=Where Powers Collide 2025= OOC & Tournament Signups (Full Version)

All Forums >> [Gaming Community] >> [Role Playing] >> The Championships



Message


Chewy905 -> =Where Powers Collide 2025= OOC & Tournament Signups (12/28/2024 8:53:23)


Order and Chaos. The two Powers above all else. Greater than Elements, Greater than Gods, Greater even than Good and Evil. Since the dawn of time they have clashed; a conflict beyond the folds of our world, in a space between space. For three cycles has Order reigned, scales tipped to their side to hold the world in a tight regime.

But no more. Chaos has finally triumphed and forced the scales to their side. And so, as always, Order has returned to bring them to balance. Together, The Powers call across the realms. They reach for villainous and just, the righteous and the scheming. All can be found worthy as pawns to be knighted, all can be reached by the single command: Tip the scales in favor of your Alignment, and let the scales of your life be tipped favorably in turn. Those who fail the Trials shall be lost… yet never forgotten.



Welcome, writers and poets, fighters and mages, heroes and villains, and everyone in between! Welcome to the place Where Powers Collide!

Similar to the Elemental Championships, Where Powers Collide is a combat-oriented, collaborative role-playing tournament. ANYBODY on the AE forums, regardless of prior roleplaying experience, is welcome to participate in the event! I, Chewy905, have the pleasure of being this year's Director and Judge.

In Where Powers Collide, characters are “summoned” from different countries, realms, multiverses, versions of Lore, etc. to serve as Pawns in the ancient war between Order and Chaos. While you do not need to name the specific AE game/location your character is from, their race/abilities/equipment should all be something that would not be unusual to see in one of the AE games. Your character should in some way be aligned with Chaos or Order - either through ability themes, personal beliefs, their role in their own realm, etc. The choice of Alignment does not need to be immediately noticeable or extremely obvious, as there are many different options to explore unique expressions of the two concepts. That said, a character who follows every rule to the letter is unlikely to make a good representative of Chaos, just as someone with absolutely no code (legal, personal, or other) will not fit well in the ranks of Order. Additionally, Good and Evil are on a different scale of Alignment - and you can find characters from any position of the former scale on either side of the line between Order and Chaos.

To sign up, you will need to provide a character biography that passes my inspection and includes the following general requirements:

quote:

Name/Title
Alignment (Order or Chaos)
Age Range
Race
Appearance (Build, hair, skin, clothes, etc.)
Equipment (Armor, Weapons, etc.)
Skills, Spells, Special Abilities
Personality/Backstory (Optional)


Please note that like last year’s competition, character alignments will be public and must be included in your bio. While there are no creation limits like the element-lock in the Elemental Championships, keep in mind that power levels should be similar. Your characters are “the best fighters”, not “invincible, unbeatable, ‘I-can-do-everything’ fighters”.

Any action performed in the tournament itself, including but not limited to spells, special attacks, and magical abilities, must have some reference in your biography. You may use spoiler tags to hide certain abilities, though this does not guarantee other competitors will not peek. I will be reading (and judging) the complete bio, and there will be consequences for those who attempt to pull off actions in the tournament that I was not aware of prior. It is based off of the listed 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 our Balancing 101 Guide.

Applications will be open until 11:59 PM (EST - or AE Server Time) on Saturday, January 18th. Any bios still under review will then have 24 hours, or until 11:59 PM on Sunday, January 19th, to get their characters approved. Once submissions have completely closed, I will reveal the Battlefields that will be utilized this year, and randomly assign participants to each based on the number of bios that are approved. Approved bios will be added to a list at the bottom of this post. If your initial submission is not approved, you have until submissions are locked to either re-submit an updated version 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 feedback for future attempts in this thread. Further clarification may be requested via PM. DO NOT edit your bio after posting without express permission. You must submit a new post to correct an error or to update your character, and only the most recent post submitted will be evaluated.

In the Trials of The Fallen, your characters are fighting to earn a spot in the armies of either Chaos or Order. The Trials will begin on Sunday, January 19th and last for approximately three weeks. Currently, the period is expected to end at 11:59 PM EDT on Saturday, February 8th, but I will keep everyone posted of potential date changes. At the end of the Trials, the top six writers from each Alignment will be selected as Knights to move on to partake in the Battle of Order and Chaos. Here, you compete for victory, fighting with your Alignment in the attempt to take down the opposing force. At the end of the final Battle, a single victor will be chosen to receive a blessing from the Power that they follow. As they have fought in this war to tip the scales in favor of their side, upon returning to their own realm, the scales will thus be tipped in their favor in some type of conflict or struggle they are involved in. It will likely take about a day to process decisions and get the Finals thread ready. Anticipated start date of the Finals will be Sunday, February 10th. More information on the Finals and their exact format 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. Violators will be immolated, electrocuted, drowned, and pulverized. Survivors will be undone at an atomic level. Lists are kept of violators, and depending on severity, you may be barred from future participation. In addition, by participating in “Where Powers Collide”, you recognize my role as Judge 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 both initiate and take part in combat.

2. 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 Trials, any fighter 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 battlefield 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). Make extension requests via a forum post in your Battlefield’s OOC thread. Barring emergencies, no further extensions will be granted. If an emergency does occur, reach out to me via PM.

3. 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.

Once more; Do not edit your bios or your posts once they have been submitted.

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

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

6. Have fun!
All these rules and regulations may seem daunting, but while this is 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 Judge 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:
On Collaboration: Though this is a competition, collaboration is both useful and necessary. Your character is in combat with other characters, but you are not in combat with the other 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, they should be made aware of your intentions prior to your posting. This is especially true given the tight time limits of WPC, as surprise posts and encroaching deadlines do not make for an enjoyable writing environment and can result in emergency extensions and confusing situations.

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

I say again: If your post involves another character, be it a direct attack or anything that would impact them in some way, make sure that character’s writer is aware of it BEFORE you post.

On Communication: The notification system of PMs for the AE Forums is unreliable. 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.

On Drafting: When writing your initial post, 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 battlefields, either to get extra eyes for editing or to confirm actions with other writers.

If you need to reach me directly, you can do so via PM, posting in the OOC threads, or using Discord.

Good luck, writers!

List of Order Entrants:
Total: 7
RT-7zq9-rsv, created by nield!
Tyrril Morningstar, created by Dragonknight315!
Lucien, the Seagull, created by Sylphe!
Selim Cathron, created by GodJank!
Iridean, created by TripleChaos!
Ellian, 43rd Ray of the Western Sun, created by Riprose123!
Zophia, created by Kooroo!

List of Chaos Entrants:
Total: 6
Giles, Master at Arms, created by GrimmJester!
Sïul A'Rune, created by Starflame13!
Shapesister Lumishiya, created by ChaosRipjaw! Withdrawal
Moonscar the Scourge, created by Apocalypse!
Erosi, created by Roseleaf320!
Nsonowa Abeyje, created by Starstruck!
Prillyi Von Groski , created by Oddball!

Master List of Accepted Entrants:
Total: 13
RT-7zq9-rsv, created by nield, fighting for Order!
Tyrril Morningstar, created by Dragonknight315, fighting for Order!
Lucien, the Seagull, created by Sylphe, fighting for Order!
Giles, Master at Arms, created by GrimmJester, fighting for Chaos!
Sïul A'Rune, created by Starflame13, fighting for Chaos!
Shapesister Lumishiya, created by ChaosRipjaw, fighting for Chaos! Withdrawal
Moonscar the Scourge, created by Apocalypse, fighting for Chaos!
Erosi, created by Roseleaf320, fighting for Chaos!
Nsonowa Abeyje, created by Starstruck, fighting for Chaos!
Selim Cathron, created by GodJank, fighting for Order!
Iridean, created by TripleChaos, fighting for Order!
Ellian, 43rd Ray of the Western Sun, created by Riprose123, fighting for Order!
Prillyi Von Groski, created by Oddball, fighting for Chaos!
Zophia, created by Kooroo, fighting for Order!

Rosters by Battlefield
Field of Neon
Lucien, the Seagull, created by Sylphe, fighting for Order!
RT-7zq9-rsv, created by nield, fighting for Order!
Nsonowa Abeyje, created by Starstruck, fighting for Chaos!
Moonscar the Scourge, created by Apocalypse, fighting for Chaos!
Ellian, 43rd Ray of the Western Sun, created by Riprose123, fighting for Order!
Prillyi Von Groski, created by Oddball, fighting for Chaos!


Field of Sun and Moon
Erosi, created by Roseleaf320, fighting for Chaos!
Giles, Master at Arms, created by GrimmJester, fighting for Chaos!
Selim Cathron, created by GodJank, fighting for Order!
Iridean, created by TripleChaos, fighting for Order!
Sïul A'Rune, created by Starflame13, fighting for Chaos!
Tyrril Morningstar, created by Dragonknight315, fighting for Order!
Zophia, created by Kooroo, fighting for Order!






nield -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/4/2025 11:04:53)

Name: RT-7zq9-rsv

Side: Order

Age: ???

Race: Balor Industries Servitor-Companion, Combat Model ‘Arthur’ Mk VII

Appearance: RT-7zq9-rsv is a robot with a humanoid form. Its skeletal elements are a dull, metallic grey, while its frame is stark white. The general structure of RT-7zq9-rsv’s body follows that of human anatomy i.e. two legs, two arms, a torso and a head. While RT-7zq9-rsv does have articulated hands following the human model, its feet are more akin to square platforms that its weight rests upon.

RT-7zq9-rsv’s head is incredibly simplistic, with no anthropomorphic features. At the bottom of the head, a small hatch opens, with a speaker system inside for RT-7zq9-rsv to communicate audibly. There are two visual sensors on both the front and back of RT-7zq9-rsv’s head that glow bright pink when active. Emblazoned on its chest is an image of a grey snarling head with a scar through the right eye and its left eye glowing red, the logo of Balor Industries.

Capabilities: Powered Sword, Model ‘Excalibur’ Mk IV: RT-7zq9-rsv’s weapon, Excalibur models are hefty devices, with one foot of hilt, on which rests a blade that is one foot wide and one and a half metres long. The sword can be used unpowered, whereupon it is a sharpened piece of metal with significant weight behind it due to its size. The sword can also be used powered, whereupon electricity flows through the blade, further enhancing its cutting power and allowing it to cauterise wounds it inflicts.

Steel for Bones, Oil for Blood: RT-7zq9-rsv is both more powerful and more durable than humans are, as one would expect of a combat robot. Due to design element holdovers from older variants of the Servitor-Companion however, RT-7zq9-rsv has many of the pitfalls a human body does, such as veins and arteries that carry vital fluids around its structure. RT-7zq9-rsv’s core processing centre is located in its head and where a human would have a heart lies a hydraulic pump, the loss of either would be just as fatal to RT-7zq9-rsv as losing their corresponding organ would be to a human. Additionally, where humans would have a stomach, RT-7zq9-rsv has its Power Core, which provides power to its body, as well as its Excalibur.

As a combat robot, RT-7zq9-rsv can strike harder than a prime human specimen, as well as endure more punishment, with its dermal layer being roughly equivalent to chainmail. Its bones are made of a lightweight titanium alloy which, though not impervious to damage, is not so easily dealt with as human bones would be. RT-7zq9-rsv is capable of wielding its Excalibur with a single hand if needed, though its dexterity would suffer greatly.

Dual-range movement: All of RT-7zq9-rsv’s joints have double-jointing, allowing them to bend not only in the direction one would expect, but also to bend in the complete opposite direction.

Eyes in the back of its head: The two sets of sensors on RT-7zq9-rsv’s head work independently of one another, however both cannot be active at once, it can only look forwards or backwards, not both at once. Switching between sensors is relatively quick, only taking a second to do so, though in that second neither set of sensors will be active.

Library of Collated Warrior Data: A collection of data on the best of Eronia’s warriors that humanity has gathered. This data informs RT-7zq9-rsv’s combat decisions and is also used as the base for its own fighting style.

Catastrophic Overload Inducer: Balor Industries’ Final Contingency, standard on all makes of the Arthur line. It provides the capability to overload RT-7zq9-rsv’s Power Core, which will result in it detonating. The resultant blast has a radius of 10 feet, wherein major damage will be taken. Additionally, lighter wounds will occur within a radius of 30 feet.




Sylphe -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/4/2025 11:56:57)

“Sunlight in the waves, bird cries on fair winds. Things hidden in the moss and trees and the vast expanse. The universe is so rich! There’s so much of it I have yet to meet.”

Name/Title: Lucien, the Seagull
Alignment: Order
Age Range: 26
Pronouns: They/Them
Race: Human

Appearance: The seagull is a young-ish human of average height, with long blonde hair and dark brown eyes. While their hair is mostly left free flowing, they sometimes tie it with a red string that serves as a bracelet when not in use. They have about the build of a scarecrow, partially the result of poor health. Recent adventures have alleviated that weakness somewhat, and so where they were once almost a ghostly pale they’ve gotten a healthier colour from being out in the sun. Their wear is much more attuned for field work than a battle, and not even exactly that. They wear an older, somewhat elegant black coat decorated and repaired with patches depicting cryptids and creatures, a warm brown turtleneck sweater, simple black pants with microtrauma from brambles and branches and sturdy boots that are permanently slightly muddy. The seagull wears a small backpack with a steel reinforced bug-catching net fastened on, and their belt holds compartments for various samples as well as small field notebook and pen. A silver shark earring watches from their left ear. They have a few tattoos, though they are not all visible – a whale done in blue and black ink between their shoulder blades, simple two black rings on their left wrist, and a sleeve covering their right arm. The sleeve details their specialty and love of marine biology, depicting the layers of the sea, starting with kelp and a school of fish around their forearm and wrist, all the way through the darkening seas and bioluminescent creatures to a sea serpent twisting around their shoulder, marking the spot an eldritch creature made contact.

Equipment: Not much more than a trusty black coat littered with colourful patches, a reinforced bug-catching net and a notebook with notes on various creatures and environments they have encountered during their travels, and a small bag with a water bottle inside.

Look at this net!: The biologist’s bug catching net comes with a steel frame, further reinforced to serve as a decent and durable enough bludgeoning weapon. Furthermore, it may also serve to catch things, if it ever comes down to that. Bug-sized things. Maybe a small beach ball at most. The net is versatile and functions somewhat like a quarterstaff - it may be wielded in one hand or two for more power and easier maneuvering.

Should Lucien need both hands (writing notes, mostly) they usually awkwardly hold the net under their shoulder, which reduces their mobility. They may also fasten it to the small bag on their back, though this takes them a few moments to do so (same for retrieval).

Warmth: At some cost to their energy, Lucien may imbue their weapon with their inner flame, causing its damage to be treated as magical and fire aligned. The flame eats away at Lucien’s energy the longer Warmth is active, and could easily exhaust them were they to keep it up for too long without giving it a rest. This energy cost is reduced while they’re excited.

Field Notes: A water-proof notebook filled with countless (bad) doodles and scribbles detailing the creatures and environments Lucien has encountered. Fastened to their belt for quick access and complete with a waterproof pen for making field notes on the go.

Giddy: If Lucien stops and makes fast notes on something interesting they see, they get excited and receive a moderate boost in speed and physical power for a few seconds. Lucien is unable to attack or cast while making notes. While they can still move, their focus is divided.

Skills, Spells, Special Abilities:

Traits:

Spirit Fire: Not even a proper researcher and for sure not a fighter, Lucien’s weak physique and lack of battle experience is compensated for by inner fire a pact with an Old One awoke. This magic supports Lucien’s speed, strength and endurance enough to be on par with an athletic human.

Diver: Due to extensive diving experience, Lucien rarely panics underwater, and can hold their breath for longer than the average human.

Abilities:

Eldritch Ward: So long as they can see the strike coming/aren’t surprised by it, the seagull may shroud themselves in wing-shaped shadow to redirect some of the damage to target their mind and spirit instead. While Lucien can choose how much damage is redirected, they always have to take at least a third of the damage physically. The mental strain manifests itself as headaches, then confusion and hallucinations as it worsens. Additionally, it opens the seagull’s mind to other influences as their mental defenses falter, making them more vulnerable to abilities that target one’s mind or spirit.

When using Eldritch Ward to protect an ally, the split is always 50/50. Lucien is normally the one to take the mental brunt, but the targeted ally has the option to bear some of the mental strain to ease the toll on the caster. An ally needs to be in their line of sight to be targetable.

Seabird's View: Lucien’s keen eye for details gives them an easier time adapting to new environments and sometimes, adversaries. They have an easier time catching on to the mechanics of an arena.

Cryptozoologist: If an opponent is at least in part animal/monstrous, Lucien can attempt to focus on them for several seconds in an attempt to glean a single information about their battle style or a single ability. Lucien may still fight and cast, but is made vulnerable by divided focus. Only a single piece of information can be gleaned about an entrant this way.

FISH!! FISH!!!: Two pieces of information may be gleaned if an opponent is eldritch or aquatic in form or abilities. Only one may be picked up on per cast.

On what information Lucien may get: This ability is non-magical in nature and tied just to experience and observation, so they cannot pick up on anything that can’t be seen from the outside. The writer of the affected entrant decides what Lucien notices, and it does not have to be something useful.

Abyssal Radiance: The Seagull summons a spectral tentacle made out of bioluminescent light to aid them in battle or strike their foes. These tentacles are ghostly in nature and can be passed through with no difficulty, are about two meters long, and have the same physical strength that Lucien does. They also emit dim, blue light in a small radius around themselves. Lucien always needs a free hand to be able to control a tentacle, and may only have one active at a time – summoning another dismisses the first. While the tentacles are spectral in nature, they are still able to grab onto things (Though Lucien isn’t too used to controlling them, and so they’re too clumsy to, say, effectively grab and wield a weapon or do something delicate), and are considered light-aligned magic.

The biologist can summon a tentacle two ways:

Bound: The tentacle sprouts from either shoulder, and acts as a way for Lucien to get some more range. While this allows them to use the tentacle to lash at an enemy or attempt to impale them, it can also be used to grab onto things Lucien can’t quite reach, or help them pull themselves up. While cast this way, the casting time is much faster and the tentacle can stay until it's dismissed, or another is summoned.

Unbound: A spot within three meters of Lucien is marked. A tentacle bursts out of the ground after a brief delay (about a second), attempting to impale the target above it. The strike is telegraphed by a quickly growing shadow cast on the affected area, as if a creature was coming from underneath. Lucien is a visual indication as well, needing to perform a motion with their arm to call the tendril up.

Once summoned, an Unbound tentacle may still be controlled by the seagull so long as they remain within three meters of it, and have free motion of at least one arm. They may use it to attack or attempt to grab onto something or someone. The tentacle lasts five seconds, after which it harmlessly poofs into bioluminescent lights. A single strike from any attack will also destroy it.

Madness of Mu: Lucien may overexert themselves to briefly empower a tendril’s strength above a human’s capability at a cost to their mind (Worsening the effects detailed in Eldritch Ward). The cost is higher each use.




nield -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/4/2025 19:24:51)

Name: RT-7zq9-rsv

Side: Order

Age: ???

Race: Balor Industries Servitor-Companion, Combat Model ‘Arthur’ Mk VII

Appearance: RT-7zq9-rsv is a robot with a humanoid form. Its skeletal elements are a dull, metallic grey, while its frame is stark white. The general structure of RT-7zq9-rsv’s body follows that of human anatomy i.e. two legs, two arms, a torso and a head. While RT-7zq9-rsv does have articulated hands following the human model, its feet are more akin to square platforms that its weight rests upon.

RT-7zq9-rsv’s head is incredibly simplistic, with no anthropomorphic features. At the bottom of the head, a small hatch opens, with a speaker system inside for RT-7zq9-rsv to communicate audibly. There are two visual sensors on both the front and back of RT-7zq9-rsv’s head that glow bright pink when active. On the sides of its head are small vents that house its audio receptors. Emblazoned on its chest is an image of a grey snarling head with a scar through the right eye and its left eye glowing red, the logo of Balor Industries.

Capabilities: Powered Sword, Model ‘Excalibur’ Mk IV: RT-7zq9-rsv’s weapon, Excalibur models are hefty devices, with one foot of hilt, on which rests a blade that is one foot wide and one and a half metres long. The sword can be used unpowered, whereupon it is a sharpened piece of metal with significant weight behind it due to its size. The sword can also be used powered, whereupon electricity flows through the blade, further enhancing its cutting power and allowing it to cauterise wounds it inflicts.

Steel for Bones, Oil for Blood: RT-7zq9-rsv is both more powerful and more durable than humans are, as one would expect of a combat robot. Due to design element holdovers from older variants of the Servitor-Companion however, RT-7zq9-rsv has many of the pitfalls a human body does, such as veins and arteries that carry vital fluids around its structure. RT-7zq9-rsv’s core processing centre is located in its head and where a human would have a heart lies a hydraulic pump, the loss of either would be just as fatal to RT-7zq9-rsv as losing their corresponding organ would be to a human. Additionally, where humans would have a stomach, RT-7zq9-rsv has its Power Core, which provides power to its body, as well as its Excalibur. Should the Power Core be destroyed, RT-7zq9-rsv’s system would undergo a full shutdown

As a combat robot, RT-7zq9-rsv can strike harder than a prime human specimen, as well as endure more punishment, with its dermal layer being roughly equivalent to chainmail. Its bones are made of a lightweight titanium alloy which, though not impervious to damage, is not so easily dealt with as human bones would be. RT-7zq9-rsv is capable of wielding its Excalibur with a single hand if needed, though its dexterity would suffer greatly. Arthur model Servitor-Companions are designed for stability over speed, so its movement speed is limited to a fast walking pace, though its overall dexterity is similar to a physically fit human. RT-7zq9-rsv has a full haptic sensor suite, which allows it to touch and feel, and while it is not designed to feel pain, the sensor suite does allow it to react to harmful stimuli in much the same way a human would.

Dual-range movement: All of RT-7zq9-rsv’s joints have double-jointing, allowing them to bend not only in the direction one would expect, but also to bend in the complete opposite direction.

Eyes in the back of its head: The two sets of sensors on RT-7zq9-rsv’s head work independently of one another, however both cannot be active at once, it can only look forwards or backwards, not both at once. Switching between sensors is relatively quick, only taking a second to do so, though in that second neither set of sensors will be active.

Library of Collated Warrior Data: A collection of data on the best of Eronia’s warriors that humanity has gathered. This data informs RT-7zq9-rsv’s combat decisions and is also used as the base for its own fighting style.

Catastrophic Overload Inducer: Balor Industries’ Final Contingency, standard on all makes of the Arthur line. It provides the capability to overload RT-7zq9-rsv’s Power Core, which will result in it detonating. The resultant blast has a radius of 10 feet, wherein major damage will be taken. Additionally, lighter wounds will occur within a radius of 30 feet.




Dragonknight315 -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/4/2025 22:06:14)

“Mother, father, do not worry. The Red Moon guides me. Have faith for I shall not be long. What is a few years when we have all of eternity?”

Name: Tyrril Morningstar
Alignment: Order
Race: Defiant (Demon-tainted Vampire-kin)
Age: ~34 Years Old
Pronouns: She/Her

Appearance:--- When hiding in plain sight is not an option, why not go all out?

On first glance, Tyrril certainly sticks out from amongst her peers, a fact she is well aware of. Standing around 6’2 in height, Tyrril is fairly muscular with narrow shoulders and pale skin with the slightest lavender tint. Her maroon hair is pulled back into an elaborate fishtail braid that reaches to the center of her back. It’s done in such a way as to avoid but also highlight her horns. Two ram-like horns emurge and spiral out from the sides of her head, their color and texture like that of obsidian. Her right horn is broken about halfway through the spiral revealing an internal opalescent structure at the stump. Sitting on top of her horns and head, Tyrril wears a thick black veil to help her function while in the sunlight. One might mistake the fledgeling vampire for a mourning widow, but Tyrril still has this spark in her yellow eyes despite years of service in the Fangguard. And when she smiles and laughs, two notable fangs peek out.

As a veteran and former medic, Tyrril prefers to adventure in a modified version of her old uniform. She dons a black, military-esque overcoat with a pullover-hood that is adorned with various straps, buckles, and pockets. On her left-side, a detachable half cape flows down over her shoulder and stops above her knees. Underneath the overcoat, Tyrril sports a set of grey-dyed leather bracers with a matching chest-piece placed over a plain white shirt. Her legwear fulfills the same winter combat purpose while also protecting her long, spade-tipped tail. It consists of dyed leather over black pants and wool socks in addition to some military boots. All of her clothes have the telltale signs of continuous repair and modification.

Attached to her belt are several pouches where Tyrril keeps her ammunition and other miscellaneous items. On her right side, two sabers wait patiently within their scabbards. Hidden beneath her half-cape on her left is a custom built holster for her unique rifle.


Physiology:--- Of the many diverse bloodlines of vampires to walk amongst the shadows, the Ikarion bloodline, better known as the Defiant, are an unusual kind. Their origin traces to their progenitor and god, Ana’Ysel. A fallen angel unwelcomed by both the heavens and the abyss, she sought to liberate her worshipers from the cycle of life and death. In granting them new souls and new bodies, Ana’Ysel partially succeeded but at a great cost.

Tyrril, like her fellow kindred, requires the blood of the living to survive. While a Defiant can persist to be hundreds of years old, their bodies are akin to candles burning from both ends, their lifeforce ever diminishing to fuel their extraordinary lives. This is because Defiants are walking embodiments of excess. All of their senses are dramatically heightened compared to an ordinary human for both better and worse— Thus, many of the common superstitions attributed to vampires hold some sway over Tyrril and her bloodline. A heartbeat may be heard and singled out from tens of feet away, but a chorus of feverish prayers would be like daggers to Tyrril’s ears. Her sharp eyes can perceive the world even in pitch darkness, but a daytime sky is blinding. A hair-trigger dangersense makes even the smallest of injuries more agonizing. Odors already unbearable to humans would be even more so to her.

Because of the fledgling's innate need for blood, any perception of it invokes a primal instinct within Tyrril. When sufficiently fed, she can go up to a week without requiring another meal. But when starving or injured, that deep-seated hunger becomes harder and harder to resist with each passing moment.

Due to their specific influences of their creation, Defiant are not fully undead. While extremely unpleasant to experience, Tyrril cannot die due to a lack of sufficient oxygen or warmth so long as she has lifeforce to consume. However, Ana’Ysel’s gift allows Tyrril’s heart to still beat and her body to grow and change. In the end, Tyrril is still effectively a mortal and will perish all the same as one after sustaining similar levels of injury. And in the presence of holy magics, her twice-cursed body will make this all the more apparent (with said holy magics having increased effectiveness on her.)


Equipment:---

Modified Fangguard Armor: Designed to provide ample protection in cold-weather environments while alieving the weaknesses of the Defiant, Tyrril’s clothes are thick enough to block any unwanted experiences without compromising too much on mobility. While stylish and well-designed, Tyrril’s garb is ultimately mundane in function. The multiple layers of different materials better protect against slashing and piercing attacks, but it is poorly suited for bludgeoning.

Affliction Long-Arm: The signature weapon of Her Lady’s Fangguard, the Affliction Long-Arm represents the pinnacle of the Ikarion Empire’s war machine. Mass-produced and enchanted at an industrial scale while still mastercraft in quality, this killing instrument rests comfortably if begrudgingly in Tyrril’s hands. It combines the utilities and functions of a concealable firearm, a blood siphon, and a magical focus with minimal compromises.

In essence, the Affliction Long-Arm is a pump action and foldable rifle. The rifle is slightly over 3ft in length with a wooden frame reinforcing the internal firearm components. All components are enchanted to have increased durability and to resist rot/rusting. The frame is designed in such a way as to allow the rifle to be folded and concealed beneath Tyrril’s overcoat or cape.

When loaded, the Affliction Long-Arm can hold three shots in addition to one in the chamber. These shots can be fired in quick succession when needed but the recoil makes back-to-back attempts more difficult. When all rounds are expended, Tyrril must undergo a lengthy reloading period before Tyrril can fire the rifle again. Without a means of resupply, the fledgeling possesses around twelve rounds total (including those already in the rifle) allowing her to empty and reload three times.

By default, the rifle excels at damaging lightly armored infantry at an effective range of up to 40ft away. Any further and the rifle becomes less reliable. However, should Tyrril need additional stopping power, she can rely on Affliction’s hidden function. Housed within the rifle is a hidden chamber containing a storage area for blood. By expending this blood as well as a few seconds of intense focus, Tyrril can empower her next shot with Affliction. When empowered, this Blood Shot has dramatically increased power, allowing it to pierce all but the strongest of mundane metals (requiring heavily enchanted or otherwise supernatural materials or forces to resist.)

Tyrril has two methods of acquiring the blood necessary to perform a Blood Shot. One, Tyrril can offer her own blood up as sacrifice through a special mechanism in the Rifle’s trigger guard. This comes at great personal harm to the vampire but is more reliable. Second, the Affliction Long-Arm has a large metallic spike at the end of its barrel akin to a bayonet. In the event that Tyrril can properly stab someone with the needle, she can draw blood from her victim (provided said target has blood). In either case, the Affliction Long-Arm can only hold enough blood for a single Blood Shot before needing to be reacquired. And once that Blood Shot is expended, Tyrril must wait for some time before attempting to perform it again. Tyrril must have ammunition loaded into her rifle to perform a Blood Shot.

Blood-Dance Blades: When combat requires a more close-up and personal approach, the Morningstar can use her Blood-Dance Blades to better control the flow of combat. Granted to her by her mother and father upon becoming an adult, these twin 12 inch sabers appear ordinary upon first inspection. However, when wet with a drop of Tyrril’s own blood, these sabers spring to life and dance with the wielder.

When activated, the blades will hum with a faint glow of moonlight and float in the air beside Tyrril. When Tyrril moves her arms, the blades will move in such a way as to mimic her actions, effectively extending her reach by a couple feet and allowing her to attack at unorthodox angles with precision. The blades can be at most 3ft away from Tyrril and strike with the same force as though she were wielding it in hand. If deflected, the blades will follow their interia unless Tyrril takes a moment to mentally reestablish control over the blade. And if they leave the 3ft circle around Tyrril, then they will immediately clatter to the ground until returned to it (at which point they will rejoin Tyrril’s side.) This enchantment lasts until Tyrril is unconscious or chooses to sheathe her sabers.

Berserker’s Ambrosia: Over a long timespan during downtime, Defiant possess some form of advanced regeneration, allowing them to more easily recover from serious injuries. Such prolonged periods of recovery are ill-suited to the battlefield. However, through a mix of alchemy and technology, the Fangguard has developed a means of temporarily accelerating this healing process while also extending it to other non-defiant races.

Dubbed the Berserker’s Ambrosia by the Fangguard, it is an autoinjector device that houses an alchemical mix made partially of refined Defiant Blood. Upon injection, the mix will rapidly heal minor injuries, temporarily suppress pain, and overall gives the recipient a second wind. However, it commonly has the side effect of exaggerating whatever emotion they are feeling for a brief period (typically seen to induce hyper aggression in Fangguard infantry.) Furthermore, the lingering demonic and undead traces in the mix may be rejected if used on a “holy” infused individual similar to an allergic reaction. The exact symptoms and side effects as well as their intensity highly depend on the specimen. Understood to be a limited item for emergencies, Tyrril possesses only one of these devices.


Magical Abilities:---

As a Defiant and worshiper of the Red Moon, a fragment of Ana’Ysel’s power rests within Tyrril. Tyrril can tap into this power to manifest one of two effects. Upon using one, Tyrril cannot use the other during the same duration. And when either one finishes, Tyrril must wait a few moments before attempting to use either again.

Curtain of Darkness: By invoking the demonic epithet of Ana’Ysel, Tyrril can conjure a field of magical darkness around her to provide cover as well as shield her from crueler sources of light. With a few seconds of intense focus and some of her lifeforce, a 5ft by 5ft square will manifest centered on Tyrril (It will not be if she moves afterwards.) This darkness is opaque, heavily blocking visibility through it and within it unless an individual has means of seeing in pitch-black darkness (such as Tyrril herself.) Counteracting the dark veil with light requires a sufficiently strong amount of holy magic; ordinary light will not work.

The shadow magic remains in the area for up to 30 seconds or until Tyrril chooses to dismiss it/falls unconscious. Onced dismissed, Tyrril must wait a few moments before attempting to resummon the curtain or use Bloodward Oath.

Bloodward Oath: By invoking the angelic epithet of Ana’Ysel, Tyrril is able to stand as a protective ward, shielding her allies and admonishing her enemies. With a few seconds of intense focus and some of her lifeforce, Tyrril manifests a thin 6ft tall, 3ft wide membrane-like wall made from magic in front of her. Tyrril must have both her hands empty and stand still in order to manifest/maintain the Bloodward barrier. While manifested, the membrane can absorb a significant amount of kinetic energy. Furthermore, any projectiles that come in contact with the membrane will transfer their energy as well as any special effects into the membrane before clattering to the ground. However, the Bloodward Barrier can only absorb so much energy at once. If a significant enough strike would hit the membrane (or multiple smaller strikes at once), then it can shatter, immediately ending the effect.

Tyrril can maintain the barrier for up to 6 seconds. Afterwards, the membrane will disappear releasing all the kinetic energy absorbed into a 5 foot long, 3ft wide line in front of her. If the barrier shatters, then the absorbed energy disappears without being released. Upon being released or broken, Tyrril must wait a few moments before attempting to use this ability or Curtain of Darkness.




Chewy905 -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/4/2025 23:25:47)

One week passed, two weeks remain, and three bios right in a row! Time to start balancing!




@Nield- And our first entrant has arrived! And a robotic one, at that! We discussed some details over DMs, which you have incorporated into the second post of your bio, thanks for the quick work! RT-7zq9-rsv is approved!




@Sylphe - Let’s give a warm (and cold?) welcome to Lucien the Seagull! The base abilities you have here are well balanced, I just have some clarifications and notes to make for tying it all together and ensuring everything isn’t fully spammable. So, let’s get started!
Starting with an overall view; Both Eldritch Ward and Abyssal Radiance do not have listed cooldowns. While Eldritch Ward does have a penalty for using it, I would still like something implemented to prevent it from being a permanently active shield. There are two main solutions I see to these. You could either give them set cooldowns (maybe Abyssal’s would be longer if the tentacle is destroyed?), or you could have them draw from the same “energy” that Warmth draws from, limiting their uses by risking exhaustion if overused. If you have alternative ideas, feel free to either run them by me or change your bio around them as you see fit, and we can balance the results.

Moving on to specific abilities; when you say Warmth “treats the weapon as fire aligned” what exactly does that mean? Does the weapon now burn those hit? Is it warm/hot? I am also slightly hesitant on the cost being reduced by something a bit harder to define like “being excited”, but it should be fine.

For Giddy, based on your wording it seems the boost wears off once Lucien stops taking notes? Or does it linger for a short period after?

As an additional note on Eldritch Ward, I would like an actual range beyond just line of sight, as line of sight can vary greatly if you’re on a flat plane or not. Consider that the final battlefield (the largest) is 120 feet (36.6 meters) from end to end, and give it a range based on that, while still requiring seeing the target. Also requiring the one receiving the shield to determine if they take the mental brunt or not, while functional, creates an additional reliance on collaboration and the responsiveness of another writer. While you can keep it if you want, I would personally recommend removing that trait and just having Lucien take the mental damage instead.

Seabird’s View has me a bit concerned. This is an ability that will require heavy collaboration, and writing an ability that explicitly needs to call out that it requires another writer’s assistance to work properly OOC can be problematic, and may result on you waiting for other writers to actually be able to finish your posts properly. I would change it to be gaining insight and drawing conclusions based only on things Lucien can physically see as you say (potentially using bios as a touchpoint, though I’d be careful as this could become metagaming if you pull information that wouldn’t be visible), and replacing the “writers may give you useless information” with a chance to draw false conclusions on hasty observation. This allows you to determine the brunt of what Lucien learns and decide for yourself if you gain incorrect info or not, rather than relying on another writer.

Finally, Abyssal Radiance is overall a well-balanced ability save for the cooldown details noted above. I would just like clarification on if a Bound tentacle can still be destroyed by attacks like an Unbound one can be. I would also like a range on Unbound, so it can’t just be placed on the complete opposite end of the battlefield!

As usual please put up a second version of the bio with these edits in place, and we’ll take a second look to ensure our seagull is shipshape!




@Dragonknight315 - Good to see you return for another year! We discussed over DM that the Affliction Long-Arm has stopping power akin to a crossbow when fired normally, and more like a modern firearm when fired with the Blood Shot. With the delay and cost necessary to perform a blood shot, I am alright with this! Additionally we confirmed that Tyrril’s Defiant nature does not give her any direct physical improvements over a human in terms of strength or speed.

With those in mind, Tyrril is approved!




Off to a strong start, even if its a bit of a late one! I know holidays had people busy and there's a lot of cooking going on in the background! Let's keep them coming!




Sylphe -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/5/2025 9:32:29)

chewy i can't believe I forgot terrain (or the lack thereof) exists

Patch Notes:
- Changes are underlined + bold
- Eldritch Ward and Abyssal Radiance now have a cooldown: Abyssal Radiance’s cooldown is longer if a tentacle was destroyed (not dismissed manually or by summoning another)
Eldritch Ward: Ten seconds
Abyssal Radiance: Fifteen seconds (Twenty if a tentacle was destroyed)
- Warmth is now more defined as turning the weapon explicitly fire element and heated enough to cause burns to unprotected skin
- Wording in Giddy cleared up: The ability kicks in only once the notes are done, and lasts for a few seconds (Lucien also needs to spend a few seconds making those notes)
- Eldritch Ward now has a range of six meters while still keeping the line of sight requirement. I decided to keep the collaboration requiring bit
- Seabird’s View changed to work like you suggested, seems like an overall healthier idea for it (i think i got everything, let me know if I missed anything)
- A Bound tentacle can now be destroyed in the same way an Unbound tentacle can
- Abyssal Radiance (Unbound) now has a range of three meters (seems that was already written in so i just underlined the old text and didn't bold it, can further clear up the wording if you'd like)




“Sunlight in the waves, bird cries on fair winds. Things hidden in the moss and trees and the vast expanse. The universe is so rich! There’s so much of it I have yet to meet.”

Name/Title: Lucien, the Seagull
Alignment: Order
Age Range: 26
Pronouns: They/Them
Race: Human

Appearance: The seagull is a young-ish human of average height, with long blonde hair and dark brown eyes. While their hair is mostly left free flowing, they sometimes tie it with a red string that serves as a bracelet when not in use. They have about the build of a scarecrow, partially the result of poor health. Recent adventures have alleviated that weakness somewhat, and so where they were once almost a ghostly pale they’ve gotten a healthier colour from being out in the sun. Their wear is much more attuned for field work than a battle, and not even exactly that. They wear an older, somewhat elegant black coat decorated and repaired with patches depicting cryptids and creatures, a warm brown turtleneck sweater, simple black pants with microtrauma from brambles and branches and sturdy boots that are permanently slightly muddy. The seagull wears a small backpack with a steel reinforced bug-catching net fastened on, and their belt holds compartments for various samples as well as small field notebook and pen. A silver shark earring watches from their left ear. They have a few tattoos, though they are not all visible – a whale done in blue and black ink between their shoulder blades, simple two black rings on their left wrist, and a sleeve covering their right arm. The sleeve details their specialty and love of marine biology, depicting the layers of the sea, starting with kelp and a school of fish around their forearm and wrist, all the way through the darkening seas and bioluminescent creatures to a sea serpent twisting around their shoulder, marking the spot an eldritch creature made contact.

Equipment: Not much more than a trusty black coat littered with colourful patches, a reinforced bug-catching net and a notebook with notes on various creatures and environments they have encountered during their travels, and a small bag with a water bottle inside.

Look at this net!: The biologist’s bug catching net comes with a steel frame, further reinforced to serve as a decent and durable enough bludgeoning weapon. Furthermore, it may also serve to catch things, if it ever comes down to that. Bug-sized things. Maybe a small beach ball at most. The net is versatile and functions somewhat like a quarterstaff - it may be wielded in one hand or two for more power and easier maneuvering.

Should Lucien need both hands (writing notes, mostly) they usually awkwardly hold the net under their shoulder, which reduces their mobility. They may also fasten it to the small bag on their back, though this takes them a few moments to do so (same for retrieval).

Warmth: At some cost to their energy, Lucien may imbue their weapon with their inner flame, causing its damage to be treated as magical and fire element, heating the net up enough to cause burns when striking unprotected skin. The flame eats away at Lucien’s energy the longer Warmth is active, and could easily exhaust them were they to keep it up for too long without giving it a rest. This energy cost is reduced while they’re excited.

Field Notes: A water-proof notebook filled with countless (bad) doodles and scribbles detailing the creatures and environments Lucien has encountered. Fastened to their belt for quick access and complete with a waterproof pen for making field notes on the go.

Giddy: If Lucien spends a few seconds making notes on something interesting they see, they get excited and receive a moderate boost in speed and physical power for a few seconds. Lucien is unable to attack or cast while making notes. While they can still move, their focus is divided. The boost takes effect once Lucien is done taking notes.

Skills, Spells, Special Abilities:

Traits:

Spirit Fire: Not even a proper researcher and for sure not a fighter, Lucien’s weak physique and lack of battle experience is compensated for by inner fire a pact with an Old One awoke. This magic supports Lucien’s speed, strength and endurance enough to be on par with an athletic human.

Diver: Due to extensive diving experience, Lucien rarely panics underwater, and can hold their breath for longer than the average human.

Abilities:

Eldritch Ward: So long as they can see the strike coming/aren’t surprised by it, the seagull may shroud themselves in wing-shaped shadow to redirect some of the damage to target their mind and spirit instead. While Lucien can choose how much damage is redirected, they always have to take at least a third of the damage physically. The mental strain manifests itself as headaches, then confusion and hallucinations as it worsens. Additionally, it opens the seagull’s mind to other influences as their mental defenses falter, making them more vulnerable to abilities that target one’s mind or spirit.

When using Eldritch Ward to protect an ally, the split is always 50/50. Lucien is normally the one to take the mental brunt, but the targeted ally has the option to bear some of the mental strain to ease the toll on the caster. An ally needs to be in their line of sight and within six meters to be targetable. Eldritch Ward has a cooldown of ten seconds regardless of its target.

Seabird's View: Lucien’s keen eye for details gives them an easier time adapting to new environments and sometimes, adversaries. They have an easier time catching on to the mechanics of an arena.

Cryptozoologist: If an opponent is at least in part animal/monstrous, Lucien can attempt to focus on them for several seconds in an attempt to glean a single information about their battle style or a single ability. Lucien may still fight and cast, but is made vulnerable by divided focus. Only a single piece of information can be gleaned about an entrant this way.

FISH!! FISH!!!: Two pieces of information may be gleaned if an opponent is eldritch or aquatic in form or abilities. Only one may be picked up on per cast.

On what information Lucien may get: This ability is non-magical in nature and tied just to experience and observation, so they cannot pick up on anything that can’t be noticed from the outside. Likewise, they can’t gain insight on something they haven’t seen happen yet – such as battle style on a target that hasn’t entered battle yet, or an ability they haven’t seen used or triggered. Additionally, there’s always a chance to draw an incorrect conclusion, higher the less time Lucien has focused.

I’ll be using bios here as a touchpoint, with the rules stated above.


Abyssal Radiance: The Seagull summons a spectral tentacle made out of bioluminescent light to aid them in battle or strike their foes. These tentacles are ghostly in nature and can be passed through with no difficulty, are about two meters long, and have the same physical strength that Lucien does. They also emit dim, blue light in a small radius around themselves. Lucien always needs a free hand to be able to control a tentacle, and may only have one active at a time – summoning another dismisses the first. While the tentacles are spectral in nature, they are still able to grab onto things (Though Lucien isn’t too used to controlling them, and so they’re too clumsy to, say, effectively grab and wield a weapon or do something delicate), and are considered light-aligned magic. Abyssal Radiance has a cooldown of fifteen seconds (starting once a tentacle is dismissed). This cooldown rises to twenty seconds if it was destroyed by an attack.

The biologist can summon a tentacle two ways:

Bound: The tentacle sprouts from either shoulder, and acts as a way for Lucien to get some more range. While this allows them to use the tentacle to lash at an enemy or attempt to impale them, it can also be used to grab onto things Lucien can’t quite reach, or help them pull themselves up. While cast this way, the casting time is much faster and the tentacle can stay until it's dismissed, or another is summoned. A Bound tentacle can still be destroyed by a single strike of any attack.

Unbound: A spot within three meters of Lucien is marked. A tentacle bursts out of the ground after a brief delay (about a second), attempting to impale the target above it. The strike is telegraphed by a quickly growing shadow cast on the affected area, as if a creature was coming from underneath. Lucien is a visual indication as well, needing to perform a motion with their arm to call the tendril up.

Once summoned, an Unbound tentacle may still be controlled by the seagull so long as they remain within three meters of it, and have free motion of at least one arm. They may use it to attack or attempt to grab onto something or someone. The tentacle lasts five seconds, after which it harmlessly poofs into bioluminescent lights. A single strike from any attack will also destroy it.

Madness of Mu: Lucien may overexert themselves to briefly empower a tendril’s strength above a human’s capability at a cost to their mind (Worsening the effects detailed in Eldritch Ward). The cost is higher each use.




Chewy905 -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/5/2025 23:15:48)

@Sylphe - Thank you for the quick additions and clarifications! I will still be keeping a close eye on Seabird’s View, as it could be a risky spot for metagaming, but I trust you to be careful with your use on it. Approved!




GrimmJester -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/11/2025 4:41:33)

quote:

“Be’est thou man, monster, or machine… Come! Test your mettle against mine! Power can never measure against true skill.”


Name/Title: Giles, Master at Arms
Alignment: Chaos
Age: 31
Race: Human
Appearance: The Master at Arms stands at a respectable 5’7”, with a lithe athletic build, pale skin and dark brown hair. Sporting an impeccably fine waxed moustache and chin-beard in the style of Napoleon the Third, he is clearly someone who takes his appearance rather seriously. His doublet is of the finest bleached linen, his fencers half-cape a fine red silk and his padded breeches of beautiful dyed blue wool. Not to mention the exquisite black cavalier’s hat embroidered with spun gold thread and adorned with a large peacock’s feather in its crown.
Every bit of the man’s movements speak of pride and confidence, as if he’s looking down his nose upon anyone that he comes across, though with a mischievous glint in the corner of his emerald eyes that betrays just a hint of the man’s true nature.

Equipment:
Espada Ropera -
A simple sharply pointed two-edged dress sword, the Master at Arms’s weapon of choice and never leaving the side of his hip if he can help it. Simple yet beautiful in said simplicity, with a wire half-basket to protect the fingers, gold plated for aesthetics but forged of rigid steel.
Breastplate and Gorget - Favoring mobility over protection, Giles wears a simple but polished steel breastplate and gorget protecting his center and neck from the worst damage, but leaving his limbs free to move and flow without hindrance, although making them vulnerable should he fail to move them out of the way of attacks directed at him.
Fencing Cape - Made of strong durable silk this flowing half-cape is able to obfuscate weapon attacks, distract, or even potentially disarm an opponent should the opportunity arise for their weapon to be tangled in its fabric! It is, however, subject to the weakness of Giles’s very human strength.

Skills:
Master of Arms -
Giles didn’t come to earn his title for no reason. He has mastered the art of most forms of martial weapons. While the humble Rapier is his weapon of choice he is proficient with nearly any kind of melee weapon that he might come across, and is naturally inclined to understand how best to utilize and counter ones he has not seen before. That is however not true for ranged weapons, as in his world and time only the simplest forms of missile weapons are used.
Preternatural Agility - Having spent his entire life mastering the arts of war, the Master at Arms’s body has adapted to move quick as lightning and flow like water. Giving him the speed to, as long as he’s aware of their presence, parry an approaching crossbow bolt.
Duelist’s Sense - Countless bouts leading to the edge of death has honed the Master at Arms’s senses to be able to pick up on the subtlest sounds and movements while in active combat. He is unlikely to be taken by surprise while engaged, lest the dastardly assailant is extraordinarily quiet!
Regular human physiology - Other than the previously mentioned points, Giles is a human man, with all the perks and flaws that come with said malady

Special Abilities:
spoiler:

I… Am not left handed! -
The ruse! Having been unmatched with a blade for so many a year Giles has elected to use his off-hand for fighting for a long time, simply to put some enjoyment back into the art. When truly pressed and put to the brink of his abilities, with a simple movement of shifting his rapier to his right hand he can gain just that little bit more of an edge in a particular bout.






Starflame13 -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/11/2025 18:21:04)

Name/Title: Sïul A’Rune
Alignment: Chaos
Age Range: 26
Race: Human - Ironborn
Becoming an Ironborn is a process gone through as an adult that alters the person’s physiology. While their main physical traits are the same, Ironborn have had their iron-rich mortal blood replaced with a magically enhanced fluid akin to liquid iron. This does not impact their durability, but does increase their weight thricefold, and results in them tiring more easily. Ironborn who survive the process also have their bodies locked at the age they underwent the process - the minimum age being 24.

Appearance: Sïul is short and stocky - barely clearing 5’5”, with broad shoulders and thick core packed with muscle. Her skin is a cool brown, with hints of ashen pallor framing her face and laced with silvery scars spanning from decades in age to weeks fresh. Her black hair is cropped short - scant more than the fuzz of a fresh buzzcut. What stands out most - and marks her as one who has undergone the ritual for an Ironborn - are her eyes: dark silver bleeding from the iris across the entire sclera. Spanning her entire back is a silver tattoo of the Ironborn Crest - a teardrop shield with a wide ribbon looped about its center.

Equipment:
Armor - Sïul’s main attire is thick leather armor, dyed in alternating panels of silver and black. The Ironborn crest is stitched in silver over her heart, and on the backs of the fingerless leather gloves that cut off at her wrist. The armor covers most of her core body - from a gorget around her neck to hardened leather grieves against her shins - but contains no metals. A round leather helm is also fitted tight to her head, wings extending downward to cover the sides of her face. The ensemble is completed by thick, cleated boots - with longer spikes of iron beneath the heel and iron caps over the toes.

Split Shield - Unlike the teardrop shield on her crest, Sïul carries something more akin to an elongated Greek shield: tall and oval save for the notches on either side, with four clasps on its inner surface, and made entirely of iron. In its standard configuration, it is meant to link with shields of the same design, one over the other to form an impenetrable wall. Sïul can carry it either with one arm or both in this configuration, as the iron clasps on the inside of the shield can widen or narrow to fit her upper arm for a single-arm configuration or her forearms in a two-armed configuration. The shield is also bisected vertically by a thin line, keyed downwards, such that it can be separated into two halves. In its split configuration, each half of the shield functions as a gauntlet/vambrace/couter combination, held by two bands onto her forearm and extending past her elbows by a good foot with her arms bent. In this iteration, it becomes obvious that the outer curves of the shield are sharpened like a chakram blade, while the inner curve in the center of each half is lipped on the inside to better catch at protruding weapons. Thanks to her Ironborn abilities, Sïul is capable of swapping from a single to a double shield configuration - or vice versa - in a matter of seconds. The shield face itself is entirely plain.

Iron dust vials (Qty. 3) -
Due to the weight that Ironborn carry, they tire quickly. One way to alleviate this is by taking concentrated iron supplements which serve as an adrenaline boost. While this allows them to push beyond their standard limits, it does not reverse or rejuvenate the actual fatigue, thus resulting in further exhaustion once the effect has worn off. The length of time each vial lasts depends on the amount of exertion its consumer is under, but in a fully engaged battle is close to 15 seconds. The more vials consumed in succession, the less potent the impact of the later vials - and the greater the mental fatigue of the consumer.

Skills, Spells, Special Abilities:
Iron Resonance - The true reason anyone willingly endures the process to becoming Ironborn is the resonance with metal that it grants. Iron hums in Sïul’s veins, and metal external to her sings back. True iron is akin to the first harmonic frequency, pure chords that have perfect alignment and either double or fully cancel each other. Metals that contain iron - such as steel - are overtones: within the same frequency but not the same harmonic, meaning the resonance is close enough for her iron blood to impact the other metal, but to a lesser degree. Metals of similar properties - such as Titanium, Copper, Silver, and Gold, have adjacent frequencies and even lower of a frequency match, with metals entirely dissimilar such as lead or aluminum can cause recognition but not impact.

It is this resonance that enables Sïul to wield a shield of pure iron - the iron in her veins serves as a counterpart, meaning that while she is in physical contact with her shield, she can nullify its weight to simply that of moving her arm unencumbered, or double it to create a devastating slamming force. It is only direct physical contact with pure iron that enables this amount of resonance. Her ability to influence the resonance of external metal decreases both with the degree of separation from iron, and the distance from herself physically. She cannot influence an entirely dissimilar metal, and she can only influence metal that shares overtones within arms length of herself, and iron proper only a few paces beyond that. An entirely dissimilar metal could only have recognition within arms reach, while iron she can recognize across a battlefield. Additionally, attempting to influence metals that are not iron and not physically connected to her exhaust her both physically and mentally, as she has to be concentrating to align her frequency with another metal’s song.

Shield Wall - Sïul has been training to be part of the Iron Sisters, an elite defensive army, since she was ten years old. As such, she has a wide range of experience against the standard weapons and a wide range of experience wielding standard and non-standard shields, but her experience wielding other weapons themselves is minimal. The amount of training that has gone into her stamina helps to offset how fast she tires more than her Sisters, but she still will tire more quickly than your average warrior.




ChaosRipjaw -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/11/2025 19:22:08)

Name: Lumishiya
Title: Shapesister (so she should be referred to as “Shapesister Lumishiya”)
Alignment: Chaos
Maturity: An odd mix of someone in her 20s to someone in her 50s.
Race: Human

Appearance:
Lumishiya has a pale, refined face, not at all out of place if it were to belong to a royal consort. Her eyes are narrow and slanted, made larger by the use of black eyeliner. Her lips are also colored a similar black, pursed and glistening with a deadly elegance. It’s hard to notice but her eyes glisten even in the dim light with a strange, unnerving sheen of pinkish white.

Her hair is jet black, styled in an elegant updo with a high bun secured by a pair of daggers (although the bun does not rely on them). (More information in Equipment). Loose strands frame her face, adding an odd sharpness rather than softness to her already sharp features.

Lumishiya has a slender yet athletic build, appropriate for an acrobat — or an assassin. She stands at an impressive height of 5’10.

She wears a black outfit with a plunging neckline and layered textures, practical for stealth or combat. A snug purple scarf serves as a collar to conceal her graceful neck. While the upper part of the outfit resembles a typical hanfu, the rest of it clings tight to her body.

Her sleeves are loose at the upper arm but gathered at the elbows, below which she wears skin-tight gloves that cover all of her forearms. The resulting effect shows arms of pure blackness, save for her fingertips which are exposed for the purpose of dexterity. Her left forearm also has wraps of cloth and rope.

Around her waist she dons a wide belt or sash, in soft earthy tones like brown and beige, with long, flowing ends that flutter around her legs. She also wears sleek black leggings, emphasizing practicality and ease of movement. Knee-high black boots complete the look.


Equipment:

Duanchuan Liuzang: A wicked, one-handed curved sword that blurs the line between a dao, a talwar, and a curved rapier. The guard is a small bowl shape designed to protect the fingers as well as catch blood that streams down from the blade. The blade is slightly pliable if enough force is applied, ensuring it doesn’t snap under pressure.

Vitrexion: A poisoned extending blade concealed under the wraps of Lumishiya’s left forearm. To extend the blade, Lumishiya simply needs to thrust her forearm forward slightly, either in an “arm reload” movement or a punch, while slightly tensing a single tendon to activate the mechanism, ensuring only a Shapesister’s fine-tuned bodily control can activate it.

Vitrexion’s poison is well past its prime, reducing its effectiveness. When it cuts exposed skin, it rapidly numbs all the nerves in a limb or the targeted muscle and its immediate area, interrupting the victim’s movements. This is only useful in a pinch as a skilled opponent can simply power through the numbness with their own strength or momentum, etc. A few minutes or massaging will bring sufficient blood to destroy the weakened poison’s proteins. Great heat will also destroy the poison.

Having not been washed, its blade is also brittle and thus liable to snap if it is intercepted. But on the bright side, the poison is baked into the metal, and little can get it off.

Lumishiya has conditioned herself against Vitrexion’s brand of poison, so she is entirely immune to its effects.

Chunhen and Mixi: Mark of the Lips and Stolen Breath, her two daggers. Chunhen makes a whistling sound as its blade cuts the air, while Mixi emits something that sounds almost like an inhalation.


Skills:

Swirling Swamp Swordplay: Lumishiya’s signature sword style makes use of lightning-quick wrist flicks interspersed by wide swings.

Ran Phoenix-kick acrobatic style: Lumishiya’s moves with the fluid grace signature of a Shapesister. Splits, straddles, bridges, backflips — all of these movements come naturally to her, enabling her to move in unexpected ways and dodge the most ferocious of attacks. She tends to favor grapples to stop weapons, followed by savage kicks.


Shapesister Bodily Transformation Technique:
The secret art the Shapesister sect is known for. Through many years of mental conditioning, physical training, and esoteric medicines, its members are able to quite literally alter their bodies to imitate the shapes of other living beings.

Unfortunately, as a prisoner of war, Ran’s interrogators have sealed away a large portion of her greater shapeshifting abilities. Combined with being starved of the vital medicines of the Shapesisters, her shapeshifting is now but a pale shadow of what it once was. Not that Chaos cares.

Flexible Liquid Sinews: “Stones Will Never Break Me”: Lumishiya is incredibly flexible. It is extremely difficult to break her limbs by the joints, as even the crunch of twisted ligaments can still be reasserted. Unfortunately this doesn’t mask any pain and she feels every contortion of tendons and ligaments bending the wrong way.

Rippling Scalp: “Flip Your Hair Like You Don’t Care”: The daggers that form the “pins” for her hairdo are not simply for decoration. Combined with a flip of her head and the thin muscles making up her scalp, she can launch one or both of her daggers with surprising accuracy.

Morphing Muscle: “The Hand That Is Fed”: After a few traded blows, Lumishiya can swell her sword arm to match the greater strength of her opponent. Doing this eliminates whatever flexibility her ordinary sword arm has, until she shrinks it back to its ordinary size, in which case it takes a few seconds to recover from what amounts to basically a cramp.

Thousand Masks: “Faces of the Past”: If Lumishiya draws blood, she will be able to temporarily assume the visage of a relative from her opponent’s past for a time. This only affects her face. At the opponent’s discretion, she may also inadvertently adopt whatever facial deformities of the one she imitates. Similarly, it takes a few seconds to undo the transformation.

To Endure That Which Can’t Be Changed: Normally s he would have been able to do more, but her time in the dungeons of Ran have sapped her strength. Lumishiya can endure one, maybe two, grievous wounds by exercising her shapeshifting power to knit and temporarily hold together such wounds, whether they be gashes, bruises, burns, or even some magical injury.




Chewy905 -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/11/2025 21:27:40)

Today brings steel, iron, and a shapesister!



@GrimmJester - Welcome back, been a while since we’ve seen you here! Giles is as simple as simple can be, with the lack of any magical abilities allowing you to push those physical ones to the heights that they are. No issues, approved!



@Starflame13 - And here comes our EC Director! Sïul is a simple yet effective character, and you’ve taken great care to address the varieties of different common metals and how they would interact with her abilities. There may be some niche cases that appear depending on what others end up having on them, but nothing we won’t be able to tackle as it becomes necessary. Approved!



@ChaosRipjaw - Welcome back! Shapesister Lumishiya is a fun utilization of the concept; taking bits and pieces of shapeshifting without hitting the pitfalls that a full shifter might hit for balancing.

We clarified over DMs that the Vitrexion poison is massaged out very quickly, similarly to removing a cramp. We also clarified that Rippling Scalp only throws daggers as far as a person would normally be able to, without any special additions to the range, and that Morphing Muscle specifically grows to match an opponent and not any larger (which was clear from the bio, I just wanted to confirm).

My largest note is that Thousand Masks is going to require heavy collaboration to use properly. I am allowing it, but please be extremely aware of this as you write to avoid bunnying, and be aware of hitting possible issues if you encounter unresponsive opponents or otherwise can’t get the information it would need.



And that evens out our Order and Chaos, for now! For the others still working, you have almost exactly one week to get a bio submitted!

Additionally I would like to note that for this last week I am away from my usual home and have a limited connection. Balancing should still happen, but I may be a bit less responsive than usual.




Apocalypse -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/13/2025 23:15:18)

Name: Moonscar the Scourge
Age: 144 (132 at time of death, equivalent to young 20s by human standards)
Species: Sea Elf (Undead)
Pronouns: He/him
Calling: Chaos

Appearance

The sea elf who would become Moonscar was once a sea elf with hair of deepest amethyst and skin of polished cerulean. His face had been hard yet beautiful - fierce yet enchanting. He stood seventeen-and-a-half hands tall. The hair that fell past his shoulders was never bound, instead always allowed to fly free in the winds and waters. The singular scar that cut across his cheek and nose in a crescent only added to his appealing appearance.

But that was before he took the helm of the Gravewind.

The once alluring complexion deteriorated to a stark ivory tinged with the sickliest of greens. Tumbles of kelp roll off his scalp to stick to his face, neck, and shoulders. His abdomen bulges over his belt, as if rather than being disemboweled another set of intestines were shoved into him. One may think this was the case, had it not been for the undeniable writhing of whatever snakelike appendages lay beneath the skin’s surface. Raked across his torso, neck, and face are a series of barnacles that shift themselves back and forth like the push and pull of the tides.

The Scourge’s eyes have been stolen from their sockets, nose slashed free, and lips burned blue by freezing cold. His skin is ever-moist, and he drips seawater wherever he walks no matter the climate. The Scourge dons a captain’s jacket over his bare chest with coral growth all along the hem and cuffs. The apparent faces screaming in agony within their concentric colonies must simply be the trick of whatever cursed soul finds themselves gazing into them.

His right arm is missing below the elbow much like how his left leg is below the knee. For the former, an anchor large enough to touch the ground while he stands with arms at his sides has been fitted to the stump by a series of barnacles. These same seaspawn bind a peg leg to his knee, with a large carving reading “HOIST THE COLORS” down its side.

Upon Moonscar’s back sits a ship’s helm with its handles reaching just taller than his head and halfway down his thighs. They creak and moan as they turn of their own accord. Hundreds if not thousands of tally marks have been carved into its felloes, and the weeping face of a mermaid encompasses the bulk of the spindle.

Abilities

Undead Nature: Moonscar has no need for food, water, or even air. While he can feel, his sense of touch, including pain, is highly diminished to the extent where running a rapier through him would feel the same as pricking an ordinary person in the chest with a needle. He has no functional heart or indeed most organs vital for the living with the exception of his brain. While injuries he sustains will impact his abilities, the most sure way to put an end to the Scourge is to decapitate or otherwise destroy the head.

Eyes of the Sea: While Moonscar lacks traditional vision, he can see water in all its forms - including within creatures. This allows him to track their movements as easily as someone with eyes can, and the Scourge can “see” in all directions at once. His vision is most accurate within 30 feet of himself, half as effective at 45 feet before being completely diminished at 60 feet.

Living Barnacles: The barnacles attached to the Scourge respond to his will, moving across his skin to the various parts of his body. He can pile them together into makeshift armor with the durability of iron, though the shift is not immediate and would be insufficient to react in time to an incoming blow. Any barnacles knocked off by great force, such as by a warhammer strike, no longer respond to the Scourge’s will but can be reclaimed if he makes direct skin contact with them.
The barnacles can swarm onto one of Moonscar’s severed limbs to form a new one. A third of the Scourge’s barnacles is capable of creating an ordinary limb. Using more allows access to different shapes with greater strength and durability, such as the head of a war pick or a tentacle. The more barnacles used, the greater the properties of the new limb up to twice his typical strength.
When not used to create a limb, the Scourge has sufficient barnacles to connect both prosthetics to their stumps as well as cover roughly half his torso and neck.

Might of the Maelstrom: The Scourge possesses enhanced strength, capable of swinging his anchor as easily as a barbarian would swing their battleax.

The Gravehelm: The helm upon Moonscar’s back will tilt back and forth of its own accord, but the Scourge is capable of imposing his will upon it to turn and twist to his own whims. He is capable in using the Gravehelm to catch and block weapons in melee combat as one might with a shield, with the added benefit of potentially disarming any foes who mistake his back as a blindspot.

The Sea Walks With Ye: Seawater is forever dripping off the Scourge’s clothes and body, leaving droplets and puddles in his wake. They are enough to be noticed but will not cause any half-observant person to stumble or lose their balance unless there are already other factors in play, such as the surface already being slippery in nature.

Equipment

Abyssal Anchor: A large, wrought iron anchor that is ordinary in most respects besides its current use as a weapon of war.

Hoist the Colors!: Moonscar can stomp this peg leg upon the ground, sending the barnacles attaching it to his knee to the floor to keep it upright. Once detached from his leg, it grows twenty feet tall and expands to a foot in diameter to become a mast. Creatures within fifteen feet of it experience the ground swaying beneath their feet like a ship’s deck during a storm - even though there is no actual shaking or movement. Should the mast be knocked or pushed over, the stormy effect ends and the mast shrinks back into its peg leg form. As long as the peg leg is whole, Moonscar can repeat the process again. While Moonscar also experiences the effects, his lifetime and more at sea allows him to navigate this mystical storm without any detriment.

Dead Man’s Chest: Within the captain’s abdomen are four ropes of rigging which can rupture through his skin and attempt to entangle foes. Each rope is ten-feet-long and so dense that even a clean sword blow will not completely sever it. Puppeting these requires intense effort on the Scourge’s part, and as such he cannot move the rest of his body or impose his will upon his other facilities until he lets the ropes fall slack.

Pearlshot: A single-shot revolver carved from ivory bone and incapable of firing ordinary rounds. Instead, it shoots an iridescent pearl with far less stopping power. Indeed, it would do little more than pierce flesh and leather, halting at bone without breaking it. The true danger lies within the sea-psychosis induced by the pearl. The affected target may not even notice it at first, for how often is one truly aware of their own breathing?
The suffocating sensation is a purely psychological one, and it will end as soon as the pearl is removed from the body. But the target will believe they cannot breath, and their mind will cause them to think they are experiencing the effects minus death.
Moonscar has one such pearl loaded and another on his person, which takes a few moments to load as the traditional requirements for a revolver such as gunpowder are not necessary.

The Crass Cutlass: A rusted cutlass with two chips near the end of the blade. Any wound caused by the blade of this weapon leaves a chilling, numbing effect that would lightly impact the motor functioning of the localized area for about five seconds before ebbing away.
There is a word enameled in emerald onto the hilt, below the screeching skua head of the pommel. It is illegible.




Chewy905 -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/14/2025 19:40:27)

If I had a nickel for every time I had to balance an undead pirate...




@Apocalypse - Welcome back, it’s been a while! Moonscar is a harrowing character, with a variety of deadly options but some strong thought put into balancing them to begin with! Still, I have some clarifications I would like added so that we can fully grasp the capabilities of our Undead Sea Elf.

Starting with Eyes of the Sea; I am usually hesitant to allow characters to have full 360 degree vision such as this. However, you’ve done a good job balancing the distances at which his vision diminishes, and based on the description I am assuming he is incapable of seeing inorganic material/materials without water upon them; including projectiles and other such weapons. If this is an incorrect assumption, we will need to re-balance this, otherwise it can remain as-is!

Moving onto Living Barnacles, I am assuming that the listed “half of torso and neck, one prosthetic, second prosthetic” are the three “thirds” of Moonscar’s barnacle count, and one of those would need to be moved to properly form a new limb, please correct me if I’m wrong. For the new limbs themselves, you list the possibility of expanding on shapes and strengths, up to twice the strength and durability. How much extra reach/length is Moonscar able to create, if any?

Next, for Hoist the Colors, is the mast as durable as regular wood? Can it be burnt? Approximately how much force is necessary to push it over from the barnacles holding it up? Additionally, are these dropped barnacles considered “lost” in the same manner as ones knocked from him by force are, and thus would need to be touched to get them back? Finally, is Moonscar able to shrink and reconnect it from its upright position, or does he need to knock it over first so it shrinks?

Moving onto Dead Man’s Chest, you mention that Moonscar cannot do anything else “until the ropes fall slack.” Does this mean that once the ropes are out, Moonscar is only able to drop concentration on them and leave them be, rather than retract them back into himself to reuse this ability? If it is reusable, be it via retracting the ropes or simply re-focusing on them once they are already out and have fallen slack once, I would like some sort of cooldown imposed to prevent him from rapidly switching between using the ropes and using his other abilities. If this is one time and he can’t regain control after dropping them, then that’s fine. In the same vein, is he able to deploy a single rope at a time, or does he need to use all four at once? If one at a time, again, a cooldown may be necessary.

Finally, for Pearlshot, I would like a range on the shot, confirmation that it needs to actually pierce flesh to begin inducing its effects, and details on if this is able to create a simulated “lack of breath” effect on creatures that do not actually need to breath (such as Moonscar himself)

Looking forward to round 2!




Just over half a week left to sign up! Get those bios in!

Additionally, ChaosRipjaw has reached out to me, withdrawing from this year's competition.




Apocalypse -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/16/2025 18:49:29)

Round two, let's boogie. Changes and clarifications are bolded.



Name: Moonscar the Scourge
Age: 144 (132 at time of death, equivalent to young 20s by human standards)
Species: Sea Elf (Undead)
Pronouns: He/him
Calling: Chaos

Appearance

The sea elf who would become Moonscar was once a sea elf with hair of deepest amethyst and skin of polished cerulean. His face had been hard yet beautiful - fierce yet enchanting. He stood seventeen-and-a-half hands tall. The hair that fell past his shoulders was never bound, instead always allowed to fly free in the winds and waters. The singular scar that cut across his cheek and nose in a crescent only added to his appealing appearance.

But that was before he took the helm of the Gravewind.

The once alluring complexion deteriorated to a stark ivory tinged with the sickliest of greens. Tumbles of kelp roll off his scalp to stick to his face, neck, and shoulders. His abdomen bulges over his belt, as if rather than being disemboweled another set of intestines were shoved into him. One may think this was the case, had it not been for the undeniable writhing of whatever snakelike appendages lay beneath the skin’s surface. Raked across his torso, neck, and face are a series of barnacles that shift themselves back and forth like the push and pull of the tides.

The Scourge’s eyes have been stolen from their sockets, nose slashed free, and lips burned blue by freezing cold. His skin is ever-moist, and he drips seawater wherever he walks no matter the climate. The Scourge dons a captain’s jacket over his bare chest with coral growth all along the hem and cuffs. The apparent faces screaming in agony within their concentric colonies must simply be the trick of whatever cursed soul finds themselves gazing into them.

His right arm is missing below the elbow much like how his left leg is below the knee. For the former, an anchor large enough to touch the ground while he stands with arms at his sides has been fitted to the stump by a series of barnacles. These same seaspawn bind a peg leg to his knee, with a large carving reading “HOIST THE COLORS” down its side.

Upon Moonscar’s back sits a ship’s helm with its handles reaching just taller than his head and halfway down his thighs. They creak and moan as they turn of their own accord. Hundreds if not thousands of tally marks have been carved into its felloes, and the weeping face of a mermaid encompasses the bulk of the spindle.

Abilities

Undead Nature: Moonscar has no need for food, water, or even air. While he can feel, his sense of touch, including pain, is highly diminished to the extent where running a rapier through him would feel the same as pricking an ordinary person in the chest with a needle. He has no functional heart or indeed most organs vital for the living with the exception of his brain. While injuries he sustains will impact his abilities, the most sure way to put an end to the Scourge is to decapitate or otherwise destroy the head.
Unless a projectile has sufficient water within it or upon it, Moonscar is unable to “see” it.

Eyes of the Sea: While Moonscar lacks traditional vision, he can see water in all its forms - including within creatures. This allows him to track their movements as easily as someone with eyes can, and the Scourge can “see” in all directions at once. His vision is most accurate within 30 feet of himself, half as effective at 45 feet before being completely diminished at 60 feet.

Living Barnacles: The barnacles attached to the Scourge respond to his will, moving across his skin to the various parts of his body. He can pile them together into makeshift armor with the durability of iron, though the shift is not immediate and would be insufficient to react in time to an incoming blow. Any barnacles knocked off by great force, such as by a warhammer strike, no longer respond to the Scourge’s will but can be reclaimed if he makes direct skin contact with them.
The barnacles can swarm onto one of Moonscar’s severed limbs to form a new one. A third of the Scourge’s barnacles is capable of creating an ordinary limb. Using more allows access to different shapes with greater strength and durability, such as the head of a war pick or a tentacle. The more barnacles used, the greater the properties of the new limb up to twice his typical strength.
When not used to create a limb, the Scourge has sufficient barnacles to connect both prosthetics to their stumps as well as cover roughly half his torso and neck.
Approximately 15% of the barnacles attach his arm to the anchor, 15% attach his leg to the peg leg, and the remaining 70% cover his neck, face, and torso.
The maximum length Moonscar could create with a new limb is 4 feet with the assumption that this limb is a thin tentacle. Any more complex shapes such as a regular arm or hammerhead would be close to the original limb’s length.


Might of the Maelstrom: The Scourge possesses enhanced strength, capable of swinging his anchor as easily as a barbarian would swing their battleax.

The Gravehelm: The helm upon Moonscar’s back will tilt back and forth of its own accord, but the Scourge is capable of imposing his will upon it to turn and twist to his own whims. He is capable in using the Gravehelm to catch and block weapons in melee combat as one might with a shield, with the added benefit of potentially disarming any foes who mistake his back as a blindspot.

The Sea Walks With Ye: Seawater is forever dripping off the Scourge’s clothes and body, leaving droplets and puddles in his wake. They are enough to be noticed but will not cause any half-observant person to stumble or lose their balance unless there are already other factors in play, such as the surface already being slippery in nature.

Equipment

Abyssal Anchor: A large, wrought iron anchor that is ordinary in most respects besides its current use as a weapon of war.

Hoist the Colors!: Moonscar can stomp this peg leg upon the ground, sending the barnacles attaching it to his knee to the floor to keep it upright. Once detached from his leg, it grows twenty feet tall and expands to a foot in diameter to become a mast. Creatures within fifteen feet of it experience the ground swaying beneath their feet like a ship’s deck during a storm - even though there is no actual shaking or movement. Should the mast be knocked or pushed over, the stormy effect ends and the mast shrinks back into its peg leg form. As long as the peg leg is whole, Moonscar can repeat the process again. While Moonscar also experiences the effects, his lifetime and more at sea allows him to navigate this mystical storm without any detriment.
”Hoist the Colors!” is white pine - a standard used due to its ease for carving and resistant to rot. It has no increased defensive properties beyond a typical piece of white pine wood except that it is perpetually moist due to Moonscar’s constant drippage of seawater.
Knocking over the mast while the barnacles keep it upright would a strong warrior several blows with a mall - though removing a third of the barnacles first would make it fairly possible with a single hit.
The barnacles keeping the mast upright follow the same properties as other barnacles detached from the Scourge in that he needs to make skin contact to recollect them.
If Moonscar wishes to take down the mast, he will need to knock it over himself first - a feat which is usually predicated by him collecting the barnacles. If no barnacles keep Hoist the Colors! upright, a sufficient push is all that is needed to knock it over.



Dead Man’s Chest: Within the captain’s abdomen are four ropes of rigging which can rupture through his skin and attempt to entangle foes. Each rope is ten-feet-long and so dense that even a clean sword blow will not completely sever it. Puppeting these requires intense effort on the Scourge’s part, and as such he cannot move the rest of his body or impose his will upon his other facilities until he lets the ropes fall slack.
Moonscar can weave the ropes back into his abdominal cavity or let them fall to the floor when he relinquishes his direct control over them. When Moonscar switches his focus from either controlling his own body or onto the ropes, the Scourge doubles over which grants aware foes an opening for an attack.
Moonscar’s shift of control is always to all the ropes, though he of course he can choose to keep the ropes still for purposes such as a feint.


Pearlshot: A single-shot revolver carved from ivory bone and incapable of firing ordinary rounds. Instead, it shoots an iridescent pearl with far less stopping power. Indeed, it would do little more than pierce flesh and leather, halting at bone without breaking it. The true danger lies within the sea-psychosis induced by the pearl. The affected target may not even notice it at first, for how often is one truly aware of their own breathing?
The suffocating sensation is a purely psychological one, and it will end as soon as the pearl is removed from the body. But the target will believe they cannot breath, and their mind will cause them to think they are experiencing the effects minus death.
Moonscar has one such pearl loaded and another on his person, which takes a few moments to load as the traditional requirements for a revolver such as gunpowder are not necessary.
The ideal range of the pearl shot is 60 feet as that is where Moonscar can reliably hit designated targets on a person, such as a specific arm or leg. At 90 feet, Moonscar would have to aim for the center of mass on a person of average build to consistently hit his shots on a non-moving target.
The Pearlshot’s influence can even affect creatures that have no need for breath as it magically simulates the experience of suffocation via drowning. The primary sensations all creatures experience are an initial wave of panic followed by a burning, tearing sensation in the chest. Those who experience the effects for longer than a minute will then experience a brief moment of tranquility before their nervous system is overstimulated followed by their nervous system being depressed in a numbing effect.


The Crass Cutlass: A rusted cutlass with two chips near the end of the blade. Any wound caused by the blade of this weapon leaves a chilling, numbing effect that would lightly impact the motor functioning of the localized area for about five seconds before ebbing away.
There is a word enameled in emerald onto the hilt, below the screeching skua head of the pommel. It is illegible.




roseleaf320 -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/16/2025 21:44:57)

Name: Erosi / Ero
Alignment: Chaos
Age: Chronologically 70s, human-equivalent Mid-40s
Race: Vartai
Pronouns: they/them

Appearance: As a half-dragon, Erosi maintains a relatively human shape, standing at 5 '11”, with draconic traits clearly present on their form. Their skin is a clearly inhuman yellow, with pale golden scales outlined in iridescent lavender and cyan jutting out from most of their body. From their head sprout four thick draconic horns bearing the same color scheme as their scales. Their hair, a slightly faded blue, is short and tied tightly into two braids against their scalp. Their eyes are a bleached yellow, as if they’ve been left out in the sun too long. Erosi is barefoot, with their feet and hands built more dragon-like and ending in short, thick claws. From the small of their back falls a scaled tail that doesn’t quite reach the ground. They wear light brown leather armor decorated with stones of various natural colors. Short, torn pieces of cloth wrap around and dangle from their wrists, and a longer piece hangs from their waist.

Racial Details: Vartai are half dragons who age slower and have longer lifespans than humans. Erosi was born to an energy dragon, but was born without most typical Vartai racial traits. This means Erosi cannot shapeshift, and has only a mild control over energy, as detailed below. Erosi is resistant to the negative effects of energy, and their scales make their bare skin slightly resistant to physical attacks. Erosi is also slightly more attuned to their other senses, with better smell and touch when compared to humans. All other capabilities are within normal human limits.


Equipment:

The River’s Wear: Around each of Erosi’s wrists are bracelets of worn river stones. This serves as their casting focus for The River’s Caress, although there is nothing to specifically indicate that is the case. The stones are bound together in thick, skillfully woven twine, but are not protected in any magical way. If both bracelets were entirely separated from Erosi’s body, they would no longer be able to use this ability, but as long as at least one stone touches Erosi’s skin, there is no mechanical effect of lost stones on The River’s Caress.

The River’s Protection: Erosi wears thin leather armor which covers their torso and chest, shoulders, upper arms, waist, and legs down just past the knee. To avoid metal coming into contact with their electrified skin, Erosi has used thin stones as armor plates, almost like a second set of scales, to cover their chest, stomach, and back. These stones provide less protection than metal would, and shatter easily, meaning repeated blows to the same spot would easily pierce through to the skin underneath. The stones are already damaged in several places, yielding weak spots that would be easier to pierce through.

Twice Beloved: Stowed within pockets of their armor, Erosi has around 1-2 dozen myosotis blooms, as fresh as if they have just been picked.

When will be left when even I erode away?

Abilities:

General Combat Ability: Erosi is a trained foot soldier who has fought in an ongoing war for many years. They have at least cursory training in many types of weapons, although they show a moderate preference for longer-reaching weapons such as quarterstaves and glaives. When using The River’s Caress, they are best at wielding compact, curved weapons, which are easier to control and less unwieldy when in the air. They can throw with fair accuracy up to 30 feet.

The River’s Caress: Erosi has learned a style of water magic channeled through river stones. With The River’s Wear as a conduit, Erosi can summon a moderate amount of magical water, which Erosi can shape and move at will, forming weapons, shields, or the like. Summoning the water takes several seconds of intense concentration, and though it can be dismissed and resummoned, the concentration needed makes this near impossible during combat. This water is always collected in a single mass, and shaping or reshaping the water takes a few seconds of mild concentration. The water floats freely in the air, although its closest point to Erosi must be within two feet of their body. It can be moved at a speed as if it were held by Erosi, who must physically move their limbs in the same direction, although their movements can be smaller and are much less effortful than if Erosi actually held the mass. It is abnormally dense, mimicking a soft metal in its function. If dashed against the side of an object or placed at an appropriate angle, it may redirect momentum; but it is weak if hit by an attack head-on, slowing, but not stopping, the attack. If used as a sharp weapon, it would inflict damage as if it were a sharpened dagger.

When summoned at the start of the competition, the water can form, at maximum, something six feet in length and two inches thick; as its length decreases, its thickness can increase accordingly, with the largest sheet “shield” it can make approximately two feet by three feet. As the water is interacted with (making contact with weapons, people, etc) a small amount of water splashes and is lost; once separated, this water can no longer be manipulated or added back into the main “mass” in any way. When water is lost, the total size of Erosi’s water mass decreases accordingly.

Erosi can separate a small portion of water from the main mass to shape small projectiles. They can only make one of these at a time, up to the size of a throwing dagger. Once it is separated, it must immediately be sent forward with effort from Erosi’s arm, at which point it moves as if thrown. In the air, it behaves like a standard throwing dagger would. The projectile maintains its shape and momentum until making contact with something, at which point all water in that projectile splatters and cannot be regained.

The river within the stones is channeled by the flow of Erosi’s emotions. The general shape and “texture” of the water tends to reflect the emotions; a shield summoned by panic may appear jagged or ripple as if trembling, whereas a staff summoned by intense calm will flow smoothly and gracefully.


Lightning Legacy: With concentration and strain, Erosi can force a moderate charge across an area of their body, approximately a single limb. Visually, this causes pathways along their scales to light up a dim yellow. When something makes contact with their skin, this charge is instantly released, inflicting a moderate shock that may cause pain and/or muscle spasms as applicable. The charge travels down conductive materials (like metal) to the holder, but is stopped by non- or less-conductive materials such as leather. Erosi can only do this to one area at a time and it takes several seconds before they are able to do this again.

If the water mass Erosi controls makes contact with their skin while it is charged, the water mass itself will take the charge from Erosi and maintain it for a few seconds, releasing it early if the water makes contact with anything physical.




Starstruck -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/17/2025 9:21:55)

Name: Nsonowa Abeyje
Alignment: Chaos
Age Range: Middle aged to old.
Race: Human, though the story goes there's a touch of the fey on his mother's side. His ears are round, so rumors stay rumors.
Appearance: Nsonowa is short, slim, and handsome. He is smoothly bald and clean-shaven, with dark skin and coal-black eyes that nevertheless seem to catch the light with a silvery tint. Underneath a smartly starched silver vest, he wears a black button-down that is not tucked into his straight-leg dark-black slacks. Around his neck is a heavy chain with a large silver locket, inlaid with mother of pearl, and around his waist is a sturdy black studded belt. While he has no visible pockets and has rolled-up sleeves, he will frequently produce and vanish his stout deck of tarot cards.

Equipment: Nsonowa is always carrying a deck of tarot cards that represent his weapons and the conduit for his magic. While the purpose of these cards is to divine the future and channel elemental magic, Nsonowa also knows a few practical card tricks as well. He can flick the cards with startling force and accuracy, though he can’t throw more than one at a time.

Skills, Spells, Special Abilities: When Nsonowa pulls three cards, it outlines the basic structure of the spell that they cast. While the inherent chaos and randomness of drawing cards means that the spell may never be what is expected, Nsonowa at least believes that the deck will always provide him with everything he needs in every situation. He is offered a great deal of freedom in deciding the minor details of how a spell manifests, but he cannot control this magic any more than he could stop the sun from rising or setting.

The first card drawn represents the element of the spell. The list of elements is the same as the Elemental Championships - earth, fire, water, wind, light, dark, energy, ice - and repeating an element causes the spell to be less powerful by half.

The second card represents the intensity. Low numbers (including major arcana) have smaller effect sizes, but can be used at greater range, up to 30 feet at the most. High numbers, on the other hand, are close-range only at just 5 feet of range, but are much larger in scale, scope, and effect.

The final card represents the Fortune, which divines the result of the spell cast. This card is not truly random, but is selected by the forces of fate and chaos to align with what Nsonowa’s goal for the spell was. Cards fall into five categories:

Evocation - This spell fires a direct elemental blast, such as a fireball or gush of water. Each attack consists of 7 projectiles.
Divination - This spell creates a one-way scrying portal that Nsonowa can peer through. The portal connects two surfaces for 7 seconds, and is visible at the other end as an elemental image of the card used to cast it. Nsonowa can flick the three cards of the reading through the portal to fire small elemental attacks from the other end. These attacks are generally not dangerous, but can be surprising and distracting. The first attack is the weakest and the third is the strongest.
Enchantment - This spell empowers Nsonowa’s card-throwing attacks with elemental power, or lets him empower an ally’s attacks, for exactly 7 seconds. Lower numbers offer better speed, higher numbers better power.
Conjuration - Nsonowa manifests an elemental representation of the art on the card, such as a sword (or multiple smaller swords) made of fire or a chess-rook-shaped tower that pulses the earth around it. These conjurations last exactly 7 seconds.
Abjuration - This spell creates an elemental barrier to protect against assaults. Lower numbers create a smaller but more resilient shield, higher numbers create a tall wall that can withstand one firm hit. The barrier lasts exactly 7 seconds.

When Nsonowa reveals the final card, the spell resolves immediately.

Nsonowa may not perform readings until he has shuffled his deck with focused intent for at least 7 seconds. Failing to complete this ritual will cause the reading to be a complete dud, so if interrupted, he’ll have to find a pocket of peace to shuffle again. Magically, this shuffle will restore the deck to full completeness, even if cards had been lost, thrown, or destroyed. Nsonowa can shuffle his deck with 1 or 0 cards in it, which is said to be quite an interesting sleight-of-hand trick.

Personality/Backstory: In the tiny village where Nsonowa is from, the arrival of the powerful seventh son of a seventh son had been awaited with bated breath for a century at least. After a decade of waiting, it finally happened that a seventh son found fruitful, productive love in his happy home. Lethabo, Amari, Hasani, Gowan, Kiango, and Barrak were happy, healthy, and well-behaved. And then, the lightning strike of disappointment. A baby girl, cooing and giggling in her mother's arms. They would bear no further children. But as little Effi grew up, she took an interest in cards. The beauty of their simplicity, the randomness of their shuffle, and the way that she could understand their meanings in a way that nobody else ever could. Effi always knew that she was not who her family said she was. Effi never told anyone about the deck of tarot cards she found; they were just there. She found that day by day, more about the future could be known by reading the zigzags of the cards. They whispered unknowable secrets and bestowed incredible gifts, transformed her life and her body. None are sure if Nsonowa’s family ever found out that he was their scion all along. Perhaps they know the truth and are simply afraid to confront it, perhaps they were overjoyed and showered Nsonowa with the love that he had been denied, perhaps they spat venomous words and broke things in their disagreement. Whatever is the case, Nsonowa has been traveling on the open road, making connections and enjoying the beautiful surprises that life has to offer.




GodJank -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/17/2025 20:49:21)

‘’Wicked are the words of a demon, for their black tongue drips with honey that descends from the heavens, golden with shine and tainted with lies.’’

Name/Title: Selim Cathron

Alignment (Order or Chaos): Order

Age Range: Mid-to-late 20s.

Race: Vampire, formerly human

Appearance: Selim is a fairly tall man, wearing practical (if fairly boring) clothes: a large and dark duster-coat, a pair of black gauntlets, brown boots, a dark face mask and a wide hat, hanging limply over his face. He wears a chain vest over his chest, with belts and straps carrying much of his equipment. All of this gives the appearance of a strong, imposing man.

This helps create a believable facade, to deter opponents. Underneath all of this, however, Selim has pallid skin and pale blonde, dishevelled hair. With a wiry and gaunt build, he looks sad, withered and kind of pathetic. His eyes are droopy, with a cold and calculating focus and his mouth (expectedly) sport 4 elongated canines.

Equipment: Selim possesses a large and varied arsenal, many of them ideal for restraining or killing large, powerful creatures that he otherwise would have issues dealing with. A majority of these are tipped or ornamented with an unknown blue substance he has created through a mixture of alchemy and witchcraft, dubbed Demonsbane, that helps him deal with the hellspawn and undead of his world. Those who are affected suffer tissue damage akin to acid, with skin and flesh sloughing off like tar. It has no effect on the living, or artificial life.

Cynddaredd: A basic bastard sword, found in his travels. It has been enhanced by Selim with Demonsbane, and thus the blade is covered in cerulean glowing vein-like patterns. It has been reinforced to better stand up to Selim’s supernatural strength.

Luc’hedenn: A relatively recent invention. With a combination of magical manipulation and his alchemical prowess, Selim has created a spherical explosive, with a rune inscribed on its side. When a power word is uttered, it sets off a 3 second timer, after which it explodes into a maelstrom of intense heat and electricity. It has a blast radius of 50 feet, and carries a high risk of lethality at the 15 feet range. The blast yield is a little above 1 megajoule. He carries 3 on his person.

Caltrops: Deliberately rusted, and tipped with Demonsbane.

Difetha: A peculiar arm-mounted repeater crossbow of Selim’s own craft, firing upwards of 5 bolts in a burst before it needs to be reloaded. Each bolt is tipped with Demonsbane, and Selim carries 30 bolts with him.

Anobaith: When quicker weapons are of need, Selim carries a 20-inch single-edged blade, tipped with Demonsbane. It is a weapon he rarely uses, and thus, his skill with it is rather poor.

Rope: 50 feet, hempen made. Used in a variety of ways.

Salve: A special ointment that Selim has concocted that, when administered near a wounded area, will effectively cauterize the wound and stop further damage. This was specifically created to combat Demonsbane.

Skills, Spells, Special Abilities: Selim is a monster hunter and a highly intelligent man; prior to being turned into a vampire, he was a proficient zoologist, studying animal behaviour and anatomy. He has taken this skill and turned it into something violent and perverse, using his knowledge to more effectively hunt beasts. To aid him in his search for a cure to his vampirism, he has turned to the study of occultism and witchcraft, studying the dark arts and all things taboo. He is a self-taught fighter, compensating for his lack of proper training with his enhanced physiology and strategy.

As a vampire, Selim is obviously subject to a slew of strengths and weaknesses. His natural strength, speed and durability surpass that of a normal human, in spite of his skinnier build. Additionally, he possesses an accelerated healing factor that enables him to rapidly regenerate damaged bodily tissues much faster and more extensively than a normal human. His senses are acutely sharpened, most notably his sense of smell and sight, allowing him to see in the dark.

Being an undead, Selim is susceptible to holy magic and, ironically, Demonsbane. While sun exposure won’t kill him, it WILL cause immense pain. Most unfortunately is that, due to Selim’s strong morals and hatred for himself, he will avoid drinking blood unless forced to. Thus, while physically superior to most humans, his potential is ultimately hampered, and prolonged fights will ultimately exhaust him.

His past experiences and prior presence of genuine malevolent entities have brought madness to Selim in ways others cannot understand. He is taunted by whispers in Abyssal and Infernal, is plagued with vivid and horrifying nightmares, and constantly grapples with an animalistic presence living deep inside of him. He can, however, be brought to his senses after a feeding session.




Chewy905 -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/17/2025 21:43:20)

Today we have a dragon, a fortune-teller, and another vampire!




@Apocalypse - Thank you for the extremely in-depth clarifications and details! Moonscar the Scourge is shipshape, and approved!




@Roseleaf320 - Welcome back! Erosi is well-balanced, with few but flexible options similar to some of our other entrants. We confirmed in DMs that attacks that strike River’s Caress that are slowed (but not stopped) pass through it rather than fully splitting or shattering it, allowing Erosi to keep most of the water. We also confirmed that the listed maximum size for when the mass is “summoned at the start” is to mean the maximum before it has started losing any water from use. With those details locked in, Erosi is approved!




@Starstruck Good to see you again! Nsonowa is certainly Chaotic! What she needs next is just a touch of definition to that chaos, so we know the exact range of her impact. So let’s get to it!

First off, I would just like clarification on the exact physical nature of the deck. Are these reinforced specifically FOR throwing such that they are usable as weapons, or is Nsonowa relying on the Enchantment to make that viable, and they are otherwise normal cards. I would also like to know if cards are returned to the deck when shuffling (with destroyed cards being recreated), or if new cards are created and any existing cards (such as thrown ones) remain where they are. I would suggest the former to avoid being able to scatter random tarot cards everywhere.

Moving onto the actual abilities, I would like some examples or comparisons of what the minimum and maximum scale, scope, and effect of these spells might be, so we have an idea of the range of the spells. I don’t need it listed for every element, just an example should do. Additionally I would like it listed what the exact lowest and highest numbers Nsonowa can draw are.

Onto specific spells, for Evocation, 7 projectiles is a lot of projectiles. I am okay with this as long as they are kept tight together, rather than being able to carpet-bomb an area with each spellcast.

For Divination, I would again like examples of the weakest and strongest of these possible attacks are, as you list them as “not dangerous” but also describe them as increasing in strength with each. Alternatively, I would recommend you just remove the growing nature of the three attacks, and just leave it at three distracting, minor attacks for simplicity.

Onto Enchantment, when you say “better speed” I assume you mean it enhances how quickly they can attack? Or is it how quickly a projectile (like the cards) would travel? Additionally, I would again like a scale on how much faster/stronger this can make attacks (Two times? Three times?). Finally, when you say it empowers Nsonowa’s card-throwing attacks with elemental power, does the elemental power also apply to “empower an ally’s attacks”, or is the allied empower just a straight speed/strength boost with no elemental effect?

Moving to Conjuration, currently this spell is not clear enough. You say that it could create swords or “a tower that pulses the earth around it”, but these are two very different things, and I begin to worry what might happen if Nsonowa draws The Sun, The World or even Death. To avoid having to have unique creations for every single possible card, my recommendation would be to make Conjuration your “AoE” spell, creating an elemental effect to the environment such as fiery ground or blinding light, and having an image of the pulled card created in that area as the “source”. If you go this route, make sure you include minimums and maximums for the range and intensity of the area, and limit the size of the conjuration so you aren’t creating a massive sun in the battlefield.

Finally for Abjuration, as with the other spells I would just like the minimum and maximum possible sizes of the shields and walls it can create.

Once we have these full details in place, we should be able to have an idea of how much Nsonowa is truly capable of!




@Godjank - It’s been a while, welcome back to the competition! Selim Cathron is well-balanced overall, I just need a couple extra details, and will be tapping down the size on a particularly large explosive.

Starting with Demonsbane, while this is a particularly powerful effect, I am more okay with it because of the limited use case. That being said I would like to confirm that it does NOT spread from the initial impact location, and would like to know how long it takes to start taking effect. Does the melting begin instantly? Or is there severe pain or some other delay before the physical effects take hold?

Moving onto Luc’Hedenn, the regular WPC Battlefield is ~120 feet across, meaning a bomb with a 50 foot radius explosion would cover almost the entire battlefield, and practically be unusable without hitting Selim themself! I would instead like this dropped to a 30-foot diameter explosion, with the “high-risk of lethality” effects being within 5 feet of the center. This should make it still dangerous, but more properly avoidable!

For both the Caltrops and the Salve I would like to know how many Caltrops/Doses Selim is bringing with them.

And for Difetha, I would like to know an effective range (such as accurate to 60 feet, inaccurate to 90, unusable beyond that), and how long it takes to reload a full 5 bolts, as well as if partial reloads can be performed.

Finally, for the vampire traits, I just want to warn that there is the possibility of a battlefield being fully exposed to the sun. You don’t need to make any changes for this, though you may want to clarify/specify if Selim’s current clothing is providing sufficient protection from sunlight exposure. Secondly, I would like to know approximately how quickly Selim’s regeneration takes hold, and how severe of a wound he is able to regenerate from. Closing smaller cuts over a few seconds is fine, regenerating large open wounds just as quickly is not! Finally, while you state that Selim is unlikely to drink blood, I would like confirmation on what actually occurs to him if he does end up drinking blood.

Please post a new version of your bio with these added details, do [B]NOT[/B] edit the currently posted one. You may choose to bold the changes for convenience sake, though I will be reading the bio in its entirety regardless.




It's getting more full in here! You have just over ONE DAY left to enter a new bio, and two days to get current ones balanced! Let's finish strong!




TripleChaos -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/18/2025 1:20:38)

Name: Iridean

Gender: Male
Age: 31
Race: Human
Alignment: Order

Appearance:
Iridean looks like something between a bandit and an explorer. With a medium stature, a large brown coat and baggy trousers make him look bigger than he is. His rough yet slim face holds a stern and steady gaze from a pair of green eyes. He wears a hood to cover the rest of his head, with only the hint of black hair visible. Worn but reliable gloves, well-fitting boots, and a pair of amber-lensed goggles serve to protect the rest of him from the near-invisible daggers the wind carries after it passes over a sand dune.

Beneath the coat is another loose piece of clothing that resembles a shirt, as well as enough belts and straps to put a tanner out of business. They hold a variety of equipment, as well as a few other important implements: canteen, tinderbox, cooking knife, and the like.

Equipment:
At his hips are a pair of short and slightly-curved swords (2 ft from the hilt). Their gleaming blades are hidden underneath thick cloth that wraps them both. This modification makes them more useful as batons than swords. The cloth is only secured with four leather straps, and without them would easily fall off.

The large hooded coat he wears is designed for hot climates, and its material offers a decent resistance to fire. It won’t burn, and it mitigates some of the heat that would penetrate it. Enough to withstand gouts of flame and burning oil. However, it would get a hole scorched though it if struck by extremely hot metal or something of a similar temperature.

Among the items underneath his coat, there are a few that have a notable use in combat:

"Wind's Challenge"
Above his hip an earthy-red vase hangs loosely. Its miniature size does little to diminish the masterful carvings that wrap around its surface. This combination of art and magic was found in an ancient mountain-face settlement that served to protect the lands from storms and floods. Probably. Personally named.

The vase is incredibly sturdy, and can only be unsealed with a firm twist of its lid. Opening it releases an imitation of a sandstorm, surging from inside the vase. This sandstorm forms a wave that radiates outward 10ft over the course of a second before releasing the sand to fall harmlessly. The wave itself is about waist-high from the ground and spans 1 ft from start to end. A human could vault over it, but it is sudden enough to be challenging without sharp reflexes. Although, it isn't possible to open the vase quickly enough to be a complete surprise.

The sandstorm passes by everything without doing any harm. However, any person struck by it will have their movement impeded by lingering sand that seems to push against them, as if they were wading through water instead of sand. This effect only reaches as high as the wave, and isn't enough to stop someone from moving entirely. After 6 seconds, the sand ceases its resistance and disappears.

The person who unseals the vase will be affected by the impeding sand without fail.

After being unsealed, the vase becomes inert until it is given fresh sand and a day's time.

"Oasis' Reprieve"
Near his chest a short bandolier holds two thin glass vials with ornate golden caps. A sky blue mist slowly twirls inside each of them. They are relics from the ruins of a city that prospered long ago, where now only a dry lakebed remains. Supposedly. Personally named.

When a vial is opened or crushed, the mist is released and forms a small, solid shield of the same color hovering in the air (2 ft long, 1 ft wide). The person that released the mist can control where it appears as they will, and can slowly move it in the same way (at a speed of 2 ft/s).

The shield persists for 4 seconds before dissipating into the air. It will also dissipate immediately when farther than 5 ft from the user. If its face is struck by a strong and sudden force, it repulses anything immediately in front of it (an inch away) with a force proportional to the impact, bouncing most strikes and projectiles away. A moment afterwards, the shield dissipates. The repulsion can only occur once per shield. However, the shield will not trigger this effect against a weak or slow force, such as a gust of wind or a human cautiously pushing against it. In this way, it can be moved against the user’s will.

If multiple vials are opened at once, the shields can be directed individually. However, it would require the full attention of the user to direct more than a single shield.

"Sun's Temper"
Beneath the sword on his left hip, there is a small dagger in a vibrant red and gold sheath. Its silver blade resembles a thin, oversized arrowhead, and with no hand guard it appears more like a spike than a weapon. Ornate embellishments along the flat sides of the blade still lends it a regal appearance. Surely it is the half of an arrow to serve a legendary bow, one that could tear the land asunder. One might guess. Personally named.

The dagger does nothing while kept in its sheath. When drawn, the blade turns glowing white and emanates the sweltering heat of the desert sun. As hot as a forge, the dagger's blade burns any wounds it makes and can cut through other metals with some resistance. Over the course of 12 seconds, the dagger cools off. With all its heat released, it becomes a normal dagger with a surprisingly brittle blade.

After returning to its sheath, a full day must pass before it can be drawn in any capacity again.

Skills & Abilities:
Iridean is skilled in using many common martial weapons, having trained for much of his life. Carrying a pair of swords was not the primary focus of his training, but he is still above average in his proficiency with them.
Iridean also has a general understanding of unarmed combat, with an emphasis on defense and disarming.

Additionally, due to various circumstances that will be elaborated upon later, Iridean is tolerating the presence of a particular ghost that haunts him. This ghost talks to Iridean, but cannot be perceived by anyone except him, and cannot interact with the world in any way besides communicating with him.
Disclaimer:
This is not so much of an ability, as I want to include it in the bio for the sole purpose of adding this disclaimer. Iridean is the sole participant in the arena(s).
The way I’ve written it above, this ghost would be capable of assisting Iridean in a fight by giving him information. In the background I plan on writing for him, they will be doing exactly that. Which is why I want to clarify that the person haunting him will not be present in any capacity during combat.
I want to make this clear for two reasons.
1: I want to express my intention to adhere to the rules of the competition allowing a single competitor.
2: Iridean will express his intention to adhere to the rules of the competition and demand they refrain from interfering. Cheating with someone’s assistance is a clear violation of the law the rules, and that would be entirely unbefitting of someone claiming to align with Order.





Starstruck -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/18/2025 3:11:35)

Thank you for your feedback, Chewy! Please note that Nsonowa is trans, and uses he/him pronouns. He is the seventh son of the seventh son, just not the kind they expected [;)]

Hopefully this clarifies and weakens some of the abuse cases you're worried about. I assure you that these attacks are not particularly powerful or lethal, and most of Nsonowa's prospective and accessible power is sourced from the versatility and randomness of his spellcasting mode. Pure chaos! [:D]

I'm going to take the risk that a second round of balancing may be required. Hopefully it just takes stripping some language out or adding some restriction in.


Name: Nsonowa Abeyje
Pronouns: He/Him
Alignment: Chaos
Age Range: Middle aged to old.
Race: Human, though the story goes there's a touch of the fey on his mother's side. His ears are round, so rumors stay rumors.
Appearance: Nsonowa is short, slim, and handsome. He is smoothly bald and clean-shaven, with dark skin and coal-black eyes that nevertheless seem to catch the light with a silvery tint. Underneath a smartly starched silver vest, he wears a black button-down that is not tucked into his straight-leg dark-black slacks. Around his neck is a heavy chain with a large silver locket, inlaid with mother of pearl, and around his waist is a sturdy black studded belt. While he has no visible pockets and has rolled-up sleeves, he will frequently produce and vanish his stout deck of tarot cards.

Equipment: Nsonowa is always carrying a deck of tarot cards that represent his weapons and the conduit for his magic. While the purpose of these cards is to divine the future and channel elemental magic, Nsonowa also knows a few practical card tricks as well. He can flick the cards with startling force and accuracy, though he can’t throw more than one at a time. The cards are no more durable or sharp than normal cards, but they can still draw blood or slice through fingers if unguarded.

Skills, Spells, Special Abilities: When Nsonowa pulls three cards, it outlines the basic structure of the spell that they cast. While the inherent chaos and randomness of drawing cards means that the spell may never be what is expected, Nsonowa at least believes that the deck will always provide him with everything he needs in every situation. He is offered a great deal of freedom in deciding the minor details of how a spell manifests, but does not control this magic any more than the emperor could stop the sun from rising or setting.

The first card drawn represents the Element of the spell. The list of elements is the same as the Elemental Championships - earth, fire, water, wind, light, dark, energy, ice - and repeating an element causes the spell to be less powerful by half.

The second card represents the Intensity. Low numbers (including major arcana) have smaller effect sizes, but greater range and speed, while higher numbers offer larger, more concentrated, and more powerful close-range effects.

The final card represents the Fortune, which divines the result of the spell cast. This card is not truly random, but is selected by the forces of fate and chaos to align with what Nsonowa’s goal for the spell was. Cards fall into five categories:

Evocation - This spell fires a direct elemental blast, such as a fireball or gush of water. Each attack consists of 7 projectiles which are sourced in a ring around Nsonowa and all fire after 1 second on a trajectory to reach the target at the same time. An Ace presents a weak but quick and focused attack with 30 feet of range, while a King offers a larger and slower set of projectiles that exponentially lose force after 7 feet. (A water attack could splash a little further and put out a non-magical fire, a light orb would be pretty bright, but there is no potential to inflict physical damage on a target past this range.)

Divination - This spell creates a one-way scrying portal that Nsonowa can peer through. The portal connects two surfaces for 7 seconds (solid or liquid), and is visible at the other end as an elemental image of the card used to cast it. Nsonowa can flick the final card of the reading to detonate the portal, launching a surprising and potentially distracting attack that has minimal damage potential but can disrupt weapons, projectiles, magic, or concentration. The size of the portal (and the resulting attack) ranges from 7 inches with an Ace, which can be placed up to 30 feet away, or 2 feet with a King, which offers a somewhat more powerful and disruptive attack but can only be placed at a range of 7 feet.

Enchantment - This spell empowers Nsonowa’s card-throwing attacks with elemental power, creating a small elemental explosion at the point of impact. He may also bestow this blessing upon an ally. Enchantment lasts for exactly 7 seconds. Numbers below half (7 for minor arcana, 11 for major arcana) offer better speed to projectiles and will make weapons swing a little faster (about half again as good) at the cost of offering little damaging potential, while numbers above half offer a larger and more forceful magical explosion but only a barely noticeable benefit to alacrity. Only one weapon may be enchanted by this reading.

Conjuration - Nsonowa manifests an elemental representation of the art on the card, such as a sword (or multiple smaller swords, or a figure carrying a sword) made of fire or a chess-rook-shaped Tower that pulses the earth around it. Conjurations are equal in strength regardless of the importance or concept of the card created. For example, Death does not cause instant death, but instead - should it be Ice - an icy hooded figure with a scythe that swings to attack. These conjurations last exactly 7 seconds, cannot attack further than 7 feet, and must be placed within 7 feet of Nsonowa's current location. Numbers below half are mobile, but are only attack with half the force of Conjurations produced by numbers above half, which are immobile. Conjurations are only elemental images and consist completely of elemental energy rather than having a physical form, but they can be destroyed by sufficient physical and/or magical damage. Some Conjurations, such as the Sun, might offer a more utility-based effect like being very bright, rather than inflicting damage or intercepting attacks.

Abjuration - This spell creates an elemental barrier to protect against assaults. The size of the barrier scales with number. Lower numbers create a smaller but more resilient shield (an Ace would be 1 foot in radius), higher numbers create a tall wall that can withstand one or two firm hits (a King would be a 7 foot square). The barrier lasts exactly 7 seconds. Abjuration barriers are more resistant to magical attacks than physical attacks, and will readily shatter if enough physical force is applied.

When Nsonowa reveals the final card, the spell resolves immediately.

Nsonowa may not perform readings until he has shuffled his deck with focused intent for at least 7 seconds. Failing to complete this ritual will cause the reading to be a complete dud, so if interrupted, he’ll have to find a pocket of peace to shuffle again. Magically, this shuffle will restore the deck to full completeness, even if cards had been lost, thrown, or destroyed. Nsonowa can shuffle his deck with 1 or 0 cards in it, which is said to be quite an interesting sleight-of-hand trick to witness. Cards not in the deck will fade out of existence during the process of shuffling.

Personality/Backstory: In the tiny village where Nsonowa is from, the arrival of the powerful seventh son of a seventh son had been awaited with bated breath for a century at least. After a decade of waiting, it finally happened that a seventh son found fruitful, productive love in his happy home. Lethabo, Amari, Hasani, Gowan, Kiango, and Barrak were happy, healthy, and well-behaved. And then, the lightning strike of disappointment. A baby girl, cooing and giggling in her mother's arms. They would bear no further children. But as little Effi grew up, she took an interest in cards. The beauty of their simplicity, the randomness of their shuffle, and the way that she could understand their meanings in a way that nobody else ever could. Effi always knew that she was not who her family said she was. Effi never told anyone about the deck of tarot cards she found; they were just there. She found that day by day, more about the future could be known by reading the zigzags of the cards. They whispered unknowable secrets and bestowed incredible gifts, transformed her life and her body. None are sure if Nsonowa’s family ever found out that he was their scion all along. Perhaps they know the truth and are simply afraid to confront it, perhaps they were overjoyed and showered Nsonowa with the love that he had been denied, perhaps they spat venomous words and broke things in their disagreement. Whatever is the case, Nsonowa has been traveling on the open road, making connections and enjoying the beautiful surprises that life has to offer.




GodJank -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/18/2025 8:10:26)

''Wicked are the words of a demon, for their black tongue drips with honey that descends from the heavens, golden with shine and tainted with lies.''

Name/Title: Selim Cathron

Alignment (Order or Chaos): Order

Age Range: Mid-to-late 20s.

Race: Vampire, formerly human

Appearance: Selim is a fairly tall man, wearing practical (if fairly boring) clothes: a large and dark duster-coat, a pair of black gauntlets, brown boots, a dark face mask and a wide hat, hanging limply over his face. He wears a chain vest over his chest, with belts and straps carrying much of his equipment. All of this gives the appearance of a strong, imposing man.

This helps create a believable facade, to deter opponents. Underneath all of this, however, Selim has pallid skin and pale blonde, dishevelled hair. With a wiry and gaunt build, he looks sad, withered and kind of pathetic. His eyes are droopy, with a cold and calculating focus and his mouth (expectedly) sport 4 elongated canines.

Equipment: Selim possesses a large and varied arsenal, many of them ideal for restraining or killing large, powerful creatures that he otherwise would have issues dealing with. A majority of these are tipped or ornamented with an unknown blue substance he has created through a mixture of alchemy and witchcraft, dubbed Demonsbane, that helps him deal with the hellspawn and undead of his world. Those who are affected suffer tissue damage akin to acid, with skin and flesh sloughing off like tar. It has no effect on the living, or artificial life.

Cynddaredd: A basic bastard sword, found in his travels. It has been enhanced by Selim with Demonsbane, and thus the blade is covered in cerulean glowing vein-like patterns. It has been reinforced to better stand up to Selim’s supernatural strength.

Luc’hedenn: A relatively recent invention. With a combination of magical manipulation and his alchemical prowess, Selim has created a spherical explosive, with a rune inscribed on its side. When a power word is uttered, it sets off a 3 second timer, after which it explodes into a maelstrom of intense heat and electricity, with a range of 10 feet. The blast also generates a fierce shockwave, effective at up to 30 feet. The blast yield is a little above 1 megajoule. He carries 3 on his person.

Caltrops: Intentionally kept rusted, and tipped with Demonsbane. Carries a bag with 50 caltrops.

Difetha: A peculiar arm-mounted repeater crossbow of Selim’s own craft, firing upwards of 5 bolts in a burst, before it needs to be reloaded. Reloading a full chamber will typically take 2.5 seconds, so Selim will typically only reload 1 bolt during down-time, and either fire them off individually or delay a full reload. Each bolt is tipped with Demonsbane, and Selim carries 30 bolts with him. It has a draw weight of 150 lbs, and is immediately effective at 60 feet, with the bolts tapering off and spreading into an approximate shotgun pattern at the 90 feet range. Any further than that, and the bolts start to lose stopping power.

Anobaith: When quicker weapons are of need, Selim carries a 20-inch single-edged blade, tipped with Demonsbane. It is a weapon he rarely uses, and thus, his skill with it is rather poor.

Rope: 50 feet of quality thick rope, hempen made. Used in a variety of ways.

Salve: A special ointment that Selim has concocted that, when administered near a wounded area, will effectively cauterize the wound and stop further damage. This was specifically created to combat Demonsbane, and to stop wounds after feeding sessions. Typically kept in a small ceramic jar of glazed earthenware.

Skills, Spells, Special Abilities: Selim is a monster hunter and a highly intelligent man; prior to being turned into a vampire, he was a proficient zoologist, studying animal behaviour and anatomy. He has taken this skill and turned it into something violent and perverse, using his knowledge to more effectively hunt beasts. To aid him in his search for a cure to his vampirism, he has turned to the study of occultism and witchcraft, studying the dark arts and all things taboo. He is a self-taught fighter, compensating for his lack of proper training with his enhanced physiology and strategy.

As a vampire, Selim is obviously subject to a slew of strengths and weaknesses. His natural strength, speed and durability surpass that of a normal human, in spite of his skinnier build. Additionally, he possesses an accelerated healing factor that enables him to rapidly regenerate damaged bodily tissues much faster and more extensively than a normal human; small injuries are quickly healed in a few seconds, with large cuts/gashes being a few minutes and severe injuries (broken bones, muscular damage) being a few hours. His senses are acutely sharpened, most notably his sense of smell and sight, allowing him to see in the dark.

Being an undead, Selim is susceptible to holy magic and, ironically, Demonsbane. While the sun won’t kill him, it WILL cause immense pain at direct skin exposure. Also, due to Selim’s strong morals and hatred for vampires (himself included), he will avoid drinking blood unless forced to. Thus, while physically superior to most humans, his potential is ultimately hampered, and prolonged fights will ultimately exhaust him.

His past experiences and prior presence of genuine malevolent entities have brought madness to Selim in ways others cannot understand. He is taunted by whispers in Abyssal and Infernal, is plagued with vivid and horrifying nightmares, and constantly grapples with an animalistic presence living deep inside of him. As a result of his long lasting starvation, the scent and sight of blood will trigger a great hunger in Selim, and has the potential of bringing him closer to the darkness within him. Ingesting half a quart of fresh blood oftentimes provides enough saturation for a 24-hour period, and maintains his sanity for the time being.




TripleChaos -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/18/2025 19:48:26)

Name: Iridean

Gender: Male
Age: 31
Race: Human
Alignment: Order

Appearance:
Iridean looks like something between a bandit and an explorer. With a medium stature, a large brown coat that reaches his knees and baggy trousers make him look bigger than he is. His rough yet slim face holds a stern and steady gaze from a pair of green eyes. He wears a hood to cover the rest of his head, with only the hint of black hair visible. Worn but reliable gloves, well-fitting boots, and a pair of amber-lensed goggles serve to protect the rest of him from the near-invisible daggers the wind carries after it passes over a sand dune.

Beneath the coat is another loose piece of clothing that resembles a shirt, as well as enough belts and straps to put a tanner out of business. They hold a variety of equipment, as well as a few other important implements: canteen, tinderbox, cooking knife, and the like.

Equipment:
At his hips are a pair of short and slightly-curved swords (2 ft from the hilt). Their gleaming blades are hidden underneath thick cloth that wraps them both. This modification makes them more useful as batons than swords. The cloth is tough but only secured with four leather straps, and without them would easily fall off.

The large hooded coat he wears can protect him enough from cuts and blows to stay in one piece, but isn't much better than leather. Its material is ideal for hot climates on the other hand, and offers a decent resistance to fire. It won’t burn, and it mitigates some of the heat that would penetrate it. Enough to withstand gouts of flame and burning oil. However, it would get a hole scorched though it if struck by extremely hot metal or something of a similar temperature.

Among the items underneath his coat, there are a few that have a notable use in combat:

"Wind's Challenge"
Above his hip an earthy-red vase hangs loosely. Its miniature size does little to diminish the masterful carvings that wrap around its surface. This combination of art and magic was found in an ancient mountain-face settlement that served to protect the lands from storms and floods. Probably. Personally named.

The vase is incredibly sturdy, and can only be unsealed with a firm twist of its lid. Opening it releases an imitation of a sandstorm, surging from inside the vase. This sandstorm forms a wave that radiates outward 10ft over the course of a second before releasing the sand to fall harmlessly. The wave itself is about waist-high from the ground and spans 1 ft from start to end. A human could vault over it, but it is sudden enough to be challenging without sharp reflexes. Although, it isn't possible to open the vase quickly enough to be a complete surprise.

The sandstorm passes by everything without doing any harm. However, any person struck by it will have their movement impeded by lingering sand that seems to push against them, as if they were wading through water instead of sand. This effect only reaches as high as the wave, and isn't enough to stop someone from moving entirely. After 6 seconds, the sand ceases its resistance and disappears.

The person who unseals the vase will be affected by the impeding sand without fail.

After being unsealed, the vase becomes inert until it is given fresh sand and a day's time.

"Oasis' Reprieve"
Near his chest a short bandolier holds four thin glass vials with ornate golden caps. A sky blue mist slowly twirls inside each of them. They are relics from the ruins of a city that prospered long ago, where now only a dry lakebed remains. Supposedly. Personally named.

When a vial is opened or crushed, the mist is released and forms a small, solid shield of the same color hovering in the air (3 ft long, 2 ft wide). The person that released the mist can control where it appears as they will, and can slowly move it in the same way (at a speed of 2 ft/s).

The shield persists for 4 seconds before dissipating into the air. It will also dissipate immediately when farther than 5 ft from the user. If its face is struck by a strong and sudden force, it repulses anything immediately in front of it (an inch away) with a force proportional to the impact, bouncing most strikes and projectiles away. A moment afterwards, the shield dissipates. The repulsion can only occur once per shield. However, the shield will not trigger this effect against a weak or slow force, such as a gust of wind or a human cautiously pushing against it. In this way, it can be moved against the user’s will.

If multiple vials are opened at once, the shields can be directed individually. However, it would require the full attention of the user to direct more than a single shield.

"Sun's Temper"
Beneath the sword on his left hip, there is a small dagger in a vibrant red and gold sheath. Its silver blade resembles a thin, oversized arrowhead, and with no hand guard it appears more like a spike than a weapon. Ornate embellishments along the flat sides of the blade still lends it a regal appearance. Surely it is the half of an arrow to serve a legendary bow, one that could tear the land asunder. One might guess. Personally named.

The dagger does nothing while kept in its sheath. When drawn, the blade turns glowing white and emanates the sweltering heat of the desert sun. As hot as a forge, the dagger's blade burns any wounds it makes and can cut through other metals with some resistance. Over the course of 12 seconds, the dagger cools off. With all its heat released, it becomes a normal dagger with a surprisingly brittle blade.

After returning to its sheath, a full day must pass before it can be drawn in any capacity again.

Skills & Abilities:
Iridean is skilled in using many common martial weapons, having trained for much of his life. Carrying a pair of swords was not the primary focus of his training, but he is still above average in his proficiency with them.
Iridean also has a general understanding of unarmed combat, with an emphasis on defense and disarming.

Additionally, due to various circumstances that will be elaborated upon later, Iridean is tolerating the presence of a particular ghost that haunts him. This ghost talks to Iridean, but cannot be perceived by anyone except him, and cannot interact with the world in any way besides communicating with him.
Disclaimer:
This is not so much of an ability, as I want to include it in the bio for the sole purpose of adding this disclaimer.
Iridean is the sole participant in the arena(s).
The way I’ve written it above, this ghost would be capable of assisting Iridean in a fight by giving him information. In the background I plan on writing for him, they will be doing exactly that. Which is why I want to clarify that the person haunting him will not be present in any capacity during combat.
I want to make this clear for two reasons.
1: I want to express my intention to adhere to the rules of the competition allowing a single competitor.
2: Iridean will express his intention to adhere to the rules of the competition and demand they refrain from interfering. Cheating with someone’s assistance is a clear violation of the law the rules, and that would be entirely unbefitting of someone claiming to align with Order.





Oddball -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/18/2025 21:34:48)

“The organ in the left side of my chest clings to every last moment. Eyes red, in wild revelry.”

Name: Prillyi Von Groski
Alias:: “Prisoner S:03”
spoiler:

”Experiment 4”

Age: (Roughly) Late 20’s.
Race: Human*
Alignment: Chaos
Pronouns: She/They
*Can shapeshift appearance at will as long as they remain vaguely humanoid

Appearance: Prillyi stands at close to 6ft tall, often commenting that being smaller would help in their specific line of work. Other than their physical appearance, Prillyi’s hair is the only other part of her that can be changed at a moments’ notice. And as such, is usually subject to many changes throughout the day. This, mostly, stems from Prillyi’s mood… Which can be described as “volatile” at best.
Prillyi’s eyes are very, very uncommon. The colours alternate between circles of red and white (almost like a target) with her pupils being tiny black dots in the center. Curiously, Prillyi’s eyes shake with an uncontrollable fervor. Which can be unsettling, but is otherwise harmless.
They wear a long, modest red dress and a pair of 2-inch heels. Neither of these seem to have any negative effects on her balance or movement.

“Cruelty wears the face of an Angel.”

Equipment

“Beauty and Beast”: Two different Cestus’ stolen from different pairs. “Beauty” takes the form of a slim, armoured white glove with a curved blade that wraps around the knuckles. Despite its durability, Beauty is almost impossibly light, and Prillyi shows little to no fatigue after long bouts of combat. “Beast”, predictably, is the weapons’ opposite. A black gauntlet that reaches almost to Prillyi’s elbow, with a moderately large, 9-inch slab of an unidentifiable metal forcefully melted into the knuckles. This metal seems to have a heightened resistance to force, and will not show signs of battle damage. However, it also attracts magical energy to itself akin to a lightning rod, and has no notable resistances to anything magical. Beast is, notably, also extremely heavy. And Prillyi can tire herself out quickly if it is used in rapid succession.

Outside of the abnormal weight distribution, neither of the weapons have any extra effects.

”Allvar” A pair of Hook Swords that are just shy of a meter long, with the blades taking 2/3rds of the weapons’ length (67cm/26inches). These swords are made of a light metal, and are relatively thin, but can take a surprisingly large amount of punishment before starting to show wear and tear. Prillyi usually uses these swords when facing opponents who focus more on range, as she finds deflecting projectiles with a sword much easier than with something like her Cestus. There seems to be some sort of magic woven into the weapons, as Prillyi is able to pull one of the blades to the other if they end up separated. Learning this has led her to sometimes using one of the swords as a projectile, launching it at high speeds towards a target akin to a boomerang before pulling it back via the magnetic force the weapons share.
Curiously, the colour of the blades seems to correlate with the colour of Prillyi’s hair.

“Prillyi’s Best:” Is a long, red dress that they managed to steal while in custody. There is nothing bizarre or otherworldly about the dress, it is a simple dress.

Abilities

A Gymnasts’ Balance: Prillyi has an unnatural sense of balance, being able to pull off stunts that others wouldn’t be able to dream of with relative ease. This can range from anything from tricks like sprinting across a tightrope with her hands tied, to maintaining their balance on a single toe while actively engaging in combat. This makes her very difficult to, genuinely, knock off-balance, as this sense of balance combined with Animalistic Tendency causes them to be able to recover from just about any form of knockback.
The one exception to this is if her opponent can cause a sizable enough tremor if Prillyi has undergone any changes from Animalistic Tendency. As her heightened senses will disorientate her if their movement is shifted too quickly.

Martial Arts Prowess: While not having mastered any form of martial arts, Prillyi has self-trained to varying levels in many different styles of fighting. Her main style seems to incorporate techniques from Taekwondo, Capoeira and Savate. While Prillyi’s swordplay is nothing to scoff at, a master of the blade could very quickly overwhelm her in a fair duel.

Animalistic Tendency: The name given to Prillyi’s unique strain of abilities. They are capable of taking on properties of any animal they can think of, as long as it doesn’t change her physical body in any way. For example, Prillyi could gift herself the speed of a cheetah for a small time, or the physical strength of a bear, or the flexibility of a snake. These properties only last for a short burst of a few seconds, and Prillyi can handle two at once.
However, every time she chooses to adapt more than one property at a time, the usually composed woman’s behaviour begins to change. They become more feral as time passes, losing parts of her sense of self until all that remains is a snarling beast wearing the skin of a human.
This state, if reached, lasts for 6 seconds, and grants Prillyi strength and speed that exceeds that of a human in peak physical form. However, afterwards, because of her pride, she will refuse to use this ability again until the fight is done.


“If I was fated to fail, then why do you fear?”




Chewy905 -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/18/2025 22:50:09)

And that's pretty much a wrap! I am not expecting any other bios at this time, but if any get in in the next few hours you better believe I'll balance them!



@TripleChaos - It’s been a while, good to see you again! We discussed in DMs that the initial version of Iridean was a tad underpowered, so the second version boosting up his defenses is great! Approved!



@Starstruck - We confirmed via DM that the Enchantment enchants a weapon itself, such as the throwing cards or a crossbow, affecting all projectiles for its duration.

Additionally for Conjuration, we confirmed that the creations cannot be larger than the 7-foot radius area they control. Additionally, to ensure that these are not considered extra, autonomous characters, they are only capable of moving and attacking when Nsonowa is directly focusing on controlling them to make them do so. While doing so, Nsonowa is unable to make further attacks, but can still move, albeit less freely than usual. Finally, as these are directly controlled by Nsonowa, he needs to maintain line of sight on them and their targets.

This is a complicated ability with great risk of accidentally breaking rules. Please be careful how you use it, I will be keeping an eye on it. That being said, Nsonowa is approved!



@Godjank - Thank you for the additional details! We confirmed via DM that Demonsbane really is just akin to a very strong acid that only affects the undead, and thus works very quickly. And while it does linger and spread unless treated, the spread time is slow enough that it shouldn’t be an issue in-combat.

With that clarified, Selim Cathron is approved!



@Oddball - slipping in just in time, good to see you! Prillyi has just a few extra details to add, as well as a few clarifications and a small point of balancing. Let’s get on with it!

Starting with her shapeshifting. As this is listed as appearance and not a true ability, I am assuming it is not meant to be able to have any actual functional impact. To that end, I would like to confirm that she is not capable of growing extra limbs, toughening up her skin in any way (other than with Animalistic Tendency), or changing her size significantly (being able to shrink a few inches would be able to dodge attacks, for example).

For the Beast Cestus, I would just like some extra detail on its “magical lightning rod” property. Does this specifically pull in magical attacks that have a physical presence, or is it able to disrupt less-physical magic as well? Additionally, how close would a source of magic need to come to the gauntlet to be pulled towards it (should be kept to a small radius to avoid disrupting other attacks too easily all the time).

For Allvar, at what distance does Prillyi become unable to draw back one of the weapons with the magnetic force? I would recommend around 30-feet, though because of her lack of other ranged options, up to 50 may be doable. Additionally, I am assuming she is unable to pull the weapons if there is a significant barrier between them, and that the “flight” of a pulled weapon can be disrupted if it's struck. Please let me know if I am wrong on either of these points.

Finally, for Animalistic Tendency. I am concerned that being able to semi-permantly/repeatedly grant her both high speed and strength or the like, even with the ferality downside, could end up problematic. I would like this either limited to one trait at a time but allow rapid reuse, or put a short cooldown (even just a few seconds) between uses so she can’t maintain them back to back.

Get these changes in quickly, and we should be able to slip Prillyi right into the fray! I will be around at most times tomorrow (EST) to take any additional questions you need before the cutoff time.



Expect Battlefield Rosters to go live early tomorrow!




Page: [1] 2   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.34375