, rather than their boosted form when in bright light. In total darkness with no sources of light, Radiance begins to enter a lethargic state, becoming slower and less responsive over the course of a minute, after which he becomes entirely unable to act until exposed to a light source. Exposing him within 10 feet of a light source swiftly revitalizes him to normal capabilities. Radiance’s own natural glow (though not that of his equipment) is dimmed in these conditions, going completely out after the minute, and cannot serve as the source of light needed to revitalize him.

Even when in dim light or complete darkness, a bright flash of light will grant Radiance his brief seconds of vitality and enhancement, and reset the one-minute timer until he goes inert.


“Take mine Song, oh Radiance, and share it with those deaf of ear. Take mine Grace, oh Radiance, and spread it with those closed of mind. Take mine Wrath, oh Radiance, and grant it to those furious of heart.”

“By your song, oh Divinity, I shall discern your love. By your Grace, oh Divinity, I shall feel your generosity. By your Wrath, oh Divinity, I shall feel your kindness.”


Equipment:

Embrace: Radiance’s leather armor and greaves bear no special properties, but the inch-thick golden cracks that run through them act not as spots of shattered weakness, but as bolstered veins of divine protection. Attacks that strike along these lines feel as if they are striking hard steel, dealing minimal damage to Radiance and passing along far less pain than one would expect from hitting the chink in armor. Non-dark-aligned Magical projectiles and attacks that would ONLY strike such a vein without making contact with the rest of the armor are negated entirely.


Greater Luster: A set of glass, baseball sized orbs, etched in gold and magically affixed to Radiance’s belt. Unnaturally dense and extremely durable, these orbs are primarily used as a power source for Radiance’s other weapons. Lusters are useless until primed. Priming a Luster requires Radiance to perform a very brief prayer, which can be as short as a single word. Primed Lusters glow faintly, though this passive glow cannot overcome Blasphemous Dark. A primed Luster remains primed until used. Once spent, a Luster cannot be re-primed, even if the orb itself remains intact.

If a Luster’s outer casing is ruptured, it detonates after a brief delay, releasing a blindingly bright flash of light that hinders the vision of those within 15 feet of it for a few seconds and leaves a distracting afterimage for a few seconds more, even if they were not looking directly at it. Outside the 15 foot diameter, it maintains the blinding effect only if it was being directly observed. Undead and other creatures of darkness experience severe burns and scarring within the 15-foot diameter.

In his prime, Radiance could easily shatter these orbs in his grasp and throw them great distances. Now he instead relies on cracking an orb against Wrath, or the use of his dart gun. Radiance can accurately throw a Greater Luster up to 10 feet away before they hit the ground. Radiance carries 4 Greater Lusters upon entering the ECs.


Lesser Luster: Identical to a Greater Luster in all but size and severity, Lesser Lusters are golfball sized, require less force to crack, and extend their blinding flash only out to a 10 foot diameter. Beyond this, even when directly observed, they may be annoyingly bright, but no more than that. They also lack the anti-darkspawn properties of their Greater variant. Radiance also carries 4 Lesser Lusters upon entering the ECs, and can accurately throw them up to 20 feet away.


Song: An ornate rifle, etched with a variety of patterns and runes, kept slung across Radiance’s shoulder. Song is Similar in design to a musket, though where the hammer should be is instead a far bulkier empty space designed to house a Greater Luster. Once loaded with a Greater Luster, Song takes a dozen or so seconds to charge as the light from the Luster is drawn through the weapon, illuminating its various runes with a bright glow and causing it to radiate a fairly loud sound akin to a woman humming. Song maintains this glow and its charge for about half a minute, or until fired, and this glow can stave off Blasphemous Dark. When Radiance (and only Radiance) pulls the trigger, Song releases an extremely loud sound of a woman singing a high note. About a second later comes an extremely bright, thin (about the size of a quarter) beam of light that instantaneously travels 30 feet forwards, briefly blinding anyone that was looking at its path. The first object the beam hits suffers from extreme heat capable of melting most non-magical materials. Anything after the first object receives extremely severe burns, but does not melt, with each struck object reducing the severity of the burn. Song’s extraordinarily high recoil means that Radiance must either take appropriate measures to secure himself, or fire from a prone position. Failure to do so will likely cause the kickback from the shot to knock him over, and severely hinder his otherwise peerless accuracy.

After firing, Song must complete a lengthy cooldown period before it can be loaded again. Song cannot be loaded with a Lesser Luster.


Grace: A small dart-gun, similar in design to a deringer and holstered at Radiance’s right side. Grace holds two darts, and fires one at a time (or two in quick succession) accurately up to 30 feet with the strength of a hand-crossbow, and boasts a very quick reload time. Radiance carries two dozen darts on his person. On their own these darts, while sharp, do little more than deliver a nasty sting. They can pierce light cloths, but are stopped by even the weakest of leathers. They are, however, capable of shattering Greater or Lesser Lusters on direct contact.

Grace can be charged with a Greater or Lesser Luster by holding a primed Luster to the weapon’s side for a brief moment. Doing so charges Grace’s next shot. This charge remains until expended, but does not give off any light. A Lesser charged shot causes the entirety of the struck target, be it creature or object, to produce a constant bright light for the next 10 seconds, after which it continues to emit a dim glow for about 20 more seconds, effectively making them a light source that Radiance can use to stave off Blasphemous Dark. These Lesser charged shots do not work on Radiance or any of his equipment. A Greater charged shot detonates all bolts within Grace, causing the weapon to emit a bright flash and a short range (about 5 feet long and wide) conical blast of solid light. Being struck by this light is equivalent to being struck by a runaway carriage traveling at full speed, knocking the unfortunate victim quite a distance back in the best of cases, and breaking limbs in the worst. The recoil of a Greater charged shot will likewise knock Radiance back a few feet himself, and buck the weapon right out of his hand if he doesn’t keep his grip perfectly tight. The debris from the shattered bolts of a charged shot must be carefully cleaned out before Grace can be reloaded, a process that takes a few additional seconds of Radiance’s full focus.


Wrath: A disc shaped weapon, approximately the size of a dinner plate, kept slung over Radiance’s back. The center is hollowed out, save for a pointed handle that juts out from one inner edge and crosses the radius of the weapon. The outer edge is extremely sharp; capable of cutting through tougher, non-metallic materials. The weapon as a whole is reinforced to be very difficult to break through sheer force. Radiance is extremely talented with manipulating this weapon, both as a melee tool and as a thrown blade. Radiance can throw the weapon in two manners, both traveling with the speed and force of a professionally thrown discus. The first causes the blade to fly 30 feet forwards, then return straight back to him. If it strikes anything on the way forwards, it rebounds and returns instantly. If it strikes anything or is otherwise disrupted on the way back, it loses its momentum and falls to the ground. The second manner causes the weapon to quickly orbit himself twice at a 5 or 10 foot radius away before it returns to him. If it strikes anything in this orbit, it returns to him immediately unless it is able to completely punch-through the object.

Wrath Can be charged with Lesser or Greater Lusters by impaling a primed orb against its handle, shattering the orb and charging the weapon with a gentle glow that lasts until used and does NOT stave off Blasphemous Dark. When swung (not thrown) with a Lesser charge, Wrath releases a discus of light as large as itself. This blade of light shares the same properties as Wrath itself; acting as a heavy steel blade that disappears after striking a target, traveling 60 feet forwards, or finishing a single rotation around Radiance. One Lesser charge can release two blades of light; one per swing. When charged with a Greater Luster, Wrath gives off a far brighter glow. Radiance can detonate a Greater charged Wrath with a snap of his fingers, causing it to explode in a 7-foot diameter blast that combines the flashbang effects of a Greater Luster with the concussive properties of a Greater Charged shot from Grace, which Radiance himself is not immune to. Wrath then reappears in Radiance’s hand, uncharged.


“I bid thee Rest, oh Radiance. May thou sleep a year for every victory earned in thine service.”

“...If you bid it, oh Divinity, I will rest until your light grants me morning.”

“...Goodnight, my faithful, my beloved, my Radiance.”

“Goodnight, my beloved, my divine, my Lumira.”

Post #: 4
6/30/2025 23:33:40   
  Starflame13
Moderator


MOAR BIOS


@Chewy905 - Well, 7 feet is basically "slightly further than a person length", so makes total sense as a unit of measurement to me. All the updates look good, and very excited for which arena Radiance ends up in. Approved!
AQ DF MQ AQW  Post #: 5
7/7/2025 13:35:51   
Oddball
Member

"I wasn't begging for my life... I was begging for yours."

“This light that’s still left inside…I’ll suffocate it too, if that’s what it takes.”

Name: Allysciel Stranz
Alias: “Fallen Hero Allysciel.”
Age: Recorded to have been wandering her cursed grounds for 500 years. Likely much older.
RaceSoul-Cursed Human.*
Element Light

*”Soul-Cursed” is a phenomenon that binds the soul of a person, animal or object with a strong enough sense of duty to resist the call of death. Allysciel is bound by her duty as “The Hero,” despite her world no longer needing her.

Appearance: Allysciel is a terrifying sight on the battlefield, reaching a staggering 7 foot 2 in her armour and a clean 7ft out of it. Her once Holy plate has been dyed a deep crimson from centuries of bloodshed. Tattered and matted plumage carefully rises from the helmet as a crack in the faceplate reveals an eye with no colour, or pupil. Underneath her full plate, Allysciel wears a set of rusted chainmail, with padded clothes under it to provide a small amount of comfort and protection should her chainmail break. Despite the rest of her appearance slowly changing with the blackening of her soul, Allysciel’s hair has remained untouched. It sits, pulled into a long, singular braid and appears slightly iridescent in its pristine whiteness. Allysciel’s other eye is a faded amber, with half of the pupil (split vertically) missing.



“Long ago, a girl once looked at the stars and dared to dream. She’d make her mark on the world, prove herself worthy of her title… That girl is gone.”

Abilities and Magic

The Soul of The Hero As long as Allysciel remains trapped by her duty, she can never truly find rest. This gives her the unnatural ability to continue fighting even after receiving what would normally be a killing blow. However, even Allysciel’s immortal body has its limits, and there isn’t a soul that knows this better than she does. If struck by a killing blow, Allysciel’s senses will dull drastically, severely limiting her ability to fight for the remainder of her combat. As far as Allysciel herself is aware, there is no limit to the amount of times her senses can be dulled.

The Hero’s Magic. Unique elemental magic that is owned by “The Hero.” Only those possessing the The Soul of the Hero are permitted to learn Light magic, as its potential in the hands of any soul with the possibility of harboring malice would be far too devastating. Due to her being Soul-Cursed, most of the spells in Allysciel’s arsenal have been scrapped, since the damage the spell inflicts internally is far too great for Allysciel’s natural regeneration to handle.

Sunburst Nova: A powerful burst of light magic that covers a 15 foot radius from Allysciel’s position. Anything caught in the magic’s area that is looking in Allysciel’s direction is blinded for a brief moment. This includes Allysciel herself, meaning she has to close her eyes every time she wants to use this spell, leaving her open to attacks. Allysciel is capable of using this spell multiple times in quick succession, but each consecutive use harms her more. Overuse of this magic burns away at Allysciel’s arms, eventually sapping her of the strength to even hold her weapon.

The Light Arrow: A slow charging, fast-firing arrow that Allysciel can fire from her fingertips. While it takes a short moment to charge, its speed when fired is comparable to that of a ball fired from a musket. The arrow itself doesn’t seem to do much in the way of damage, but it leaves a mark on whatever surface it hits. The mark lasts until Allysciel interacts with it, or it is dispelled by a surge of powerful magic from a different source.

Infusion: For a brief period of time (barely longer than the action of striking something,) Allysciel can channel her magic through her limbs. Doing so grants her enhanced striking speed and power. If Allysciel infuses an attack this way, and manages to strike an opponent marked by The Light Arrow, the mark detonates after a short delay, causing a sudden flash of bright light centered on where the mark was. Unlike her Sunburst Nova, Allysciel is immune to the blinding effects of this magic.

Fighting Style
Allysciel’s way of combat changes significantly depending on if she’s in, or out, of her armour. While protected by her holy plate, Allysciel’s speed is lowered to below that of an average person. However, she is granted a near indestructible defense, shrugging off even the heaviest of blows. In her armour she only uses her Fused Sword, commanding its individual pieces when they are needed.
After she has taken enough damage, Allysciel sheds her armour, becoming much more agile and flexible. Like this, she expertly uses a combination of the Hero’s Sword and her parrying dagger to weave through incoming attacks.

Equipment

A Friend’s Blade: A weapon belonging to Allysciel’s greatest adversary. The blade is brittle and prone to snapping on contact. However, as long as a single shard of the blade remains, Allysciel can cause the blade to “regrow” over a short span of time. Allysciel commonly uses this weapon to purposefully shatter it and have the shrapnel impale her opponent. However, residue malice from the weapon’s previous owner still resides inside of this weapon, causing one of the shards from the broken blade to always find its way into part of Allysciel’s body.

The Hero’s Sword The weapon that has been by Allysciel’s side since she began her journey. She claims to be able to hear it whisper to her during the night, and talks to it with the same tone one would use when conversing with an old friend. Despite seeing over half a millenia of use, the blade shows no signs of damage and remains as sharp as the day it was forged.

Allysciel’s Fused Sword A large, blunt, sword crafted by fusing 4 different weapons into one. Allysciel is capable of removing any of the full weapons crafted into the sword at will, at the cost of weakening the overall strength of the weapon. Allysciel can fuse the removed weapons back into the sword, but can only do so one at a time, and with a significant pause in between if she has removed multiple weapons from the sword. If a weapon is broken, it is forced back into the sword, and slowly reforges itself. This process takes a few moments, and until the broken weapon is fully reforged, the sword is significantly weaker. The four weapons fused into the sword are:

The Dawn’s Hammer A large, golden hammer made from the same material as its colour. While flimsy, and not very durable, Allysciel can channel Light magic through the hammer without causing any damage to herself. As such, she typically wields the hammer like a wizard would a staff.
”A glorious hammer, once wielded by the Hero King himself… Reduced to nothing more than a tool for casting a dwindling number of spells.”

A Harvester’s Tool. A large scythe with a hole carved out of the head of the tool. A crest of the sun somehow floats inside, emanating a twisted, radiant energy. The scythe’s crest can be removed by an outside force, but it will eventually find its way back to the scythe. While the crest is removed, the weapon loses its ability to apply the toxin. Staying in close proximity of the scythe for long enough, or being cut by its razor sharp edge, afflicts the target with a short-lived, fast-acting toxin. This toxin does not cause any physical, or mental, damage, however it does cause a brief dulling of all 5 of the target’s senses. Due to Allysciel’s years of existence as a Soul-Cursed, this toxin slowly warped with her, now affecting those closely attuned to Light faster, and with increased effectiveness. While those aligned with Darkness feel little more than a slight tickle at the back of their mind.
”The scythe? It was gifted to me by the first person I ever saved. If only that farmer knew what I was doing with it now…”

Nobleman’s Worry A strange rapier gifted to Allysciel after her ascension to “The Hero.” The tip of the blade of the rapier splits into three, with a metallic substance closely resembling spider silk intertwined between the three points. The metal is heavily resistant to magic, and is even capable of catching weaker magical projectiles. Allysciel can then infuse the caught projectiles with Light magic, at the small cost of damaging the rapier somewhat. Allysciel can do this a maximum of twice before the blade would break.
”A ‘Hero’... if only I knew what that title would bring.”

Childhood’s End The sword belonging to Allysciel’s childhood sweetheart. The once beautiful longsword now reduced to barely the size of a dagger, its thick layer of rust daring to snap another piece of the blade off at the first sign of danger. Allysciel commonly disregards the dangers of using such a rusted knife, and wields it in her off-hand as a parrying dagger, knowing the risks she takes in doing so.
“I feel my heart shatter more every time the weapon breaks. But I must use it… It is his legacy.”


”Somebody help…I’m losing what’s left of me…”
AQ DF AQW Epic  Post #: 6
7/7/2025 22:06:42   
  Starflame13
Moderator


Alright! Just over one week down, just under two weeks to go! Looking forward to the flood of bios coming in this week now people have had the time to brainstorm.


Why hello, Oddball! Ancient Light Hero's are popular this year! Let's take a look at Allysciel.

My first - and only serious concern - is with the Soul of the Hero. All types of resurrection or, in this case, prevention of death, are blocked in the Arena itself. Death must have a meaning, and an entrant must be willing to risk it in order to take part. Whether that's literally suppressing the ability while Allysciel is in the arena, or quantifying an express number of killing blows to the point where her senses are dulled to nothingness and she knows no more, period, is up to you. If you want to keep it such that Allysciel is unaware of said limit until she enters the arena or experiences the first near-death attempt, that's acceptable as well, but the bio needs the limit stated.

Now, everything beyond that should be fairly straightforward! For Sunburst Nova, a 15 foot radius is a bit large for an ability that can be spammed - I would scale this back to either 5 or 10 feet. While I won't make you put a hard quantity on how many uses will sap her entire strength, the greater the range, the more strength each use should sap. Similarly with Infusion - while you don't need a set limit on how often this is used, the more sequential uses of the ability, the more fatigued her muscles should get between them.

Looking at her Fighting Style: I would actually make the recommendation that you not limit your fighting style to one weapon with armor and one weapon without armor. It risks limiting the creativity in combat. Also, if you're going to be near-destructible with the Holy Plate, be careful to avoid god-modding - Allysciel should only be able to take a couple extremely heavy blows before the armor starts breaking off or shedding in pieces.

Moving on to the weapons: You imply earlier that Allysciel can command the individual pieces of the Fused Sword. Given how this can shatter into a cloud of shrapnel that she can then impale her opponent with, this is a bit too powerful. I would lean towards removing the commanding ability and just have it shatter randomly if you want to keep the cloud of dangerous splinters effect. Otherwise, we need limits on the quantity of fragments she can control and the control range.

Lastly, the Fused Sword as a concept is extremely cool - I have no concern with the whole, but a couple comments on a few of the parts. For Dawn's Hammer, if this is meant as a casting tool, it also needs some sort of limiting factor (perhaps overheating?) so we don't end up with infinite casts of the Sunburst Nova. For Harvester's Tool, I'm a bit confused on how something can be "short lived" if it's proximity based - is this meant to be an impact with physical interaction (i.e., Allysciel herself or those who try to take it to wield it from her), or something that might occur in flashes to those fighting against her? For Nobleman's Worry, do the infused projectiles simply glow, or does she get to redirect them elsewhere now they are light-infused? For both the above weapons, either options are acceptable, but the latter (more complex) choice may need some additional clarification or balancing.

A lot to this character, and a lot I'm excited to see! Looking forward to round 2!
AQ DF MQ AQW  Post #: 7
7/7/2025 22:09:25   
Dragonknight315
Member

“... I can’t live like this anymore, Raven. It’s time I made my debut... once and for all.”

Name: Roxelana, Everbright Witch
Element: Fire
Pronouns: She/Her
Age: Early thirties
Race: Elf...?

Appearance:--- A once in a generation soul standing out even amongst her elven peers, it’s hard to believe that Roxelana Ebontwin or simply “Rox” has stuck to the shadows for this long— and for someone of her likeness, it certainly was not easy. And should one so much as even spare a glance for her, they would see how desperate Roxelana is to let her inner self shine.

Standing around 5 '4 in height with reddish-bronze skin and a fairly muscular build compared to your stereotypical mage, Roxelana appears as one caught between two worlds. Mint hues color her eyes, vertical slits taking the place of ordinary pupils. Her tongue also bears reptilian traits, forked though modified to be split perfectly down the middle. There appears to be markings across her tongue, and when both halves are brought together an alchemical circle is revealed to be tattooed into the flesh. Her hair is equally bombastic and exaggerated. Stretching down her shoulders, the left half of the witch’s hair is pitch black and mostly straight where the right half is colored in an ombre gradient. Moving from deep red roots to orange streaks for most of its length then ending finally in yellow tips, these locks seem to have a mind of their own and wildly curl in every direction unable to be restrained.

Constantly on the move, Roxelana’s travels have shaped her into a seasoned adventurer. In terms of clothes her main features are the dark emerald robes she bears along with a massive wide brimmed hat with a sagging pointed tip. Beneath her robe she wears a mundane set of leather armor reinforced with metal plates around her shoulders. Over the robes is a series of belts that form a harness that help the witch keep her equipment all in place. Attached to this harness includes several vials of crimson “ink,” a holster for her grimoire, and a spot on her back for her metal walking staff.

The most notable feature Roxelana bears however are her scales. Starting from the right side of her neck, a patchwork of red scales appear across her skin. In areas where the scales have been removed the skin beneath bears the appearance of burn scars. The scales sweep down over her chest and down the right side of her torso before sweeping across her entire right arm. And instead of an ordinary humanoid hand, the witch bears a draconic claw that is completely encased in her red scales. The claw is slightly bigger than a hand for someone of her size. The talons are around 2 inches in length and sharp enough to be used as a backup weapon in a pinch, but Roxelana prefers to use it as a built in quill for her grimoire.


Physiology:--- Going off of ancestry alone, Roxelana would probably not seem out of the ordinary amongst her race with an inborn aptitude for magic. And when combined with her training and experience as an adventurer, the witch possesses about average strength compared to the typical athletic human with slightly better speed and agility though less durability.

However Roxelana bears a fragment of a draconic soul within her essence, and this has resulted in some additional traits manifesting. The witch’s scales, while no more durable than her regular skin, grant that area of her body a significant resistance (but not immunity) to heat allowing her to touch and hold flaming or otherwise warm objects without harming herself. This has also resulted in the aforementioned change in her right hand becoming that of a claw.

Equipment:---


Mundane Leathers: Underneath her robes Roxelana wears a set of ordinary leather equipment reinforced with steel plates around her shoulders. While granting her some resistance to piercing and slashing attacks, it fails miserably to protect against blunt force trauma.

Witch’s Regalia: Infused with enchanted powder made from her own dragon scales, Roxelana’s emerald robes and hat bear the same resistance (but not immunity) to extreme heat. While certainly a large relief for the pyromaniac, the enchantment is not so absolute as to let Roxelana act with reckless abandon. Significantly powerful magical attacks including her own or exposure over a prolonged period of time will eat away into the witch's regalia.

Of particular note is the secondary enchantment given to Roxelana’s wide brimmed hat. Unless an individual makes an intentional effort to remove her hat, circumstances will conspire to keep Roxelana's headwear on her head at all times even as though it were glued into place even as she’s running around.

Witch’s Staff: Dubbed affectionately by Roxelana as the “Attention Getter,” the witch possesses a four foot long metallic walking stick. Though durable it is surprisingly lightweight for being made entirely of steel. Through its length are numerous symbols etched into its surface that allow Roxelana to conduct her draconic abilities through it.

While in direct contact with the staff, if Roxelana takes a moment to focus intently on it the staff will rapidly begin to heat up to the point of glowing red hot. The staff will reach its maximum heat after around 15 seconds of focus. If at any moment Roxelana laxs in concentration or lets go of Attention Getter the staff will immediately begin to cool, reaching its normal temperature after around 6 seconds.

Witch’s Grimoire: At first glance, one might raise an eyebrow at Roxelana’s “grimoire.” In fact, one might confuse it for a glorified coloring book. Across the vast majority of many of its pages are outlines of small objects. Some of these outlines include things such as birds, daggers, plates— anything small object that can reasonably fit one-to-one on your standard size piece of paper. However on closer inspection it is revealed that the pages are thicker than expected and actually have texture to them. The outlines are etched/carved into the paper to create little grooves and canals where ink can easily flow. When combined with Roxelana’s Crimson Ink, her grimoire can be used to produce specific magical effects (see below at “Ink Burns Red”)

Crimson Ink: Strapped across to Roxelana’s chest are 4 sealed vials of “Crimson Ink.” Made from a mixture of ordinary ink and Roxelana’s scales, this ink is a reddish color and is saturated with the destructive potential of the witch’s draconic essence. Normally inert, Roxelana can choose to activate the ink. This is done by making direct contact with either the vial or the ink itself and requires a moment of intense focus from the witch. Once activated, the ink will suddenly combust after a short duration (between 6 to 10 seconds, determined by how much focus Roxelana channels into the ink.) The properties of the fire such as size, intensity, and duration can be different depending on how much ink is used and how Roxelana uses the ink (see below at “Ink Burns Red”) Roxelana can only activate one vial of portion of ink at a time and requires a moment to refocus before attempting to activate another. Similarly, while channeling power through Attention Getter Roxelana is unable to activate her Crimson Ink.

The containers that hold the Crimson Ink are made from opaque glass. As such, they are somewhat fragile and can be broken should they be mishandled or hit. Furthermore, they are fitted with a special mechanism that allows Roxelana to seal and open their lids with ease sparing her the trouble of fiddling with the vials at critical moments. If a vial is sealed, any activated ink inside will immediately be rendered inert again.

Magical Abilities:---


Ink Burns Red:
Roxelana can employ several different tactics to harness her Crimson Ink’s destructive potential.

• Fatal Familiar: Placing a small amount of ink onto one of her Grimoire’s outlines, Roxelana can animate the ink at the same time it is activated creating a temporary inky familiar. Taking the form of whatever small object carved into the page, the familiar rises from the page and hangs in the air for a moment before magically rushing off in a straight line of Roxelana’s choosing (up to a maximum of 40ft away). This familiar travels around the speed of a fired arrow. After a few seconds have passed or upon contact with the object, the familiar will erupt into a burst of heat. This heat affects the immediate area of contact (around a 1 by 1 foot square). While significantly painful, this heat is short lived and is not capable of igniting flammable objects on its own.

This use of Crimson Ink is efficient but requires use of Roxelana’s grimoire while also not as lethal as her other techniques.

• Claw Splatter: Placing a small amount of ink into the palm of her claw, Roxelana can swipe her draconic hand unleashing a brief arc of flames in a 5ft cone in front of her. While larger in area, this use of Crimson Ink is limited to close quarters combat. Like Fatal Familiar, the heat is unable to ignite flammable objects and fades quickly.

• Combustion Threshold: By using a significant portion of one vial, Roxelana can spill the ink out onto the surrounding area to create a wall of flame. While the exact dimension depends on the size, by using at least half a bottle Roxelana can create a thin line around 10ft in length of superheated flames. The magical fire created this way burns for around 15 seconds before fading and is significantly hotter than previous techniques, potent enough to ignite flammable objects. Any victim of these flames can put them out by using traditional means though they may potentially find it taking more time and effort to do so.

• Hand-held Hell: Dispensing with any subtlety, Roxelana can choose to lob the entire vial glass and all towards a foe to create a concentrated burst of flame. While the strength and duration is significantly diminished using a partially spent vial, when used with a fresh one Roxelana can create a 5ft by 5ft cube of superheated fire that lasts up to 30 seconds in duration before fading away. Roxelana can lob one of her vials in a 20ft radius around her. As with Combustion Threshold, this fire is significantly hotter than mundane fire but can be put out with concentrated effort on the part of another.

• Dragon’s Breath: Roxelana’s most lethal and dangerous of techniques, Roxelana can perform this by drinking an entire vial of Crimson Ink and priming within her mouth. Then, she can immediately spew the ink out to create a concentrated 15ft long cone of magical fire reminiscent of the one created by dragons and is capable of bending around corners. She can maintain this stream of fire for up to 6 seconds. Once the Dragon’s Breath ends, anything within its affected area will be left with mundane flames for another 15 seconds before fading away.

Compared to her other techniques, this one possesses the greatest lethality capable of heating the affected area to insane temperatures. Few non-magical materials and wards can withstand the flames without suffering damage, and that is to say nothing of any exposed flesh. However this also comes with high risk to Roxelana herself. Should she for any reason swallow the activated ink then it will ignite within her resulting in almost certain death.

• Catalyze Ink: Should Roxelana require immediate medical attention, the witch can turn one of her ink vials into a healing potion. Similar to Dragon’s Breath, Roxelana can choose to drink a vial of ink, but instead of activating it Roxelana can use the alchemical circle present on her tongue to convert the liquid into a minor potion of healing. The exact effects are again diminished if used with a partially spent vial, but when used with a complete one Roxelana is able to instantly heal any superficial wounds. Any major injuries such as a broken limb will also have a significant portion of the damage undone but will require several moments of time to pass to do so.

Beyond its typical use, this technique can be a genuine lifesaver for Roxelana. Should Roxelana realize that she is at risk of swallowing the activated ink for her Dragon’s Breath technique, she can use Catalyze Ink to deactivate some or all of it (turning it into the healing liquid in the process.) This can potentially mitigate the worst of the effects while readying the restorative effect in the process. Ultimately though Roxelana prefers to avoid such a situation as possible and tries to minimize use of Catalyze Ink as it directly competes with her offensive capabilities.


Pyroshift: Beyond her Crimson Ink Techniques, Roxelana possesses a limited form of pyrokinesis over her magical flames. While within a 20ft radius of her magical flames, Roxelana can spend a moment of focus along with accompanying gestures to create one of two magical effects. Either Roxelana can move a 5 foot cube of fire up to 5 feet away in an adjacent direction, or she can manifest a small projectile from the area in a direction similar to her Fatal Familiar technique with the flames as its origin. In either case doing so will cut the remaining duration of the patch of flame in half, and Roxelana is unable to affect that portion again until after it fades.

Roxelana is unable to manifest her pyrokinesis over sources of fire that were not originally hers. If her fire were to blend with another combatant’s magical fires, then she can exercise control over the newly merged patch of fire (though she would have to directly contend with the other combatant in a battle of focus to wrestle control over it from them. More powerful spellcasters would have an easier time fending off Roxelana’s control, and environmental flames native to the Elemental Lords’ arenas are unable to be affected entirely.)
AQ DF AQW  Post #: 8
7/8/2025 17:26:15   
ChaosRipjaw
How We Roll Winner
Jun15


Name: Drakesthai Morian
Titles: “The Weapon Reaper,” “Draco Mori,” “Bane of Legends”
Element: Earth
Age Range / Maturity: Late 20s or early 30s. Even he’s not so sure anymore.
Race: Human—though with his size and strength due to training, some people wonder if they’re looking at a human monster.

Appearance:
Drakesthai stands at a towering 6’6” in bare feet, nearly 7’ armored, with a muscular, broad-shouldered build that dwarfs most men. His long white hair is usually left loose, while his mismatched eyes—left a molten gold, right a luminous deep blue—shimmer unsettlingly, their pupils often indistinct, recalling the blank-eyed stare of a shark. His skin is an odd mix of pale and tanned, laced with the scars of battle and exposure. Drakesthai’s midriff remains bare, showcasing a powerful, sculpted physique; bulging biceps and corded muscle run down his frame. His face is perpetually hidden behind a bone-like, ornate lower-face mask that calls to mind both the gaping jaws of a beast and the muzzle of a wolf. Beneath, his true face is handsome, but almost always wears a dour, unamused expression.

Equipment:
Signature Weapons:
Drakesthai is never seen without Rend and Ruin, the infamous “Twin Reapers”—massive, jagged armblades mounted on each forearm, serrated and bone-like, their asymmetry and brutal edges designed for slashing, rending, and parrying. The Twin Reapers can be reconfigured for both offense and defense, curving forward to strike or flipped to shield the forearms. These and the other blades are all generally about 2 feet long each.
His left arm is fitted with Spinescourge, a long, sinuous blade lined with heavy serrations reminiscent of a dragon’s spine, intended for draw cuts and disabling strikes, and Gnawer, a straight, saw-hooked weapon designed for tearing through armor, cloth, and flesh.
On his right, a pair of Talonstrike Daggers—slim, sharply-curved blades styled after the talons of a raptor—serve for quick, close-quarters assaults and grappling.

In addition to these, Drakesthai carries a variety of back-mounted and thrown weapons. The Barbed Censers—a matched pair, known as the Censer of Hunger and the Censer of Scorn—are triple-pronged, disc-like blades that can be hurled in wide, boomerang arcs, harrying multiple foes or forcing movement. Their flight is generally predictable and they are designed to return to his hand, unless deflected by armor, shields, or obstacles, etc, in which case they would need to be retrieved.
The Wyrm’s Embrace—another paired set—are twin crescent blades, mirrored in an “S” shape and sharpened on both edges. When thrown, these weapons spiral and twist in serpentine patterns, hooking around cover or converging unpredictably on a single target. They do not return once thrown and must be retrieved. Additionally, despite their somewhat erratic flight patterns, when thrown they have a set pattern and Drakesthai cannot “magically” change their paths after they are thrown.

His arsenal is meticulously maintained, and all blades are mastercrafted but non-magical. Thus, in total he has six arm blades and four throwing weapons.

Blade Configurations:
The Reaper’s Dueling Array is his standard: the Twin Reapers curve forward, ready for brutal offense, with side blades angled to guard like shields. In the Drake’s Maw Assembly, Spinescourge and Gnawer pivot upward and forward, flanking Ruin and forming a three-pronged “claw” on his left arm—a configuration evoking a dragon’s open jaws. The Predator’s Grasp is a mirrored triple array for the right arm, with the two Talonstrikes rising beside Rend, creating the image of a beast’s paw bristling with claws.
The configurations can all be switched mid-combat, and technically each or all the blades can be pulled off if enough force is applied, though he has little reason to do so. While he needs to thrust his arm in a sharp “reloading” action to change configuration, generally they can flow almost seamlessly mid-combat.

Armor:
Drakesthai’s armor is as legendary as his blades. At each shoulder rests the Twin Head Mantles of the King Rex, pauldrons shaped as snarling dragon skulls with crimson eyes. Forged of a strange ceramic-like material that rings out like shattering stone when struck, they can absorb tremendous blows—though rumor claims a hidden weak point for those cunning enough to find it. If struck with enough force, potentially the entire piece of armor would instantly turn into dust.
However, otherwise, the ceramic’s special properties enable it to seemingly absorb kinetic force, preventing opposing attacks from simply “bouncing” off on contact.
Protecting his sides and ribs is the Gore Cage Harness, segmented and rib-like, which leaves his midriff bare for flexibility while shielding vital organs, especially on his back. The Highlander’s Frostmane Collar, a thick ruff of wild fur, encircles his neck and upper back, both intimidating and practical for high-altitude cold.
His legs are sheathed in the Clutching Fellbeast Greaves, massive clawed boots and greaves featuring snarling beast faces and claw-guards, reinforced for seismic stomps, anchoring, and vicious kicks. These, too, are made of the same peculiar ceramic as his mantles, and bear spikes at the ankles and barbed blades at the heels for close combat. Around his waist hangs a scavenged battlefield skirt—a tattered, blood-red sash that sways like the banners of lost armies. At his belt, the Goat Dragon Talisman—an intricately carved idol, potent symbol of both family shame and his own defiant legacy. Specialized vambraces allow for rapid attachment and detachment of his armblades, with snug sockets rather than bolts or screws.
Finally, the Facemask of the Goat Dragon covers his mouth and nose in bone-white, striking fear or awe into those who meet his gaze.

Skills, Spells, & Special Abilities:
Echoing Wasteland Movement Kata:
Drakesthai is a master of the Echoing Wasteland Movement Kata, an esoteric martial discipline said to be devised for combat in “shattered, desolate borderlands.” Through this art, he commands:
Seismic Stride: Each step can generate minor shockwaves, lending him unnatural balance, stability, and resistance to knockback. The sheer force of his momentum makes it difficult for enemies—or even allies—to halt his advance, and a charge is difficult to interrupt once begun.
Seismic Stride shockwaves affect the ground within five feet of each step, causing mild tremors that may disrupt footing (but not cause structural collapse or severe harm). Can be sustained for several consecutive steps, but repeated use in quick succession leads to fatigue and reduced effectiveness, not to mention each step must be deliberate.
Stone Grip (Power Stance): By anchoring himself to the ground, Drakesthai can become nearly immovable for brief periods, resisting attempts to throw or push him aside. This same stance allows him to abruptly halt even the most forceful of his own charges.
Stone Grip can be maintained for up to three seconds at a time, with at least five seconds between uses. While active, Drakesthai cannot move or dodge, and is vulnerable to attacks targeting his exposed areas, although to an extent he can still use the next ability.
Craglord’s Placation: Lacking in agility due to his size and armor, Drakesthai can rotate and flex his torso for dodges and counterattacks, but doing so leaves his unarmored midriff open and may expose his back—making well-timed strikes or ranged attacks especially dangerous if he over-commits.

Combat Expertise:
Drakesthai is a master of weapon disarmament and improvisation, able to turn any weapon—his own or an opponent’s—against his foes. However, this is usually limited to their base “mechanical” abilities; he will generally not be able to activate bio-signatures or magical/supernatural abilities of stolen weapons that generally only the original user would be able to use. Of course, if he’s seen them activate a secret mechanism otherwise, if it does not require anything beyond tactile skill, chances are he will be able to use it too.
His exceptional physical strength, particularly in his legs and core, powers devastating kicks, tackles, and holds.
He is highly proficient with thrown weapons, striking accurately at short to mid-range. Drakesthai can throw weapons accurately up to fifteen feet; accuracy drops at longer ranges, and thrown weapons lose power or risk missing agile targets beyond that.
A sort of fanatic in “weaponology,” he can rapidly assess the construction, material, and properties of weapons and and sometimes even armor of those he faces. His knowledge of magical or supernatural traits is more limited, learned through observation and hard-won battlefield experience.

Weaknesses/Limitations:
His heavy armor and relentless style make him less agile in tight spaces or for sudden directional changes. The exposed midriff is a tempting target for swift or precise opponents. Once he has anchored himself in place, he becomes less able to reposition, leaving him open to outmaneuvering by faster or more nimble foes.
His elbows and some of his biceps are also unarmored, simply wrapped in cloth. His thighs are also unarmored, only with pants and covered in the skirt.
He also sometimes exhibits an almost pathological greed for obtaining new weapons, and this could lead to encumbrance or overconfidence, especially when faced with cunning adversaries.
AQ DF MQ AQW Epic  Post #: 9
7/8/2025 23:32:36   
  Starflame13
Moderator


Another set of bios, yay!


@Dragonknight315 - Welcome back! Roxelana has quite a bit going on with her, but given the ammo limitations of the ink, this looks fairly balanced as stand-alone abilities. (Although we did confirm the grimoire itself has several dozen pages, so while not a significant limitation there, no making armies of familiars!) I'm ok with the abilities not having set amounts of ink required to use, but keep an eye to make sure you're treating that resource correctly. We confirmed via PM that - apart from Pyroshift allowing her to use a projectile fireball separate from the Ink fires - the activation of an ink fire will disable the previous ink fires, rather than needing to wait for one to go out to start the next incantation. Keep in mind that significant spamming of Pyroshift should still slowly tire Roxelana's own internal energies. With that, Approved!


@ChaosRipjaw - Glad to see you back again! Drakesthai gives me a bit of a "gladiator crossed with a weapon shop" vibe, which is a bit contradicting. Given the sole focus on the martial aspect, you can get away with a lot more raw power and martial versatility, but you still fall a bit on the side of too much going on at any single given time. So let's see what we can do to simplify a bit!

First, the sheer amount of weapons being carried is extremely unwieldy. We're counting ten total weapons, three fastened on each arm and four across the back. All three on his left arm are full-sized weapons, as are all four of the weapons across his back. Even with the versatility of being able to switch to different blade configurations, you're too overloaded as a single person to have any significant maneuverability and are going to be clanking around like a blacksmith's first Frostval tree - something that will absolutely offset the flexibility you are going for in a skill like Craglord's Placation and the balance intended by Seismic Stride. Are you intending this to be a gladiator-style character with a couple core weapons who realizes on flexibility, or an armored weapons master with multiple weapon options who sacrifices the flexibility and agility? Pick one, and try to align in that direction.

As it is, my recommendation would be to give Drakesthai some sort of pocket dimension where he can store all but two or three weapons (we'll count sets, so the Daggers, Rend and Ruin, the Censers, and Wyrm's Embrace, as single weapons for this purpose). This would align more with the gladiator-style character, and also give you a lot more creativity in blade configurations than just a few core styles. If you want to go more of the weapons master route, then you're not going to be flexible enough as a character even with the lack of armor on the midrif to avoid massive damage or blows to that area. As far as specific weapons go, I'm a bit confused on the description of Gnawer (which is called both straight and hooked), and on the Barbed Censers (which as best as I can tell are chakrams with three blades sticking out) - so please clarify both of those slightly!

I do like the simplistic versatility that the Echoing Wasteland Movement Kata will give you. The one additional caveat I would add here is that if Stone Grip is meant to halt his charges, the ground cannot be shaking during said charge. In other words, he cannot go immediately from a seismic stride to a stone grip without a step or two of transition.
AQ DF MQ AQW  Post #: 10
7/9/2025 2:22:13   
Meepsie
Member

Hello! I entered the ECs a long time ago, but it didn't work out too well. Now, after improving my skills, I'm back and hoping to show the fruits of my labor. But enough about me- meet my submission, the marvelously mediocre mage-turned-minion known as Myrrh Poffiskant!

“There are two kinds of people in this world: the folks who are destined to rule over others, and the ones who are meant to be ruled. I never had a chance of making it into the first group, so why not embrace being part of the second?”

Name: Myrrh Poffiskant
Element: Wind
Age Range: Late 20s
Race: Half-elf

Appearance:
By all appearances, Myrrh is exactly what one would expect from a sniveling henchperson: he stands at 5’11 tall and is fairly scrawny in terms of both weight and muscle. His salt-and-pepper hair is a dark brown, and his eyes are a dim blue. His mouth, similarly, appears turned down almost constantly, and he rarely smiles or laughs. Although he is considered somewhat attractive to most people, his surly attitude and demeanor tend to counteract his features.

“See, when it comes to lackey squads, you’ve always got to have the pretty one, the smart one, the strong one, and the crazy one. I’m usually the first or second. Really says something about the type of henchmen you find these days, don’t it?”

Equipment:

Minion’s Mitts: Myrrh wears a set of armored gloves, which have been reinforced with the armor scraps of a previous master who shall remain unnamed. While lightweight in appearance, they are extremely hard, and punches from them can shatter rock and bone easily. A portion of the gauntlets has been made transparent through enchanted means, allowing Myrrh to see the runes on his hands at all times.

Underling’s Uniform: Different masters, both good and bad, all offer different uniforms for their servants, and after so many experiences, Myrrh’s serves as a combination of the best. His main outfit consists of a sleek black shirt and pants reinforced with light metal plates over the chest and limbs, a leather belt with several pouches, and a solid gray jacket made of highly durable fabric. He also wears a small mask that covers his nose and mouth in combat, which prevents opponents from seeing his face.

Sidekick’s Sidekicks: Although Myrrh’s main weapons are the runes inscribed on his hands, he carries several other small tricks around in his belt that can help finish a job that his spells cannot. The belt contains a small crossbow with three arrows, a small dagger in a sheath, two gas pellets that create a 10x10 cloud of smoke, and two small vials of contact poison that can cause paralysis in the limbs.

Abilities:

The Second’s Winds:

Despite an innate connection to Wind, Myrrh has little to no natural affinity for magic as a whole, rendering him incapable of calling forth the devastating cyclones Aeromancers are known for. To compensate, the spells he does employ have been shaped into powerful tools designed to support a larger, stronger ally, but even a small array of simple tricks can be dangerous in the right circumstances.

Myrrh’s spells are channeled through an identical group of glowing runes on the back of his right and left hands. Each of these corresponds to one of his spells, effectively giving the five in his arsenal two uses. When a spell is cast from his hand, the corresponding rune temporarily dims and is disabled until all ten winds have been used (when they all reset after a slight cooldown of 20 seconds). Myrrh can also use both runes for a spell at once for a larger, stronger variant at double the original size if he so desires. The runes themselves are customizable, but the five spells Myrrh has chosen to take with him into the arena are as follows:

Tailwind: Tailwind sends a 5x5 gust of wind behind a willing moving target (including Myrrh himself), providing a notable boost to their movement speed but making it more difficult to slow down or turn for a short duration. Myrrh must be able to see the person he wishes to conjure the Tailwind for when using this rune unless he aims to cast it on himself.

Headwind: Headwind fires a large, forceful 10x10 blast of wind directly in front of Myrrh’s hand, which reaches a distance of up to 30 feet and has an abnormal amount of pushing power. This can be used to halt an opponent’s movement, push Myrrh away from dangerous situations, or even destroy obstacles such as small rocks.

Stingwind: Stingwind allows Myrrh to create an 8x8 cloud of irritating gas around a target, which will proceed to sting and annoy anyone who remains inside of it. Victims of this attack will often feel itchy, pained, and slightly blinded (as if they had been pepper-sprayed or tear-gassed), and the irritants can infect any open wounds that may be present on a target to create even more discomfort. Myrrh is not immune to these effects and will suffer them just as much if trapped in the spell.

Stinkwind: Stinkwind, as the name would imply, summons a 10x10 odorous cloud of wind to infest any area Myrrh can see. While this stench is not poisonous, it is highly flammable, and inhaling it can cause feelings of illness, repulsion, or nausea. Myrrh is slightly more acclimated to the smell than most, but will still feel Stinkwind’s effects if he remains in it for too long.

Slashwind: Slashwind releases a small 5x5 gust of razor-sharp wind around a target in Myrrh’s sight, which can leave delicate and rapid-fire cuts on any flesh it comes in contact with. While these wounds are not very deep, they can be extremely painful (even more so if irritated), and the spell can cut a victim’s vital points if not avoided to some degree.

Second Phase: Any good legendary fighter knows the importance of saving their power when the fight becomes truly life-or-death. Unfortunately for Myrrh, he does not have any second form or hidden potential to tap into- but the adrenaline rush he gains in the heat of battle can certainly take an oblivious enemy by surprise. In a dangerous situation, Myrrh’s survival instinct kicks in, and he receives a temporary 2x boost to his movement speed, reflexes, and physical strength. The power of his spells is also increased to 15x15 clouds during this period, but this does not apply to any winds that may already be on the field when it takes effect. Myrrh can only use this ability once per round.

"The hand runes are great if ya forget your spells, but if you're going to use 'em, learn the art of magical tattooing yourself. The enchanters town'll charge ya an arm and a leg, and I ain't speakin' in metaphors."

Traits:

Gut Feeling:
When you’ve spent so much time around powerful figures, you can sniff them out at a moment’s notice. Myrrh’s ‘danger sense’ is much higher than the average mortal’s, and he will generally try to avoid individuals who have more threatening or oppressive auras if possible. His experience running and hiding has also given him the reflexes and speed of someone much more adept than the average Elf.

Quick Thinker: Whether it's fleeing or fealty, a proper minion needs to be clever if they're going to live and serve another day. Myrrh is adept at on-the-fly combat analysis, and can quickly figure out an opponent's combat style after witnessing it. However, he is unable to fully predict their actions, and can only make educated guesses based on what he knows.

Simpering Sycophant: At his heart, Myrrh is a lowly minion first and foremost, and often allows himself to be pushed around rather easily as a result. While he is surprisingly aware of and resistant to mental manipulation, his low self-confidence can be exploited by those clever enough to pick up on it.

Silver Opportunity: Some call Myrrh a dirty coward for relying mostly on sneak attacks and interrupting honorable duels, but he prefers the term ‘Opportunist’. He is more than happy to take advantage of fights between others to wound them both, or tilt the scales in favor of a less powerful opponent in the hopes of eliminating a stronger one.

*That's what I get for tellin' my master I'd do 'anything' for 'em. I swear, some people take things too literally...*
AQ MQ AQW  Post #: 11
7/9/2025 17:19:09   
ChaosRipjaw
How We Roll Winner
Jun15


Notes: Added clarifications as discussed,, marked in bold as well.
Couldn't figure out where to put it in the bio, so just stating it here: arm blades are wielded in the two claw configurations described only, and there are no extra "trick" weapons, secret combinations, or otherwise not listed. (He will not be pulling them off and turning them into a surprise greatsword, or being able to turn them into throwing blades on a whim.)


Name: Drakesthai Morian
Titles: “The Weapon Reaper,” “Draco Mori,” “Bane of Legends”
Element: Earth
Age Range / Maturity: Late 20s or early 30s. Even he’s not so sure anymore.
Race: Human—though with his size and strength due to training, some people wonder if they’re looking at a human monster.

Appearance:
Drakesthai stands at a towering 6’6” in bare feet, nearly 7’ armored, with a muscular, broad-shouldered build that dwarfs most men. His long white hair is usually left loose, while his mismatched eyes—left a molten gold, right a luminous deep blue—shimmer unsettlingly, their pupils often indistinct, recalling the blank-eyed stare of a shark. His skin is an odd mix of pale and tanned, laced with the scars of battle and exposure. Drakesthai’s midriff remains bare, showcasing a powerful, sculpted physique; bulging biceps and corded muscle run down his frame. His face is perpetually hidden behind a bone-like, ornate lower-face mask that calls to mind both the gaping jaws of a beast and the muzzle of a wolf. Beneath, his true face is handsome, but almost always wears a dour, unamused expression.

Equipment:
Signature Weapons:
Drakesthai is never seen without Rend and Ruin, the infamous “Twin Reapers”—massive, jagged armblades mounted on each forearm, serrated and bone-like, their asymmetry and brutal edges designed for slashing, rending, and parrying. The Twin Reapers can be reconfigured for both offense and defense, curving forward to strike or flipped to shield the forearms. These blades are generally about 2 feet long each.
His left arm is fitted with Spinescourge, a long, sinuous blade lined with heavy serrations reminiscent of a dragon’s spine, intended for draw cuts and disabling strikes, and Gnawer, a straight, saw-hooked weapon designed for tearing through armor, cloth, and flesh.
On his right, a pair of Talonstrike Daggers—slim, sharply-curved blades styled after the talons of a raptor—serve for quick, close-quarters assaults and grappling.
The Spinescourge, Gnawer, and Talonstrikes are each a little less than 1.5 feet long.

In addition to these, Drakesthai carries a variety of back-mounted and thrown weapons. The Barbed Censers—a matched pair, known as the Censer of Hunger and the Censer of Scorn—are triple-pronged, disc-like blades that can be hurled in wide, boomerang arcs, harrying multiple foes or forcing movement. Their flight is generally predictable and they are designed to return to his hand, unless deflected by armor, shields, or obstacles, etc, in which case they would need to be retrieved.
The Wyrm’s Embrace—another paired set—are twin crescent blades, mirrored in an “S” shape and sharpened on both edges. When thrown, these weapons spiral and twist in serpentine patterns, hooking around cover or converging unpredictably on a single target. They do not return once thrown and must be retrieved. Additionally, despite their somewhat erratic flight patterns, when thrown they have a set pattern and Drakesthai cannot “magically” change their paths after they are thrown.
The Censers and Embraces are each roughly 9 inches long.

His arsenal is meticulously maintained, and all blades are mastercrafted but non-magical. Thus, in total he has six arm blades and four throwing weapons.

Blade Configurations:
The Reaper’s Dueling Array is his standard: the Twin Reapers curve forward, ready for brutal offense, with side blades angled to guard like shields. In the Drake’s Maw Assembly, Spinescourge and Gnawer pivot upward and forward, flanking Ruin and forming a three-pronged “claw” on his left arm—a configuration evoking a dragon’s open jaws. The Predator’s Grasp is a mirrored triple array for the right arm, with the two Talonstrikes rising beside Rend, creating the image of a beast’s paw bristling with claws.
The configurations can all be switched mid-combat, and technically each or all the blades can be pulled off if enough force is applied, though he has little reason to do so, as it would be akin to undoing a vise. While he needs to thrust his arm in a sharp “reloading” action to change configuration, generally they can flow almost seamlessly mid-combat, though there’s a slight but noticeable window of a few seconds as they switch.

Armor:
Drakesthai’s armor is as legendary as his blades. At each shoulder rests the Twin Head Mantles of the King Rex, pauldrons shaped as snarling dragon skulls with crimson eyes. Forged of a strange ceramic-like material that rings out like shattering stone when struck, they can absorb tremendous blows—though not without cost. The mantles bear imposing, spiraled horns atop each dragon-skull pauldron. Unbeknownst to most, the very tip of each horn serves as a pressure point—if the horn’s end is cleanly severed or shattered, the energy stored in the strange ceramic composite releases at once, causing the entire mantle to instantly disintegrate to dust.
However, otherwise, the ceramic’s special properties enable it to seemingly absorb kinetic force, preventing opposing attacks from simply “bouncing” off on contact.
Protecting his sides and ribs is the Gore Cage Harness, segmented and rib-like, which leaves his midriff bare for flexibility while shielding vital organs, especially on his back. The Highlander’s Frostmane Collar, a thick ruff of wild fur, encircles his neck and upper back, both intimidating and practical for high-altitude cold.
His legs are sheathed in the Clutching Fellbeast Greaves, massive clawed boots and greaves featuring snarling beast faces and claw-guards, reinforced for seismic stomps, anchoring, and vicious kicks. These, too, are made of the same peculiar ceramic as his mantles, and bear spikes at the ankles and barbed blades at the heels for close combat. Around his waist hangs a scavenged battlefield skirt—a tattered, blood-red sash that sways like the banners of lost armies. At his belt, the Goat Dragon Talisman—an intricately carved idol, potent symbol of both family shame and his own defiant legacy. Specialized vambraces allow for rapid attachment and detachment of his armblades, with snug sockets rather than bolts or screws.
Finally, the Facemask of the Goat Dragon covers his mouth and nose in bone-white, striking fear or awe into those who meet his gaze.

Skills, Spells, & Special Abilities:
Echoing Wasteland Movement Kata:
Drakesthai is a master of the Echoing Wasteland Movement Kata, an esoteric martial discipline said to be devised for combat in “shattered, desolate borderlands.” Through this art, he commands:
Seismic Stride: Each step can generate minor shockwaves, lending him unnatural balance, stability, and resistance to knockback. The sheer force of his momentum makes it difficult for enemies—or even allies—to halt his advance, and a charge is difficult to interrupt once begun.
Seismic Stride shockwaves affect the ground within five feet of each step, causing mild tremors that may disrupt footing (but not cause structural collapse or severe harm). Can be sustained for several consecutive steps, but repeated use in quick succession leads to fatigue and reduced effectiveness, not to mention each step must be deliberate.
Stone Grip (Power Stance): By anchoring himself to the ground, Drakesthai can become nearly immovable for brief periods, resisting attempts to throw or push him aside. This same stance allows him to abruptly halt even the most forceful of his own charges.
Stone Grip can be maintained for up to three seconds at a time, with at least five seconds between uses. While active, Drakesthai cannot move or dodge, and is vulnerable to attacks targeting his exposed areas, although to an extent he can still use the next ability.
Craglord’s Placation: Lacking in agility due to his size and armor, Drakesthai can rotate and flex his torso for dodges and counterattacks, but doing so leaves his unarmored midriff open and may expose his back—making well-timed strikes or ranged attacks especially dangerous if he over-commits.

Combat Expertise:
Drakesthai is a master of weapon disarmament and improvisation, able to turn any weapon—his own or an opponent’s—against his foes. However, this is usually limited to their base “mechanical” abilities; he will generally not be able to activate bio-signatures or magical/supernatural abilities of stolen weapons that generally only the original user would be able to use. Of course, if he’s seen them activate a secret mechanism otherwise, if it does not require anything beyond tactile skill, chances are he will be able to use it too.
His exceptional physical strength, particularly in his legs and core, powers devastating kicks, tackles, and holds.
He is highly proficient with thrown weapons, striking accurately at short to mid-range. Drakesthai can throw weapons accurately up to fifteen feet; accuracy drops at longer ranges, and thrown weapons lose power or risk missing agile targets beyond that.
A sort of fanatic in “weaponology,” he can rapidly assess the construction, material, and properties of weapons and and sometimes even armor of those he faces. His knowledge of magical or supernatural traits is more limited, learned through observation and hard-won battlefield experience.

Weaknesses/Limitations:
His heavy armor and relentless style make him less agile in tight spaces or for sudden directional changes. The exposed midriff is a tempting target for swift or precise opponents. Once he has anchored himself in place, he becomes less able to reposition, leaving him open to outmaneuvering by faster or more nimble foes.
His elbows and some of his biceps are also unarmored, simply wrapped in cloth. His thighs are also unarmored, only with pants and covered in the skirt.
He also sometimes exhibits an almost pathological greed for obtaining new weapons, and this could lead to encumbrance or overconfidence, especially when faced with cunning adversaries.
AQ DF MQ AQW Epic  Post #: 12
7/10/2025 0:10:17   
  Starflame13
Moderator


Starting to see more of the elements! Keep the bios coming, everyone!


@Meepsie - Very glad to see you here and giving this another try! Myrrh has some diversity in his skill set and is well balanced on the whole. I am making two assumptions with this character:

First, that only one of Second's Wind's runes can be activated at once. For example, if Myrrh has a Stinkwind cloud summoned, activating a slashwind will dismiss it. (If you do want to have multiple in effect at the same time, we'll need to add durations). Second, that the two-handed double casts for doubling the size of the spells do not stack with the increased size of Second Phase (so no 30' diameter Stingwinds).

Let me know in a separate post if those assumptions are correct - tentatively approved until then. No need to post an entire new bio unless we need to add detail.


@ChaosRipjaw - Thank you for the clarifications, and for taking the time to explain the weapons layout in greater detail both in the bio and in PMs. While this is still a bit heavier an arsenal than I recommend just for complexity reasons, the scaled back sizes have made it more reasonable to be carrying this amount of weaponry. We also discussed further how its meant to enhance two key styles of fighting for the armed weapons - the more protective, almost cage-like style of Dueling Array with the Spinescourge, Gnawer, and Talonstrikes folded back, and the fully offensive Drake's Maw and Predator's Grasp claw-like configurations with all blades pointed forward. Keep in mind with that much weight that far forward on both arms should both impact the balance and leave a few more areas of Drakesthai's arms exposed. And since it wasn't written out explicitly in the bio, keep in mind the step or two of transition needed to swap from Seismic Stride to Stone Grip.

With that, approved!
AQ DF MQ AQW  Post #: 13
7/10/2025 1:48:22   
Starstruck
Member

Name / Title: Calamitina Explodinita, High Priestess and Holy Keeper of THE PONDEROUS, INCREDIBLE, BURNINACIOUS ORB!!!! (She/Her and It/It)
Element: Fire
Age Range / Maturity: Old and saggy. Definitely has a hunch and you can count the teeth she has better than the ones she's missing.
Race: Gesplodentfolken, which is a subspecies of elf that lives in volcanic regions. They tend to live a lot shorter than most other elves, on account of the fact that they inhabit volcanoes, but Explodina is a stinking ripe 777. They have keener senses than humans, but are short and slight. Calamitina is small, slow, and frail even for her species, standing at about 130cm/4'6" between the hunch and the osteoporosis.
Appearance: Calamitina has ash grey skin with a million wrinkles and fiery red eyes that blaze in even the murkiest dark, providing their own light. Typically she's enveloped in fireproof robes with an ornate decorated mask that magically mirrors her mood with overexaggerated expressions - though it moves too slowly to happen in real time, leading to some probable mixups. However, the mask and hood get stuffy, and she will often bare her face. She has no eyebrows, as they've all been singed off, and her hands are withered claws with pointed nails at least two inches long. They tap and tap at the gigantic orb she carries, which requires both hands to lift and transport on account of its size (about 2ft/60cm in diameter).

Equipment (Armor, Weapons, etc.): Calamitina carries THE PREPOSTEROUS, INCANDESCENT, UNBELIEVABLE ORBBBBBBBB!!!! (Whenever she announces THE ORB!!!, it is always with great fanfare and superlatives, and her voice is imbued with an incredible echoing volume. Not magical, she just knows how to do it right so that it sounds cool. It's very important that everybody knows about THE ORB!!!! and just how amazing and powerful it is.)

THE SUPER-HOT, POWERFUL, AMAZING ORB!!!! does one thing really well: THE ORB!!!! itself is round and smooth and red with black flecks on the inside and made of obsidian and glass.

In her left boot is a small dagger with a snakey curvey blade about 4in/10cm long. It's not the easiest thing to draw from the boot, especially with her long nails, but it's there just in case. Mostly just in case she gets hungry and the waiter forgets to bring silverware to the table.

Skills, Spells, & Special Abilities: Calamitina is an ancient thing, the Priestess of THE MOST HOLY, EXPLOSIVE, SUPER-POWERFUL ORB!!! Youth and vigor may have the edge in tests of speed and strength, but Calamitina has incredible intuition and understanding of combat that come with her long, long, long, long, long, LONG years in a place that is pretty much not supposed to support life of any kind. Beware an old woman in a profession where most men die young! Those who see her as an easy mark due to her age and slow movements frequently find that approaching the High Priestess is no easy feat. Gesplodentfolken are not exactly renowned for their intelligence or creativity, but Calamitina has a few wizardly tricks up her sleeve that help protect her from threats both outside and inside the volcano. Each spell is sourced from THE ORB!!! and cannot be used without it, and takes hours to recharge. Calamitina must loudly and obnoxiously incant the spell as it is used, preventing the combination of multiple spells. (Well, it's hard to say if she must, because oftentimes the spell will take effect before she has even started speaking. But she always does, so one must assume that THE ORB!!!!!! demands that she orate profusely in order to grant her its power.)

Fireball!!! - THE ORB!!!!! has one primary purpose: Shoot a destructive, explosive, powerful fireball. The fireball takes one second to charge up, then blasts a hunk of fire in the vague direction of where Calamitina is pointing, which indiscriminately explodes with concussive force. It can fire up to three times before needing to recharge, which takes hours. Calamitina used to be able to fire all three explosions quickly, but age has sapped some of her vigor, so she'll need to physically recover for a moment before she's ready to command the flames to erupt once more. Calamitina is attuned with THE ORB!!! and is wholly immune to its destructive powers. However, she will still be affected by the force of the explosion, if applicable.

Heat Metal - Calamitina's eyes flash, and a metal object within 10ft/3m heats to a temperature of 150 degrees F/65 degrees C. Only one object can be selected for this spell - as long as it's all one piece, it'll heat, but anything segmented or assembled together, she'll have to choose one bit. Larger objects heat slower than smaller ones - a full upper torso of plate armor could take up to 6 seconds to get to temperature, but a pendant or clasp will become very hot very quickly. As soon as the object reaches maximum temperature, the spell will cease to act on the metal, and it will cool as fast as an object of its composition and temperature would ordinarily cool. This is an effective defense against scoundrels and upstarts. Once cast, the spell can't be stopped.

Fire Shield - An excellent defense against fire and things that aren't fire. Calamitina waves a hand, and a gout of flame briefly blasts out from the area her arm passed through. The force is enough to ward off or redirect physical strikes, and the flame can burn up or absorb magical attacks. This spell can be used once per arm.

Blue-Flame Jets - Escaping from an active volcano is no easy feat for a slow old woman. Calamitina has learned to imbue her feet with fiery magic to put a little pep in her step. She can run, leap, and even briefly hover with the added force of blue-flame jets on her feet. This spell lasts for about 10 seconds, which is usually more than enough time to get out of Dodge before the lava starts falling. If Calamitina is midair, however, the fire jets will maintain themselves until she has landed, to slow her fall gracefully. She always giggles like a maniac whenever this spell is active.
DF MQ  Post #: 14
7/11/2025 0:07:01   
Meepsie
Member

Yes, both are correct!
AQ MQ AQW  Post #: 15
7/11/2025 20:56:55   
  Starflame13
Moderator


Moving in to the last week! Let the flood of bios begin!


@Starstruck - Glad to see you back! Calamitina and THE ORB!!!! are going to be a welcome flare for the drama. We clarified via PM that THE ORB!!! is more durable than you'd expect a solid glass orb to be thanks to the obsidian, but someone with enough muscles and a large enough hammer could still chip / damage it - and likely more than that to crack it entirely to the point of being unusable. The only balancing comment from me is that since Fireball does not have a range, I'm assuming this is for the mid-range attacks (so 10-50 feet) and not something intended to launch entirely across the arena. I will warn you that you may end up at a slight disadvantage, since if Calamitina does end up separated from THE ORB!! then she has very little in her arsenal. You may want to consider giving her access to either one of her spells, or to an additional weapon, or shrinking the orb by half to make it easier to hold on to rather than trying to keep control of a glass beachball. That said, if you're comfortable with that risk, Approved!
AQ DF MQ AQW  Post #: 16
7/12/2025 1:44:59   
kavyraya
Member
 

Hello, it's been a while since I entered a competition, so here I go~


quote:

"She? Or perhaps, 'it'? I digress, she, being the sum of multiple apex species-- is wired, reactive, and learning faster than projections. The human DNA was never meant to give her empathy. It gave her intent." -- [REDACTED]


Name / Title: Velociraptor mongoliensis variant ZE-201, Velocithermis fulgur, "Zephyra"
Element: Energy (Thunder, Electricity)
Age Range / Maturity: 7 human years old
Race: Bio-engineered Jurassic era Dinosaur


Appearance / Bio:
quote:

Read from Dr. R[REDACTED]'s Observation Log / spliced reports

Specimen ZE-001 stands approximately at 6'2", with a total length just under 15 feet from snout to tail tip. Skin is a dense, armored hide -- storm-gray in coloration-- with teal bioluminescent veining along the flanks, spines, and limbs. These markings emit a faint blue glow during electrocharge buildup, intensifying during stress responses or combat behavior. Her body gives off a low hum when she's fully charged, like the air before a lightning storm. Her head is long and narrow, with a strong jaw full of jagged, shark-like teeth that are always showing, even when her mouth is closed. She has glowing, white-yellow eyes, and over her eyes and along her snout are bony ridges that look like natural armor. Her arms are long, with three digits on each hand, each handing in a sharp, curved claw. Her legs are bird-like, with a large hooked claw on each toe. A line of stiff, feather-like spikes runs down her back and tail; more like jagged fins, they flicker with electricity. Her tail is long and whip-like, helping her balance when moving at full speed or making sharp turns. Her vocal sounds are a mix of low rumbles, growls, cracks and pops.

quote:

Trainer's Notes - ZE-201 "Zephyra"
Handler: R.S.[REDACTED]
Clearance: Level 5 - BioWeapons Division

Subject ZE-201 is the 201st variant of the Zephyra-line electrogenic predator class. Out of all prior prototypes, she is the only one to demonstrate stable energy regulation, semi-advanced emotional cognition, and controlled aggression under structured supervision.

Unlike earlier units, Zephyra exhibits behavior closely mirroring that of a human child (approximately age 7). She shows curiosity, mild empathy, and can form basic emotional bonds-- particularly with consistent handlers. She responds to vocal tone and body language, and can follow multi-step commands if trust is established.

That said, her emotional regulation is underdeveloped. Frustration, overstimulation, or perceived betrayal often trigger full predatory override. During these episodes, she combines learned combat tactics with natural hunting instinct, making her exceptionally dangerous even to personnel she recognizes. Tantrums, when fueled by her energy reserves, are fatal events.
Key Observations:

  1. Understands praise, punishment, and tone of voice.
  2. Calms with soft-spoken communication and tactile feedback
  3. Prone to unpredictable lashing out if denied stimuli or isolated for too long.
  4. Shows signs of guilt or withdrawal after "incident episodes" -- will sulk or hide.
  5. Engages in mimicry-- copied a handler's salute once. May also echo simple human words from screeches or growls. This is not to be encouraged.




Equipment (Armor, Weapons, etc.)

  1. Sickle Claws (Hind Legs): Large, curved claws on each foot -- retractable, made from reinforced keratin with metallic traces. Used for pouncing, slashing, pinning, and disemboweling. Capable of ripping through armor or into soft targets. Can be used repeatedly in bursts during movement and close combat.

    • Requires stable footing and momentum. If overused on hard surfaces, claws can chip or crack.

  2. Shock Claws (Forelimbs): Primary claws on the forearms are wired with conductive tissue linked to her bioelectric system. Slightly thicker than normal claws. Can deliver a short electric shock on contact (non-lethal or stun-tier by default). Great for grappling, disabling electronics, or delivering follow-up strikes.

    • Usage up to 3-4 times in succession before needing internal recharge. 10-15 seconds between strong shocks.
    • Risk of feedback if target is wet, grounded, or heavily armored. Using both claws at once drains her charge faster.

  3. Serrated Teeth (Jaw Weapon): Uneven, jagged teeth with natural serrations -- built to tear, not chew. Jaw strength enhanced through synthetic muscle layering. Used in quick snaps and bite-grapples, often to disorient or maim. Highly effective against flesh and synthetic armor that can tear. Can bite rapidly in close quarters, especially effective in holds or pin-down situations.

    • Teeth can crack or break if biting dense metal. Vulnerable to getting stuck if she holds on too long or bites into traps. Exposes her head to counter-attacks.

  4. Electro-Spine (Back Ridge & Tail Base): Segmented plates along her spine and tail base act as discharge regulators and heat vents. Can release a backburst of static or shock. When cornered or surrounded, Zephyra can whip her body to release a defensive static burst through her spine and tail -- acts like a close-range stun. May be used once every 20-30 seconds, depending on energy levels.

    • Leaves her briefly exposed while venting (1-2 seconds of slowed movement). Can be avoided by enemies who can recognize the charge-up glow. Ineffective if tail is restrained or damaged.

  5. Tail Blade (Tail Tip): Tail ends in a hardened bony ridge with a sharpened edge. Used for sweeping attacks, tripping, or striking enemies at a medium range. Can also be used to redirect momentum while leaping or dodging. Low stamina cost-- can be used frequently; best when she's in motion or has space to maneuver.

    • Accuracy drops in tight quarters. Slower to recover from than claw strikes. Can be grabbed if the opponent is fast or smart enough.

  6. Electroreceptive Sensing Array (Snout & Jawline Pits): Specialized sensory pits along her snout that detect electric field -- based on shark electroreception, enhanced for air environments. Allows her to track living or electronic targets behind cover or in darkness. Used to detect ambushes, cloaked enemies, or weapon priming. Always active at low levels. Can "ping" or focus for higher resolution every 30-45 seconds.

    • Vulnerable to EM jamming or environments full of static interference. Focusing too hard leaves her momentarily unaware of visual threats.




Skills, Spells, & Special Abilities

  1. Neuromuscular Overdrive: Zephyra has an enhanced nervous system with graphene-like bio-conductors allowing near-instant neural transmission to her muscles. This gives her ultra-fast reflexes and short bursts of explosive speed or agility, lasting 2-3 seconds, during which her movement speed, reflexes, and reaction time are dramatically enhanced. Ideal for dodging gunfire, closing distance, or repositioning.

    • Causes extreme fatigue and requires cooldown. Risk of internal damage if overused-- tendons can tear, nerves can misfire.

  2. Pattern Recognition (Instinctive Tactician): Due to human neural coding, Zephyra can learn and adapt rapidly to repeated attack patterns, movement or strategies. After observing a locked-in enemy for 20-30 seconds, she adopts her movements to better evade, counter, or trap based on learned patterns. This is a passive skill that improves over time during a fight. Includes problem-solving behavior, emotional conditioning (unstable); further reacts to visual threat displays, acoustic triggers, and minor EM fluctuations.

    • Can be "fooled" by unpredictable or chaotic opponents. If overwhelmed with multiple enemies or sensory noise, her tracking can break down.
    • She's intelligent -- but unstable. Her predatory drive sometimes overrides tactical reasoning.

quote:

"Emotion interferes with directive behavior. We engineered an apex predator, the perfect convergence of selective design, but accidental empathy. The irony is that the more 'human' she becomes, the harder she is to control. That was either brilliance... or sabotage." -- Dr. V[REDACTED], Neural Bioengineering

"We're trained to shoot if she breaches. But no one wants to be the one who shoots something that curls up and cries when she's scared." -- Anon, Security Internal Comm

"She made a sound once when she was left alone too long. It wasn't a growl. It sounded like a child calling for its mother." -- Lab nurse, anonymous testimony

"If the lights flicker more than twice-- run. That's the only warning you get." -- Cpl. Y.B[REDACTED], Electro-Safety Officer
Post #: 17
Page:   [1]
All Forums >> [Gaming Community] >> [Role Playing] >> The Championships >> =Elemental Championships 2025= OOC & Tournament Signups
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition