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=Elemental Championship 2011= The Champion, Triumphant.

 
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6/10/2011 19:18:46   
Kellehendros
Eternal Wanderer


Gather children, and you'll hear,
Of a tourney held on every year.
Combatants come from far and near,
To challenge others on fields of fear.

With sword, with bow, with spellbook thick,
They clash and fight, to be pick'd;
By Lords on high who through the quick
affray will watch and Champions pick.

Then one last fight before them all,
and eyes of those low and tall.
One last hurrah to win the crown,
and avoid the joining of that red ground.


It is time. Registration is now open for the Elemental Championship. To sign up all you need to do is submit an entrant name and element here. Of course, a bio is required for your character as well. It need not be overly developed, but more detailed bios are always helpful to the judges when reviewing the combat threads, as they help the judges understand what your character is capable of, and allow for comparisons between the bio, and what is occurring in the arena. Keep in mind that detailed bios can also work in your favor in the event of a close score/tie between yourself and another competitor.

Now, let's get down to the brass tacks (And a few tips to help out.):
1. Needless to say, but about to be said anyways, this is a combat RP event. That means that your character must engage in combat. Flashbacks and evocative memories are nice, and add to your posts, but are generally unnecessary outside of the character introduction (The first post you make.).
2. Also obvious, but about to be said, this is the Elemental Championship. Atheism is, of course an option, though you are likely to have that belief shattered, but non-alignment is not. Your character must choose a single element to represent. The Elemental Lords are strict in this regard, and do not like combatants who dabble in magics of other elements, or who change allegiance midstream.
3. Naturally, all RP forum rules will be enforced, violators will be immolated, electrocuted, drowned, and pulverized. Survivors will be undone at an atomic level. Lists are kept of violators, and depending on severity, you may be barred from future participation.
4. Collaboration is your friend. Your character is competing against the other entrants, you, as a writer, are not. Feel free to work with other RPers to make collaborative posts, or even work out battle sequences. OOC threads will be provided to ask questions and provide clarification for posts.
5. Activity is important, paramount even. Please do not enter the tournament if you are not committed to staying the course. Nothing is worse than an RPer paralyzed and unable to participate because his or her opponent has gone missing. That said, for the elimination round non-posting for a period of five continuous days by any RPer will be viewed as forfeiture, opening that RPer's character to free kill by any other RPer. Exceptions can be made via PM, contact me if you have concerns.
6. Once your bio is posted, it will be evaluated, and a note of acceptance or rejection will be edited into the post. A list will appear below of accepted and rejected characters, sorted by elemental allegiance, for your convenience. Rejected characters may be resubmitted with editing, but must be resubmitted as a separate post, not an edit. Once the elimination round begins links to each IC and OOC arena will be posted, as well as a list of combatants in each arena.
7. Once submitted, bios may not be edited, the same goes for IC posts within the Arenas. Editing your post makes me think you are trying to pull a fast one on me, and I don't like people trying to pull fast ones on me. If you absolutely must edit, you must clear the edit with me before you make it.
8. Included in your bio must be a space for a link to your first post. You are responsible for editing this link into your bio post after your entrance into whichever arena you are assigned to.
9. Each RPer is allowed one character. You cannot enter pairs, trios, platoons, or armies.
10. I will answer questions as quickly and accurately as I can. Understand that I am the law, I'm in charge, I'm the sheriff around these parts, etc., etc. Backtalk and attempts to argue will be met with strong arm tactics and iron-fisted dictatorship. That said, I hope you have fun, feel free to submit your bio, and have a nice day.

Registration is now open, and will continue until June 20th, unless there is a large number of applicants. If that is the case, I will close registration and begin the tourney early. The elimination round will begin as soon as registration and approval is finished, and last approximately three weeks. At that point Champions will be announced, and the finals will begin.

Important Addendum
Death has consequences. While it is possible to die in the elimination round and be revived to participate in the finals (which has happened on numerous occasions), death in the finals is permanent. End of the line, finito, etc. There ain't no coming back if you die in the big dance.

Element - Accepted Entrants
Energy - 2
Light - 2
Fire - 2
Earth - 3
Wind - 2
Ice - 3
Darkness - 6
Water - 2

Accepted Characters-RPer-Element
Reeve - Geddesmck - Energy
Jonathan Longhair - demonhunter - Energy
Inaless of the Silver Valley - TormentedDragon - Light
Leira Wainwright - Ryu Viranesh - Light
Colt - Ruin - Fire
Henry "The Gourmet" DeFranco - The Dragon Knight - Fire
Goshen Shaljrne - superjars - Earth
Gabriel - Jerenda - Earth
Cale Mercer - N3344 - Earth
Fenys the Red - Sheriff Duncan - Wind
Salina Goodchild - Mirai - Wind
Chyrasander "Doc" Damienakis - Goldstein - Ice
Marcos “The Frozen Archive” Vardiante - Krey - Ice
Tanatto - Starstruck - Ice
Kainrahn - Shadow Drakious - Darkness
Nightfall the Wolf - dragonnightwolf - Darkness
Nia of the Masai Tribe - Clyde - Darkness
Ithon - Eltaka - Darkness
Calestern Raith - Edgemaster Scion - Darkness
Dajaal - .Discipline - Darkness
G'thrax "Grax" Tideseeker - Micosil - Water
Chelsea - Nightly - Water

< Message edited by Kellehendros -- 8/14/2011 18:46:32 >
AQ DF MQ  Post #: 1
6/11/2011 12:46:10   
Postmaster General
Member

Name: Grix
Race: Human/Drakel-Cyborg
Age: ???
Skills: Bilingualist (communication with both Drakels and Humans)/ High Engineering Skills/ Understanding of the Unified Force
Weapons: Star Knight Beam sword attached to a holster on his right hip and a Master Engineer's Wrench, stored in a pouch on his left leg.
Appearance: Grix wears the basic Star Knight armor. A dark brown hooded cloak envelopes a brown tunic, brown pants, and brown boots. Both of his arms, and left leg are completely bionic. Half of his face is a skin graft of Drakel Skin. The other half, a scarred vessel of the once lively human face of his youth. Under his hood, patches of his brown hair grows around the strips of scars and stitches.
Elemental Attribute: Energy


Backstory: Once a diplomat and ambassador between the humans and drakels, Grix is fully immersed in all workings of both lifestyles. His service in that line ended when a rogue missile found its way to Grix and destroyed most of his body. Drakel technology was able to keep him alive, although much of his body is now either Drakel flesh itself, or the Drakel’s machinery. After recovering, Grix joined a group of pilots, scientist, and explorers and helped to create what is now known as Magellan. He served as Squadron Leader over the Libra Squadron, which was a squadron of mech pilots and ran operations out of his ship, Alexander.

After many great expeditions, an event, unknown currently because he refuses to speak of it, Grix abandoned his duties as Squadron Leader and led the life of a wanderer. Grix led the Magellan team to discoveries including the lost continent of Paxia, though his ambitious sense of duty has long since destroyed him. As the age of machine declines, so did the once esteemed commander in the eyes of the public. Acting as a hired hand in any field, Grix sought work that he may bury himself in, in an attempt to revive his once proud stature. As he traveled the world of Lore, he became a bounty hunter of some renown.

After wandering the land in search of bounties, Grix passed out in the wilderness. He awoke on an unknown land, much different from that of the Lore he once knew. No one around him could explain how they had gotten there, or the nature of the land they were on. Only that they had to escape and return to their familiar Lore. In this strange land, Grix protected a young girl, Alia, from the corrupt guards who had murdered her family. The two travelled the land together and developed a close bond. During their travels in this land, the companions were struck my a mystical bolt of lightning, a messenger from an unknown savior, and returned them to the land of Lore that they knew.

Grix and Alia recognized their surroundings, they were in Battleon. The Guardian Tower stood on the horizon, a beacon of hope. They made their way into town, only to learn that the Network had been repelled, and that adventurers were traveling to space, joining the Warpforce, and combatting the Network throughout the universe. This adventure excited Alia, who convinced Grix to join.

As their first mission in the Warpforce, Grix was sent to Hennaooine where they rescued the Star Knight, Ken Benobi, who taught Grix about the Unified Force. Now, the pair serves in the ranks of the Warpforce, constantly honing their skills with the Uniforce, and completing missions to defeat the Network.

Personality: (Grix) Driven to work to a fault, his sense of Duty causes him to work past his physical and mental limits, both pushing him to new levels, while also acting as a detriment to his health.

As appeared in: Shadow Insurrection and Paxia: Year 3020

Link to IC post:

You have two characters here. I'm not certain the of the meaning of this. Until such a time as you can clarify, your application is rejected on the basis of one character per person. This will be added to the rules, it was previously omitted as I found it logical that any given RPer would be allowed only one entrant.
~Kell


Your submission is rejected. The reasoning is two-fold. First because your bio gives little to no indication of what Grix can actually do, and secondly because your submission is in violation of EC rule number 6, specifically the part that now appears in bold.
~Kell


< Message edited by Kellehendros -- 6/14/2011 21:08:39 >
AQ DF MQ AQW Epic  Post #: 2
6/12/2011 17:40:40   
Geddesmck
Member
 

Name: Reeve

Gender: Male

Age: 23

Element: Energy

First Post

Appearance:

Reeve is about average height and muscular, although not obscenely so. He has short black hair that is very messy and almost impossible to keep under control. He has dark blue eyes and a couple of day’s worth of stubble. His face is unremarkablel; it could be described as handsome by some, although he has quite a long nose.

His skin is naturally pale, but has been darkened by constant exposure to the sun, even on his upper body. With a top on he looks ordinary enough, without one, it is evident he is far from ordinary. A metal spike pierces his chest over his heart. Thin bars of metal piece his skin down his back and down the sides of his arms. He wears a ring on every finger, a metal bracelet on his left wrist and a long thin chain wrapped around his right wrist. The rings on his right hand are shaped like claws, covering the last joint of his fingers completely. He wears regular cloth pants, but more metal is concealed beneath: metal band wrapped around his legs.

Equipment:

Reeve has a sword made completely of steel, including the hilt. He also has two daggers similarly made

He has a steel spike in his chest, three iron spikes, one erion spike, two anakion spikes, two newmerion spikes and a gold spike attached to his belt.

Powers:

Reeve’s body is constantly generating electricity, which he can manipulate to some extent. However the amount of electricity generated is too much for Reeve to handle and within minutes his own powers can kill him. On top of this, he can’t prevent much of the electricity generated running rampant and causing massive collateral damage.

To keep his powers under control, Reeve must place a metal spike into his chest, piercing his heart and coming just short of coming out of his back. When this spike is in place Reeve gains much more control of his powers and the electricity is generated at a decreased rate. The metal the spike is made of has an effect on Reeve’s powers.

A steel spike allows Reeve to generated and manipulate electricity in a controlled manner, although it also limits his powers a great deal. An iron spike can also be used for a similar purpose, although it does not limit Reeve’s powers quite so much. Iron spikes however are only effective for a matter of minutes (about 2 minutes to be exact) before they must be replaced, steel spikes last for days and so are much safer options.

There are more metals that the spike can be made of, such as gold, erion, anakion and newmerion. Each has a different effect and last a different amount of time.

Erion lasts for about an hour and makes Reeve unable to use electrical powers, but instead increases his physical abilities (strength, speed and endurance) to superhuman levels.

Anakion lasts for about 5 minutes and converts Reeve’s electrical energy into kinetic energy, which he can use as blasts of force.

Newmerion lasts for only a few seconds. Similar to steel and iron, it allows Reeve to control his electrical powers, but unlike iron and steel, it does not limit said powers at all.

Gold never runs out, but its only effect is to completely remove Reeve’s power. Gold is Reeve’s backup in case his powers should ever go completely out of control.

There are other metals he could use, but none of them would be of use in the Elemental Championship so he has not brought them.

History:

Reeve is the result of decades of careful experimentation. By methods unknown and for reasons forgotten, a group of mages and alchemists worked for years to create a weapon of mass destruction that could be bent to their will. Eventually, the created what they wanted in the form of a child with unbelievable power; Reeve. They could sense the power hidden in the child, but dared not test him until he was older.

So it was that at the age of just 6, Reeve was subjected to horrible procedures, combinations of magic and surgery, to unlock his powers. The procedures were a success, however, none of Reeve’s ‘creators’ had any idea exactly how powerful the boy was.

The power that was unleashed struck out indiscriminately and began bring down the very building the boy and his tormentors were housed in. Dozens of people were killed and it was evident that Reeve’s powers were only increasing as more and more bolts of lightning struck down even powerful mages as they tried to protect themselves. Realising that, at the rate he was going, Reeve could possible destroy the very city around them, one mage decided that his only option was to kill Reeve. With a steel knife he charged at the confused and enraged Reeve and plunged it into his chest.

The change was immediate. The energy stopped shooting from the boy’s body as it fell to the floor. The few survivors of Reeve’s rampage gathered around his body, only to recoil in horror as he continued to breathe, although he was unconscious. It became clear that they had created more than they had expected.

Years later, Reeve once more went on a rampage against his tormentors, but this time he had control. Nothing stopped him and as he walked from the only place he ever known, it burned behind him.

Approved.
~Kell


< Message edited by Geddesmck -- 6/27/2011 13:26:52 >
AQ DF  Post #: 3
6/12/2011 23:48:37   
TormentedDragon
Member

Name: Inaless of the Silver Valley
Element of participation: Light
Calling: Monk of the Cipher
Link to First Post: No longer a placeholder.

Appearance: Inaless stands at 6'2", making her taller than just about any other woman in the entire realm of Lore. Not EVERY other woman. But certainly the vast majority. Her head is shaved, smooth and shiny, and tattooed in curling silver designs that run across the whole of her scalp and come down to frame her eyes. Her eyes are a striking azure, her skin well-tanned. Her bust is small, nearly flat, but with waist and hips she remains obviously female. Three tiny silver rings adorn the top edge of her right ear, with a fourth in her bottom lip and silver stud in her right nostril.
She rarely smiles - combined with everything else, this makes her a rather intimidating figure.

Attire: Inaless wears wears a long sleeved, close-fitting silver robe, which ends just above her knees. From the waist down, there are four slits in the material which run to where it ends, one at each hip, and in the back and front, to prevent it from restricting her movement. While the sleeves end just above her wrists, she wears leather gloves that cover her hands and a fair portion of her arms. Dark brown leggings serve down below, with good, heavy leather boots.

Robe, gloves, leggings, and boots all bear a similar line of small, silver runes along the seams. These runes serve a double-purpose: focusing her spellwork, the effect of which is to speed up casting time, and reinforcing her attire, to the point where it serves as somewhat effective armor.

On the back of each glove is a much larger, more complex rune, again in silver, and identical to each other; these are shield runes. A second pair, different from the first, is in place on the palms of each glove; these are beam runes. These serve as superior focuses for the spells they are named for, allowing them to be cast near instantly.

Powers: Inaless uses the Cipher, a system of runes designed to call forth magic in an efficient and predictable manner. Each rune, on its own, creates a specific magical effect - combining the base set of runes creates different ones, related to the runes used and affected by the manner of combination.

Some examples:
Light - creates a small ball of light that illuminates the area around it.
Shield - creates a round silver shield of light capable of blocking most physical strikes and most magic. Can be broken/dispelled/fought around. Fixed to the rune.
Beam - creates a deadly beam of coherent light.
Combination:
Shield next to Beam - creates a sustainable, shield-shaped area of damaging light that can be used as a weapon.
Beam over Shield - creates a shield that retaliates with beams when struck.

Runes must be drawn in order to be used - obviously, they can be made permanent, and simply activated by providing the magical energy. Generally, however, they disappear as soon as the spell is cast. The more complex the magical effect, the more complex the rune, and the more time it takes to draw and energy it takes to activate. Rune combinations, requiring multiple runes, take that much longer and require that much more in the way of magic.

Approved.
~Kell


< Message edited by TormentedDragon -- 6/25/2011 10:49:44 >
AQ DF MQ  Post #: 4
6/13/2011 21:54:33   
demonhunter
Member

Bringing Jonothan back for another go-round.

Name: Jonathan Longhair
Gender: Male
Race: Jakkai, used with permission.
Element: Energy
Height: 3 feet
Build: Slim, with moderate muscle.
Occupation: Hunter
Age: 24

Appearance: Currently sporting his summer fur with spots on his cheeks. The fur on top of his head is tied back in a ponytail that reaches the base of his tail, hence his name. His eyes are the colour of amethysts, and always seem to hold a serious look to them. He wears a black hunter's tunic with matching pants, and is generally barefoot. His knife is kept in a brown leather sheathe at his waist.

Weapon: A hunting knife approx. the length of his arm. Enchanted to deliver a mild electric shock if anyone but Jonathan touches the hilt.

Armour/Shield: None.

Abilities: Quick and nimble, he relies more on speed than strength, and prefers to dodge a blow rather than take it. His small stature makes him a difficult target. Magically, he's able to toss out a single, focused stream of lightning, or release multiple electric sparks that move erratically in the general direction that he's facing.

Personality: Serious, focused, and occasionally snarky. He suffers from wanderlust.

History: Not much to say, really. He grew up in a small village populated by his own kind. In his late teens, he began to experience an urge to travel, which he chose to indulge. Since that time, he's travelled extensively throughout Lore, hunting game for food, skin and coin. He entered the Championships last year to test his skills as a fighter, an act which resulted in him losing his knife to a darkness competitor. This year, he's back, with a brand new knife enchanted to make sure that such a theft does not occur again.

Approved, presumably he picked up a new knife after last year's battle.
~Kell


< Message edited by Kellehendros -- 6/14/2011 20:31:29 >
AQ DF  Post #: 5
6/14/2011 12:36:54   
Starstruck
Member

Name: Tantatto
Race: Korsui (subspecies Korr)
Element: Ice offered, but he refused in order to partner up with Komatana in Water.

Appearance: Korsui are crustaceans, with a transparent outer shell that protects internal gel, tinted pink or blue based upon gender. This internal gel, in turn, protects the organs, and is an excellent shock absorber. A human-shaped Korsui is made of a jointed, transparent shell that covers tightly packed blue gel that protects vital organs, held protectively in the center of the body. Korsui are acrobatic on land and speedy in water, but do not hunt in packs. Instead, they pair up.

Equipment: Tantatto has three traditional, mandatory Korsui shuriken, located around his waist. Each Korsui of the warrior caste possesses a different type of weapon; Tantatto’s is a specially designed set of daggers, seemingly neverending, perfectly balanced with a sapphire hilt on each one. Don’t be fooled; there are only four, but Tantatto’s speed and agility mean that he can recover them with ease.

Skills/Abilities: Tantatto is skilled with his throwing knives. Through some trick of the mind, he also has pulse abilities (i.e. a wave of force, elemental and otherwise), and can freeze water in various positions. This ability works like a dream in the sea, but can cause trouble on land and is usually restricted to making puddles into dangerous ice. Usually. There are exceptions. Last, but not least, Korr are quick regenerators and can heal themselves during long fights, especially their shell.

Name: Komatana
Race: Korsui (subspecies Squaa)
Element: Water

Appearance: Komatana is smaller than Tantatto, with a pink hue. Her eyes glow yellow against the pink background, and she has a slightly different body structure. Welcome to the subspecies of Korsui known as the Squaa, which lives in more southern waters (the Korr live farther north). They are almost the same, with one essential difference; Korr have legs with clawed feet that push them through the water and a sleek body structure, but Squaa have legs that combine, Transformer-style, to form one giant tentacle. On land, they separate to form two peglike, jointed limbs. Squaa are generally smaller than Korr, and less agile on land, but they are speedy and well-studied, with a natural affinity for magic.

Equipment: Squaa are more traditional than their northern cousins. Komatana carries a sword double-layered for strength that is actually very light and quick. It goes on a sheath that lies on her back. In addition to that, she holds three shuriken in special slots around her waist.

Skills/Abilities: Komatana is the best Squaa fighter. She can take several hits without stopping, and is quite a fierce and tenacious foe. She can use magic, which in this case would mean the ability to move water around telekinetically, and also cast minor spells affiliated with her element. She does not have the agility of her larger partner, nor does she have the freezing power of her northern cousin, but she does have the ability to produce and shape water, which is formidable in its own right. She has much slower regeneration than Tantatto does, but the ability is there. Since Squaa’an regeneration is slower, it can be mesmerizing to watch…@_@

Other: Remember that Korr have nonmagical abilities, whereas Squaa do. Anybody who is immune to magic will still be affected by Tantatto’s techniques, even though Komatana’s magic will do nothing. Also, anyone with a profound weakness to Ice magic will not have that weakness against Tantatto, but if it is not directly towards magic (i.e. weakness to ice [in general]), then Tantatto’s abilities will work like that.

Weakness: Komatana and Tantatto have a thing going. Don’t ask, just accept it. They are fighting together for a reason, and not just because Squaa and Korr usually hunt and fight together; they’re smitten. If one of them is knocked out of a fight…that’s usually the last stand of the remaining partner.

I hope this is sufficient ^^; this is my first EC, and I'm looking forward to it.


I make reference to my note in Duncan's post above. I will add the additional note that the Elemental Lords don't offer. They choose you, you do not choose them. Elemental alignment is a fact of existence, a person elementally aligned to Ice could no more fight for Water than could the sun rise in the north.
~Kell


< Message edited by Kellehendros -- 6/14/2011 20:38:02 >
DF MQ  Post #: 6
6/14/2011 21:05:37   
Ruin
Member

Name: Colt
Gender: Male
Age: 20
Element: Fire
Race: Serpiente: Humanoid race with snake-like features. They have harder than human skin, are a bit stronger than humans, and have sharp fangs with a venom that kills those who are weak but only disorients the strong-willed. (Competitors in this RP will be too strong to die from Colt's bite.)
Height: 5'9''
Weight: 200 lbs.
Appearance: Being a serpiente, Colt's skin has an olive pigment, and his eyes, if looked at closely, have slit pupils. Colt is very muscular a bit bulky, and very cut, but extensive training has kept him from being slow. He has a very short and thick neck, muscular shoulders, a thick chest and a large 'V' shaped back. Extensive training has conditioned his body for fighting. His body is covered in tattoos that range from tribal to very simple lines and shapes. He wears traditional Muay Thai shorts and vest made of a light plate armor. The shorts are red and the vest is a dark grey.
Weapons/Fighting Style: ( Muay Thai) Colt's weapons cater directly to his fighting style. Each of his knees has a knee pad with a metal spike coming out of it. His elbows are adorned with curved blades, his fists have spikes on each knuckle and his feet are covered in light metal boots that reach to his knee pads for kicking. His weapons derive from Muay Thai fighting mixed with weaponry to accent the fighting style.
Abilities: Colt is able to create and manipulate fire (pyromancing). He likes to use it in odd ways however; Mixing his pyromancing with his physical attacks to give them an elemental damage increase. Furthermore, his racial qualities give him increased strength, skin toughness, and a venomous bite. (Explained above).

{Slight edit approved by Kell}

First Post:http://forums2.battleon.com/f/tm.asp?m=19175362&mpage=3&key=�

Approved.
~Kell


< Message edited by Ruin -- 7/4/2011 0:14:34 >
AQ  Post #: 7
6/14/2011 21:36:36   
superjars
Member

Name: Goshen Shaljrne
Element: Earth
Race: Alternative Universe Human

First post: Goshen's entrance!

Appearance: Eyes, deep and brown, opening up to his very soul, are the center piece of Goshen’s large face. His small, pudgy nose placed in the center of a rather round face. His brown hair is cut short and left unkempt, the color due partially to his natural color, and partially to the large amount of dirt plastering his clothes and body. His large, round head sits atop an equally large, round body, husky and muscular beneath a simple burlap-like cloth robe. The belt is cinched by a few pieces of simple twine braided together in an ornate design. The robe covers his 6’4” form from neck to mid-calf, leaving his bare feet free.

Weapons/Possessions: Two strange implements aid Goshen in his journeys. The first is a rather long staff, made from a single tree and standing seven feet tall. On it is marked all sorts of runes that he has carved in it over the years. Most of it is random poetry that he has come up with on quiet nights when he was afforded some semblance of peace, but intertwined within it all are a few spells that he can cast, supplementing his normal repertoire of abilities.
Second, he carries on his shoulder a rather massive boulder which he uses in conjunction with his terramancing. With his magic, he is able to deconstruct it and reconstruct it with ease, using pieces of it for both attack and defense.

Abilities: Goshen is a Monk-mage and a Terramancer. He uses a combination of his staff, hands, feet, elbows, knees and head for physical combat, supplemented and aided by his use of the earth around him, which he controls through his magic. His magical abilities allow him to alter the form, density and physical structure of the natural elements around him.

Personality: As a reaction to the distrust and negativity of his homeworld, Goshen is a radically friendly person, approaching all others with a mixture of kindness and extreme cautiousness. He will very rarely make the first move in any fight and is a little apprehensive about being a part of a tournament where combat will be the central factor. However, the thought of being able to finally return to his home is enough to motivate him to join and participate.

Motivations: Imagine a world where, 1500 years ago, rather than being repulsed at the borders of Normandy, the Northmen conquered the French and took over their land. Imagine that they used the momentum from this victory to conquer large parts of the world, shrouding entire nations in the Dark Ages for millennia. Brute strength is the main crux of power for the society and anything magical or arcane is considered cursed, and is inevitably destroyed, or in the case of people, hunted and killed. No advancements have been made in knowledge, science or technology as these things have been banned.

This is the world that Goshen was born into. He came into being in the metropolis of Parjn, capital of Frajin, where he has spent most of his life. At a young age, his parents were killed by a raiding party, leaving him alone. From this point on, his life has been a tale of jumping from family to family, never finding a place where he could fit. Over the years, he began to slowly realize that he had forbidden abilities, ones which would cause others to see him as cursed and would make him hunted if others knew. Because of this fact, he spent most of his time alone, keeping himself hidden from others and their staring eyes.

However, when he was fifteen, he found himself in a very dangerous situation which forced him to reveal his magical abilities. Coming upon what he thought was an abandoned village, he had used his magic to dig a hole and pile dirt over top of him so that he could get some sleep. However, several hours later, he was awoken to a raiding party returning with their spoils. He had inadvertently stumbled into their base camp. There wasn’t much chance for him if he was captured, so he waited until they got closer, and then used his magic to burst the earth towards them, hoping to incapacitate them and allow his escape. It almost worked, but he miscalculated and his earth missed one of the raiders, one who caught sight of him as he fled the scene. When he continued traveling, he began to see wanted posters for him set up in taverns and other social places.

For the next twenty-eight years, Goshen was forced to stay in hiding, moving from place to place, using his magic to keep himself fed and clothed. Over the years, he began to gather people around him, ones he could trust as he did himself. This was difficult as betrayal was common-place among raiding parties. This group started to attack the raiding groups, wanting to destabilize the government and make changes to the society that they now lived in.

Then, one fateful day, he was pulled out of his own place and time and dumped elsewhere. But since then, he has been searching for a way back to his world, wanting to rejoin his rebellion and free his people from the tyranny that rules them.

During the last few weeks, he has been hearing the call of the Lord of Earth, summoning him to the Elemental Championships, to glory and to finding a way home. He answers the call, confident in himself and wanting to see his home once again.

Approved.
~Kell


< Message edited by superjars -- 6/27/2011 20:36:47 >
AQ DF MQ AQW Epic  Post #: 8
6/14/2011 22:54:51   
Postmaster General
Member

My mistake regarding the edit. I must have accidentally skipped over that part while skimming the rules.

Name: Fenys the Red

Gender: Female

Race: Harpy/Phoenix Hybrid

Age: 23

Class: Dragoon

Element: Wind

Equipment: Fenys carries a single halberd with a shaft made of oak. The halberd's head is made of steel flows from a blade into an ornamental representation of a phoenix. On her shins and forearms, Fenys wears bracers made of solid gold, emblazoned with the likeness of a single feather. On her avian feet are Talon attachments, mostly ornamental purposes, as they are not very sharp or sturdy.

Appearance: Fenys stands at roughly 5 feet tall, with a wing span of 12 feet. Her humanoid body is featherless, save for her wings, small strips on her elbows, and her tail which grew out ribbon-like. Uncharacteristic of most harpies, Fenys has a range of feathers ranging in color from yellow to orange to red, signifying her unusual phoenix mother. The dragoon's beak is a shining, jet black, and is curved downward to aid in the rending of meat for her carnivorous diet. Aside from her bracers of solid gold, Fenys is clad in a red scarf around her neck, a thin, steel breastplate painted gold, and a leather bikini bottom.

Background: Fenys' father, a member of a respected Warrior Order which worships the Elemental Lord of Wind was away on a pilgrimage when he stumbled across a cave filled with bountiful riches filled with man's desired gold. In the cave, he found a large cage which had in it an imprisoned phoenix which had been held captive by whomever had amassed the large treasure but had abandoned it long ago. By the time he had found his way to the cavern, the captured phoenix had become very sickly and was in desperate need of medical aid and nurture. The harpy took it upon himself to care for her, and along the way, they fell in love. Their offspring, forbidden from the all-harpy order which Fenys' father belonged to, was not welcome at the monastery, and so the scorned lovers brought up their child in the very cave which they had met.

As Fenys reached adolescence, her parents succumbed to death's kiss, and had left the misfit to fend for herself. Crafting her attire out of the gold which littered her parents final roost, Fenys left on her own pilgrimage, seeking the enlightenment her father had spoken of throughout her childhood. In her travels, Fenys came across an old Dragoon master who taught her the ways of the warrior, the code of the Dragoon, and a respect for the Wind Lord. Before commencing her years of training, her master crafted her the halberd, with the likeness of her mother on it.

Abilities: Characteristic of her training in the ways of the Dragoon, Fenys utilizes semi-aerial attacks by leaping into the air and attacking downward with her polearm. Fenys' body style prevents her from sustained flight, but her avian characteristics aid her in gliding, increased jumping, and graceful bounds. From her mother, Fenys inherited a tolerance for fire, though she cannot wield flames herself.

Personality: Follows the code of the Dragoon closely; always respect your master, never harm the innocent, fight for what is right, never strike an unarmed opponent. After growing up around her father, and learning from her Dragoon master, she pays regular homage to the Wind Lord.

Fenys is quiet, though well-spoken and intelligent. In her solitude, she has become a stoic creature, obeying her moral code, but rarely sharing thoughts with others.

Approved.
~Kell


First Post: http://forums2.battleon.com/f/fb.asp?m=19179943

< Message edited by Sheriff Duncan -- 6/27/2011 3:13:37 >
AQ DF MQ AQW Epic  Post #: 9
6/14/2011 23:33:52   
Goldstein
Member

Name: Physician Chyrasander Damienakis, or simply "Doc"
Element: Ice
Race: Human
Age: 22

Appearance: Doc has green eyes set deep in his head that are rimmed with purple shadows that come from a lack of sleep. He keeps his sandy hair trimmed and short. His nose is long, thin, and hooked. His lips are thin and colorless, and are marred by a thick scar that runs from his left ear to the center of his chin. He has a tan lines on his slightly pudgy, slightly tall frame, as he thinks tanning is a complete waste of time. When it comes to clothing, he wears a red button-down shirt with the sleeves rolled up under a gray waistcoat, white knicker-boxers and knee-high leather boots. He also wears thick brown leather gloves. Across his chest he wears two bandoleers, but instead of bullets, they hold vials full of mixtures.

Weapons/Possessions: Inside the vials, Doc keeps a solution he has found to be quite beneficial during his travels. He calls it "liquid ice", and it is isn't water. When it reacts with another substance, it freezes instantly. When treating a wound, Doc can easily stop bleeding by pouring it onto a wound and effective freezing the wound shut. Once the ice melts, the bleeding will resume, but it does give the doctor precious extra time. He has also found the liquid ice to be quite useful as a weapon. Doc throws a vial at an enemy, the vial breaks open, spilling its contents, and freezing a small portion of the enemy. The ice usually can't penetrate the average shirt, but it does briefly immobilize an enemy, if it hits the correct spot. He also has an average broadsword that he can use to a certain degree of skill.

Abilities: He can usually concoct liquid ice from simple snow using the touch the Ice Lord gave him. He also studied for about a year and a half with a trained swordsman in his village in the ways of the sword. While his skill with the blade is nothing extraordinary, it can usually match the skill level of his opponents. He is also agile and has an incredible amount of stamina and a high tolerance for pain. However, he is usually weakened slightly while under an exceedingly hot sun.

Personality: Doc is a very casual and friendly person. He tries very hard to make sure everyone is happy and healthy. He is also very gullible. In the ways of love, he is extremely bashful and not very knowledgeable.

Life Story: Chyrasander was born in a small village located on a small arctic island. His father was a butcher and his mother was a seamstress, so it only seemed natural that Chyrasander would be a doctor. By the time he was 16, he was a fully-certified physician, and he served the entire village, which totaled about forty people. After six years of service, despite his eternally cheerful disposition, he had grown weary of the profession and the monotony. After discovering his ability to create liquid ice, he decided to leave the village, but only after training an apprentice. However, his small dingy, which he was using to reach the mainland, a storm hit, causing him to capsize. While underwater, he received a vision from the Ice Lord, instructing him to participate in the Elemental Championship. Feeling that it was not his place to argue, he swam to the mainland and sought out this "Elemental Championship."

Approved.
~Kell


< Message edited by Kellehendros -- 6/15/2011 21:41:23 >
Post #: 10
6/15/2011 18:01:59   
Ryu Viranesh
Member

Name: Leira (Pronounced Leer-a) Wainwright
Gender: Female
Race: Half-Human, Half-Lightbringer
Age: 20
Element: Light
Link to First Post: Here

Appearance: Leira is a very pretty young lady, her looks almost otherworldly as a result of her Lightbringer heritage. She stands at about 5'7" tall with a skinny, but well-proportioned frame and slightly tanned skin. Her hair is an unusual brownish-blond color that extends down to the uppermost region of her back, a pair of ever so slightly pointed ears poking through her locks. Her eyes are a warm forest green, inherited from her human father, and their depths seem to possess a remarkable inner light, even in the darkest of times. She has well defined cheekbones and a pair of lips that manage to come together in a beautiful cupids bow smile. She possesses a bust of average size and a flat stomach that provides the perfect segue from her upper body into her long, willowy legs. However, Leira is much more than just a pretty face. She might be thin, but she's in very good shape, her body toned from her long years of travel. She is by no means a bodybuilder, but she is definitely stronger than she appears to be, something that she’s used to great advantage.

Attire: In the way of clothing, Leira has quite the interesting combination of bright and dull colors. On her upper body, she wears a white, short-sleeved cotton undershirt with a teal and golden yellow vest over it; this article is made of reinforced leather in order to provide some degree of protection, but notably does not cover her arms. On her legs are a pair of light brown pants that are split open at her kneecaps. The bottoms of her leggings are tucked into the heels of a pair of dark brown, steel-tipped boots that extend to just above her ankles. Finally, she wears a pair of white, fingerless gloves on her hands, a golden sun (the Light symbol) sewn onto the back of each.

Equipment: Leira carries a single steel dagger that is sheathed at her right hip, to be used only if the situation ever requires a sharper edge than her fists can provide.

Powers: Leira has inherited much of her mother’s talent for manipulating Light, as well as discovered that she possesses a few unique abilities of her own. Combined with the hand-to-hand combat skills that she has gained over the course of years of travelling with her mother and learning from various masters of the craft, these techniques make Leira quite the deadly opponent in battle.

Firstly, she is able to deconstruct a part of her body, about the size of 2/3 of her arm at most, into light particles and have them rapidly reassemble anywhere within an area of 15-20 feet from her form (has to reappear in open space; i.e. it can’t be used to have her arm appear inside of someone’s body or hand already around their throat). This allows her to put up a fight at a distance without the use of a complicated or costly ranged weapon or endangering the rest of her body. Of course there are some limitations and risks to the use of this technique. For example, while it may allow her to protect most of herself from damage, the transported limb is solid as it attacks and is thus open to being attacked itself. In addition, the light particles have trouble passing directly through magical barriers or any blockade of above average girth. This ability is best utilized when Leira is able to see where the blow will land, though she’s been known to make guesses before.

Secondly, she’s capable of emitting Light from her skin; wherever this Light shines the force of Light Pressure increases. In layman’s terms, wherever the light strikes directly, the “pushing force” is increased dramatically and this increase decreases as less and less of the light strikes said area. Alone, a head-on strike from this light might be able to push a normal opponent back about 2 steps, a larger opponent a single step at best, giving her an extra second or so to react. Used in concert with her hand-to-hand strikes (and if she so desires, her transition ability), the power of Leira’s strikes is tripled (being able to dent armor) when the light is shined directly on where her strike lands, and doubled when it falls near the area of the strike.

Finally, to round off her set of abilities, Leira is able to generate an orb of light (her second technique does not apply to it) that can be made to rotate in a set orbit and provide lighting for the area in which it is placed. It collapses and releases a small burst of light upon physical contact.

*Note: To clarify exactly how the second ability works, let me explain what I mean by “…shined directly on where her strike lands.” For this condition to be fulfilled, the area will have to be completely illuminated by the light, and the area around the target must be dimly lit as well. If this is so, the force of Leira’s strength is tripled. If the illumination is spotty and not consistent, but still present, then the power of her strike is doubled.

History: Leira was born the child of a Lightbringer mother and a Human father, an unusual couple to be sure. As such, it should come as no surprise that she did not have a usual childhood either. Since her mother was one of the Light Lord’s anointed messengers, it wasn’t possible for her and her husband to settle down and raise their child. So, they travelled over much of Lore, delivering the “power” of the Lord of Light, which included far more than just energy, to his followers. Sometimes it was information, others it was an item of some great importance, and still others it was simply an assurance.

Everywhere that they went, Leira and her family were treated like royalty, all of their needs met before they could even ask. However, the young girl noticed that in many places that the same people who treated them with such respect looked upon others as though they were no better than dirt. As she got older, Leira began to recognize more these shameful acts: priests taking bribes to dole out blessings, high-ranking members of organizations or communities giving positions to those who agree with their views (not to those who deserve them), and the continued mistreatment of the lesser-ranked in society. Many of these things confused her, since the believers of the Light preached equality and charity as two of their major tenets. Why would people who preach such things in public do the exact opposite in their private lives? And more importantly, why did the Lord of Light allow them to do so?

It was while these questions were burning in the forefront of her mind that she heard of the Elemental Championships, a competition where the great Elemental Lords themselves selected champions to represent them in battle. If the Lords really did personally pick their chosen, then it was conceivable that she might have a chance to commune with her Lord if she was picked. That would give her the chance to not only pose her questions to the great being, but to see if what she believed was what the Lord of Light truly wanted to represent him. So with a brief letter to her mother and father left behind at one of their usual meeting points, Leira started to make her way to the township of Bren, the place where she would find her answers, or the place where her lips would be forever shut.

Approved.
~Kell


< Message edited by Ryu Viranesh -- 6/27/2011 20:35:25 >
AQ DF MQ  Post #: 11
6/15/2011 21:39:40   
Krey
Member

Name: Marcos Vardiante “The Frozen Archive”
Element: Ice
Profession: Scholar
Link to First Post: http://forums2.battleon.com/f/fb.asp?m=19177305

Appearance: Standing at six feet even, Marcos looks a bit young to be carrying a title that's been around some few centuries. No more than twenty years old by appearance, his eyes are an icy blue, his blond hair slicked back and streaked with lines of pure white, just touching the middle of his back at the lowest point. There's an impish quality to his features, as if he's in on the biggest joke in the world, and a twinkle in his eye that suggests everything's a game.
His build is athletic, muscles toned and firm, though they lean more towards agility than power.

Clothing: Marcos dresses light, with sandals on his feet that lace halfway up the shins in order to hold them fast. His pants are short and baggy, white, and tied just below the knees. His torso is covered only by a vest, white in color with icy blue trim. Silver bangles cover his forearms, and a charm in the shape of a snowflake hangs from a silver chain around his neck, settling just under his sternum.

Possessions:
The Thousand Tomes of the Ice Realm
Collected over the centuries, these books form an archive of ice magic without rival, all contained within a pocket of space created by a powerful dimensional spell by the first Archive, centuries ago. This collection has been passed on from one Archive to the next, and Marcos is the latest in the line, though he has much to learn. Many of the books contain spells that are well beyond his ability to cast, though admittedly this leaves a large portion of spells he can still handle.
These books can be summoned or dismissed at will, and each is enchanted to react to the Archive's will, floating in place before him, their pages turning as his mind demands, so that he is not limited to standing in place and holding a spellbook in order to cast.

Gem of the Tundra
The Gem is a staff, five feet in length, with a double-edged, two-foot blade at the end, which constantly steals heat from the air around it. An icy blue gem is set into the point between the wood of the staff and the steel of the blade, with a wide crossguard made of brass. Marcos seems largely unaffected by the effect of the blade, though it's as much due to familiarity with the cold as constant exposure to the weapon's effect. A cut from the blade tends not to bleed much, as the blood it touches will freeze near instantly.

Abilites:
Marcos is a skilled mage, mostly due to his upbringing, capable of casting a wide variety of the spells within his collection, though he's only memorized the simplest of spells, so in order to cast he must consult the books. Fortunately, all he needs to do is think of the book he wants in order to summon it, so there is no searching through a vast library of tomes for just the right one, and as Archive, he knows the titles of the books even if not the details within.

While not an expert in close combat, he is skilled enough to hold his own, which proves to be necessary more often than not, as most opponents aren't keen on letting a mage consult his spellbooks in the midst of combat. It was clear early on that combat casting would be an absolutely vital skill, and so he's become quite proficient at the art.

History:
Marcos was trained from a young age to take over his father's roll as The Frozen Archive, the owner of a collection of a multitude of books of ice magic, known as The Thousand Tomes of the Ice Realm. Really, there are more than a thousand books by now, but the name was given centuries ago and has since stuck. He was born in the mountains of the north, and raised in that same place, learning to deal with extreme cold, how to use magic, and how to relate the two.

On his eighteenth birthday, the ritual was cast to pass the title and the responsibility on to him, and with the ritual complete, he left to experience the rest of the world, and to build the collection. Recently, he's been eluded by a particularly rare book, and followed the trail to Bren, the site of the Elemental Championships. While the book was nowhere to be found, rumors of the Championship and the rewards that the winner could attain have caught his eye; what's one book when one can gain the favor of the Ice Lord himself? The lore that could be obtained! To this end, he's entered the Championship.

Approved.
~Kell


< Message edited by Krey -- 6/25/2011 8:46:24 >
AQ  Post #: 12
6/16/2011 15:43:07   
Mirai
Member
 

Name: Salina Goodchild
Gender: Female
Age: 31
Element: Wind
Profession: Prisoner (Ex-Captain of the Nagraith Guards)

Appearance: Salina is relatively tall and long-limbed, standing at 5ft 10. Her still attractive, slim frame belies athletic, toned muscles, and she weighs in at just under 10 stone. She has straight auburn hair, cut at shoulder length, and grey eyes that can twinkle in delight or grow cold with icy determination. A tattoo of a red crescent star constellation is concealed beneath the sleeve of her spider-silk cream tunic.

Background: Salina has been a prisoner of the kingdom of Tairon for the past year, after she was unsuccessful in an attempt to seize power. Salina’s path to incarceration was littered with several murders and the near-unleashing of the long banished demon, Xinguish. Prior to this she was both Captain of the Nagraith Guards, and secretly the leader of a dark coven (most of whom were killed during the bloody days of her failed coup d’état). She has recently been released from her erstwhile prison, the Perdeep Pit, but sentenced to the Championships for the amusement of the lords of Tairon.

Abilities: A highly skilled swordswoman, Salina remains swift and agile, capable of fighting with almost unnatural speed. Surviving for a year in the pit has given her plenty of practice in both armed and unarmed combat.

Salina’s once formidable sorceries were magically drained at the beginning of her imprisonment. Nevertheless, when the former Captain breathes out, she can still transform and magnify her own exhalation into a magical wind blast. At close range (up to 10 yards), these blasts are concentrated so that they take up a narrow space, and are very fast and powerful, easily capable of hurling a man along in its path, or of heavily damaging man-made structures, etc. At longer ranges the blasts spread out, making them less intense in force (though still capable of forcing someone backwards, uprooting a small tree, etc.), but covering a wider area. Salina can cease a blast by not continuing to breathe out, but otherwise can’t control them (she can’t make them turn corners, for example). The blasts are, however, also resistant to manipulation by other wind mages.

Clothing: Salina wears light, cream coloured leggings, a long-sleeved tunic, and a similarly coloured flowing cloak, all spun from a giant spider’s silk. This light material is obviously much less cumbersome than bulkier armour, while still offering excellent protection against edged blades, and is very resistant to electricity (unless it gets wet…). Unfortunately it offers very little protection against the kinetic force of blunt instruments, and can be flammable (unless it gets very wet…).

The former guard captain wears dark brown leather boots, partially concealed beneath her silk leggings. Both boots have a spring loaded steel blade hidden along the length of their soles, enabling the wearer to effectively turn one or both into a temporary ice skate with the flick of a toe. The blade can be contracted back into the boot with another toe flick.

Other equipment: Within the various folds of her tunic and leather belt, Salina carries:
2 mithril short swords;
a bone dagger;
a leather bag containing itching powder- it’s actually a type of sand;
a leather bag containing about 20 jagged scraps of mithril, each about an inch in diameter;
a pouch containing 4 small steel balls, each approximately half an inch in diameter;
a whistle made of reinforced steel;
2 beeswax earplugs;
a spider silk fashioned net (Salina carries it folded up into a ball, but it can expand to 8 yards in diameter); and
a grappling hook attached to 20 yards of spider-silk fashioned rope.

First post: Here!

Approved.
~Kell


Edited to add in link to first post

< Message edited by Mirai -- 7/5/2011 17:47:34 >
AQ  Post #: 13
6/16/2011 20:35:42   
Starstruck
Member

Well, it was worth a try.

Name: Tantatto
Race: Korsui
Element: Ice

Appearance: Korsui are crustaceans, with a transparent outer shell that protects internal gel, tinted pink or blue based upon gender. This internal gel, in turn, protects the organs, and is an excellent shock absorber. A human-shaped Korsui is made of a jointed, transparent shell that covers tightly packed blue gel that protects vital organs, held protectively in the center of the body. Korsui are acrobatic on land and speedy in water.

Equipment: Tantatto has three traditional, mandatory Korsui shuriken, located around his waist. Each Korsui of the warrior caste possesses a different type of weapon; Tantatto’s is a specially designed set of daggers, seemingly neverending, perfectly balanced with a sapphire hilt on each one. Don’t be fooled; there are only four, but Tantatto’s speed and agility mean that he can recover them with ease. He also carries a small pouch filled with seawater from his homeland. This water, when frozen, adopts the consistency of jelly, and can be manipulated easily by one as skilled as Tantatto.

Skills/Abilities: Tantatto is skilled with his throwing knives. Through some trick of the mind, he also has pulse abilities (i.e. a wave of force, elemental and otherwise), and can freeze water in various positions. The seawater mentioned in the paragraph above is included in this, and possesses special properties. He is acrobatic and fluid, preferring to fight with his limbs at close range and leaving his weapons until he is a ways away from his opponent. Last, but not least, Korsui are quick regenerators and can heal themselves during long fights, especially their shell. Next fastest is the gel inside. Organs cannot regenerate without magical assistance, i.e. he won't die after a fight unless he is expressly killed.

Note that Tantatto's abilities are nonmagical and thus get past the "resistance to magic" thing that some people like to have. The seawater is imbued with Ice magic to make it freeze, however.

I hope that is sufficient; there really is nothing else to say, but it's all jumbled together and may look a little weird. It's usable, but I fear for the rater's sanity.


The bio is acceptable, but cannot be approved. I'm not certain what you mean by: "The seawater mentioned in the paragraph above is included in this, and possesses special properties." Please clarify what you mean by special properties.
~Kell


< Message edited by Kellehendros -- 6/17/2011 19:03:51 >
DF MQ  Post #: 14
6/18/2011 0:59:21   
Nightlark
Member

Mwahaha... I have a longer bio, hopefully it's okay? If it seems slightly OP'd, it's since I wanted to get all he was capable of out there, not necessarily what he'll do in the competition. If it's too OP'd, I'll change it. If it's not OP'd at all, I'm worrying about nothing.

Name: Subject 5289, AKA Kainrahn
Gender: Male
Race: Humanoid Experiment
Element: Darkness
Link to First Post: First Post... A little trouble linking it, though.

Physical Appearance & Attire: Kainrahn is still human in terms of shape and form. He appears to be no more than twenty years of age, but has a dark and morbid aura around him. His silky hair, the color of a raven's feather, is long and shaggy, roughly cut just above shoulder level. Thick, long bangs cover Kainrahn's nearly black eyes, which, in the light, reveal that they are a dark amber. He stands at 5'7", making him relatively tall. Kainrahn's skin is impossibly pale; it is as if he had never heard of "getting out in the sun". This is untrue; Kainrahn has actually spent hours out training under the burning afternoon sunlight. Because of his vigorous training, Kainrahn has well-defined muscles, although by no means is he a stereotypical beserker muscleman; rather, he is slim and tends to be more of an assassin type; agile, but strong. His thin lips are either fixed into a frown or curled up into a malicious smirk. There is no sign of any scar nor blemish on him, except for the tattoo on the inside of his left wrist that reads "HE5289WC".

Kainrahn wears a long, jet black tunic that reaches above his knees. Under it, he wears a pair of loose, scarlet pants. The tunic is belted at the waist with a leather belt that also serves as a belt to hang his various pouches and to attach his weapons to. Over the tunic, he wears a thick hooded cloak, suitable for traveling. Kainrahn also wears soft leather boots that muffle any sound that he makes while walking; unfortunately, the soles, while muffles footsteps, does not have very good tread; when necessary, Kainrahn will change into sturdy boots (I mean, a person has more than one pair of shoes, right?). He also has two silver armbands with a piece of obsidian set in it, enchanted to withstand the excess dark energy stored in it, each on an arm. An obsidian can hold up to four hours worth of energy. However, the energy stored in it will dissipate after three hours (will be explained in "Spells" section).

Personality: Kainrahn always strives to be the best at absolutely EVERYTHING. His competitive nature may interfere with his common sense, making him seem reckless sometimes. That doesn't mean he's stupid, by any means. Kainrahn is rather intelligent, enough to outsmart opponents but not a super-genius. If he's not taunting someone or arguing, he's silent and likes to keep to himself. Mostly emotionless except for anger, scorn, and complete indifference, Kainrahn is merciless to anyone who stands in his way on his quest to fame and success.

Equipment:

Six throwing knives, either hidden within the folds of his tunic or in their sheathes on his belt.
Two long knives that are his main weapons, each magesteel blade 20" in length. These are free of decoration of any sort, with a plain black leather grip and simple guard (Japanese dagger style). Part of the tang protrudes from the butt that may be used for hitting, if necessary. The blades do not be damaged under normal circumstances (blade to blade, dropped on a hard surface, etc.) ; however, if hit with, say, a fireball, it will be damaged accordingly.

Skills/Abilities: Kainrahn's inner structure is quite fascinating; with muscles and bones either enhanced by magic or replaced with mechanical parts, he is lighter, faster, and stronger than an average human. However, the upgrades bring a crippling weakness as well; if an opponent were to tamper with any of the inner workings of Kainrahn, it can cause a failure in the magical or mechanical components. He is skilled with his knives at close range, but isn't a very accurate knife thrower. He tends to use those as distractions when he advances or as a last resort. Kainrahn can hold his own if he is disarmed, but prefers fighting with a weapon of some sort. He works like an assassin; quick and stealthy. Kainrahn tries to avoid open, drawn-out battles.

Tendrils of darkness are generated by Kainrahn when he is awake naturally, at a steady pace. He has control over this power, but only to a certain extent. The energy must be stored or used some way, or it will overload and destroy him with raw, dark power. Most of it, if he is not in battle, is either stored or used to create the screen of darkness that constantly surrounds him, leaving only a rough mass of darkness where he is standing. Kainrahn may channel the rest of the energy to aid him in battle, either through his knives or through his hands. He usually shapes these tendrils into an object or animal that can help him. There are limits, though, to expending his power as well; the required amount of energy is the amount necessary to fuel the subject and keep it material. If the item or being that he tries to create out of the tendrils takes more dark energy than he can provide, it can drain any trace of dark energy out of him and render him magic-less for and extended period of time, the minimum being an hour. The item or creature will not be created either. To cast a spell that will shape the dark energy, he must concentrate and will be immobile, rendering him incapable of evading or blocking an incoming attack unless he terminates or casts the spell. The dark creature/item will either dissipate in approximately five minutes, or dissipate on contact (knife, rock, etc.) with the target or obstacle. The only exception is a simple dark shield, which will dissipate once it has been hit enough (around fifteen hits). On contact, the dark energy will slightly burn where it touches the skin (not literally burning the person, but inducing a burn-like pain) that will last for a few seconds.

It will take much longer than five minutes, though, to regain the amount of dark energy needed to create something relatively large again, like a hound (unless he has previously stored massive deposits into his armband, and even that is limited, since he cannot overload the gem either, or it will be destroyed and pretty much fry everything within a 10 yard radius with pure dark energy). For reference, a basic dagger made of dark energy takes approximately five minutes to generate the necessary energy, then a bit more time to cast it, whereas an small wolf can take up to six hours of generated power, and takes a further 3 minutes of immobility to cast.

History: Before he was known as Kainrahn or Subject 5289, he was known as Seth. Both parents were human, with his father working as a blacksmith and his mother working as a healer. The family lived a land to the west of Lore. Seth was educated by a tutor, starting at an early age, and was constantly competing with the other students to prove himself the best of them. At age eleven, his father began teaching him to fight with a sword, but found that the slim, agile Seth wasn't compatible with using a heavy weapon, and instead, introduced him to knives and daggers. Seth was delighted and practiced constantly, in hopes of being selected to the great honor of becoming a member of the army's elites. This dream was granted, but it was more of a curse than a blessing. Not long after he had been selected, a civil war erupted, and Seth ended up being captured in a blotched mission. A group of magiscientists began experimenting on prisoners of war, with the intention of building the ultimate fighting machine, Seth was one of the unlucky ones chosen. After months of careful monitoring and complex spells, Kainrahn was created. The magiscientists were delighted with this, as was the high council, which had managed to restore order, especially when Kainrahn showed signs of powerful magic potential. More experimentation was conducted, and the result was an extremely powerful dark rogue/assassin. When set in a battle arena with other prisoners of war, Kainrahn was a pure killing machine bent on survival, trumping the others.

As Kainrahn continued to be trained, the high council began to worry. The test subject's power was perhaps enough to decimate an group of veterans, with the intelligence to escape and form an alliance with their enemies, perhaps revealing the location of various secret facilities that he had been taken to to be researched, experimented on, trained, and tested. They ordered that the magiscientists begin to immediately reduce and limit Kainrahn's power to a degree within their control; weak enough to be suppressed with a police force, but strong enough to take down any individual regular soldier or untrained masses of people (like rebellious citizens). They began on this procedure, but Kainrahn, sensing the decrease in his powers and abilities, formulated an escape plan. However, the magiscientists had partially succeeded in their goal, and Kainrahn was no longer a weapon of mass destruction. Once upon leaving the facility successfully, he began his quest to fame and success. Even though he was now only an outstanding rogue-like fighter with magical prowess, Kainrahn was determined to enter and win the Elemental Championships which he had been informed about by a traveling mercenary band. He was elated (probably the first time after getting captured) to be chosen by the Elemental Lord of Darkness to represent the element in the competition.


Approved.
~Kell


< Message edited by Shadowlord Drakious -- 6/27/2011 1:45:24 >
Post #: 15
6/18/2011 19:23:57   
Kellehendros
Eternal Wanderer


A side note for all entrants thus far. I normally note this in the Arena-OOCs, but it was suggested I note it here, which makes a great deal more sense really.

Anyways, for your knowledge, color posting within the EC IC threads is not allowed, please restrict your IC posts to black only.
AQ DF MQ  Post #: 16
6/19/2011 8:42:46   
Eltaka
Member

Personal
Name: Ithon
Age: 28
Gender: Male
Race: Human.
Alignment: Darkness
---
Appearance
Brief Description: A tall, lean man with two blades sheathed on his back.
Hair Color: Black
Hair Style: Shoulder-length and wavy.
Skin Tone: Light-skinned.
Eye Color: Black
Body Build: Lean and tall. Looking at him, he looks like a man who is the best of both worlds; agile and strong.
Height(Ft): 6'3''
Weight(Lbs): 145
Armor/Clothes: Dark grey cloak, covering tight black shirt and black pants. Under his cloak, two swords are sheathed on his back, in such a fashion that he can easily reach one or the other in most cases.
---

Weapons- Two blades, listed below.
Aetheria, a simple Katana imbued with magic to lighten its weight and allow for blocking of most melee attacks. Used mostly in fast, annoying attacks and in defensive battles.
Netheria, a far more ornate katana imbued with multiple spells of varying power. The most notable properties of the sword is its resistance to magic, its ability to cleave through magical armor, its ability to absorb and store minor magical attacks, and the various offensive techniques that it allows (details below). Used only when on the offensive.

Fighting Style- Depending on the situation, he will pick one of his blades and taunt/trick the enemy into attacking him with magic. He will then absorb the magic and attack with his spells. If the enemy uses a blade, he will rely on Aetheria to parry the attacks, cripple the enemy with quick attacks, and seek an opportunity for a quick kill.

Abilities- These skills require magic to have been absorbed by Netheria
Arm of Hades: Uses the absorbed spells to launch elemental projectiles when he slashes with Netheria. Requires very little magic to use.
Radiant Dusk: Infuses both his blades with dark energy for 30 seconds. While active, all wounds inflicted will be far more painful than they should be, and will not be able to be healed for 60 seconds. Requires a good amount of magic to use.
Maelstrom: Ithon radiates power for 30 seconds. When one of his blades makes contact with something, his power take a physical form and multiple blades attack the target from multiple angles. Great speed is required to block all these attacks. Wounds inflicted by this will be painful, and cannot be healed for 20 seconds. Requires a large amount of magic.

Strengths- He is proficient with his blades, and is likely to defeat the average swordsman. Experts with a blade, however, will have a decent chance against him. He can also use magic to his advantage. Minor magical spells will be absorbed and used by Netheria. This

Weaknesses- Major spells, if they have any accuracy at all, will not be absorbed, and as such he has no defence against them. Arrows are unlikely to be blocked, and will likely hit him. While most magic is drained from weapons and projectiles, the item itself will not be affected in any other way.

Other notes- The limit to how many spells he can absorb is well over a hundred, and overcharging the blade is unlikely to ever happen. Which spells are minor and which aren't is debatable, and is best handled on a case-by-case basis OOC. As a general guide, any standard spells such as Fireball and most magical spells placed on weapons will be absorbed.

Link to first post: [placeholder]


I'm wondering if Ithon would be allowed to charge Netheria before he enters the arena. He would achieve this by getting a mage to use fireballs in his vicinity prior to the match. I wouldn't give him a huge advantage, just enough that he would be able to get in combat without running around looking for spare spells to absorb.

The application is rejected, from what I'm reading here, the entrant can block "most melee attacks," and absorb most spells. A fireball is, in my opinion, hardly a minor spell, any spell meant to injure or kill another person is of at least moderate strength. Additionally, the Arm of Hades skill as written allows for cross-elemental usage. Entrants must remain within a single element. A simple deflection might be allowable, but the description suggest store and release within whatever element the spell absorbed was. A final note on time concerning battles. In the middle of a fight five seconds is a long time, twenty seconds is the next best thing to eternity.
~Kell


< Message edited by Kellehendros -- 6/19/2011 19:21:51 >
DF  Post #: 17
6/19/2011 19:25:16   
jerenda
Member

*~* First Post*~*

Name: Gabriel

Age: Almost 18

Race: Angelborn (Part human, part other blood, not actually born to angels – see past.)

Gender: Female

Height: 5’10”

Weight: 150 lbs

Element: Earth

Appearance: Gabriel inherited her long, lanky form from her father, but she has recently been growing into her full length and has high hopes for developing curves sometime soon. Her hair is a shoulder-length medium brown with a faint curve near the end. No matter how much she wants it to, it will probably never be properly “wavy.” Her eyes are a dark green that look brown in some lighting, and her skin is naturally pale, but since she is in the sun so much she has a medium-light tan. When she smiles – really smiles, not just flashes a fanged grin at her opponents – she could be called lovely, but this is rare. More often than not she seems too uncontrollable and severe to appear anything but dangerous.

Belongings: Gabriel is wearing studded leather armor for this tournament. It’s made of dark brown leather with metal strips worked in, providing greater protection than simple leather armor with the same amount of flexibility. Most notably, a line of segmented metal protects her spine and the base of her neck from blows. The armor covers her from her wrists to her neck and down to her ankles, molding to her body like a second skin.

She wears fingerless gloves with a metal plate over the back of her hands and small metal spikes topping her knuckles. Her shoes are flexible and form-fitting, with metal on the ball and heel of her feet so that if she has to use herself as a weapon, she won’t be relying on pure strength. Gabriel also carries several hunting boomerangs- the kind that don't fly back and are used to kill things- and throwing knives on a belt across her chest. She has a small circular wooden shield that she carries on her back. It stays on due to enchantments that she requested specially, so she doesn't have to waste time fiddling with straps or anything when she needs to remove and replace it quickly.

Personality: Gabriel is easily angered. When she loses her temper, her powers tend to latch onto random things outside of her control. She also usually loses her focus as well, and this lowers her chances of surviving her power in the first place. Her pet peeve is people calling her Gabrielle or Gabriella, although Gabi is an acceptable nickname for her friends. She is not ashamed of the fact that she has a masculine name, but she wishes people would stop compensating for it.

In stressful situations, her instinct is to protect others, and sometimes her body will react to things before her mind has time to catch up. She is a good fighter because of her strong sense of focus in combat-oriented situations, but is uncomfortable in social settings. When confronted by overly excitable people who want to talk to her (like me >_>), she tends to glare rather than speak.

Strengths: Basically, Gabriel is a direction-specific telekene who makes things fly towards her. Specifically, she focuses on an object and reorients it's pull of gravity towards her. This results in the object effectively free-falling sideways (relative to everyone whose center of gravity is still oriented normally). Because these things are free-falling, they accelerate quickly, at the speed of 9.8 meters per second squared, as they fly directly towards her.

Her power operates most like an On/Off switch. If she starts pulling on something and moves, the object (or person) will track her center of gravity. If she stops pulling, the object will continue on its last trajectory, keeping its momentum even as the normal gravity of the earth reasserts itself.

The absolute most she can lift at this stage is one ton. She has a more difficult time pulling things that are attached to something, like a wall or something nailed to the floor – she must overcome this resistance before she can release it from gravity. Gabriel only pulls whole objects, not parts of objects. She can take hold of a person, but not a person’s arm. Her power isn’t very detailed at this point either… while it’s theoretically possible for her to only take hold of a person’s shirt, she’s not capable of doing that yet.

Because her hobby is making heavy objects fly at her head when she loses her temper, Gabriel has developed an excellent ability to dodge. She is becoming quite the acrobat, learning to use herself as a fulcrum to turn the world around without letting anything actually touch her. She’s still learning, so she’ll make plenty of mistakes, but every day she gets better. However, her greatest strength is the way her mind automatically narrows to exclude all unnecessary data while in combat, allowing her to concentrate on the important things at hand, like what happens to be launched into the sky at any given moment.

Weaknesses: She makes things fly. Directly at her. At speeds of 9.8 meters per second squared. Which is really fast – exponentially fast. If she doesn’t release and get out of the way in time, she will get hit and it will hurt a lot. Her temper sometimes gets the better of her, causing her to lose control, and she has a reckless disregard for her personal safety. Her powers only work on solids, not liquids or insubstantial, and she can only pull on one thing at a time. She’s agile, not strong, and doesn’t like to get hit.

Past:

Short version: She’s developing her skills to stop her people from destroying themselves in a civil war and is using the EC to measure how strong she is and how far she needs to go before she can do this.

Long version: Two years ago, Gabriel Diaz walked away from an ongoing civil war between her people. This conflict arose from the fact that, in their land, the blood of children born to fully human parents would spontaneously mutate, causing some children to be born only part human. These children would have strange powers, ranging from a gift for languages to the ability to call down fire from above. At first they were revered and termed Angelborn, but soon jealousy developed.

By the time the first Angelborn were adults, the two sides were at odds with one another. By the second generation, all-out war had been declared. Things were made worse by the seemingly random inheritance – two Angelborn parents can give birth to a human child, or vica-versa. However, near the beginning of all this chaos, there was a prophecy. (Of course there was a prophecy, there’s always a prophecy. It was from a prophetic Angelborn, too. They have those.) It said that someone would be born who could end this war of their own making, but it’s very sketchy on how exactly the war is to be ended.

It just so happens that Gabriel fulfills all the conditions for the prophecy. Her mother insisted that the child was to be named “Gabriel,” and she died before they could explain it was a girl. Her father, distraught with grief, accepted it. It wasn’t long before she was discovered, and all the events of her life seemed to point to her being the child of the prophecy. Of course, it may have been that at this point, they were just looking for anyone who remotely seemed to fit the conditions, but the truth of the matter is irrelevant.

What matters is that they believed it, or said they did, and every single faction in this messy, ugly civil war suddenly became very interested in Gabriel and whether or not she should live to end it. Half of her people wanted to manipulate her and use her to end the war in their favor, but the other half thought she would end it by killing everyone, Anakin Skywalker style, and wanted her dead as too much of a threat. Her father managed to protect her until she turned sixteen, but when he died Gabriel turned her back on her people and their precious, never-ending war against themselves.

She has been developing her powers for the past two years, honing her skills so that when she returns, she will be able to defeat both the humans and the Angelborn and bring peace to her war-torn land. She’s also hoping that, by the time she returns, she’ll have figured out what to do. She is entering the Elemental Championships to measure herself against real warriors, and determine how much further she needs to work to be able to save her people. Whether she actually is the Chosen One of the prophecy is now a moot point, because however unwillingly, they do believe in her ability to save them from themselves. She has been given the power, and she has decided to use it. She just needs to know how.

Also, her birthday is in the fall. Someone wish her happy birthday.

Approved.
~Kell


< Message edited by jerenda -- 6/26/2011 21:30:49 >
AQ DF  Post #: 18
6/19/2011 20:08:01   
Micosil
Member

Name: G'thrax Tideseeker, Grax for humans who appreciate their vocal chords.
Race: Water Troll
Gender: Male
Elemental affinity: Water

Appearance: Grax is a tall humanoid, standing two meters and twenty centimetres tall, of a far less bulky build than most of the troll subkinds - due to his race's preference for living near or under the water, he has a far more aerodynamic figure, which has impacted as well the amount of muscle he has. As most of his species, he has light blue skin and absolutely no hair, long fingers with an extra articulation that humans don't have, and extremely sharp triangular teeth. His eyes are small, deep in his skull but shining with intelligence, and his nose is flat against his face, with holes that allow him to shut it underwater.

First thing that anyone would notice about him, though, wouldn't be any of those, but rather how he has metal tubes sticking out of his body. These conduits travel from his wrists along his arms, skin bulging above them, exit his flesh before reaching the elbow - at this point, the metal takes turns with leather to make the pipes flexible - and enter it once again near the biceps, leaving it finally right before the shoulder, where they enter a large metallic cylinder, his water tank.

Beyond that, he wears a simple loincloth, held by a belt. From this belt hang several pouches, filled with a variety of water-soluble chemicals. All of his equipment is made out of the skin of sharks, and is remarkably clean for the standards of trolls, probably because he spends most of his time swimming.

Weapons: None per se, though like any other troll he packs a punch. Not trained in that, though, so it'd be a last resource.

Other equipment: The water conduits, of course. The tank on his back carries quite a bit of water, but the most interesting thing is that, at the top of it, there's a portal to the plane of water, which ensures it'll always remain filled. The conduits are opened - or closed - through a simple mental order, which allows him to have one or both open at once, and they allow quite a decent flow of water.

The pouches he carries contain what follows:

Red dust, which is a simple dehydrated acid. If he puts it in water, the water becomes slightly yellow, and highly acidic. Dangerous, but it is neutralized in three or four seconds. Note that the dust is not dangerous at all, and that Grax is not resistant to acid. Keeps two full pouches of it, enough for four handfuls of the stuff.
White dust, poison taken from a specific jellyfish type. Again, it requires water to become active, and its effects are a highly uncomfortable rash, followed by swelling of the affected area and, if it gets into the bloodstream, severe dizzyness. All of the effects can last up to a quarter of an hour, if untreated. Another two pouches here, which allow for four handfuls of it.
Green dust, which is another poison - this time, weakened and treated so it works as an extremely strong contact anaesthetic, preventing any kind of pain sensation in the affected area. Once more it requires water to function, and he only carries one pouch of it.

Skills, abilities, and general stuff he can do:

Basic abilities: He's strong. Not moronically so, but he's stronger than all but the most trained humans. His speed isn't that great despite his strength, in part due to the metal he carries around, but he packs a punch and he can leap quite a way, if he puts his mind into it. He's smarter than he seems, which frankly isn't too hard because he's a troll, and he's got a keen eye for throwing stuff, so anything that finds its way into his hands could become a projectile. He has good reflexes, which is good because he wears no armor.

Water control: He has one simple magic, and that is one that allows him to control any body of water he's in contact with. Of course, the more water he tries to control at once the harder it is, so even though he could control an ocean, he's not going to try. Generally speaking, he doesn't like controlling more than your average bathtub's worth of water at once, because by then he needs to focus and, in combat, he prefers to give his target all his attention. This skill allows him to compress water, which is his preferred form of attack - a high pressure jet or sphere of water (usually the latter turns into the former). If given enough time, he can compress the jet enough to even cut through armor, though he's none too fond of that because more pressure equals more water. As for the spheres, he raises their surface tension, allowing him to grab them and throw them, as rocks that break apart a couple of seconds after being tossed.

Any water he uses vanishes after ten to twenty seconds, returning to the elemental plane.

Regeneration: What would a troll be without this? He can heal small scratches in but a few seconds, and even bigger wounds and mutilations can be regenerated, provided there's enough time to do so, which can range from a few minutes in the case of a slice on his arm, to several hours if he's missing a limb.

Approved.
~Kell


< Message edited by Kellehendros -- 6/19/2011 20:21:30 >
Post #: 19
6/19/2011 20:35:24   
Dragonnightwolf
How We Roll Winner
Apr/Jun/Aug15


Nightfall the Wolf

Clothing: A basic human outline with a t-shirt, pants and shoes that will at the start of entry burst apart as he becomes Nightfall the wolf.

Element: Darkness

Ring of Nightfall: After he slips on the ring, Nightfall says the following lines.
“With the ring, darkness calls, awaken to me, the true Night Falls.”
The ring will vanish in the process of his transformation into the wolf.
To change back he recites in his mind the following: “The deed is done, The wolf has won, Now back we go, Return back home.”

Weapons: Claws of death, Howl of doom, Vengeful Pride

Magic spells: Healing hope of darkness, Shadowstriker.

Description of weapons: Claws of death is the primary weapon Nightfall uses, they extend from the paws of the wolf and are able to retract at any given time. Able to puncture through metals.
Howl of Doom: A miniature weapon that flies out from a hidden pouch on the wolf’s chest and can split into 4 separate, serrated blades that blow up on contact.
Vengeful Pride: The alternate weapon of the wolf that can be sent out with a flick of the paw and controlled later through means of telepathy. The blade has 2 curves (similar to an Asian weapon) but it’s the size of a dagger. The middle looks like a small version of a Frisbee.

Fur color: black.

Size: human-5’6, wolf size- Up to the players Chest.

Weight: Human-140 pounds.
Weight:wolf form-130 pounds.

Spell Description: Shadowstriker is a spell of darkness that creates 2 copies of Nightfall that are identical in every way. Each copy can inflict an equal amount of damage from 10 to 30 percent.

Healing hope of darkness: A beam of dark light shoots down and heals major wounds.

Eyes:dark red
Damage: For every three stabs, there is potential for bleeding. The wolf’s skin is tough, but he can be injured in battle.

History: He is the warrior of the dark lord. A curse that once transformed him into a supernatural beast, has now become a living nightmare made real. His parents were lost in an excavation journey and his uncle died in a battle with an electric zard.

Approved.
~Kell


< Message edited by Kellehendros -- 6/19/2011 21:31:40 >
AQW Epic  Post #: 20
6/19/2011 21:51:52   
Nightly
Member

Looks like me and Mic will be duking it out ;P

Name: Chelsea

Gender: Female

Age: Around 21

Element: Water

Appearance: Chelsea has a slight build and stands around 5’ 4”. She has shoulder length blonde hair that has streaks of a creamy soft brown in it. Chelsea has the most startling blue eyes imaginable, slightly darker than ice blue they are inviting and calming. She wears tight leggings and shirt that accentuate her slight curves and make her more alluring. Neither leggings nor shirt provide any defense from attack but they do provide her with free range of movement.

Belongings: Chelsea travels light, possessing only one rapier which is always at her side. She also has about five flasks strapped about her waist. As of yet, each flask is empty. She wears an enchanted amulet of unknown origins. Through special training that she honed through the years, she can now fill up the flasks using the water from the air with no effort at all. The amulet will only put the water in those flasks and has a radius of ten feet. For her to put the water somewhere else will mean concentration. Each flask contains one gallon each and has been enchanted so that it only weighs two pounds when full.

Personality: She’s even-tempered and kind. However, Chelsea is very strong willed and determined to win. To her, this is the start of her grand adventure.

Abilities: Very quick, Chelsea relies more on precise attacks rather than blunt force. She’s capable of controlling water to a very high degree. Once again, she uses this control more for speed rather than blunt force. So while she is capable of dumping a cascade of water on someone, she won’t do it. In general the most water that she'll use is the amount that's in her flasks. With this she's very accurate and talented. If you add more water to the equation, then she will be able to hit you harder, but she won't be as accurate. Chelsea also has a mastery of her rapier and can use it to deadly effect.

[Placeholder here]

Approved.
~Kell


< Message edited by Kellehendros -- 6/21/2011 21:29:11 >
Post #: 21
6/19/2011 23:59:58   
Clyde
Legendary Artist!


Name: Nia of the Masai Tribe
Nickname:
Gender: Female
Race: Umazen
Age: 24
Element: Darkness
Link to First Post: <Placeholder>

Appearance: Nia stands at 5 feet and 5 inches and weights roughly 140 pounds. Years of training has made her medium body frame strong and lean. Her dark brown skins contrasts with the sharp grey eyes she inherited from her father. Since she has not taken the chance to take care of her hair, it is frizzed and appears more like a short black afro. On her right arm is a visible tattoo that shows that she was an Umazen, another shows that she was apart of the Masai Tribe. This tattoo is of a creature with its wings cut off, the general shape of it is the shape of an "M". However the tattoo on her left arm is an "X" used to label her as an exile to any other Umazen.

Attire: Nia wears a mixture of a tiger's coat and a dark brown leather. She prefers comfortability and freedom of movement over protection. While her left arm is sleeveless(to not hide the fact that she is an exile), her right arm is covered by a bright grey armor that the Umazen use in battle(the rerebrace, the vambrace, and the gauntlet). She only uses this part because she has refuses to completely abandon her heritage.

Equipment:
Dagger 1 - One of three daggers. This one resembles a punyal and rests strapped to her ankle within her boot. The blade is five inches straight, while the wooden handle is four inches curved.

Dagger 2 - Her main dagger and her primary weapon. It is a curvy dagger with a blade that is seven inches in length. This one is kept on her side within the sheath on her belt.

Dagger 3 - Her backup knife. It is a four inch blade that is hidden within her shoulder armor.

Bow - A twisted wooden bow made from an ancient tree that had fallen and turned a strange ebony color. This bow has existed in her father's family for ages, she was given it on her 18th birthday and has never stopped using it since. She carries 15 arrows in a leather quiver on her back.

Vial of Poison - Nia would spend months hunting a specific type of plant while she lived in the jungles. She would extract their poison and keep it on her in a vial. It is a poison that slows the nerves from transmitting impulses which in turn slows a persons reaction time.

Powers/Abilities
Masai's Shroud - This is the defining ability of the Masai Tribe. Legends foretold of a tribe of warriors able to create a dark fog that engulfs the area. Those within this black fog have almost no visibility. Nia inherited this ability at a young age, as she got older she found herself using it more and more as she started fighting and hunting. What made her different from the rest was her ability to manipulate the fog in new and unusual ways. Instead of just summoning it, she was able to control it's size and shape which lead to new possibilities. The maximum diameter of the Shroud is 10 feet. She can use this ability more than once, but the first one created will dissipate when a new one is made.

Growing up as a Umazen, Nia has been trained to be a warrior since she was old enough to walk. She started hunting at a young age and ever since has become proficient in tracking, trapping, and killing most prey. While she was trained to use a variety of weapons, she prefers daggers. Being up close with the enemy always meant a lot more than staying away and keeping your distance.

Archery - Despite being a very good archer, Nia tries to use her bow mostly as a last resort since she enjoys close quarters combat over anything else.

Thermography - Being of the Masai Tribe she also has the ability to see the heat of lifeforms within the Shroud and only within the Shroud. Outside of it, she seems them normally. How clear the image is depends on how close she is the person.

Ventriloquy - While traveling the world as an exile of her tribe, Nia met a master ventriloquist who performed for a traveling cirus. Curious about the art of ventriloquy she studied under this master for a few years in exchange for being her bodyguard. She uses this ability to throw her voice in different directions to confuse her opponents.

History: Her mother is a Umazen and her father was a warrior from the Masai Tribe. One day he was taken as a slave of the Umazen. Nia's mother met him that day and the more time she spent with him, the more she started to have feelings for the slave. Her love for him made her disobey the ways she was raised on and fought for countless times. Understanding what would happen if they were caught, she decided to free him and they would escape together. One night their whereabouts were sold out by someone who wanted some gold. In the dead of the night they came and took away their daughter Nia.

Years later, a friend of her parents who was still with the Umazen told Nia about her parents. She told her about her father's tribe and it was that same night that Nia packed some things and left to sneak away and find this tribe. After years of training and trying to think of what to do with her life she decided that she would use her power to save and free as many slaves of Lore as she could.

She heard about the Elemental Championships in rumors, when she discovered that they were real she wanted to enter. Her hopes were to gain more power in order to obtain her goal.

Approved.
~Kell


< Message edited by Kellehendros -- 6/21/2011 21:36:49 >
Post #: 22
6/20/2011 16:50:24   
Edgemaster Scion
Constructive!


I was hoping to be one of the only Darkness bios, but I suppose I'll live. I hope Vantor isn't OP, as I tried to nerf his abilities. He was originally able to obliterate his targets with Wild Break, and be able to summon up to three Shadow Slaves. Also, this is my first time following the EC, and I'm usually not a duelist when it comes to RP, so hopefully I can figure everything out if I'm accepted.

Name: Vantor Caid, the Dark Tenet
Gender: Male
Alignment: Darkness
Age: 20 (Appears to be 15)
Race: Human
Class: Soulstill
Class Description: This class is unique only to Vantor. It uses a combination of Necromancy, Shadowmancy and Tenebromancy (darkness magic), and summoning magic. This allows him to call forth powerful spiritual embodiments that he can either use to buff him, curse his foe, or empower his own offensive magic.


Physical Appearance: Vantor stands at 5’10 inches, weighing in at about 120 pounds. He has pale white skin covered in claw marks and scars. Although they run all through his entire body, they are only visible on his arms. Despite his slightly athletic build, his actual strength is only just enough to allow him to swing light-weight weapons around.

Vantor's facial features are not unlike the average human's. His hair is a thick black mess that reaches just to the top of his neck, while his bangs fall just below his eyebrows. Because of his constant exposure to dark magics, his left iris has been discolored into a piercing red, and his entire right eye into a soulless black.
Clothing/Armor: Vantor sports a long, dark cloak that covers his whole body. Beneath it, he wears tattered, black scraps of clothing held together only by tight black leather padding on his joints and chest. On his feet are black, worn leather boots. His arms, from his elbows to hands, are bare.
Items: Sheathed within a misshapen scabbard at Vantor’s left hip are Vantor’s two weapons of choice: a dagger and a sword. The sheath is enchanted, preventing the weapons from leaving it until drawn by Vantor. Together, the weapons are known as the Wings of the Forsaken:

Clysm, the Caller: A one-handed, well-balanced double-edged sword. Its two-foot long blade is composed of a dark, metal material that is freezing to the touch. It can contain the spiritual essence of up to three souls at a time. He holds this in his left hand.
Scourge, the Sapper: A small, needle-point short-sword. Its blade is made of a silvery material that has little melee potential, but allows him to channel wild magic. When it makes contact with a living being, it siphons a small portion of that being’s mana. This is held in his right hand.

He has a pitch-black ward around his neck that protects him from rogue incorporeal presence. There are also three talismans surrounding the ward that are each shaped like a sword. Each talisman represents a different form of energy that Vantor can call upon. From left to right, the talismans control spirit magic, darkness magic and summoning magic. Each glows when that form of magic is used.

Combat Bases:

-Melee: Vantor is ambidextrous, and can fight using a knife and one-handed sword simultaneously. His style of fighting consists of unleashing a barrage of wild magic, followed by quick melee strikes with the Forsaken’s Wings. When his spells are unavailable or simply aren’t options (i.e. when fighting another darkness-aligned being), he only uses his weapons.
-Wild Darkness Magic: Vantor has the innate ability to draw wild magic from the very essence of darkness, though his magic is unpredictable. Wild magic, as the name implies, is very... wild. Vantor can only tame wild magic successfully about fifty percent of the time. During the other fifty percent, the wild magic either dissipates or takes on a form of its own will.
-Necromancy: Vantor only has access to the necromantic control of the undead. He cannot control the minds of the living.
-Summoning Magic: Vantor is not limited to simply summoning piles of bones and flesh; no, through summoning magic, he can also invoke elemental spirits and other incorporeal entities. Summoning magic is but another one of Vantor's innate abilities. While he isn't as skilled as the average summoner, his talent for necromancy compensates for it.

Spells:

-Spirit Toll (Necromancy): Vantor can call on the souls of the deceased to haunt his targets and cast devastating debuffs on them. These debuffs can vary from the sealing of spells, to life-siphoning to incapacitation. The results of attempting to inflict said effects vary between foes.
-Gather (Wild Charge): When in the darkness, Vantor passively gathers wild magic. After an hour in darkness, he retains enough magic to cast one Wild Break, or three Wild Bursts.
-Muse (Wild Charge): Vantor can manually absorb wild magic from his surroundings. While absorbing magic, he is completely vulnerable and cannot move. This gathers wild magic up to thrice as fast as passive gathering depending on how much darkness is around him.
-Wild Burst (Wild Magic): Vantor shapes a small amount of wild magic into a burst spell with the potential to injure his foe. While shaping wild magic makes it stable, doing so burns the caster. Vantor would rather take his chances releasing unchanged wild magic.
-Wild Break (Wild Magic): Vantor unleashes a powerful, untamed spell that can severely injure and inflict lasting pain on his targets if used correctly. This form of offensive magic is taxing, not always successful, and is used only as a last resort.
-Shadow Slave (Necromancy, Summoning Magic, Shadowmancy & Wild Magic): Vantor combines the soul of a fallen hero with a wild shadow to create an incorporeal slave that can cast magic that rivals his own. He may only have one at a time. Summoning the spirit and shadow requires all wild magic gathered. As long as the Shadow Slave exists, Vantor’s magic is locked.
-Omni spell (Necromancy, Summoning Magic & Wild Magic): Vantor invokes a spirit while simultaneously casting a wild spell. This requires more focus, but allows more flexibility with the effects of the spell, as well as increases his chance of casting a successful one.
-Soulstill Fusion (Necromancy & Summoning Magic): Vantor invokes a spirit to manifest within his body, causing his physical appearance to fade. This gives him minor characteristics of the spirit, such as hair and eye color, height, and body marks. This also grants him the spirit’s magical and physical capabilities.


Weaknesses: He is incredibly vulnerable due to his lack of physical protection and the fact that in place of defense, he counters with agility and dexterity (In other words, he fights and defends like a sword dancer). Light can burn him in concentrated quantities.

Personality: He will stop at nothing to survive. He has a fear of dying, as he absolutely hates the idea of becoming what he summons. If he must work with another, he will tolerate it. Otherwise, he’d rather kill anything that gets within a five-foot radius of his being.

Brief History: As a boy, Vantor discovered his innate talents for dark arts when he managed to summon an Archdemon which destroyed his home town. He was never taught compassion for other life forms, and has only ever thought of himself. He continued to train in the arts of necromancy on his own, often exposing himself to more dark magic than he should. On his own, he learned how to combine himself with spirits, allowing him to absorb their energy. Eventually the process took the better of his physical form, completely ending the aging of his appearance and giving him heterochromia. He still didn't care, and continued to increase his powers through this technique.

It is unknown why the Darkness Lord chose him as a representative, what with the foulness of the boy's soul. It may be for his great strength, or a reason even deeper than that. Nonetheless, when Vantor thought about what victory could mean, he decided to join the Elemental Tournament.

The application is rejected. Summoners are hard to work for the EC, as a general observation. The ability to substitute someone in to fight for yourself isn't really in the spirit of the tourney, and more importantly, is often very close to too much power for a character to have. A character who can summon, or create copies of themself is permissible, but only if the copies/summons are clearly inferior to the original (ala Nightfall), and cannot be summoned in massive quantities (ala Zerg rush). Additionally, the Wild Magic spells Vantor uses lack a distinct "Dark flavor," even if that be only the notation that the energy making them up is Dark-aligned. I would ask for a nerf to the Wild Magic powers, along flavor rewrite. I'm also wondering how you plan to enforce the 50% spell success rate, are you going to be flipping a coin to decide if the spell works or not?

One last note, I'd like a bit more information on Soulstill. Specific spirits and their powers mostly. The fusion shouldn't change his elemental flavoring.
~Kell


< Message edited by Kellehendros -- 6/21/2011 22:01:55 >
AQ DF Epic  Post #: 23
6/20/2011 18:32:17   
Eltaka
Member

Personal
Name: Ithon
Age: 28
Gender: Male
Race: Human.
Alignment: Darkness
---
Appearance
Brief Description: A tall, lean man with two blades sheathed on his back.
Hair Color: Black
Hair Style: Shoulder-length and wavy.
Skin Tone: Light-skinned.
Eye Color: Black
Body Build: Lean and tall. Looking at him, he looks like a man who is the best of both worlds; agile and strong.
Height(Ft): 6'3''
Weight(Lbs): 145
Armor/Clothes: Dark grey cloak, covering tight black shirt and black pants. Under his cloak, two swords are sheathed on his back, in such a fashion that he can easily reach one or the other in most cases.
---

Weapons- Two blades, listed below.
Aetheria, a simple Katana imbued with magic to lighten its weight and allow for blocking of most melee attacks. Used mostly in fast, annoying attacks and in defensive battles.
Netheria, a far more ornate katana imbued with multiple spells of varying power. The most notable properties of the sword is its resistance to magic, its ability to cleave through magical armor, its ability to absorb and store minor magical attacks, and the various offensive techniques that it allows (details below). Used only when on the offensive.

Fighting Style- Depending on the situation, he will pick one of his blades and taunt/trick the enemy into attacking him with magic. He will then absorb the magic and attack with his spells. If the enemy uses a blade, he will rely on Aetheria to parry the attacks, cripple the enemy with quick attacks, and seek an opportunity for a quick kill. However, against stronger opponents, he will run and hope for the best.

Abilities- These skills require magic to have been absorbed by Netheria
Arm of Hades: Uses the absorbed spells to launch darkness-based projectiles when he slashes with Netheria. Requires very little magic to use. Projectiles disperse after traveling for 7 seconds.
Radiant Dusk: Infuses both his blades with dark energy for 15 seconds. While active, all wounds inflicted will be far more painful than they should be, and will not be able to be healed for 30 seconds. Requires a good amount of magic to use.
Maelstrom: Ithon radiates power for 10 seconds. When one of his blades makes contact with something, his power take a physical form and multiple blades attack the target from multiple angles. Great speed is required to block all these attacks. Wounds inflicted by this will be painful, and cannot be healed for 20 seconds. Requires a large amount of magic.

Strengths- He is an average swordsman, his melee advantage lies in the fact that he can move his blade faster than other blades. He can also use magic to his advantage. Minor magical spells will be absorbed and used by Netheria.

Weaknesses- Major spells, if they have any accuracy at all, will not be absorbed, and as such he has no defence against them. Arrows are unlikely to be blocked, and will likely hit him. While most magic is drained from weapons and projectiles, the item itself will not be affected in any other way. A proficient swordsman will defeat him without much of a problem

Other notes- The limit to how many spells he can absorb is well over a hundred, and overcharging the blade is unlikely to ever happen. Which spells are minor and which aren't is debatable, and is best handled on a case-by-case basis OOC. As a general guide, any standard spells such as Fireball and most magical spells placed on weapons will be absorbed. Specialized spells or racial-based spells such as Necromancy and illusions will not be affected by Netheria.

Link to first post: http://forums2.battleon.com/f/fb.asp?m=19188475

I nerfed his melee skills, changed alignment to pure darkness, and put a few more specifics on Netheria's power. Looking at a few other bios, many combatants are now mostly unaffected by Netheria. Unless, say, he gets barraged by basic fireballs, he will be unable to use his higher abilities.

Approved.
~Kell


Edited with first post.

< Message edited by Eltaka -- 6/27/2011 19:54:47 >
DF  Post #: 24
6/20/2011 19:53:16   
Kellehendros
Eternal Wanderer


For those interested, registration has been extended to the 24th, due to problems on my end.

Posted bios will be reviewed tomorrow.
AQ DF MQ  Post #: 25
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