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1/7/2021 13:41:33   
deathlord45
Member

Name/Title: Vigil, the Storm's Spire

Alignment: Order

Age Range: 243

Race: Earth Elemental

Appearance: An eight and a half foot tall, almost half ton behemoth of a creature made of stone, metal and crystals resembling the shape of the half-man half-bull of legend. Decades of living at the top of a mountain the middle of an unending storm has worn away some of the entity's shape particularly the layer of simple stone that consists of it's flesh showing the bits of the metal bones beneath.

Skills:
Eye for Details; Years of social isolation have led to the development of many strange hobbies and skills derived from them. Years of stone carving have granted a sharp eye for looking at the fine details of the things around allowing for the noticing of minuet differences in how things appear or are built.

Strength of an Unmovable Mountain; High endurance combined with being incapable of feeling pain is what has allowed for Vigil to preform the extended duty that was tasked unto it. Though also gifted with incredible strength Vigil moves exceptionally slowly.

Special Abilities:
Burst Discharge; the years of being within the unending storm has allowed Vigil too gain some of abilities. Primarily he is able to store and release electrical energy either as a radial burst around him or as as arcs from his finger tips.

Eyes of the Stars; Eyes are always filled with a clear night sky as such Vigil can not be put under an illusion.

Personality/Backstory: Created over two centuries ago by a long forgotten Archmage to stand watch over the prison of his life long enemy until such a time that said enemy could be slain. As such Vigil has stood guard of the bound endless storm on the highest peak in the all the world until peace can be given to the creature.
AQ DF MQ AQW  Post #: 26
1/7/2021 19:07:27   
  Chewy905

Chromatic ArchKnight of RP


So today brings the Chaosweaver a step closer to the ring, as well as the rise of a vampire and an Earth Elemental! Let’s get started!


@Sylphe: Looking great! Just one last point:
Crescent is missing some details. What exactly is the projectile/what is it made of, and what does it do on impact? Does it have a max range? (Assuming it can’t just cross the entire field if it misses). Additionally, when empowering the scythe, how is a strike empowered (such as speed or strength of the blow)?

Adding those details, and fixing the ones you made in the second post, should be enough to get Gabriel ready to go!


@Necro-Knight: Hi there! Norix the vampire is well-balanced overall, I just need a few extra details and clarifications to prevent future confusion or rule-breaking

Firstly, some details for the race. You mention that Norix is as strong and fast as a fledgeling vampire; could you relate that to an average human/athlete so we can properly put it in perspective? Additionally, does Norix feed as a normal vampire does; i.e draining blood with his fangs? Or does he drain in some unique way instead? Many of Norix’s abilities use his own tainted blood; does he regenerate this naturally or does he need to feed to regain it? Either way is fine, as you already have the limitations on his casting via the Feast of Sin details.

For his Sin-Piercer Rapier: Obsidian is actually a very fragile volcanic glass, prone to chipping and breaking. For reasonability, you can either change this material and keep the color and properties you’re aiming for, make it magically enchanted to be more durable, or some other solution if you think of one!

For Wrathful Wave, I’d just like some details on the explosion, such as if it grows in strength with the size the wave itself reaches, what the general radius and destructive force of the explosion are.

And finally just to clarify for Harrowed Hymn of the Night; I’m assuming the bats seek a target but cannot react to it fighting back. With that in place, this is fine, if they are able to react then it would be breaking the multiple characters rule and would require a rework. Let me know if my assumption is correct or if this move needs some work.


@deathlord45 - Death has arrived in the form of a massive rock-minotaur, I like it! Vigil is well-balanced overall and just needs two small clarifications.

For Strength of an Unmoveable Mountain, since all combatants must be killable, I’m assuming Vigil is still able to be damaged/chipped/broken with sufficient physical or magical force, though do let me know if I’m wrong and he’s vulnerable in some other way. Additionally, does he react to this damage in any way, or not even notice it?

For Burst Discharge, I’m assuming these are as strong as concentrated electrical energy usually would be, so just correct me if they are more or less. Additionally, I would like the range of both the burst and the arcs listed for clarity’s sake.
Post #: 27
1/8/2021 10:31:54   
deathlord45
Member

Name/Title: Vigil, the Storm's Spire

Alignment: Order

Age Range: 243

Race: Earth Elemental

Appearance: An eight and a half foot tall, almost half ton behemoth of a creature made of stone, metal and crystals resembling the shape of the half-man half-bull of legend. Decades of living at the top of a mountain the middle of an unending storm has worn away some of the entity's shape particularly the layer of simple stone that consists of it's flesh showing the bits of the metal bones beneath.

Skills:
Eye for Details; Years of social isolation have led to the development of many strange hobbies and skills derived from them. Years of stone carving have granted a sharp eye for looking at the fine details of the things around allowing for the noticing of minuet differences in how things appear or are built.

Strength of an Unmovable Mountain; High endurance combined with being incapable of feeling pain is what has allowed for Vigil to preform the extended duty that was tasked unto it. Though also gifted with incredible strength Vigil moves exceptionally slowly. It can be wounded with sufficient force mundane or otherwise, with weapons like hammers being more effective. Hidden in the center of the torso lies the one major weak point of Vigil, a crystal "heart" that is the source of the entity's existence, shatter that and the tireless guardian will cease to be more than a rock. The most the creature notices of damage would be that the body is now lighter and thusly faster.

Special Abilities:
Burst Discharge; the years of being within the unending storm has allowed Vigil too gain some of abilities. Primarily Vigil is able to store and release electrical energy either as a radial burst around it or as as arcs from the tips of it's finger. The burst only extends up to 5ft from it's body causing sudden jolt that would cause most creatures to physically recoil for a few seconds with said jot being stronger the closer you are; whereas the arcs can extend up to 20ft from Vigil though have power more inline with an above average taser in terms of power.

Eyes of the Stars; Eyes are always filled with a clear night sky as such Vigil can not be put under an illusion.

Personality/Backstory: Created over two centuries ago by a long forgotten Archmage to stand watch over the prison of his life long enemy until such a time that said enemy could be slain. As such Vigil has stood guard of the bound endless storm on the highest peak in the all the world until peace can be given to the creature.
AQ DF MQ AQW  Post #: 28
1/8/2021 19:40:00   
  Starflame13

Gryffin Warrior of DF & RP


Name & Title: Kunze, Flame of the Forest. Third Prince of T’Rea

Alignment: Chaos

Race: Dryad

Age Range: Early 200s. Dryads mature much more slowly than humans, so this is the equivalent of an early 20s human.

Appearance: Kunze stands at 5’10, tall for his kind, with a slim form of tight, wiry muscle. His golden hair would fall to his waist if untouched - as it is, he wears it in several tight braids, bunched and held together with pale green vines. His eyes are the same shimmering gold as his hair - unnatural to humans in both their color, and that he seldom seems to blink. They stand out from his rich brown skin, the color matching that of the bark of the Mother Tree herself. Brilliant scarlet tattoos, shaped in the crescent-moon pattern of the blossoms of Kunze’s own tree, twine their way along his forearms and up and across his shoulders, neck, and torso. A thin circlet of silver rests along his brow.

Equipment:
Greenwood Armor: Kunze’s armor is in truth made of bark - taken from wood so green that it could be bent and sewn into place thanks to the long-honed skills of his people. This results in a protection level closest to leather or hide armor, with thicker, sturdier portions across his chest and back and thinner, more flexible areas along his legs, arms, and at the joints. Like most green wood, it smokes rather than burns when it comes into contact with fire. His boots themselves are thick soled and leather - a gift from a human, rather than the forest.

The Ever Flaming: Kunze wields a Partizan spear, carried strapped across his back when not in use. The wooden shaft is about 5 feet long, and enchanted to resist snapping/gouging, making it nearly as durable as steel. The blade is just over 1 foot long, with the primary spearhead pointed and sharpened for use of slashing and thrusting. At the base of the spearhead, two upturned flanges extend on either side of the blade, intended for use in parrying and deflecting others’ weapons.

When wielded by Kunze, the blade itself is engulfed in bright orange flames. The flames are magical in nature such that they cannot be quenched, although any fires started by them behave as normal - with the exception that the flames of the spear itself and any fires started by them will not burn Kunze.

Twin Sparks: In addition to his spear, Kunze carries a set of karambit daggers strapped to his waist. The karambits are gold in color, but have the properties of steel. Each has a single ring for him to grip with his thumb, allowing him to wrap his other fingers around each hilt - leaving the crescent shaped blade to extend several inches beyond his closed fist. When struck together or against other types of metal, the karambits produce sparks.

Kunze prefers - and is most skilled at - fighting with his spear, with which he has a near mastery. His hand-to-hand is decent, and relies on a fast striking style as he lacks the strength for true grappling.


Skills, Spells, Special Abilities:
Footsteps of Embers: Where Kunze treads, blossoms that match those typically found on his tree spring out of the ground - even from man-made materials like marble or stone that would usually prevent a thing. When undisturbed, the blossoms remain tightly closed. Once distrubed - a force equal or greater to people stepping on them or striking them, rather than brushing against them accidentally - they bloom, releasing bright gold clouds of pollen several feet into the air. This pollen is highly flammable, although burns out quickly due to lack of fuel. The blooms wither and turn to dust once either releasing pollen, or when Kunze is several paces away.

Living Fire: The tattoos across Kunze’s arms, torso, and neck mirror the number of blossoms on his actual tree, standing tall and proud in the Palace of T’rea. Kunze is able to summon those blossoms into his empty hands in order to throw - the blossoms being heavy enough to be slightly less aerodynamic than a rock. Upon striking something, the petals explode into small, intense flames - enough to badly burn exposed skin, though without fuel the flames seldom linger. Once a blossom has been used in such a way, the markings on Kunze’s skin turn black - and will not restore until his tree is able to regrow the blossoms.

Lord of the Flame: Kunze summons all the remaining blossoms of his tree - as if they literally burst from his skin themselves. In this way, they ignite upon summoning, creating a rain of flames that swirl around him like leaves in a strong wind. The longest Kunze can maintain this ability until all his blossoms are used up is 15 seconds - though he can stop it early if need be.

Note that for the two above abilities, the more stress that Kunze puts on his tree by summoning blossoms, the more exhausted he becomes. This is hardly noticeable for a handful or two of projectiles in the former ability, but very draining for any extent of the latter.

Racial Traits: Dryads are physically on-par with humans in terms of strength and speed, although their flexibility goes well beyond average into contortionist levels. Additionally, they have heightened senses of sight and hearing, enabling them to better navigate the forests of their home.

As one of the princes, Kunze also has two additional traits: a nature sense, that enables him to tell if there is living, growing flora around him and its general properties if it is (i.e., poisonous, nutritious, etc.); and a high resistance to poisons, infections, and disease.


--

“People are dying, Parya Balurnae, Mother Tree. Until you accept that, I reject my place here.”

--

AQ DF MQ AQW  Post #: 29
1/8/2021 21:21:36   
  Chewy905

Chromatic ArchKnight of RP


Today we bring the Rocky Minotaur into the ring, and both greet and accept a Dryad!


@deathlord45 - Lookin good; Vigil, the Storm's Spire, is approved!


@Starflame13 - Welcome! I’m feeling rather backwards, balancing a bio from you!

Kunze is balanced greatly already. We confirmed in PM’s that Lord of the Flame consumes blossoms in the same way as Fire of Life does, albeit at a much faster rate.

With that clarified; Kunze, Flame of the Forest, Third Prince of T’rea, is approved!
Post #: 30
1/9/2021 11:43:56   
Sylphe
Member

- Added the revised descriptions for Ascension and Soulclaws
- Updated Crescent with range and properties, added charge ups to telegraph the attacks
- did not add shades, unfortunately :(



Name/Title: Gabriel, the Empty

Alignment: Order

Age Range: Thirties, despite looking older

Race: Human

Appearance: The word one would think while looking at this person would be disheveled. A man of standard height and weight. His face would be one of a madman if it didn’t retain a spark of something, a knowing spark of how deep one has fallen. Hair that might have once been black falls into his face, unkept and grayed, making it hard to see his eyes in the first place. Similarly, whatever colour they once had been replaced with almost transparent irises and their ghastly, light blue glow. Pitch-black spider eyes poke out of the skin just under his eyes, and gray scales grow from under and behind his eyes. And just a little further, from under the wild hair three arthropod legs grow on each side, almost like some sort of twisted horns. Lifeless, not even twitching.

The robes of this man appear to have once been a beautiful Chaosweaver coat, pulled together with soulthreads. Deepest black and accented with silver and perhaps even gems of aquamarine. What remains is gray fabric, blackened silver, a ragged cape, and one last gem resting in what once was a noble spiritloom with a soul blade. What remains of it is bits and pieces held together by the same ethereal glow. The once ornate soul blade appears broken and see-through, almost like a ghostly signature of what it once was. He wears a fingerless glove on the other hand, though that appears to be more aesthetic than protective.
Just as shattered as his gauntlet are the spider limbs growing out of his back. A crude combination of solid and ethereal, they appear to hold completely still only to twitch every once in a while, almost as if they moved on their own.

Those limbs share their light blue glow with a menacing scar on the man’s chest, the light visible even through clothing. Whatever struck him should have been enough to kill, that’s for sure.

Equipment (Armor, Weapons, etc.):

Most of Gabriel’s clothes can’t be exactly classified as armor. It is mostly cloth, with the only exceptions being his pretty thick coat, and his spiritloom, which is reinforced with metal. He keeps his coat open, making the thin layer of cloth on his chest with a glowing scar a pretty easy target.

The spiritloom’s claw itself holds the ability to phase through armor, but only so long as it's not filled with essence. Once it is, it holds the capabilities of steel. It is two thin blades bound together, resembling the chelicera of the spider design of the loom.

Gabriel’s soulbound weapon is a scythe. It is about as tall as a regular scythe would be, with only its blade being just a little larger. Whatever black metal it was made of is cracked, broken and mostly lost, leaving the weapon unusable until someone else’s essence can finish the blade. Its pole is also made of this black metal, and accented with gems and silver. It is more durable than steel, but it carries the rest of its capabilities. The same goes for the essence blade this weapon assumes once Gabriel steals some.

Gabriel’s spider limbs also count as a weapon, as each of the eight features a slightly curved blade at its very end, as sharp and durable as steel, despite being a strange combination of the organic and ethereal.

Skills, Spells, Special Abilities:

Arthra’s Emptiness:
In this form, Gabriel’s soul is severely damaged and hungering to be whole, resulting in a more wild and vicious style of battle.

Pedipalps: Eight spider limbs jut out of Gabriel’s back. They are controllable just as normal limbs would, though it is obvious that Gabriel is not a spider. He is therefore unable to control all of them in synchronicity like an arthropod would. Once he controls more than two spider limbs, it becomes hard to control his own human body as well, resulting in slower and less coordinated movement. He is also capable of using his spider legs to move around faster, as they can reach all the way to the ground. While the limbs aren't being controlled, they cannot act on their own, and remain still and tense, only with tiny involuntary twitches every once in a while.

Each of those legs ends with a blade as sharp and durable as steel, and about as long as a dagger.

Silk: Gabriel is capable of generating a durable, sticky spider silk rope from his loomed hand, to be used to snare enemies or to pull himself towards surfaces.

Atrophy: Gabriel is unable to call upon his scythe in this form.

Cuticle: Using four or more of his spiderlike limbs, Gabriel can take cover and dampen a hit. This does not block the hit fully, and he is immobile during the duration.

Essence drain: While Gabriel’s spiritloom blade is ethereal and not usable for harming the body in this form, Gabriel can use it to impale a being’s soul and absorb some of their essence to fuel his own soul and allow him to transform into his other form. What this form looks like depends on the person’s feelings at the time, as well as them as a person. While this attack does not injure the target, it might cause discomfort or even stun them, as it causes them to feel a rush of the emotion that the essence stolen is accented with. Being of strong will or in control of one's emotions helps resist this rush and not becoming overwhelmed with emotions.

Gabriel’s Sorrows:
Once Gabriel has stolen essence from another being, he enters his Whole form. Depending on the essence he has taken, his form will shift in appearance, most likely in his glow, and perhaps even in small aesthetic changes that do not have an effect on combat. The scales around his eyes and the legs protruding from his skull are affected by this aesthetic change, as well as the scar on his chest, and his eyes.

With his mind cleared of unending hunger and emptiness, Gabriel’s mind is much more clear, allowing him to move and attack with finesse worthy of a Chaosweaver. Unfortunately, the thoughts and memories he may have taken with the essence of another person can disturb his focus and affect his personality.

This transformation takes a few seconds to complete, and lasts a few minutes. How long depends on how much time Gabriel’s blade spent in contact with the other’s soul. Summoning threads and especially using Ascension’s Crescent consumes this essence, shortening the time he can spend like this.

Tatters of light: While entering this form, Gabriel’s spider limbs will break, twist and shudder in pain until all that happens are tatters of light, changing their appearance depending on the essence he collected. Those are no longer controllable and only serve as a light show. This transformation takes a few seconds, during which Gabriel will have a problem responding to threats. Once the essence runs out and Gabriel enters Remains of Arthra once more, the spider limbs will come back, with a change less abrupt than the last - the tatters of light fluidly yet painfully shifting into the repaired limbs.

Soulthread: Gabriel’s silk is no longer sticky and durable. This time, it is a couple of thin, sharp glowing strings Gabriel is capable of using as a whip or to wrap around someone and cause them pain by cutting into them, or make their next attack stronger - if they perform it with the arm or appendage the thread is tied around. It will dissipate after this action.

Ascension: In this form, Gabriel is capable of calling upon Ascension, his soul-bound scythe. It is made of unknown black metal, and appears to be more durable than steel, while also being pretty light for such a weapon. Its pole is black and appears to be made from an unknown metal, accented with silver and a few gems. The blade seems to have broken in two, leaving only a fragment of the original blade. The rest of it is filled in with a hardlight blade made from the essence he has taken, though its appearance varies in details from essence to essence, its shape and properties remain the same. Just as the black metal of the pole and of what once made up its original blade, its essence blade is lighter than steel, and slightly more durable.

Crescent: Gabriel is able to engulf Ascension’s blade with energy, either to empower a strike or to launch a crescent-shaped projectile. The projectile carries the size of his scythe’s blade, which is just barely above a standard scythe. To release this attack, Gabriel needs to charge up his blade and then slash in his target's direction. It takes a short moment to release it because of this, and the projectile itself moves quite fast. It stops on the first target hit, to which it deals slashing damage. It is sharp enough to cut through leather and stone. It is not sharp enough to cut through steel, though it is able to dent it. Its range is fifteen meters - if it doesnt strike anything on its way, it dissipates.

Empowering a scythe's strike requires Gabriel to charge up the blade first, similar to the ranged part of Crescent. This charge allows the blade's strike to deal more damage and most importantly achieve a more piercing property - this charged strike can pierce steel.


Soulclaw:
During this time, the empty parts of Gabriel’s spiritloom fill with essence and form an actual physical hardlight blade. This time it will injure both soul and body, as well as give the pierced a tiny rush of the emotion Gab’s current essence is based on with their pain. This weapon, despite also made out of essence, does not carry the same capabilities as Ascension's blade - it is just as light and durable as blades of steel would be.

As for injuring the soul: Attacks caused by this weapon cause more pain, pain that feels somewhat deeper. Those attacks are not severe enough to threaten one's soul, though if hit by the soulclaw many times, the victim may start feeling as if their own soul is slightly torn and emptier than it used to be.
DF  Post #: 31
1/9/2021 17:00:14   
Chaosweaver Amon
Friendly!


Name/Title: Cathal, last of the warrior priests

Alignment (Order or Chaos): Order

Age Range: 157

Race: Part human, part unknown species of giant

Appearance (Build, hair, skin, clothes, etc.)*: Standing at exactly 7 feet tall, Cathal is lean and well muscled. Despite his age, he looks as though he is in his mid-40s, with greying auburn hair that he keeps tied in a long braid that hangs just past his buttocks. He keeps the back and sides of his hair shaved, in a historical warrior style, tied with a ribbon that matches his deep green eyes. He wears no shirt, exposing a pale body covered in blue runic tattoos that glow while in combat. On his back hangs a mottled brown cloak draped over the single metal gauntlet that goes from shoulder to fingertip, and glows similarly to his tattoos. The only other clothing he wears are simple brown pants, leather boots, and a skirt of metal scales.

Equipment (Armor, Weapons, etc.):
  • Sword of Ri: A 6 foot tall zweihander, the sword is human forged but imbued with the magics of his ancestral culture, making it lighter, sharper, and perfectly balanced.
  • Blessed gauntlet/tattoos:A heavy metal gauntlet covers the entirety of Cathal's right arm. Not only is it used as physical defense, but it also has the power to create a full body magical barrier, capable of absorbing force from direct magical attacks. Similarly to the Sword of Ri, it was human forged while imbued with the ancient magics of Cathal's ancestors.

    Skills, Spells, Special Abilities: Cathal is a massive man, and as a result possesses an immense amount of physical strength. Despite his size and age, he is still able to maintain a great level of agility, and can move extremely quickly. His combat skills include those of his ancestor's historical techniques, while incorporating modern human combat styles as well. Due to his experience and unique sense of fighting style, he is considered an exceptional swordsman.
    While in combat, his tattoos and gauntlet will glow blue, and offer a full body layer of protection, as well as provide the ability to shoot beams of energy capable of severely burning an opponent.

    Personality/Backstory (Optional): Cathal's father was human, while his mother was the last known female of a race of nature giants that lacked a name in human tongue. These giants stood anywhere from 10-12 feet, which is why Cathal is as large as he is. They were a deeply religious culture of exceptional warriors, and fought in several Lorian wars over the centuries. However, they were a very prideful community as a whole. They refused to aid their own injured kin, claiming that if one could not heal themselves without medicine, it showed weakness. It was extremely taboo to mate with any species that wasn't one of their own. As a result, generations began to die out rapidly until Cathal's mother, the last known female of her kind, had a son with a human warrior. She didn't live much longer after giving birth, and Cathal's father blames her death on an internal sense of shame for committing such a drastic taboo against her own culture.

    From a young age Cathal was trained in human combat techniques by his father, while also studying historical training manuals of his giant ancestors. He kept closely to his old faith, and deeply immersed himself within the studies of his own kind. Being a half-breed, he can't father children, but still searches for members of his own kind and tries to learn more of his ancestral history. He spends most of his time on quests to revive his own people in the hopes of rejuvenating their culture, while collecting various historical artifacts along the way. As a result, he is quite the introvert; quiet, intelligent, with a dry sense of humor, and a serious outlook on violence.

    Image references for appearance: Cathal + Headshot


    < Message edited by Chaosweaver Amon -- 1/23/2021 19:40:17 >
  • DF AQW  Post #: 32
    1/9/2021 20:13:46   
    kavyraya
    Member
     

    Revision 3 of Eva Kyralis, Cursed Dragon-shifter

    Name/Title: Ginevra “Eva” Kyralis

    Alignment: Order

    Age Range: 94 human years old- Looks around 27 years old

    Race: Former human; Cursed Dragon-shifter


    Appearance: 

    Eva stands at 5’5, with long dark brown hair that shines almost bronze under the sun. Although she has a petite frame, her body is finely toned from weightlifting and military service.  She has a small tattoo at the base of her back: a red beret on a heart with wings, with the number ‘11’ stamped in the middle, not that this is usually talked about or shown. She has a heart shaped face and gently drooping brown eyes that often ends up being the reason why her military background is dismissed or disbelieved, much to her chagrin. 


    Apart from looking as normal as any human can be, she has a large scar across her chest, directly where a heart should be. Where there should be normally healing skin tissue, the scar is filled with crystal, pulsing a soft gold. If anyone were to look closer, the pulsing would be out of sync with Eva’s heartbeat. This is Eva’s close-kept secret as she covers it up with chest-wrap despite the self induced heat.


    In Half-shift form, Eva’s eyes flare molten gold. Black opalescent scales line her cheekbones, chest and across her shoulders, while thickly scaled horns encircle the sides of her head like a crown. Thin, leathery and batlike wings sprout from her back. Her talons become even more accentuated by the scales that run up her arms like bracers; however, the scales coverage only reaches up until her forearms. She is also able to breathe fire and has a mean bite.


    Equipment (Armor, Weapons, etc.):

    Bulletproof vest - this is just a normal but personalized military body armor to fit her tiny torso size.

    Kukri pointed hunting knife - 8.5 inches long; it is a well-used blade, evident with its scratches and faint rust stains across the sharp metal.


    Spelled Gold Armbands - These two gold bands etched with alchemical and runic symbols adorn both Eva's forearms, spelled to hide her blackened, glowing-rune carved lower arms and already protruding talons, making them appear as human, "normal" arms. No matter how hard she tried, Eva can never remove these bands: it is embedded deep in her skin no matter how hard she's tried to even carve them out. 


    There is, however, one advantage: slamming these two bands together will create a shockwave that throws people or objects away from Eva in a 15 ft. radius, however, with her at the center, she bears most of the brunt, making her temporarily deafened and half blinded for a duration of time.


    *First, nearest to center blast 5 ft.: this first destructive force can push or throw back even well-grounded targets away from Eva.

    *2nd 5ft. (If you’re standing 10 ft.away from her): Is heavily damaging and can knock back/down unprepared targets.

    *3rd 5ft. (If you’re standing 15 ft. away from her): Errant; this can be resisted by having steady footing.


    In the aftermath of slamming the bands together, Eva loses her self to the creature roiling underneath her skin. At this time, she could be unresponsive to her outer surroundings, leaving her almost vulnerable to any attack.

     

    Despite the fact that she and this creature interact on a more positive note on normal days, there is a high-pitched ringing noise that makes the creature forget every civility it has with Eva and turns it feral: it chatters incessantly and growls at her, at its imprisonment, murmuring its fury that they still aren’t one, whispering its wrath to the very depths of what keeps Eva’s soul apart from its grasp. 


    It is once more subdued after the ringing is gone- becoming quiet and observant and Eva is restored to normal. This presence has also been recognized as Eva’s other subconscious. She acknowledges this other part and both are indeed able to make decisions together. This creature has since introduced itself as Xylmaelyth. (Pronunciation: Seel - May - Lith)


    Unbeknownst to her, the bands are both Seal and Key from preventing her from ever shifting into the fully formed dragon...except she doesn't know about this, or is made ignorant of it.


    She is very less likely to use this ability from the armbands, and only refers to it as a last resort for anything dire.


    Skills, Spells, Special Abilities:

    Enhanced Strength - Apart from her military (air force) training, Eva is strong enough to slam dents into metal and upturn small army tanks. When flung from a very high up place, she’s more likely to break surfaces but little of her bones. 


    Thermal Vision - Eva’s eyes enhance once natural daylight fades away, concentrating on the heat presences of any living thing as night grows. 


    Burning Fists - Her capability to make her fists burn hot enough to combust, along with her talons, may help in how metal melts after roughly an hour of extended contact. Pummels from her can also leave severe burns to flesh. This is coupled with melee and hand-to-hand combat. Still, don’t ever ask her to arm-wrestle with you.


    Heat Whirl - Being within 10 ft. of Eva, the heat shimmers; it whirls. It feels like you're next to a burning oven on an already sweltering sunny day. However this can intensify– she can make it hot enough for fire to whirl around like a mini tornado wrapping around herself from a 10 to 15 ft. radius. However, to reach the full extent of this fiery whirl, she has to be half shifted again to avoid getting burnt herself and, if there is enough heat from herself or her surroundings for her to combust and leave burning- but only for a duration of 30 seconds at most.


    *Eva usually uses this ability to regulate her own temperature to adapt quickly to any environment. However, she has to be conscious to keep her heat up.


    Less Used Abilities:

    Fire Breath - like any normal dragon, Eva can breathe gouts of fire in a 15 ft. cone, though she can't continually do this. She often does have smoke, or even sparking embers, coming out of her mouth if she gets real annoyed. This ability needs her to be in her half shifted form or she'll burn her throat and mouth from inside out. One full burning breath if swept in a half radius lasts for barely 10-15 seconds.


    Flight - This ability is very limited to staying aloft in short bursts, gliding, swerving and slowing her fall when jumping out of planes. Eva’s wings, as only a half-shifter, aren’t fully developed or strong enough to sustain full flights for very long. Instead, to take off into the air, she jumps to a limit of 20 ft. high; though jumping doesn’t require her to be half-shifted to be able to do so.


    *She is strong but not invincible; not immune to bullets or stabbing. She tires out, even if she stays up longer than the human body can push its limits. She needs to eat too, and sleep. She is not immune to poisoning either, or bodily illusions. 


    *With Xylmaelyth as part of her subconscious, it makes Eva almost resistant to mind illusions. Having a dragon govern and protect a mind proved to be an almost impossible challenge to break, enchant or even possess; however, Eva must know and make known to the dragon exactly what she is dealing with, or else risking her own memories being fractured by its strength- in desperation to save its human shell: her body. The two’s minds should always be in sync, or else with Xylmaelyth taking over and possessing her, the dragon’s heart and the loss of Eva's soul will completely burn them both to death.


    spoiler:



    And I saw one of thine heads, where the crown has been struck, there left a wound. From this wound your blood has seeped, glittering and golden, and here shall the earth welcome you for it is now yours to dwell in. But this sword that has felled thine jewel from thine brow, shall strike again and again at thy image. Live, for he that killeth with the sword must be killed with the sword, and only then you will find thine peace.

    Remains of a book by a spanish friar, ‘La Visiones Oscuridad desde Silmalit’



    (**No big changes added to backstory and spoiler.)

    Post #: 33
    1/9/2021 23:40:29   
      Chewy905

    Chromatic ArchKnight of RP


    Today we bring the Chaosweaver and the Dragon-shifter into the ring, and welcome a part-giant as well!


    @Sylphe - Looking good! We clarified via PM that the Empowered Strikes within Crescent only work for one swing of the weapon, and are consumed regardless of if the attack hits or not.

    Keep in mind a character such as this that plays on and with other characters emotions is going to require heavy collaboration and careful steps to avoid bunnying. With those warnings down; Gabriel, The Empty, is approved!


    @Chaosweaver Amon - Welcome back, good to see you again! Cathal is a simple but exciting character, with just a few details I need added to be able to properly balance him.

    First, you state that Cathal possess immense strength and high speeds. Could you relate this to a human/athlete? I’m a little worried about both speed and strength being so high, but if they aren’t both insanely so it should be fine.

    Secondly, some details for the Blessed Gauntlet. I would like to know if it has any limits to what it can defend against, and what it might take to break it. I am assuming by “direct magical attacks”, you are referring to things such as fireballs or bolts of lightning that are directed at Cathal. Does this have any effect on less obvious magic, such as illusions or spells that affect the mind? Does it work on attacks that affect an area rather than just being aimed at Cathal? Does it have a limit to how much it can block at once/in a row?

    Lastly some details on the tattoo beams. How far is Cathal able to fire these beams? Is there a limit to how many he can fire at once, or how many he can fire in a row? I assume he can’t simply be a living, multi-beamed laser-pointer at all times. Finally, what is the effective range of these beams? Also let me know where exactly these beams originate from and if Cathal needs to be able to see the direction he’s firing in or is capable of firing from his back or something.


    @Kavyrarya - Looks good! Be careful when working with a second subconscious that you don’t accidentally treat it as a second character; it should never be able to act separately from Eva’s self such as warning her of incoming attacks she herself is not aware of. You seem to have picked this up fine in your use for mental resistance, so with that warning in mind; Eva Kyralis, Cursed Dragon-shifter, is approved!


    With those out of the way, I would like to share some additional details about Where Powers Collide as a whole, including the battlefields and the city before them!

    These battlefields in the War between Chaos and Order take place in their own dimension - or, more accurately, a demiplane that belongs to NO dimension. You, as the writer, have freedom in how to handle your character’s summoning (perhaps a patron sent them, they willingly stepped into a portal, their arrival was a complete surprise, etc.), as well as your character’s interactions with the city in the demiplane beyond the battlefields (perhaps they see it as abandoned, populated with familiar faces, or are teleported directly to the battlefield). The city will still be the same Chequered City as last year, with no drastic changes.

    You may also develop NPCs to interact with as a representative of the Powers, but the Powers themselves do not interact with the characters directly at this stage. If there is some bit of flavor you’re unsure of, you are more than welcome to message me with questions!

    Additionally, Battlefield themes are now available, and can be found and voted on here. As with the Elemental Championships, the battlefield who’s theme gets the most votes will be picked as one of the utilized battlefields for this year!

    This brings the first week of Sign-ups to a close! We've got pretty diverse competition already, but let's keep the bios coming! Two weeks remain...

    Post #: 34
    1/11/2021 21:09:53   
    draketh99
    Purple Armadillo



    Chronicles of the Scyon Project,
    Section: 01
    Introduction:

    The following report contains my attempt to chronicle the events surrounding the Scyon Project. Its contents will include technical specifications, historical narratives, and discussions with crystalized memories regarding, particularly, Scyon-01.

    I present these details in hopes that, should the bones of our civilization be unearthed by future generations, they will understand the context, purpose, and consequences of what has been done here.

    An empire is not built without a cornerstone. Likewise, the Great Tree of Civilization cannot be nourished without blood sprinkled upon its roots.

    As such, should future generations decide to follow along the footsteps of The Architects, they must understand the prices which may be demanded of them. In ensuring this, my conscience will be clear.

    - Nicales, Sole Archivist of the Post-Calamitous Era





    Name/Title: Scyon-01 - Gluttony *[1]
    Alignment: Chaos
    Age Range: 20 *[2]
    Race: Magical Construct *[3]


    Appearance:

    On the most notable magical aspects: The Halo

    This shining, magical artifact hovers just over and between Scyon-01’s shoulder blades and appears as if the outer edge of a halo were stretched into a four-pointed star. This relic glows white hot and causes the surrounding air to warp and shimmer.

    On the Irregular Biology of Scyon-01

    Pouring out from the center of The Halo, Scyon-01 possesses four extra pseudo-limbs. Each one nearly 3 meters long and amorphous, resembling a tendril bound in tanned hide. At the end of every such tendril, blood red crystals extrude to form a talon-like structure *[4]. Along the hide of these tendrils, jagged outcroppings of this red crystal can be observed in patterns that can only be explained as scars.

    Aside from these pseudo-limbs, the remainder of Scyon-01’s last known appearance remain to be more unsettling than inhumanoid.

    Long strands of unkempt black hair dangle from this creature’s skull. Underneath this matted hair lies the “crown”. This intricately muraled band of gray iron wraps around their forehead and eyes, and fully encasing their forehead and the back of their skull *[5]. The gray iron lies in sharp contrast to translucently pale skin, practically divulging every blue vein that courses through the Scyon’s body.

    Bands of black steel crisscross back and forth over Scyon-01’s slender form, serving as a makeshift armor. While exposed bits of flesh could be seen from between the bands, it would require a skilled marksman indeed to pierce them. A single of these bands lies around their neck. The crisscrossing pattern continues down along their chest, waist, and primary limbs. The bands align to leave the large eye in the Scyon’s chest uncovered. This eye, roughly the size of an adult human’s fist, bears a similar design to that of a goat’s, with a black and rectangular pupil surrounded by a green iris.

    Their limbs, to note, appear elongated compared to what one would expect from the human form. In addition, the arrangement of muscles appears unnatural. Not that any single one appears grotesquely wrong, simply that the sum of the whole appears wrong.

    Equipment:

    Armor:
    As described above, the Scyon’s armor can be broken into three primary categories, protection for the skull, protection for the neck, and protection for the body.

    The protection for the skull is The Crown, the band of gray iron that sits about an inch thick, wrapping around the top half of the face and back of the skull. Protection for the neck consists of a single black steel band and is to protect the throat and render beheadings difficult. Protection for the body consists of the overlapping black steel bands, creating an unconventional draping and weaving of steel akin to chainmail in nearly all but appearance and lesser range of motion.

    Halo:
    The Halo, a distinguishing mark among every Scyon, is a magical artifact that seems to power the creature entirely. While requiring significant force to break, both magical and physical, the halo is by no means invulnerable. Scyons having had their halo shattered have been noted to enter a twenty second frenzy of uncontrolled fury before withering and dying.

    Abilities:

    Torso Biology: The standard body of Scyon-01 appears to move a bit more slowly and awkwardly than the enlisted military personnel used as a control. While being slower and less coordinated, their grip and static holding strength to be significantly above average.

    Limb Biology: Potentially the most dangerous portion of Scyon-01 are their four pseudo-limbs. A single of these limbs bears the strength equal to an enlisted military personnel. Two of these limbs together displayed the ability to lift and throw an armored personnel several meters. No more than two limbs are ever observed being used at once, however, Scyon-01 displays a preference of reserving two for locomotion *[6]. The crystalline claws at the end of each pseudo-limb are noted to be as sharp as glass and as hard as iron. Cutting through wood and leather appear to be doable tasks, albeit requiring some force. Cutting through any metallic or stone material ranges from unlikely to impossible.

    It is to be noted that the limbs appear to work by means of hydraulics. When punctured, the limbs tend to flail wildly, spraying out a pressurized dark and viscous liquid. This liquid, when exposed to the air, seems to heat rapidly and crystallize into the same prism glass that makes up the claws and scars.

    Magic Suppression: Scyon-01 appears to emit an aura which suppresses magical power out in all directions, up to two meters away. This appears to be a relatively minor aura which reduces all magical effects within its area by a single step.

    Ravenous Wail: At all times, a song of lamenting can be heard emanating from Scyon-01. It is assumed that this song transmits telepathically and does not require a physical medium. Creature’s experiences of this song appear extremely subjective and tend to vary wildly. The universal baseline, however, is that every creature subjected to this song experiences a powerful sense of hunger. This hunger may be literal or metaphorical. Some have described it as suddenly hungering for the position of their superiors, others have been noted to have immediately turned and attempted to overpower a wounded ally. The maximum distance any creature has been recorded hearing this song has been a distance of 15 meters.




    Expositions:

    [1] - “Gluttony” seems to be the common moniker by which informed populace would refer to the Scyon. It is noted to occasionally appear as a title used affectionately by members of the Maegistra Architectura.

    [2] - The age displayed in this report refers to the best possible interpretation based on the Scyon’s level of cognition. It is impossible to determine the aggregate age of the components used to produce a vessel, and the physicality of the thing would only have existed two years to date.

    [3] - Results of the Scyon Project are classified by both the Maegistra Arcana and the Maegistra Legislata as “Magical Constructs” and find them to be closest to Homunculus in terms of physical makeup and required ordinance.

    [4] - These crystals are noted to be the magical substance known as “Prism Glass”. Unlike the purified form, however, this specimen appears to have an impurity that stains it red.

    [5] - The weight of this iron “crown” seems to be the primary reason for the creature’s poor posture, as well as permanent tilting of the neck to either the right or left at any given time.

    [6] - It is to be of note that no one has ever observed Scyon-01 with their feet touching the ground.
    DF  Post #: 35
    1/13/2021 22:55:37   
      Chewy905

    Chromatic ArchKnight of RP


    I may be late but I'm still here, and I've got my balance notes! One week and a half left for registration/sign-ups!


    @draketh99 - Good to see you in WPC this year! Scyon has me equal parts impressed and terrified, and just needs a few added details to be ready to go!

    Firstly, if I could just get an example for what “One Step” means for Magic Suppression, such as how exactly it would impact something like a basic fireball to a mental effect or illusion. Though I understand this may vary based on all cases so you can’t detail all situations, a few baselines would help get a sense of scale.

    Secondly, just to put it in line with the similar effects so far to avoid potential bunnying, it would help if Ravenous Wail is resistable via strong will or some other way.
    With these details added Scyon should be good to go!

    Post #: 36
    1/14/2021 21:54:16   
    Dragonknight315
    Member

    Name: Tear
    Alignment: Order
    Age: Unknown, appears to be approximately mid-twenties.
    Race: Humankind

    “The spirits cry, Motherwolf.”

    ---Appearance: Tempered by the boreal forest of Satherrung, Tear stands around 6 feet tall with a thin frame but brimming with muscles. Numerous scars adorn her body, the pink slashes and her red veins standing out on her snow-like skin. Her tattered hair is a thick mess of black, running underneath and blending into her wolf-fur cloak. With her hood up, it’s hard to see where one begins and the other ends as the ebon cloak covers Tear’s head and shoulders, draping down to her knees. Her eyes shimmer like a gold marble with a black dot. Exposed beneath her cloak is a simple grey tunic atop a set of handmade leather armor. A string of sharpened canine teeth hangs around Tear’s neck. All of these are scarred like Tear, patched from many different animals over the years.


    ---Equipment:

    Judgement - As Druid of Satherrung, Tear passes judgment on those who enter the Steelwood with her mighty longbow. Formed at her ordianing, the bow was made from the bone of something long dead and wood from the core of a Steelwood tree. The bone and wood twist and arc, grey and white swirling around each other to form the length of the longbow. The longbow is approximately 5 feet, 6 inches in length. The twin enchantments allow the wood and bone to take blows from most metals without a bruise.

    When first held, the spirits within the longbow pass their own judgment on the wielder. If found wanting, even the strongest and most experienced marksmen find the bow heavy, the bowstring unwilling to be drawn. But in worthy hands such as Tear, Judgment will become as light as a feather, and the bowstring can be pulled with ease.

    Finally, Tear normally does not carry arrows on her person. Instead, when Tear draws the bowstring, Judgment will fashion an arrow according to her subconscious needs. If Tear is hunting local game, the arrow tips will be normal or serrated. Against chainmail, Tear’s arrows will be thin, long spikes. For foes with plate or thicker hides, the arrow will be more akin to a broad wedge. In all cases, these function as ordinary arrows with only a slight magic hum.

    Sather Pelt - For armor and clothing, Tear incorporates materials from the plants and animals of her homeland. Together, the assorted furs, leathers, and cloths provide simple protection from foes and the elements without compromising Tear's agility. Of special note is the enchanted cloak that Tear wears. The wolf-fur is soft and warm to the touch, yet it bears a supernatural durability to being torn or ripped apart. As such, it offers Tear more protection towards slashing weapons, but the cloak cannot dampen the blunt impact of other weapons.

    Miscellaneous - Beyond her bow and armor, Tear relies on little else. She has a small leather bag which carries a skinning knife, a sharpening stone, and some dried meat and berries.


    ---Abilities:

    The Wolf of Satherrung - Through a mix of her upbringing and magic, Tear has heightened senses more akin to a wolf than a human. Together, her senses augment her abilities to hunt, track, and investigate.

    --Hearing - Tear possesses a wider sense of hearing than an average human. On one hand, this allows her to pick up on sounds that are quieter or much farther away. However, this increased range also makes her vulnerable to extremely loud sounds.

    --Sight - Tear requires little light in order to see. As long as she is not in absolute darkness, Tear can make out the shapes and details of her surroundings. However, she suffers from Deuteranopia, unable to recognize red light and perceive its colors.

    --Smell - Tear has a stronger sense of smell, able to pick out even the smallest substances in an area. Notably, she is sensitive to the stench of blood and disease. This could allow her to infer if a person was wounded or even diseased. Like her other senses, anything that could throw off a wolf’s scent would affect Tear.


    Lost Druidcraft - Tear’s power stems from a connection to her homeland, the natural energies and spirits of Satherrung. While inside her domain, the two are one and the same, and her potential is unfathomable. However, the Steelwood is far away now and so are her spirits. Tear can only use a fraction of her powers as a Druid. Whenever she draws upon her magic, it saps some of her physical stamina to perform. In general, these effects are often minor, require touch, and use negligible energy from Tear, but sustained uses or more intense moments would require far more.

    --Heat - Tear can create small sparks from her hands to ignite a small fire. With enough focus, Tear could materialize pure fire from her hands. The intensity of the fire matches the energy spent.

    --Cold - Tear can freeze a small amount of water upon contact or chill an object within her grasp. Larger areas require more energy.

    --Light - With a snap of her fingers, Tear could create a dim light from her hands to illuminate the area. The brighter the light, the more energy required.

    --Healing - On touch, Tear can accelerate the natural regeneration of an organism, healing minor wounds. Thus, it cannot recover lost limbs or damaged senses, and it can only repair the living. This takes the most energy out of Tear, with anything above a scrape requiring intense focus and energy. At most, she could heal a large sword gash without needing to take a break.

    spoiler:

    Release Restraints ~ Revoke Transformation - In moments of desperation, Tear can shed her human skin and return to her previous form as a wolf. While her other abilities draw upon her stamina or the spirits that cling to her, this transformation expends part of her human soul for its immense effect. When Tear invokes this power, her body and equipment merge together. Over the course of around 10 seconds, Tear would manifest as a Dire Wolf, nearly twice her original size. Regardless of her previous state, the transformation would invigorate her, allowing her to fight even if previously exhausted. However, any wounds to her body would appear on her new form.

    While in this supernatural transformation, Tear’s speed, strength, and durability would rise. Her sharp claws and teeth would be capable of tearing through most hides and weak metals. Tear’s new flesh could sustain much more abuse before failing her. However, this all comes at the cost of her humanity. She is still self-aware, but her actions are guided more by raw instinct.

    After this transformation, Tear would remain as a Dire Wolf. Returning to her human form is possible, but it is costly. First, she must seclude herself in a natural environment with little noise or human interaction to quell her wolven side. After several hours of focus, Tear will become human again, bloodied, unconscious, and with several years of her life missing. Her equipment will reform on her body, and any major injuries sustained as a Dire Wolf will manifest on her human form. For the purposes of the competition, once Tear transforms into her Dire Wolf form, she will be stuck in this form for the rest of the battle unless outside forces can change this.
    AQ DF AQW  Post #: 37
    1/15/2021 9:35:03   
      Chewy905

    Chromatic ArchKnight of RP


    Late again, so consider these the balance notes from yesterday, and if new bios arise today I will get a second set up this evening to deal with those!


    @Dragonknight315 - Welcome back! Tear is a simple but exciting character, and as such has no glaring issues. Instead, as she is a character entirely focused on ranged combat with her bow, you could run into issues if she were to lose that bow. As such, you may wish to add some details about purely physical traits/capabilities so she isn’t left entirely defenseless if the need arises.

    After that, Tear should be good to go!
    Post #: 38
    1/16/2021 1:01:25   
    Dragonknight315
    Member

    Second round is up! Added in the further clarifications, and all changes are underlined.

    Name: Tear
    Alignment: Order
    Age: Unknown, appears to be approximately mid-twenties.
    Race: Humankind

    “The spirits cry, Motherwolf.”

    ---Appearance: Tempered by the boreal forest of Satherrung, Tear stands around 6 feet tall with a thin frame but brimming with muscles. Numerous scars adorn her body, the pink slashes and her red veins standing out on her snow-like skin. Her tattered hair is a thick mess of black, running underneath and blending into her wolf-fur cloak. With her hood up, it’s hard to see where one begins and the other ends as the ebon cloak covers Tear’s head and shoulders, draping down to her knees. Her eyes shimmer like a gold marble with a black dot. Exposed beneath her cloak is a simple grey tunic atop a set of handmade leather armor. A string of sharpened canine teeth hangs around Tear’s neck. All of these are scarred like Tear, patched from many different animals over the years.


    ---Equipment:

    Judgement - As Druid of Satherrung, Tear passes judgment on those who enter the Steelwood with her mighty longbow. Formed at her ordianing, the bow was made from the bone of something long dead and wood from the core of a Steelwood tree. The bone and wood twist and arc, grey and white swirling around each other to form the length of the longbow. The longbow is approximately 5 feet, 6 inches in length. The twin enchantments allow the wood and bone to take blows from most metals without a bruise.

    When first held, the spirits within the longbow pass their own judgment on the wielder. If found wanting, even the strongest and most experienced marksmen find the bow heavy, the bowstring unwilling to be drawn. But in worthy hands such as Tear, Judgment will become as light as a feather, and the bowstring can be pulled with ease.

    Finally, Tear normally does not carry arrows on her person. Instead, when Tear draws the bowstring, Judgment will fashion an arrow according to her subconscious needs. If Tear is hunting local game, the arrow tips will be normal or serrated. Against chainmail, Tear’s arrows will be thin, long spikes. For foes with plate or thicker hides, the arrow will be more akin to a broad wedge. In all cases, these function as ordinary arrows with only a slight magic hum.

    Sather Pelt - For armor and clothing, Tear incorporates materials from the plants and animals of her homeland. Together, the assorted furs, leathers, and cloths provide simple protection from foes and the elements without compromising Tear's agility. Of special note is the enchanted cloak that Tear wears. The wolf-fur is soft and warm to the touch, yet it bears a supernatural durability to being torn or ripped apart. As such, it offers Tear more protection towards slashing weapons, but the cloak cannot dampen the blunt impact of other weapons.

    Miscellaneous - Beyond her bow and armor, Tear relies on little else. She has a small leather bag which carries a skinning knife, a sharpening stone, and some dried meat and berries.


    ---Abilities:

    The Wolf of Satherrung - Through a mix of her upbringing and magic, Tear has enhanced physical capabilities more akin to a wolf than a human. Together, her senses augment her abilities to hunt, track, and investigate.

    --Strength - Years of living in a frozen forest have made Tear a walking force of nature. With no opportunity to slack off, she possesses raw strength greater than the average human. Paired with her survival experience, Tear excels in hand-to-hand combat. When it comes to speed, Tear would be on pair with the average athlete, but her endurance would be far longer.

    --Hearing - Tear possesses a wider sense of hearing than an average human. On one hand, this allows her to pick up on sounds that are quieter or much farther away. However, this increased range also makes her vulnerable to extremely loud sounds.

    --Sight - Tear requires little light in order to see. As long as she is not in absolute darkness, Tear can make out the shapes and details of her surroundings. However, she suffers from Deuteranopia, unable to recognize red light and perceive its colors.

    --Smell - Tear has a stronger sense of smell, able to pick out even the smallest substances in an area. Notably, she is sensitive to the stench of blood and disease. This could allow her to infer if a person was wounded or even diseased. Like her other senses, anything that could throw off a wolf’s scent would affect Tear.


    Lost Druidcraft - Tear’s power stems from a connection to her homeland, the natural energies and spirits of Satherrung. While inside her domain, the two are one and the same, and her potential is unfathomable. However, the Steelwood is far away now and so are her spirits. Tear can only use a fraction of her powers as a Druid. Whenever she draws upon her magic, it saps some of her physical stamina to perform. In general, these effects are often minor, require touch, and use negligible energy from Tear, but sustained uses or more intense moments would require far more.

    --Heat - Tear can create small sparks from her hands to ignite a small fire. With enough focus, Tear could materialize pure fire from her hands. The intensity of the fire matches the energy spent.

    --Cold - Tear can freeze a small amount of water upon contact or chill an object within her grasp. Larger areas require more energy.

    --Light - With a snap of her fingers, Tear could create a dim light from her hands to illuminate the area. The brighter the light, the more energy required.

    --Healing - On touch, Tear can accelerate the natural regeneration of an organism, healing minor wounds. Thus, it cannot recover lost limbs or damaged senses, and it can only heal the living. This takes the most energy out of Tear, with anything above a scrape requiring intense focus and energy. At most, she could heal a large sword gash without needing to take a break.

    spoiler:

    Release Restraints ~ Revoke Transformation - In moments of desperation, Tear can shed her human skin and return to her previous form as a wolf. While her other abilities draw upon her stamina or the spirits that cling to her, this transformation expends part of her human soul for its immense effect. When Tear invokes this power, her body and equipment merge together. Over the course of around 10 seconds, Tear would manifest as a Dire Wolf, nearly twice her original size. Regardless of her previous state, the transformation would invigorate her, allowing her to fight even if previously exhausted. However, any wounds to her body would appear on her new form.

    While in this supernatural transformation, Tear’s speed, strength, and durability would rise. Her sharp claws and teeth would be capable of tearing through most hides and weak metals. Tear’s new flesh could sustain much more abuse before failing her. However, this all comes at the cost of her humanity. She is still self-aware, but her actions are guided more by raw instinct.

    After this transformation, Tear would remain as a Dire Wolf. Returning to her human form is possible, but it is costly. First, she must seclude herself in a natural environment with little noise or human interaction to quell her wolven side. After several hours of focus, Tear will become human again, bloodied, unconscious, and with several years of her life missing. Her equipment will reform on her body, and any major injuries sustained as a Dire Wolf will manifest on her human form. For the purposes of the competition, once Tear transforms into her Dire Wolf form, she will be stuck in this form for the rest of the battle unless outside forces can change this.
    AQ DF AQW  Post #: 39
    1/16/2021 21:00:53   
    Apocalypse
    Member

    Name: Pendulum
    Age: 6 years, 7 months, and 11 days
    Race: Automaton, Second Generation Chronomantic Engine
    Calling: Chaos

    Subject’s Build, Design, and Construction

    The Second Generation Chronomantic Engine, self-identified as “Pendulum”, is an automaton whose appearance largely mimics the human skeleton. It stands at an exact seven feet in height with shoulders that seem too wide for its otherwise lanky frame. The headpiece is the largest departure from the otherwise humanoid shape: a sphere lacking any semblance of a nose or mouth (even olfactory holes or sensors from surface-level scrutiny), with small audio input sensors on either side of the head in lieu of fashioned ears. The center of what would be its face is home to a large transparent panel with a circular blue light beaming beneath it. Rudimentary durability tests confirm that the panel is stronger than standard glass, but the automaton’s resistance implies it is by far the most vulnerable part of its body. Current hypothesis regarding the blue ball of light behind it is that it serves as its eye, though the rhythmic sway of it behind the panel leads to more questions about its visual perception and computation.

    Now, the frame itself is an illustrious bronze metal that shimmers faintly even in the complete absence of light. After thorough testing, the metal’s origins still remain unknown to the Blinding Radiance, even its name left a mystery as the automaton only refers to it as “mage iron”. Fitting given that the metal’s apparent purpose is to serve as an arcanic conduit to hold and boost spellcraft, though noticeably lacks the capability of producing it. Its weight is comparable to steel, though the standard endurance trials determined it is a step down from it in terms of sheer durability. Not fragile by any stretch off the imagination, but a noticeable flaw that the Architects would no doubt free themselves of in future iterations.

    The next point of interest are the pistons prevalent throughout its frame which are placed in-between the pairs of bronze “bones” that make up its limbs as well as two rows that pump inside its thoracic cavity. Intensive testing and research indicates that the dull hunks of steel are, in fact, just that: steel. They run along steel cables that likewise lack any arcanic property of their own. What is of note is that the removal of pistons and cables seem to have no effect on the physical condition or operation of the Chronomantic Engine - it could communicate, walk, follow commands, and even engage in its magecraft without them. What was affected was its mental properties, less so in the vein of computational degradation so much as what could only be described as personality quirks. It is easier to see it than to describe, though while not dangerous the results were...uncanny.

    The last observation of note are the three pendulums that swing in-between the double-row of pistons within its chest. These pendulums have a golden hue to them but otherwise are composed of the same mage iron as the frame. Three separate lengths with three separate speeds, one would predict that they match up in their cycles on rare occasions. And one would be right - to a degree. While one can witness the three pendulums line up in their paths, attempts to actually predict them have been met with complete and utter failure. The various arithomancers of the Blinding Radiance have now set up a pool for whoever can figure out the mystery of the swinging pendulum - the pool has yet to be claimed.

    Subject’s Capabilities and Powers

    Automaton Frame: Simply put, the Chronomantic Engine is a colossal figure, boasting twice the strength of a living humanoid its size. Its punches cannot shatter rock, but it has left behind cracks with a single blow. Its size does not make it a fast opponent in terms of racing or running, but the movements of its mechanisms is not to be underestimated: it can strike with surprising speed. Part of this is due to its ability to rotate the body parts at any joint or socket within the full three hundred and sixty degree range with no loss in function.

    Computational Mind: The Chronomantic Engine’s ability for observation and computation are unparalleled. It can calculate exactly how long an arrow’s flight will be while it is still in the air.

    Artificial Acceleration: The pump of the pistons is controlled by and only by the Chronomantic Engine’s free will. Numerous trials have indicated this serves no functional purpose in terms of ability, but may have been a feature to keep the automaton as close to human by allowing it to experience the thrill of adrenaline and the fight or flight response. One of the linchpins of human existence and yet one it has complete dominion over as it can drop it at a moment’s notice. The sway of its eye is tied to the pump of the pistons for reasons beyond our knowing, save the hypothesis that the frantic change in perception feeds into that response. Why, though, is technically unknown but surmised to be nothing more than just a method of triggering that blood rush and fear in a bloodless, fearless computation machine.

    Rewind: The simplest of its time-altering capabilities. The Chronomantic Engine is able to to detach its limbs at the elbows, shoulders, knees, and hips. While detached, the limbs are inert and essentially slabs of metal. However, the automaton can “rewind the limb to a state where it was once attached”, which takes the form of the detached part vanishing into nothingness and reappearing attached once more. Extensive and exhaustive trials support the conclusion that while the act of “rewinding” takes but a moment, it has to do them one at a time. Similarly, the Chronomantic Engine may “rewind” its pendulums with the same limitations.

    Chronomatic Freeze: The Chronomantic Engine is able to freeze portions of its body (torso, forearms, upper arms, upper legs, lower legs, and head) within time. While frozen in this way, the body part can neither move nor be moved. However, outside forces that impact the frozen parts are not wasted - once the stasis is over, then the results of any encounters take their toll. All of the forces are exerted on the now unfrozen part at once and immediately, though this is not a summation of the forces. Instead, all the forces are enacted separately yet at once. If a pin pick could not damage the part, then poking it a hundred times with the pin would make no difference.
    The Chronomantic Engine can freeze a number of body parts at once equal to the number of pendulums swinging within its chest. The body parts must be currently attached to the automaton to be affected by the Chronomatic Freeze, and while there is no duration to the stasis, all instances of it end if the number of pendulums within the automaton’s chest is reduced to fewer than the number of stasis instances occurring.

    Fields of Temporal Instability: The true meat of the matter. The three pendulums mentioned above can be detached to activate as a beacon for the anomaly. Upon the automaton’s choice when detaching the pendulum, the stray metal emits a field ten foot in diameter in all directions. Objects and creatures within this field move fifty percent faster or fifty percent slower through time based on the decision of the Chronomantic Engine made when initially detaching said pendulum. It has been confirmed via numerous live tests that creatures within the field do not have their mental processes slowed down or sped up - only their physical bodies through time. However, the disruption between body reaction speed and mental commands is jarring, to say the very least. The most adaptable of our subjects took several field experiences before operating at a baseline level. The field is based on the pendulum's location, and as such moves if the pendulum is moved save if the pendulum is rewound. However, this means any projectiles and/or entities that would now experience the anomaly's influence would be treated as entering the field (details below).

    Also of note with the anomaly is that while objects and creatures appear faster or slower, that is only their perception of them - a slowed arrow delivers very much the same impact as an accelerated one.

    The field is not without its limitations - the Chronomantic Engine is only able to compute so much information at once. Should two separate living entities (“living” is an inexact word, for constructs moving of their own accord fit this category as well) exist within or enter the temporal anomaly, then the field fails. The size of the entity does not seem to matter, only that more than fifty percent of its mass enter the field’s boundaries for it to be considered “inside”. Only the body parts of entities within the field are affected by the temporal distortion. Furthermore, the Chronomantic Engine may inhabit a field with another entity so long as no outside projectiles enter the field. Projectiles that originate within the field and leave its zone of influence have no impact on its existence. These fields are also able to persevere in the instance of one entity inhabiting it while outside projectiles enter its area of effect. There are many exceptions, as while rainfall did not disable the field housing the automaton and another entity, a wall of water many times the anomaly’s size neutralized it even with no inhabitants. A comprehensive list of all fifty-seven tested examples can be found with the Blinding Radiance’s archivist under the name “The Limitations of Physical Presence within the Temporal Anomaly”.

    A curious byproduct of these fields is that light and sound are distorted in severe, unpredictable ways. Lights flash, warp, and twist at the slightest bit of movement in a myriad of colors while any and all sounds can be sped up, slowed down, deepened, heightened, etc. The light effects mark the boundaries of the field as clear as day while the sound distortions are only present within the field itself. Current research has yet to find a pattern as all efforts at replicating specific distortions have been fruitless - the exact same motion causes wildly different results. They are harmless, as the lights are not bright enough to blind nor the sounds loud enough to cause hearing damage, but it can be quite disorienting due to the obvious reasons. The Chronomantic Engine demonstrates immunity to these effects, though whether that is because it produces them or has merely grown used to them is unknown.

    One last note is that a field will persist until disrupted or the pendulum has been rewound. Upon the anomaly’s end, the pendulum is incapable of producing another field until it has been reset via returning to its place within the Chronomantic Engine’s chest.

    Slipping out of the Shackles: The most peculiar ability is the last, and it is likely this is why a Second Generation was still in active condition while the Architects are developing a prototype for the Fifth. This one was discovered by accident during the perception trials when the automaton’s already heightened observation skills seemed to skyrocket with no explanation. The answer for this phenomenon is both more and less impressive than it sounds: the unit is able to break its consciousness from the bonds of time. In an academic sense, this is a major breakthrough which could to discoveries in weaving, reversing, and altering time itself. In a practical sense, it is less so - the automaton’s body itself is frozen while its consciousness enters a fourth dimensional space. Unable to move or activate any of its abilities, the Chronomantic Engine is left with only the capacity to observe and to think. And to think it can - it can count the visible grains of sand in a desert, commit every twinkle of light in an aurora to memory, or contemplate for what accumulates to centuries of philosophy in, quite literally, no time at all.
    A great and terrible power in thought for the Architects. But for us of the Blinding Radiance, our new acquisition can only buy time to think.
    AQ DF MQ  Post #: 40
    1/17/2021 0:38:13   
      Chewy905

    Chromatic ArchKnight of RP


    Today we welcome the wolf-sensed huntress into the fray, and take a look at a time-manipulating automaton!


    @Dragonknight315 - Excellent, Tear is good to go. Approved!


    @Apocalypse - Welcome back! Pendulum is an extremely complex character, but you did a great job keeping such a complicated powerset in line. There are still a few things that I need detailed, and a few things to tone back, so lets get to it!

    First up, the automaton nature of Pendulum raises just a few questions. Firstly, your bio makes a few references to it personally referring to specific things, which makes me believe it can speak, though it doesn’t have a mouth. As such some clarification on this would be nice. Secondly, is it able to feel pain/damage to itself?

    For Fields of Temporal Instability, having three of these active at once would get complicated and is a lot to keep track of. I would suggest lowering this to one field, though you can bump up the range a bit in that case to keep the power level more intact. Additionally, creating one of these instantly on top of someone might pose a risk of bunnying, so adding a small delay and tell to their creation could help avoid that.

    Other than that, Pendulum looks great! Excited to see it in action!


    THERE IS ONE WEEK LEFT TO SUBMIT BIOS! Keep them rolling, let's see what we got!
    Post #: 41
    1/17/2021 0:44:04   
      Chewy905

    Chromatic ArchKnight of RP


    With but a single week left for signups, let us drop one final teaser for your Battlefields. Don't forget to go vote on your favorite theme here to guarantee you see its Battlefield!


    One year ago, the Powers put their pawns against trials constructed around the concepts of Good and Evil. The Pawns that triumphed took their place on the Final Battlefield, and risked their lives as Knights of the Powers, striving to tip the scales in their favor.

    Among these Knights, there are those that failed. They were deemed unworthy of being a champion for Order or Chaos, and were thus dismissed from duty. But among those that failed are those that refused to return to their life before the war, refused to back down. These few sacrificed themselves for the Powers, losing their lives within the world between worlds.

    The Powers do not forget those that fall. The Powers do not forget those that give up everything to serve them.

    The Powers remember, and they honor each one.

    Post #: 42
    1/17/2021 10:55:54   
    Apocalypse
    Member

    Round two, pendulum boog-a-loo



    Name: Pendulum
    Age: 6 years, 7 months, and 11 days
    Race: Automaton, Second Generation Chronomantic Engine
    Calling: Chaos

    Subject’s Build, Design, and Construction

    The Second Generation Chronomantic Engine, self-identified as “Pendulum”, is an automaton whose appearance largely mimics the human skeleton. It stands at an exact seven feet in height with shoulders that seem too wide for its otherwise lanky frame. The headpiece is the largest departure from the otherwise humanoid shape: a sphere lacking any semblance of a nose or mouth (even olfactory holes or sensors from surface-level scrutiny), with small audio input sensors on either side of the head in lieu of fashioned ears. The center of what would be its face is home to a large transparent panel with a circular blue light beaming beneath it. Rudimentary durability tests confirm that the panel is stronger than standard glass, but the automaton’s resistance implies it is by far the most vulnerable part of its body. Current hypothesis regarding the blue ball of light behind it is that it serves as its eye, though the rhythmic sway of it behind the panel leads to more questions about its visual perception and computation. With the lack of a proper mouth, the Chronomantic Engine is mute. However, it is fully capable of understanding spoken speech, and it learned to write its second day with the Blinding Radiance. Beyond that, it uses physical gestures to communicate, though anything beyond a simple nod or shake of the head is up for interpretation.

    Now, the frame itself is an illustrious bronze metal that shimmers faintly even in the complete absence of light. After thorough testing, the metal’s origins still remain unknown to the Blinding Radiance, even its name left a mystery as the automaton only refers to it as “mage iron”. Fitting given that the metal’s apparent purpose is to serve as an arcanic conduit to hold and boost spellcraft, though noticeably lacks the capability of producing it. Its weight is comparable to steel, though the standard endurance trials determined it is a step down from it in terms of sheer durability. Not fragile by any stretch off the imagination, but a noticeable flaw that the Architects would no doubt free themselves of in future iterations.

    The next point of interest are the pistons prevalent throughout its frame which are placed in-between the pairs of bronze “bones” that make up its limbs as well as two rows that pump inside its thoracic cavity. Intensive testing and research indicates that the dull hunks of steel are, in fact, just that: steel. They run along steel cables that likewise lack any arcanic property of their own. What is of note is that the removal of pistons and cables seem to have no effect on the physical condition or operation of the Chronomantic Engine - it could communicate, walk, follow commands, and even engage in its magecraft without them. What was affected was its mental properties, less so in the vein of computational degradation so much as what could only be described as personality quirks. It is easier to see it than to describe, though while not dangerous the results were...uncanny.

    The last observation of note are the three pendulums that swing in-between the double-row of pistons within its chest. These pendulums have a golden hue to them but otherwise are composed of the same mage iron as the frame. Three separate lengths with three separate speeds, one would predict that they match up in their cycles on rare occasions. And one would be right - to a degree. While one can witness the three pendulums line up in their paths, attempts to actually predict them have been met with complete and utter failure. The various arithomancers of the Blinding Radiance have now set up a pool for whoever can figure out the mystery of the swinging pendulum - the pool has yet to be claimed.

    Subject’s Capabilities and Powers

    Automaton Frame: Simply put, the Chronomantic Engine is a colossal figure, boasting twice the strength of a living humanoid its size. Its punches cannot shatter rock, but it has left behind cracks with a single blow. Its size does not make it a fast opponent in terms of racing or running, but the movements of its mechanisms is not to be underestimated: it can strike with surprising speed. Part of this is due to its ability to rotate the body parts at any joint or socket within the full three hundred and sixty degree range with no loss in function. Furthermore, the Chronomantic Engine does not feel pain in the typical sense, instead its body sending signals of the damage coupled with the severity of the wound. It does not hurt but it is highly aware of any and all injury to its form.

    Computational Mind: The Chronomantic Engine’s ability for observation and computation are unparalleled. It can calculate exactly how long an arrow’s flight will be while it is still in the air.

    Artificial Acceleration: The pump of the pistons is controlled by and only by the Chronomantic Engine’s free will. Numerous trials have indicated this serves no functional purpose in terms of ability, but may have been a feature to keep the automaton as close to human by allowing it to experience the thrill of adrenaline and the fight or flight response. One of the linchpins of human existence and yet one it has complete dominion over as it can drop it at a moment’s notice. The sway of its eye is tied to the pump of the pistons for reasons beyond our knowing, save the hypothesis that the frantic change in perception feeds into that response. Why, though, is technically unknown but surmised to be nothing more than just a method of triggering that blood rush and fear in a bloodless, fearless computation machine.

    Rewind: The simplest of its time-altering capabilities. The Chronomantic Engine is able to to detach its limbs at the elbows, shoulders, knees, and hips. While detached, the limbs are inert and essentially slabs of metal. However, the automaton can “rewind the limb to a state where it was once attached”, which takes the form of the detached part vanishing into nothingness and reappearing attached once more. Extensive and exhaustive trials support the conclusion that while the act of “rewinding” takes but a moment, it has to do them one at a time. Similarly, the Chronomantic Engine may “rewind” its pendulums with the same limitations.

    Chronomatic Freeze: The Chronomantic Engine is able to freeze portions of its body (torso, forearms, upper arms, upper legs, lower legs, and head) within time. While frozen in this way, the body part can neither move nor be moved. However, outside forces that impact the frozen parts are not wasted - once the stasis is over, then the results of any encounters take their toll. All of the forces are exerted on the now unfrozen part at once and immediately, though this is not a summation of the forces. Instead, all the forces are enacted separately yet at once. If a pin pick could not damage the part, then poking it a hundred times with the pin would make no difference.
    The Chronomantic Engine can freeze a number of body parts at once equal to the number of pendulums swinging within its chest. The body parts must be currently attached to the automaton to be affected by the Chronomantic Freeze, and while there is no duration to the stasis, all instances of it end if the number of pendulums within the automaton’s chest is reduced to fewer than the number of stasis instances occurring.

    Fields of Temporal Instability: The true meat of the matter. The three pendulums mentioned above can be detached to activate as a beacon for the anomaly. Upon the automaton’s choice when detaching the pendulum, the stray metal emits a field fifteen foot in diameter in all directions. The field activates upon the pendulum making contact with the ground, another creature, or another object, and the subject can only have one active field at a time. Objects and creatures within this field move fifty percent faster or fifty percent slower through time based on the decision of the Chronomantic Engine made when initially detaching said pendulum. It has been confirmed via numerous live tests that creatures within the field do not have their mental processes slowed down or sped up - only their physical bodies through time. However, the disruption between body reaction speed and mental commands is jarring, to say the very least. The most adaptable of our subjects took several field experiences before operating at a baseline level. The field is based on the pendulum's location, and as such moves if the pendulum is moved save if the pendulum is rewound. However, this means any projectiles and/or entities that would now experience the anomaly's influence would be treated as entering the field (details below).

    Also of note with the anomaly is that while objects and creatures appear faster or slower, that is only their perception of them - a slowed arrow delivers very much the same impact as an accelerated one.

    The field is not without its limitations - the Chronomantic Engine is only able to compute so much information at once. Should two separate living entities (“living” is an inexact word, for constructs moving of their own accord fit this category as well) exist within or enter the temporal anomaly, then the field fails. The size of the entity does not seem to matter, only that more than fifty percent of its mass enter the field’s boundaries for it to be considered “inside”. Only the body parts of entities within the field are affected by the temporal distortion. Furthermore, the Chronomantic Engine may inhabit a field with another entity so long as no outside projectiles enter the field. Projectiles that originate within the field and leave its zone of influence have no impact on its existence. These fields are also able to persevere in the instance of one entity inhabiting it while outside projectiles enter its area of effect. There are many exceptions, as while rainfall did not disable the field housing the automaton and another entity, a wall of water many times the anomaly’s size neutralized it even with no inhabitants. A comprehensive list of all fifty-seven tested examples can be found with the Blinding Radiance’s archivist under the name “The Limitations of Physical Presence within the Temporal Anomaly”.

    A curious byproduct of these fields is that light and sound are distorted in severe, unpredictable ways. Lights flash, warp, and twist at the slightest bit of movement in a myriad of colors while any and all sounds can be sped up, slowed down, deepened, heightened, etc. The light effects mark the boundaries of the field as clear as day while the sound distortions are only present within the field itself. Current research has yet to find a pattern as all efforts at replicating specific distortions have been fruitless - the exact same motion causes wildly different results. They are harmless, as the lights are not bright enough to blind nor the sounds loud enough to cause hearing damage, but it can be quite disorienting due to the obvious reasons. The Chronomantic Engine demonstrates immunity to these effects, though whether that is because it produces them or has merely grown used to them is unknown.

    One last note is that a field will persist until disrupted or the pendulum has been rewound. Upon the anomaly’s end, the pendulum is incapable of producing another field until it has been reset via returning to its place within the Chronomantic Engine’s chest.

    Slipping out of the Shackles: The most peculiar ability is the last, and it is likely this is why a Second Generation was still in active condition while the Architects are developing a prototype for the Fifth. This one was discovered by accident during the perception trials when the automaton’s already heightened observation skills seemed to skyrocket with no explanation. The answer for this phenomenon is both more and less impressive than it sounds: the unit is able to break its consciousness from the bonds of time. In an academic sense, this is a major breakthrough which could to discoveries in weaving, reversing, and altering time itself. In a practical sense, it is less so - the automaton’s body itself is frozen while its consciousness enters a fourth dimensional space. Unable to move or activate any of its abilities, the Chronomantic Engine is left with only the capacity to observe and to think. And to think it can - it can count the visible grains of sand in a desert, commit every twinkle of light in an aurora to memory, or contemplate for what accumulates to centuries of philosophy in, quite literally, no time at all.
    A great and terrible power in thought for the Architects. But for us of the Blinding Radiance, our new acquisition can only buy time to think.
    AQ DF MQ  Post #: 43
    1/17/2021 22:48:54   
      Chewy905

    Chromatic ArchKnight of RP


    Not much to say tonight, but registration ends in but one week!


    @Apocalypse - All set, Pendulum is approved!
    Post #: 44
    1/18/2021 10:34:27   
    Necro-Knight
    Member

    Name/Title: Krehgor

    Alignment: Chaos.

    Age Range: 32

    Race: Mutated human.

    Appearance: Reaching a healthy 5’11, Krehgor appears relatively normal if one could only see his left half. His form is lean and thin-muscled from years of acrobatic experience during spelunking sessions and crypt-robberies, along with a paler complexion from hours spent underground. This hobby also added numerous scars from temporary losses of footing and undead crypt guardians. A long face with sharp cheekbones and chin is framed by a head of messy chocolate-brown hair that curls at the back, reaching the base of his neck when combed ( if it’s ever combed).

    Sage-green eyes are sharp beneath dark brows, being naturally drawn to shining objects and full mugs alike. Straying from his human traits, the man’s form twists terribly, starting at his sternum and reaching down his entire left rib cage and arm. A chitinous shell wraps around his limb and side like armor, seeming to have grown from within. The ebony plates of exo-skeleton interlock across his bicep, forearm and shoulder, only softening at the joints to allow for his much-needed range of movement. In these gaps of the armor, a soft emerald glow is seen pulsating from within and beneath each plate. The exo-skeleton ends at his finger-tips, sharpening into a set of short, powerful claws with the durability of any average dagger.

    His attire is typically durable and efficient, if not simple. Worn trousers wrapped in thick leathers to reduce the cut of cave rocks or suddenly-animated tomb guardians, as well as light boots built to find solid purchase on nearly any surface. A black leather vest similar to the material wrapping his legs is visible beneath the folds of a one-sleeved duster coat, allowing freedom for his misshapen right limb. Strapped around the coat is a thin scabbard on one hip for his bladed weapon, as well as a strange holster seemingly woven from the same black material that encases his arm and held in place with heavy leather wrappings.

    Completing the rustic attire is a wide, curve-brimmed hat, more befitting a ship captain of some ancient variety, though Krehgor would swear it suits him better than the corpse he picked it from.

    Equipment:

    Armor-infused Duster coat - Paid for with every last silver he could empty from his pockets and borrow from the local tavern waitress, Krehgor’s long black coat was enchanted by the local Mage Guild to disperse blunt force and magic alike across its surface, allowing for the impact of things such as arrows and bolts of typical magic to be spread out across his body. Impacts of sufficient power, such as the iron bolt from a trebuchet or heavy crossbow would, while not pierce the material, still break bones from the sheer force if taken directly.

    This also helps the coat be resistant to typical elemental spells, scattering momentary degrees of extreme heat and cold over the material, though a consistent flow of magic would overload the enchantment quickly and burn through the coat’s material easily. When triggering, the impacted area of the coat flares with bright blue runes, growing brighter until either the attack ends or the spell is overloaded and breaks entirely.

    If the enchantment is overloaded, the coat loses its magical properties across its entire surface, needing a significant amount of time ( 10 minutes or longer) for the spell to reconstruct itself.

    Weapons:

    Witch’s Kiss Blade - While not the original name, this long, thin weapon was gifted to Krehgor by the primordial Witch who saved his life in exchange for his services and talents. With a 4.5 foot long blade and no wider than 1.5 inches, the sword is built to be wielded in Krehgor’s normal right hand and enchanted with a Breath of Nature spell. This allows the blade to flow and dance along with its wielder's agile movements, aiming to defeat his foes with its devilishly-sharp edge and wicked lacerations over pure crushing power. This magical blessing also allows Krehgor to both call the blade to his linked, right hand, to a maximum of 25 feet away. If his right hand is somehow incapacitated, the sword will not respond to the mutated claws of his left hand.

    SporeShot: Originally a crude and rustic hand-crossbow, Krehgor’s accident left not only his left side mutated and infected with some strange fungal substance. Aiming to collect his belongings and escape, the tomb raider unknowingly spread the infection to his crossbow before succumbing to the pathogen in his veins.

    While the ancient Witch stopped the mutation of his body, his tool was not so lucky. Twisted and gnarled with a solid fungal shell, the former bow only vaguely resembles its former self, now featuring a set of three long chamber-like growths from its body where its bow-wires once sat.

    Pulling the trigger, Krehgor is able to attack in two separate ways. The first is a single round fired from one of the three chambers. Fragile and glowing a sick greenish-yellow, the fungal shards are built purely as a delivery system for the fungal pathogen he’s learned to weaponize over the years. Traveling at roughly the speed of a typical one-handed crossbow bolt, Krehgor can release a total of three shots before the weapon needs to synthesize more where he holsters it during this time, typically taking about roughly thirty seconds.

    The second method of attack is opening the weapon similar to a gunslinger’s tool at the neck of the chambers and inserting a prepared “DeathCap Shot”, removing the usual shards in the process. These powerful forms of ammunition are prepared by the ancient Witch, but only ever four at a time, as prolonged exposure to Krehgor’s spores risks even her long-term health. While the usual shards-rounds shatter on impact and release his infection into the air, the Deathcaps are as powerful as any crossbow bolt and built to bury themselves into soft flesh, injecting the infected growth directly into the victim for near-immediate infection.

    The drawback to this is the limited amount of three DeathCap rounds stored in the holster, as well as needing to let the weapon “recover” after firing an unnatural shot through its internal chambers, taking twice as long to restore its usual capability.

    Upon exposure to the tomb-raider’s fungal-shots, victims immediately experience a watering of the eyes and after a few seconds of breathing the green cloud, skin and throat begin to burn as the spores settle. Prolonged exposure eventually leads to severe nausea. Exiting the 10-foot wide spore cloud quickly enough will allow the victim to escape infection and symptoms will begin to fade.

    Skills, Spells, Special Abilities:

    Armored Hide - Thanks to the fungal hide running along his one limb, Krehgor hasn’t needed to worry about his enchanted coat or armor. The fungal shell that grew from within his arm provides a powerful and natural armor, throwing sparks when struck directly with a sword or dagger. While resistant to bladed weaponry, magic threatens to burn through the hide, heat being the most potent tool for this.

    Expert Acrobat - Having spent years crawling, jumping and climbing through echoing caverns, Krehgor’s ability to twist his body at a moment’s notice is at its peak. A standing position can turn into a rolling hand-spring or a back-flip with near-perfect execution. Slick and difficult surfaces hinder this skill, naturally, preventing him from finding solid enough footing.

    Ebony Strength - Reinforced by its armored shell, the tomb raider is able to deliver blows with his twisted arm surpassing the strength of a normal human. With enough motivation, Krehgor can crack a stone pathway or smash his fist through a typical brick wall. This inhuman strength only applies to his mutated arm and he is unable to channel it in any other way.
    DF MQ AQW  Post #: 45
    1/19/2021 21:32:56   
      Chewy905

    Chromatic ArchKnight of RP


    It's been a bit quiet here, huh? Not many days left to get your bios in!


    @Necro-Knight - We confirmed over PM that

    - Witch’s Kiss Blade requires line of sight to recall, and if someone else is holding it it will become a test of physical strength for if they can keep their grip. The pulling force is equivalent to a one armed struggle.

    - Sporeshot has a fully accurate range of 30 ft, and continues to have decent accuray until 60ft.

    - Symptoms caused via an injection of the infection persist until cured in some way.

    With these clarifications in mind, Krehgor is approved!
    Post #: 46
    1/20/2021 15:37:04   
    Chaosweaver Amon
    Friendly!


    Round two!

    Name/Title: Cathal, last of the warrior priests

    Alignment (Order or Chaos): Order

    Age Range: 157

    Race: Part human, part unknown species of giant

    Appearance (Build, hair, skin, clothes, etc.)*: Standing at exactly 7 feet tall, Cathal is lean and well muscled. Despite his age, he looks as though he is in his mid-40s, with greying auburn hair that he keeps tied in a long braid that hangs just past his buttocks. He keeps the back and sides of his hair shaved, in a historical warrior style, tied with a ribbon that matches his deep green eyes. He wears no shirt, exposing a pale body covered in blue runic tattoos that glow while in combat. On his back hangs a mottled brown cloak draped over the single metal gauntlet that goes from shoulder to fingertip, and glows similarly to his tattoos. The only other clothing he wears are simple brown pants, leather boots, and a skirt of metal scales.

    Equipment (Armor, Weapons, etc.):
  • Sword of Ri: A 6 foot tall zweihander, the sword is human forged but imbued with the magics of his ancestral culture, making it lighter, sharper, and perfectly balanced.

  • Blessed gauntlet/tattoos: A heavy metal gauntlet covers the entirety of Cathal's right arm. Not only is it used as physical defense, but it also has the power to create a full body magical barrier, capable of absorbing force from direct magical attacks. Similarly to the Sword of Ri, it was human forged while imbued with the ancient magics of Cathal's ancestors. While active, Cathal can splay his fingers, point his arm at the target, and a stream of energy will shoot from his palm at enemies up to 20 yards. The beams take a heavy toll on his strength, however, and therefore it takes him anywhere from 5-10 minutes before he can fire again.

    Skills, Spells, Special Abilities: Cathal is a massive man, and as a result possesses an immense amount of physical strength, slightly above that of an olympic powerlifter. Despite his size and age, he is still able to maintain a great level of agility, and can move at speeds close to those of olympic sprinters. His combat skills include those of his ancestor's historical techniques, while incorporating modern human combat styles as well. Due to his experience and unique sense of fighting style, he is considered an exceptional swordsman.
    While in combat, his tattoos and gauntlet will glow blue, and offer a full body layer of protection capable of deflecting basic projectiles and direct magical attacks (fireballs, lightning bold, streams of energy, etc. It provides minor resistance to indirect magical attacks such as curses, enchantments, or widespread magical effects). The shield will stand its ground for as long as Cathal, it will fall only when he does.

    Personality/Backstory (Optional): Cathal's father was human, while his mother was the last known female of a race of nature giants that lacked a name in human tongue. These giants stood anywhere from 10-12 feet, which is why Cathal is as large as he is. They were a deeply religious culture of exceptional warriors, and fought in several Lorian wars over the centuries. However, they were a very prideful community as a whole. They refused to aid their own injured kin, claiming that if one could not heal themselves without medicine, it showed weakness. It was extremely taboo to mate with any species that wasn't one of their own. As a result, generations began to die out rapidly until Cathal's mother, the last known female of her kind, had a son with a human warrior. She didn't live much longer after giving birth, and Cathal's father blames her death on an internal sense of shame for committing such a drastic taboo against her own culture.

    From a young age Cathal was trained in human combat techniques by his father, while also studying historical training manuals of his giant ancestors. He kept closely to his old faith, and deeply immersed himself within the studies of his own kind. Being a half-breed, he can't father children, but still searches for members of his own kind and tries to learn more of his ancestral history. He spends most of his time on quests to revive his own people in the hopes of rejuvenating their culture, while collecting various historical artifacts along the way. As a result, he is quite the introvert; quiet, intelligent, with a dry sense of humor, and a serious outlook on violence.

    *Image references for appearance: Cathal + Headshot


    < Message edited by Chaosweaver Amon -- 1/23/2021 19:41:33 >
  • DF AQW  Post #: 47
    1/20/2021 21:33:37   
      Chewy905

    Chromatic ArchKnight of RP


    Only 3 days and some change left to submit bios! get em in here!


    @Chaosweaver Amon - Round 2! Still a few things to detail and control

    Thanks for adding the details for the racial traits, those all look good!

    For the blessed gauntlet and tattoo protection, being permanently immune to projectile attacks leaves some characters with no chance against your character at all. You can either keep the full immunity, but with a limit to how many blows it can take or the strength of a blow before it vanishes and needs to recharge. Or, instead of deflecting the projectiles, you can have it simply reduce the severity of blows but still take them, so he sustains some damage. I would personally recommend the second, as it may create better opportunities for writing, but go with whatever you feel fits the character more!

    Finally the streams of energy. I am assuming these are equivalent to a stream of electrical energy in severity, so correct me if they act differently. Additionally, with a cooldown of 5-10 minutes, you will probably never be able to fire more than once (battles are really fast!), so you can drop this cooldown much lower, maybe 15 seconds?

    These changes in place should make Cathal good to go!
    Post #: 48
    1/21/2021 23:02:11   
    roseleaf320
    Creative!


    Name: Icarahael, Queen of the Cryodrakes
    Race: Cryodrakon
    Age: 576 seasons
    Gender: Female
    Alignment: Order


    The way of the world is simple. The strong earn their survival: and with it, the right to rule and conquer. The weak must find survival in serving the strong.


    Appearance: To all who lay eyes on Queen Icarahael, she is a simple human standing about 6 feet tall. An elegant chestplate wraps her in an almost crystalline shine, lines of dark and light curving slightly to echo her form. Behind her, an opaque cape of thin, light cloth splits into two thin strips, revealing an intricate, metallic spine risen from the back of Icarahael’s armor. Around her waist sits a pleated metal skirt, allowing for diverse movement while still adding protection to the metal armor which covers the rest of her legs and transforms elegantly into strong silver boots. Her shoulders are protected by two silver pauldrons adorned with thin spikes, and her arms are covered with long black gauntlets. Wrapping around from the back of her head is a dark, twisted crown, forged in an open loop with a gap centered on Icarahael’s forehead. Four elegant spikes curl upwards from each side, with the frontmost spikes resting at the very ends of the two sections.

    Icarahael’s hair is kept in a long, thick braid, and shines with multiple tones of silver and light blue. Her eyes are a dark shade of amber which can seem to glow if they catch the light. The only indications that Icarahael might not be human are her golden veins, a subtle silver sheen to her skin, and two dark, circular scars that sit on her forehead, risen, jagged, and ugly.



    Equipment:

    Dress of a Royal: Queen Icarahael’s armor was created by looping many tiny shards of metal together in a chainlike mesh, giving it a crystalline appearance. Her gauntlets, spine, skirt, chest, and lower legs are also covered in solid, yet thin, pieces of metal for extra protection. The ensemble was designed with mobility in mind: thicker or harder materials were sacrificed to promote a lightweight design, and many weak points and cracks were revealed around joints to allow for flexible movement. While it should protect from glancing blows, it can be pierced by 2-3 good strikes around the same spot; while they are hard to crack, the solid metal plates will be easily dented by strong, blunt force, and the chain mesh does little to protect Icarahael from blunt force trauma. A special coating allows for the armor to deflect weaker magics as if they were normal blows, but it is not especially resistant to them: it will melt normally in response to strong fire magic, for example, and will still fail under stress as it would to swords or axes.

    Blades of a Ruler: Icarahael possesses two glaives approximately 6 feet in length. Each glaive has a 15 inch blade on one end and a small, sharp spear point on the other. Though Icarahael has spent a relatively small portion of her life training with these weapons, she wields them with incredible grace and smoothness, as if the blades were extensions of herself. They have the relative capabilities of a normal Western glaive, slicing through softer materials easily, but struggling to leave anything more than scratch marks on tougher armors. They seem to remain undamaged when faced with physical force, but can be easily damaged by strong magic, a weakness Icarahael is unaware of.

    Northern Waterfalls: When swung, Icarahael’s glaives release streams of water which trace their path and can fly up to 20 feet. This water behaves as one would expect water to, with two exceptions: it seems to be extremely hard to remove, and has an acute tendency to gravitate towards and work under even the slightest cracks or folds in armor.

    A Dragon’s Duality: Though many aspects of the two spears are the same, their approach to magic is split. While Icarahael’s right spear flings larger quantities of water around haphazardly, her left glaive’s trail is smaller and more precise.

    Return to the Source: If either of Icarahael’s spears is broken or otherwise destroyed, it will dissipate and return to its original form as a 6 foot long tail jutting out from Icarahael’s armor. It is covered in silvery blue scales similar in strength/durability to the rest of Icarahael’s armor, and tipped with a series of long, sharp spikes. Her tails maintain their previous ability to create water, though the movement required to control them is much more difficult. Icarahael is unaware this transformation is possible.


    Abilities:

    Physical Capabilities: Though she is bound to her human form, Icarahael’s dragon blood still remains, enhancing her speed and agility. Through subtle wind manipulation paired with natural strength, Icarahael is able to wield her heavy glaives with ease, and achieve leaps and flips through the air almost akin to moments of weightlessness. She is practiced in battlefield and threat assessment, but her perception, like most of her other traits save for her agility and magic, is limited by normal human capabilities. Being still unaccustomed to her human size and vulnerabilities, Icarahael is likely to overlook possible threats or incorrectly assess depth and size.

    In addition to these, Icarahael’s reaction to the elements reveals her Northern drakonic origin: she is weak to- and fearful of- fire, and feels less pain from cold-based damage. Her human form is not immune to cold or ice attacks, however, and still suffers normally from any other kinds of pain that may accompany them (piercing or blunt force trauma, for example).


    Queen’s Command: Icarahael’s eyes and crown alight with a flash of pale, icy blue as she commands up to two cups of water (enough to generously cover an arm) within 20 feet of her to instantly freeze. The ice this creates is an incredibly low temperature, causing minor frostbite symptoms (redness, itching, slight numbness) within seconds if present on exposed skin, increasing in intensity over time and resulting in permanent damage (loss of feeling, movement, and tissue) in about 5 minutes. The ice will cause leather to become tough and immovable, and may cause lesser quality metals to crack. The ice does not melt naturally, though it can be broken with force or melted by magic.

    A Dragon’s Poise: The control and poise of Icarahael’s left glaive reflects itself in a unique ability to channel and control small doses of Icarahael’s freezing magic. If pressed against skin for an extended period of time (a few seconds), a deadly freeze begins to spread from the glaive to the surface it touches. Though nearly impossible to accomplish with a moving target, Icarahael can use this ability in minuscule to cover small wounds, stopping blood loss and effectively cauterizing the area.

    Frigid Tempest: In dragon form, Icarahael would have been able to move entire storms with ease and quell or raise typhoons with a simple exhale. Now, she has only a single stormcloud to her name, a mass of vapor created with a year’s worth of breath released on freezing nights. The cloud has a diameter of 15 feet, and is constantly floating about 4ft above Icarahael’s head. At all times, the cloud maintains a frigid storm. The contents and intensity of this can change at Icarahael’s will: it can involve winds, rain, snow, ice, or a combination of the four. At its most intense, the cloud can produce 20mph winds and precipitation at about an inch per hour rate. Controlling this storm drains Icarahael’s concentration and energy, however, and this intense rate can only be maintained for a few seconds before the storm falls back to its neutral state: a slow, calm snowfall.


    I, of course, am counted among the strong.

    Post #: 49
    1/22/2021 0:45:59   
      Chewy905

    Chromatic ArchKnight of RP


    Today we have a Cryodrakon! We also have FORTY_EIGHT HOURS TO SUBMIT A BIO AND SEVENTY-TWO TO GET A CURRENT ONE APPROVED!



    @Roseleaf320 - Welcome back! Icarahael, Queen of the Cryodrakes, is an intriguing character with a few different moving parts, but overall she’s well balanced. We just have a few things we need to look at.

    First up is Queen’s Command. While fine overall, at the moment there is no limit to how much Icarahael can freeze in a short period of time. Combined with her rainstorm, we could end up with popsicles very quickly. You can either add a limit to the amount she can have frozen at once, or some sort of cooldown to the ability or some other way to prevent her from repeatedly freezing a single person fully.

    Frigid Tempest is well done overall! We clarified over PM that at its base state its winds are too weak to mess with projectiles, and that the rain it creates lacks the special properties of her glaives’ water. We also clarified that the strength of the storm will be proportionate to how much concentration it takes, with her able to maintain it at about half intensity without impacting her combat ability, but at the cost of her ability to stay fully aware of the battlefield. I am wondering if the storm can be dispersed through anti-magic or strong wind-based magic of some sort, and if it can be reformed if this does occur.

    With these changes and clarifications, Icarahael should be set!
    Post #: 50
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