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6/27/2025 23:54:22   
  Starflame13
Moderator


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

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

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

The Arena: awake once more.



Welcome, Esteemed Writers!

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


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

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

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

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

quote:

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


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

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

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

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

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

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

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

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

Now, the Official Rules:

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

quote:

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


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


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


Violators of the standard rules will be immolated, electrocuted, drowned, and pulverized. Survivors will be undone at an atomic level. Lists are kept of violators, and depending on severity, you may be barred from future participation. In addition, by participating in this Elemental Championships, you recognize my role as Director and my say as final.

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

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

3. You must post regularly.
Consistent activity is required. Please do not enter the tournament if you are not committed to remaining active for the full duration. During the preliminaries, any competitor who does not post at least once every 4 days (counted from the time of your last post) will automatically be disqualified. Your character will then be considered free for the slaughter - any other character in the arena will be allowed to kill him/her/them/it. You are allowed to request up to 36 hours in extension, in 12 or 24 hour increments (so, either one 24 hour extension and one 12 hour extension, or three 12 hour extensions). Extension requests must be made via a forum post in your Arena’s OOC thread. In the case of emergencies that prevent posting, please reach out to me directly as soon as possible. If you learn upon completion of the Paragon phase you will not have the same commitment for Finals, please reach out to me as well so I can take that into consideration in making decisions.

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

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

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

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

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

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

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

Communication Resources: The notification system of PMs for the AE Forums is currently down. If you are collaborating with someone via the forums, please either use the public OOC threads, or be sure to check your inbox regularly. Additionally, you may make use of the AEF RP Discord Server. All AEF Rules apply to this server. This server is a privilege, not a right. If you do not follow the AEF rules or are disrespectful to others in the server, you will be banned, and you will need to rely on the forums for communication. The Discord server may be found here.

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

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

List of Accepted Entrants by Element

Darkness []
Energy []
Wind []
Ice []
Light [1]
Radiance , created by Chewy905!

Water []
Earth []
Fire []

Master List of Accepted Characters
Total: 1
Radiance , created by Chewy905, fighting for Light!


Rosters by Arena

No spoilers >.>




< Message edited by Starflame13 -- 6/30/2025 23:35:15 >
AQ DF MQ AQW  Post #: 1
6/28/2025 14:58:01   
  Chewy905

Chromatic ArchKnight of RP


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


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


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


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

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


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

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


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


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

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


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

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

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


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

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


Equipment:

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


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

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

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


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


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

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


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

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


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

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


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

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

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

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


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


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


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

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

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

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

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

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


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

Chromatic ArchKnight of RP


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

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

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

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

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




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


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


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


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

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


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

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


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


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

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


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

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

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


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

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


Equipment:

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


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

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

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


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


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

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


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

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


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

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


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

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

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

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

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


MOAR BIOS


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