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6/24/2013 3:32:19   
Antithesis
Member

For the most part, this is a very interesting, well-thought out character. However, his abilities need some work before I'll be able to approve him. Firstly, Deep Wounds is going to have to go - the godmod potential this ability has it just a little too great. Secondly, the Phasing Through Armor ability needs to be toned down a bit; perhaps you could tie it more closely to his electrical abilities and have the sword pass through armors that conduct electricity (for example, stone-based armor and magical barriers would be immune to this). Thirdly, I'd like you to clarify the effects of Taze, since while I find it hard to believe that one single, quick touch could kill someone, I could believe that extended contact would. Lastly, the Teleportation ability needs a cooldown of some kind, since as it is, it's a bit overpowered. Placing a cooldown on it, combined with the usual disorienting effects of teleportation should make it good. Make these changes, and I should have no problem approving this character.

Name: Rolek Bronzeblood
Element: Energy
Age: 66
Gender: Male
Race: Human
Appearance:
A stalwart, strong man with a hulking presence. His hair; chalk-white, thick and ragged, is usually kept in long braids down his back. Upon his face he wears a goatee, braided as well. The overall intimidating and masculine facial features he displays are contrasted by the bright white eyes set with pupils that are enlarged to the point where his irises are barely, if at all, visible. He's in remarkably good shape: with muscles bulging on every part of his body, some have said that he has taken on the build of a giant. That being said, he has a proud posture. He always stands tall and firm. He never lowers his head, for any reason.

When it comes to what he covers himself with, he prefers yak-hide wraps and boiled leather. It'd be a rare sight to see him covering his head, as well.

Weaponry:
An adept swordsman and a master with his fists. "The best defense is an unstoppable offense" seems to sum it up nicely. The thrill of fighting hand to hand is no mystery to Rolek, and it is not unusual to see him donning a bronze-studded cestus on each hand.

Mothbrand – An enchanted shortblade earned after he slew the Bronze Beast attacking his homeland. It is said that its edge may pass through any armor as if naught was in its way; and that any wound contracted from it shall never be healed. In appearance, it is a blade of solid gold, its only other distinguishing feature the Moth symbol engraved upon its hilt.

Cestus – Rolek fights on his feet. Should he be (god-forbid, this never happens) taken to the ground, he resorts to throwing his foe in order to allow himself to get back up. Slow, powerful punches are his playing ground; and the Cestus display this power by shattering stone.

Personality:
Rolek is a very proud, bordering on arrogant, individual. He is quite boastful, really. While he considers himself good at heart, sometimes his behavior makes him look like a very antagonistic person. With that in mind, however, Rolek respects individuals, especially those with fighting prowess, greatly, and wants to see everyone succeed in the long run. He is never dishonest. He is never intentionally rude. His love for himself is rivaled only by his love for others; even his enemies. During a fight, he will laugh with his opponent cheerfully and genuinely compliment their skills– He considers his opponents to be among his closest friends, even in death, as there is no greater honor in friendship than being the last person that a dying soldier sees.
Out of combat, Rolek is the paragon of every extreme in a personality. He speaks louder, cheers more obnoxiously, yawns deeper, laughs with more heart, and rages with more fury than any of his subordinates. He lives by a code that he must place himself first, live and die gloriously, so that others will follow suit and lead glorious lives of their own.


Talents, Magic:

Phasing through armor– Rolek’s Mothbrand has the ability to phase through any armor, magic or physical, taking the form of what looks like solidified electricity.

Deep Wounds– Wounds contracted from the weapon Mothbrand are seemingly impossible to recover from. Even the body's natural processes do not take effect, and it would take several days for even the most experienced Acolyte to recover from a slash wound.

Berzerking– When engaged in hand-to-hand combat, Rolek does not feel pain and has a greater resistance to blunt weaponry and magic. The speed and force of his barrage is ungodly.

Hyper-awareness– The dilation of his pupils goes hand in hand with his ability to see everything in his field of view in great detail, including motion. Because of this, he can pick up on even the slightest projection of an incoming attack so long as it is visible. He also a keen eye for an opponent’s weaknesses and strengths. He does not, however, have the ability to make judgement calls about an opponent’s magical offense.

Taze– Electricity courses through his body and is emitted from his fingertips. It requires effort on his part, but if he manages to get a firm grip on a human enemy he will likely leave them incapacitated, or dead.

Short distance “teleportation”– While not true teleportation, Rolek has the ability to take the form of electricity and launch himself at extreme speeds over short distances (ie; several meters). He can not typically attack while doing this, but if he were to come into contact with an enemy, they would certainly feel it.

Lightning Spear– With great focus and several seconds to himself, Rolek can form a spear of lightning in his palm and hurl it at lightning speed at a target. Just as with his sword, this ignores armor and may even cause heavily armored foes to be severely burned inside their shell.

Pride– Rolek fears nothing, nor does he experience doubt of himself.

Love for Combat– Some say it is an enchantment on him from defeating the Bronze Beast. Rolek has an evident resistance (Not an immunity) to all magic. What this means is that usually he can continue to fight through a barrage of magic attacks, and sustain a great deal of damage, before being toppled.

Warm clothing– Rolek has a slight extra resistance to cold and frost magic attacks.


Fighting Style:

Counter-attacks– Rolek sacrifices defense for offensive defense and parries attacks as opposed to blocking them. This is not necessarily an advantage, but more a substitute for defense.

Unpredictable– His movement has a tendency to be very sporadic in nature during combat, and thus it is very difficult to make assumptions about his next attack. He is just as likely to sheath his sword and throw a punch as he is to headbutt a foe and slice their throat.

Fighting stance– He wields his shortblade with either one or two hands, and switches his grip often. He stands tall while prepping for combat.


Weaknesses:

Light armor, no shield– Rolek does not wear much armor, and his boiled leather and yak hide can only really protect him from the cold or damage from nature.

Hyper-awareness– Rolek is sensitive to light while focusing his senses, and can even be temporarily blinded by small flashes of light.

Quick to anger– When faced with a situation that is severely not in his favor or unfair, he may burst into a rage, which may leave him vulnerable to unexpected attacks and foul play.

No defensive magic– Speaks for itself. Save for rapidly teleporting away from an attacking target, Rolek cannot defend himself from physical attacks with the use of magic.

No healing– He is not an experienced healer and as such any damage sustained in combat is essentially permanent if he does not have aid. He does, however, have basic knowledge of medical care, and can wrap a wound or put together a splint.

Risk taker– Sometimes his actions outside of combat can put his life in danger. He makes stupid assumptions every now and about a foe.




Wow I had a good time coming up with this character. I'm not a member of the RP forums but I think this has the potential to be extremely fun :) Hope Rolek gets the chance to represent himself and his element!

Cheerio!

< Message edited by Ryu Viranesh -- 6/24/2013 16:03:36 >
AQ DF MQ AQW Epic  Post #: 26
6/24/2013 17:58:25   
Antithesis
Member

Approved - the changes that you've made look good, and I can't wait to see this character dive into the fray.

Rev up dat popcorn, ladies and gentlemen...
The new, improved, Rolek Bronzeblood! Karate chop action! Three full degrees of motion! Voice activated glowing eyes?!
Batteries not included.

~~~~~

Name: Rolek Bronzeblood
Element: Energy
Age: 60
Gender: Male
Race: Human
Appearance:
A stalwart, strong man with a hulking presence. His hair; chalk-white, thick and ragged, is usually kept in long braids down his back. Upon his face he wears a goatee, braided as well. The overall intimidating and masculine facial features he displays are contrasted by the bright white eyes set with pupils that are enlarged to the point where his irises are barely, if at all, visible. He's in remarkably good shape: with muscles bulging on every part of his body, some have said that he has taken on the build of a giant. That being said, he has a proud posture. He always stands tall and firm. He never lowers his head, for any reason.

When it comes to what he covers himself with, he prefers yak-hide wraps and boiled leather. It'd be a rare sight to see him covering his head.

Weaponry:
An adept swordsman and a master with his fists. "The best defense is an unstoppable offense" seems to sum it up nicely. The thrill of fighting hand to hand is no mystery to Rolek, and it is not unusual to see him donning a bronze-studded cestus on each hand.

Mothbrand – An enchanted shortblade earned after he slew the Bronze Beast attacking his homeland. It is said that its edge may pass through any armor as if naught was in its way. In appearance, it is a blade of solid gold, its only other distinguishing feature the Moth symbol engraved upon its hilt.

Cestus – Rolek fights on his feet. Should he be (god-forbid, this never happens) taken to the ground, he resorts to throwing his foe in order to allow himself to get back up. Slow, powerful punches are his playing ground; and the Cestus display this power by shattering stone.

Personality:
Rolek is a very proud, bordering on arrogant, individual. He is quite boastful, really. While he considers himself good at heart, sometimes his behavior makes him look like a very antagonistic person. With that in mind, however, Rolek respects individuals, especially those with fighting prowess, greatly, and wants to see everyone succeed in the long run. He is never dishonest. He is never intentionally rude. His love for himself is rivaled only by his love for others; even his enemies. During a fight, he will laugh with his opponent cheerfully and genuinely compliment their skills– He considers his opponents to be among his closest friends, even in death, as there is no greater honor in friendship than being the last person that a dying soldier sees.
Out of combat, Rolek is the paragon of every extreme in a personality. He speaks louder, cheers more obnoxiously, yawns deeper, laughs with more heart, and rages with more fury than any of his subordinates. He lives by a code that he must place himself first, live and die gloriously, so that others will follow suit and lead glorious lives of their own.


Talents, Magic:

Phasing through armor– Rolek’s Mothbrand has the ability to phase through armors that conduct electricity, such as plate metal or chain-mail, taking the form of what looks like solidified electricity.

Magical Blade– The Mothbrand is a heavily enchanted blade, and as such the magical forces within it cause severe disruption to existing magical barriers cast by even the strongest of magi. Several strikes to a magical barrier can leave it completely inert.

Berzerking– When engaged in hand-to-hand combat, Rolek does not feel pain and has a greater resistance to blunt weaponry and magic. The speed and force of his barrage is ungodly.

Hyper-awareness– The dilation of his pupils goes hand in hand with his ability to see everything in his field of view in great detail, including motion. Because of this, he can pick up on even the slightest projection of an incoming attack so long as it is visible. He also a keen eye for an opponent’s weaknesses and strengths. He does not, however, have the ability to make judgement calls about an opponent’s magical offense.

Taze– Rolek forces the electricity in his body into the palms of his hands. A quick touch could shock an opponent whereas prolonged exposure (ie; Rolek gets a firm grip on them) could easily result in their incapacitation, or, with even further prolonged exposure, death. (This is an active skill, not a passive skill.)

Short distance “teleportation”– While not true teleportation, Rolek has the ability to take the form of electricity and launch himself at extreme speeds over short distances (ie; several meters). He can not typically attack while doing this, but if he were to come into contact with an enemy, they would certainly feel it. Rolek’s method of teleportation casts a toll on his body, and can leave him disoriented. Because of this he is unable to use it in quick succession. If he takes time before using this ability to prepare himself mentally and physically for the instant transmission, causing him to be less disoriented and ready to use it quicker than normal. In summary: More time spent preparing, less time spent cooling down.

Lightning Spear– With great focus and several seconds to himself, Rolek can form a spear of lightning in his palm and hurl it at lightning speed at a target. Just as with his sword, this ignores armor and may even cause heavily armored foes to be severely burned inside their shell.

Pride– Rolek fears nothing, nor does he experience doubt of himself.

Love for Combat– Some say it is an enchantment on him from defeating the Bronze Beast. Rolek has an evident resistance (Not an immunity) to all magic. What this means is that usually he can continue to fight through a barrage of magic attacks, and sustain a great deal of damage, before being toppled.

Warm clothing– Rolek has a slight extra resistance to cold and frost magic attacks.


Fighting Style:

Counter-attacks– Rolek sacrifices defense for offensive defense and counters attacks as opposed to blocking them. This is not necessarily an advantage, but more a substitute for defense.

Unpredictable– His movement has a tendency to be very sporadic in nature during combat, and thus it is very difficult to make assumptions about his next attack. He is just as likely to sheath his sword and throw a punch as he is to headbutt a foe and slice their throat.

Fighting stance– He wields his shortblade with either one or two hands, and switches his grip often. He stands tall while prepping for combat.


Weaknesses:

Light armor, no shield– Rolek does not wear much armor, and his boiled leather and yak hide can only really protect him from the cold or damage from nature.

Hyper-awareness– Rolek is sensitive to light while focusing his senses, and can even be temporarily blinded by short flashes of light.

Quick to anger– When faced with a situation that is severely not in his favor or unfair, he may burst into a rage, which may leave him vulnerable to unexpected attacks and foul play.

No defensive magic– Speaks for itself. Save for rapidly teleporting away from an attacking target, Rolek cannot defend himself from physical attacks with the use of magic.

No healing– He is not an experienced healer and as such any damage sustained in combat is essentially permanent if he does not have aid. He does, however, have basic knowledge of medical care, and can wrap a wound or put together a splint.

Risk taker– Sometimes his actions outside of combat can put his life in danger. He makes stupid assumptions every now and then about a foe.



Cheers everyone. I look forward to this.




LINK TO FIRST POST: Right over here!

< Message edited by Antithesis -- 7/2/2013 4:09:04 >
AQ DF MQ AQW Epic  Post #: 27
6/24/2013 18:00:56   
jerenda
Member

quote:

ORIGINAL: Ryu Viranesh
Happy Birthday! I kind of forgot a gift, so ... how about an approval?

Gabriel: Awesome! Thanks Viranesh-san! That's a great present. :)

quote:

ORIGINAL: Legendium
Happy Birthday. :p

Thanks! A pity I won't get to defeat err, meet Waters-chan in combat, but perhaps she can cheer for me.

Hey! Aren't there any more competitors?! I know my powers are weird, but they're not that scary, really! Come out and fight!

(I have decided to give in to my desire to attach suffixes to people's names due to reading too much manga. Gabriel can have been at a Japanese monastery or something.)
AQ DF  Post #: 28
6/24/2013 22:35:05   
Riprose123
Member

I'd like to point out that I will be trying to compete for the first time this year, with a hopefully acceptable darkness user.
DF MQ  Post #: 29
6/25/2013 0:19:53   
Legendium
Member

quote:

A pity I won't get to defeat err, meet Waters-chan in combat, but perhaps she can cheer for me.


She won't be at the tournament to cheer at all, she got a bit too landsick to fight. Although it is a pity. I would've loved to see a showdown between her and all of these characters. Especially Rolek and Kovvi.
And why Waters-chan?

< Message edited by Legendium -- 6/25/2013 0:49:26 >
DF MQ Epic  Post #: 30
6/25/2013 1:10:59   
W.A.R.Z.
Member

Name: Gus "Gusty" Tiala
Element: Wind
Gender: Male
Age: 43
Race: Wind elf
Appearance: Somewhat muscular, pointed ears, light grey skin, long silvery-blue hair, coal-black eyes, cloth tunic.

Belongings:
Minor OwhToo of Windia: The OwhToo was a legendary wind sword forged from solidified oxygen that had the power to manipulate wind and was made by the gods of wind, then handed down to the wind elf town of Windia, wars were fought by the wind elves of the world over the sword, the gods of wind, in an attempt to cease the fighting, split the sword into many Minor OwhToos, each with a fractional amount of the power, since then all of them but the Minor OwhToo of Windia were destroyed during wars fought to obtain them all. The Minor OwhToo of Windia can only manipulate wind to a small degree, moving only light objects such as a notebook, but the original OwhToo was said that it could have been able to lift the entire town of Windia into the sky, the Minor OwhToo of Windia is still able to change the path of light objects such as arrows. The Minor OwhToo of Windia slightly strengthens wind spells. The greatest wizard of Windia put a spell on the Minor OwhToo of Windia that would return it to Windia in the event of the current owners death.
A wooden bow: A bow hand-made by Gus's now deceased father, Gus can use the powers of the Minor OwhToo of Windia to make the arrows hit harder and be more accurate.
Large Quiver: Standard issue quiver sold in the archery shop of Windia, holds 30 arrows.
Weak Blowdarts: Knock out target for 5 minutes, only affects humans and elves.
Cloth tunic: Sewn by Gus's mother, provides minimal protection.
Very large food satchel Contains three weeks worth of food. Very heavy.

Personality: Mute, smart, calm, peaceful, pacifist, only fighting for the people he cares about.

History: Was born the 27th heir to the Minor OwhToo of Windia, as a child he fought off bandits that fatally wounded his father over the Minor OwhToo of Windia. During the incident he was severly wounded and wound up in a year long coma, awoken only by the spirit of his father, irreversable damage was done to his nervous system which is what causes him to be mute. After he awoke from his coma he went on to study chemistry and combined his magical background to become the first wind elf magiscientist.

Skills, spells and abilities: Spells can only be cast one at a time except for casting both Air of the Dragon and a passive spell and a spell cannot be cast if one of the same spell is already in affect, even if the second casting of the spell would end after the first casting runs out.
OwhToo Enchance: Spell that gives normal weapons air powers half as strong as the Minor OwhToo of Windia, when cast on the Minor OwhToo of Windia it increases its air powers by 50%, it allows it to lift heavier objects such as fist-sized rocks. Takes three minutes to cast but doesn't require undivided attention. Lasts two hours. Can stack with EnOwhToo. Can stack with Air Absorb.
Air Absorb: Spell that absorbs oxygen from the air to increase the Minor OwhToo of Windia's air powers by 50%. Takes 10 minutes to passively cast. Lasts 20 minutes. Can stack with OwhToo Enchance and infact causes an increase of 75% instead of 50%. Cannot stack with EnOwhToo. A current casting of OwhToo Enchance will end as soon as the current casting of Air Absorb ends.
EnOwhToo: Spell that temporarily turns the Minor OwhToo of Windia into the EnOwhToo by channeling the high amounts of nitrogen in the air. Fumes toxic nitrogen dioxide, Gus uses the powers that the Minor OwhToo of Windia has naturally to keep away the toxic nitrogen dioxide and to poison his target. Increase the Minor OwhToo of Windia's air powers by 25%. Takes 3 minutes to cast and if distracted during the casting Gus will faint afterwords for 5 minutes. Due to his wind elf nature he will not die if he inhales the nitrogen dioxide but he will become ill and weak for a day. Lasts 30 minutes. Can stack with OwhToo Enchance. Cannot stack with Air Absorb.
Air of the Dragon: Spell that fires a ball of thickened semi-solid air out of his hands. Strong but dissipates the farther it goes, getting weaker. Instant casting but has a 4 minute cooldown period.
Wind Shield: Spell that envelops his body in a mass of thickened air that protects against weak attacks. Only slows down strong blund attacks like a punch and does nothing to sharp attacks like a sword swing. Increased weakness to fire but strength against other elements. Takes 30 minutes to passively cast. Lasts an hour.
Agility: His wind nature gives him natural agility.

Weaknesses:
1. Harming fire is extremely difficult with only wind spells.
2. Not physically fit.
3. Cannot speak.

First post:

Edit: I've decided to not enter the championship, please disregard this post.

< Message edited by W.A.R.Z. -- 6/25/2013 18:16:39 >
AQ DF MQ AQW  Post #: 31
6/25/2013 1:18:29   
Antithesis
Member

quote:

I'd like to point out that I will be trying to compete for the first time this year, with a hopefully acceptable darkness user.


I look forward to seeing your entry!

Oh boy dis gon' be good
AQ DF MQ AQW Epic  Post #: 32
6/25/2013 2:09:24   
Arthur
How We Roll Winner
Dec14


@Rip, and just when I thought I was gonna have a quiet weekend.

But sure, you're on.^^
DF MQ AQW  Post #: 33
6/25/2013 10:45:33   
Legendium
Member

quote:

Knock out target for 5 minutes,


Just so you know, in realistic combat, five minutes is nigh on a lifetime. If I gained five minutes of a paralyzed foe, that foe would be dead in less than one minute (I actually do fencing, so....). I know it's not really in my place to judge bios, but five minutes gives a huge edge to battles. In my opinion (meaning do what the AKs say later, you don't have to listen to me) five minutes seems too much. Additionally, ten minutes to cast a spell also seems too much to me, but then again, that's me speaking, and what I say is only advice from me, you should do what you feel is right. Like really. I'm stressing on that.
DF MQ Epic  Post #: 34
6/25/2013 13:57:37   
Starstruck
Member

TD once told me that your average combat post lasts five to ten seconds.

To put this in perspective, a foe who has been paralyzed for five minutes would be able to do nothing for 15 to 30 posts.

Assuming that you basically wish to lock down a foe in order to make your move, you could use the technique in 5 to 10 seconds as your first post and then have a "free move" in your next post. Once you've gotten that "free move" in, your opponent needs to be ready to fight again.

It looks to me like you wouldn't have any superpowerful abilities that could totally annihilate a defenseless opponent, but 5 minutes of free reign is probably enough to poke someone to death. Your character is "not physically fit," so I'd imagine that ability would be useful! It's still too powerful though.

ALSO:
quote:

Appearance: Somewhat muscular
Agility: His wind nature gives him natural agility.

...

Weaknesses:
2. Not physically fit.



Miss Kai will be entering combat this year <3 It'll be tons of fun. If I finish her and nobody else posts, I'll edit her into this. Get ready for...crumpets! >:)

< Message edited by Starstruck -- 6/25/2013 15:03:52 >
DF MQ  Post #: 35
6/25/2013 15:12:36   
Geddesmck
Member
 

You could just add a point that it knocks out the average person for five minutes. No one here is average so it would leave it up to them how they react.
AQ DF  Post #: 36
6/25/2013 15:59:53   
Kellehendros
Eternal Wanderer


Approved - Really like the character and can't wait to see how you use her.

Name: Tharala Swiftwing
Race: Kotka
Gender: Female
Age: 21
Element: Light
First post: Here

Appearance: At five feet and seven inches tall, Tharala is more an exotic sight than an imposing one. Her form is abstractly human, bipedal, with dextrous, long fingered hands at the ends of her arms. What draws the eye, however, is the fact that she is covered in brilliantly colored plumage, like a humanoid bird of paradise. Her deep gold eyes are set above a dark, hooked beak, framed by long, emerald feathers that appear much like hair. The emerald feathers cover her head, shoulders and neck, and then coloring into russet and brown hues over her back, arms, and lower torso. Lower, and the browns give way to intense yellows and occasional orange streaks over her legs. Another major difference between Tharala and normal humanoids, is that her legs terminate not in feet, but in sharp, grasping talons. This gives her something of an uneven gait when walking, and makes it hard for her to run with great speed. Still, the talons can inflict serious injuries on bare skin, and Tharala prefers to fly anyways. That leads to her wings, covered in a golden feathers, and stretching easily six feet to either side when fully opened. While she appears slender, she actually has powerful back, shoulder, and arm muscles, which makes since, as flying is her main method of transportation, and a major part of her daily occupation.

Gear: Tharala wears light leather armor, as heavier armor would hamper her ability to maneuver and fly. This means her armor is of many pieces, in order that her wings can move with as much freedom as possible. The armor covers her chest, belly, and the small of her back. Tharala also has light leather covers affixed to the leading edges of her wings, which protect them from cuts, scrapes, and small bits of debris, but are of little service against smashing blows or heavy cuts. She also wears leather forearm and shin guards. One her head, she wears a leather cap with a pair of dark, smokey glass lenses, which are very helpful to protect her eyes from the brilliant sun while she flies.

Tharala favors the spear, and hers is a seven foot weapon, the last foot of the ash stave is covered in steel, with a pair of metal guards (like those on a boar spear) protruding six inches from the tip of the weapon. She also carries a barbed and weighted net, adapted from the model used in her occupation as a skyfisher. With a diameter of six feet fully opened, the net is good for snarling up foes or prey. The net takes several minutes to fold and ready properly once it has been cast, which limits its effectiveness as a weapon. That being said, anything caught beneath it will have to deal with the barbed metal hooks and not insignificant dead weight the metal and rope construction represents. Wound about her upper body, carefully out of the way of her wings, is a long chain, one end of which is weighted, while the other has a metal spike. The ten-foot chain comes in handy for binding things, but also serves as a good weapon, though as previously mentioned, Tharala prefers her spear. Tharala's last bit of gear is a belt strapped about her waist. Attached to the belt are six round balls of a dull black metal. Once activated, the balls detonate after several seconds, creating a flash of brilliant light, accompanied by a loud, disorienting bang.

History: Tharala is a skyfisher, a hunter from the mountains of the western lands who stalks the skies, taking down prey for her clan with spear and net. She has come east as a favor to a friend. Word of the Elemental Championship has spread, and Tharala has traveled to Bren to fight for the Champion's Boon. What it is, precisely, that she is fighting for, she won't say. It is a point of sadness for the normally happy and enthusiastic young woman. She has always had a love of life, but troubles have a way of creeping into even the most contented of existences. Tharala is not a warrior, but she is a hunter, and her determination to see her promise through may yet bring her to her goal, or cast her down in the bloody sand as just one more victim.

As a final thing of note, I discussed Tharala's winged nature with Ryu. He informed me it was fine for Tharala to enter, so long as she does not attempt to actually use her wings to fly.

< Message edited by Kellehendros -- 7/2/2013 23:59:53 >
AQ DF MQ  Post #: 37
6/25/2013 20:39:57   
Tdub
Member

I have recently returned to the forums, and I noticed the section where it states that I do not have to have graduated from the RPA to participate. However, is it okay to participate even if I haven't completed step one? I'll get around to that soon, but doubtfully before July 1st.
Post #: 38
6/25/2013 21:13:02   
Ryu Viranesh
Member

^Yes - you can compete even if you haven't touched the RPA, to make that as clear as possible.
AQ DF MQ  Post #: 39
6/25/2013 21:42:53   
Tdub
Member

Okay, thanks!
Post #: 40
6/25/2013 22:20:15   
Riprose123
Member

Approved - Creative character with an interesting back-story. Curious to see where he goes.

Name: Jackal Velteran
Race: Wolvenier (Humanoids created by the gods to dwell in the northern mountains and to guard the demon sealed in a deep pit there, many of these bipedal wolves have wandered into hominid settlements, bringing their language and ways with them. Common traits include increased hair growth, a large amount of muscle mass, a wolf like face structure, with pointed nose and ears on top of the head, a tail sprouting from the hindquarters, enhanced senses, the ability to see in the dark, claws in the hands, and abnormal tallness. Wolvenier are abnormally gifted warriors, thought most lack the social skills possessed by the more civil hominid races.)
Age: 27
Element: Darkness
Link to first post: Linkity

Appearance: Jackal stands at 7' 4", and weighs 325 pounds without his gear. He is a large mass of rippling muscle, not a ounce of fat on his body. His eyes are a intelligent green, with a savage spark in them whenever the opportunity of battle is presented. His hands are worn and callused from many a day spent fighting and training. A grey mane sprouts from his head, grey ears sprouting on the top that are a bit longer than the regular Wolvenier's, each possessing three gold rings pierced through them. His tail is a little on the mangy side, not as full and bushy as some of the other males in his home, but he makes up in looks with strength, endurance, and primal blood lust. The entire structure of his face his predatory and sharp, much like a proud wolf's.

Apparel: The only "real" things Jackal owns are a pair of leather pants, two rings for each of his hands, and an amulet. The jewelry both posses elemental shadows, the jewels a swirling mass of darkness. He carries no weapons nor armor, and only a few spare pairs of pants.

Abilities: As a shadowbender, Jackal is able to use the elemental shadow energy in his rings to form weapons, as well as the shadows in his amulet to form armor. His resources are limited, and because of the amount that is broken away during battle, he has to replenish his supply after just about every battle. Each ring holds enough shadow energy to make a weapon the size of a long sword or scimitar, and combined they can make things such as spears, battle axes, or greatswords. He is unable to make ranged weapons such as bows or crossbows, but can make knives and the like to throw. The amulet holds enough to form a set of full plate armor, or something lighter if he wishes to sacrifice protection for speed. He does away with any head gear, liking to keep his senses unburdened. Shadowbending also allows him to morph shadows around himself, allowing for limited concealment.

Strengths: No gear to care for, weapon specialist, able to pick and choose what kind of weapons or armor he wishes in mere seconds, faster and stronger than a normal human.
Weakness: Armor is weak to light magic of any type, as is weapons and camouflage, limited amount of shadows.

Personality: Jackal is an odd ball when it comes to his kin. Where most Wolveneir are strong and silent, he is strong and outspoken. He loves the art of debate, as well as sharing his ideas and thoughts. His wit is sharp, as is his tongue and his blade. A certain aura of self confidence surrounds him, and many mistake it for arrogance. He simply believes in himself and his abilities, and likes to rely on himself more than on others. He's quite pleasant to be around, and is loyal to the those who earn his trust.

History: Jackal was born into the average Wolveneir family, and taught from a young age the skillful use of armor and a multitude of weapons. He was assigned to guard the Pits, a magic prison for demons who had transcended from their home plane to the mortal plane, just as every one of his kind had before him. His watch was uneventful for three years, until finally there was a break out. Many of his fellow guards were killed in the attempt to subdue the powerful demon that had broken it's bonds, and finally it had come to face Jackal. It entered his mind, forcing it's will upon him in an attempt to dominate his mind. He fought back, falling back on old training, throwing up walls of raw emotion to shield his thoughts from probing. She continued her assault with words of discouragement, hoping to break his will. He continued his defense, and as she was unable to break him, she struck at him physically, slashing him with talons and leaving him for dead. He survived the attack, but slipped into a coma thanks to poison of demonic origin.

Sleeping for two more years, he finally awoke, violently from his nightmare, stirring the shadows with his panicked scream. His arousal resulted in the death of a young girl from spikes of shadow ripping through her body. As punishment for his murder, he was banished, sent out into the cold wilderness. His adventures continued there, as he made his way into civilized country, and befriending a mage, who in return for services of blade and strength, rewarded him with his jewelry, and a rudimentary understanding of where his powers had come from and how to control them. After many a months doing freelance jobs, he has decided to compete in the Elemental Championship, hoping to prove himself worthy in battle to be accepted by his kin, no matter where his powers may have come from or his accidental deeds.

< Message edited by Riprose123 -- 7/6/2013 0:20:54 >
DF MQ  Post #: 41
6/26/2013 1:41:26   
EmbraceTheDarkness
Member

Approved - nicely balanced character. You're in for a treat, sure enough. Have fun!

Alas I was never granted the oppurtunity to read about these last year. I can't miss the chance of joining in on what seems to be a very fun activity

Name: Meoden StrongHammer

Element: Earth

Age Range: 40

Gender: Male

Race: Dwarf

Appearance: Meoden is a 3 foot dwarf, with a large red beard that goes 10inches down his chest. He is very muscled with green eyes, He wears a golden plated heavy armour with a white mountain on the chest plate representing his home land to the east. He has a large crooked scar across his right bicep from when his city was attacked by Goblins. He wears large golden gauntlets with spiked knuckles that he can use as a weapon. Meoden wears no helmet or cape as he believes they just get in the way.

Personality: Meoden is strong headed who is always ready for a fight. He often looks to the dwarven gods and his crossbow for guidance. Meoden can be rash and get himself into a worse situation then he expected. Meoden is very loyal to his friends and would die to see them live. Meoden has a very shot temper and can get angry very quickly.

History: Meoden once ruled over a dwarven city until a army of goblins attacked slaughtering his people, He escaped as his royal guard fended off a group of goblins. He now packs the guilt of their deaths on his shoulders. He later turned to mercenary work helping out local farmers and citizens of lore with their problems. He has retired for a time but is still always looking for a fight.

Weaponry: Meoden carries a grand total of three weapons, his CrossBow being the most popular of the three.
Crossbow
- His crossbow bears the name “PeaceMaker”, it is golden plated with strings made from the finest in lore. It was a gift from his brother the night before the goblin attack. He had it modified to be able to shoot 5bolts before having to reload.
Veteran Axemen
- He also wears two golden hatchets on either hip, Meoden can be a deadly warrior at close range While being very skilled with an axe he prefers his crossbow.

After his mercenary years Meoden spent some time learning the ways of earth magic.

-The ability to use the loose earth around him to make a shroud.

-Can cause large rocks to jut out of the ground around the battlefield.

-Has the ability to hurl decent size rocks at enemies while keeping a safe distance and not using energy.

-Can use the earths energy around him to heal minor wounds, but casting the spell requires tons of energy.



Weaknesses:


- Meoden is smaller than the average man, making it easier for them to get the advantage in height and stride length.

- Meoden wears heavy plated armour, the heat tends to make it harder on him, and the height makes it hard to get around quickly.
-
- Meoden wears no helmet and carries no shield, meaning he has no greater defense then what he can do with his hatchets
-
- Meoden is not a great swimmer, and the heavy armour weighs him down. Water is one of his major weaknesses.


< Message edited by TormentedDragon -- 6/26/2013 21:55:03 >
AQW  Post #: 42
6/26/2013 9:21:07   
Legendium
Member

quote:

Edit: I've decided to not enter the championship, please disregard this post.


I hope this wasn't my fault for having said what I said.....
DF MQ Epic  Post #: 43
6/26/2013 11:01:43   
Tdub
Member

Only one sticky wicket: for her Illusion spell, it's not clear whether the illusion hides her as part of it, or if it simple creates an illusory duplicate. That needs to be made clear. If she is also made invisible as part of it, that will still be fine, though to avoid problems that have cropped up with illusionists in the past you would need to let us, the hosts, know about character location while she's invisible.

With the clarification you're Approved. Have fun!


Here's my bio for the Championship!

Name: Is’ira Beliard
Gender: Female
Race: Human (Called a Syaldian)
Age: 23
Element: Light
Link to first post: Enter Is'ira, Stage Left!

Appearance: Is’ira, at first glance, is nothing special. She wears a plain white shirt that covers her shoulders and plain brown pants that go down just below her knees. She wears light brown sandals that do not restrict movement. No armor, weapon of any kind, or non-human trait makes her stand out in a crowd. Her blonde hair is straight and cut just above her shoulders. Due to her perfect lips and nose, and her bright blue eyes, she might be called attractive or even beautiful, but so can a lot of people. She stands at five feet and six inches tall, and weighs around one hundred thirty pounds.

The only thing about her that could stand out at all is the small yellow gem that she wears around her neck on a necklace. At first glance, one would know that is not a common stone, such as a diamond, ruby, or sapphire. A second look might cause a person to realize that the yellow gem isn’t anything they’ve seen before. An expert examining the stone would most likely realize that it is not from this world at all.

Belongings: Her pockets carry nothing but money for food and inns, when necessary. The yellow gem on her necklace is what grants her magic, explained later.

Explanation: Is’ira comes from a world that, in size and shape, is very similar to our own. This planet’s name is Syald. The people there are considered to be more advanced than those here due to the fact that there is no violence whatsoever between human peoples. One from this world might find it strange, but to them it is just the way they live. The only weapons on the planet are in museums or used for hunting. Each person has a gem that grants him or her magic, but that is only used to defend from some of the more aggressive animals on the planet.

Natural Skills: Each gem grants different abilities to Syaldians. Is’ira’s gem allows her to run a bit faster than most humans, and jump higher. She cannot fight with her hands, and relies on her acrobatics to dodge physical and magical attacks.

Magical Abilities: Is’ira’s gem, named Lumine, allows her to use certain light magic spells. This gem glows when magic is being used.

Light Shot: This is a blast of light magic that takes around half a second to charge. When fired from her hand, it flies at high speeds toward an opponent. Easy to dodge, it does not kill, but can knock a foe of his or her feet, providing a crucial yet short-lasting advantage. It takes very little time to cool down, and can be used as often as she wishes, as long as she hasn’t used any more draining spells recently.

Light Orb: This is an attack that takes around two seconds to form in her hand. Is’ira throws this orb, and when it comes in contact with a foe, it explodes, causing pain and, should it hit a throat, could be deadly. This can’t be used often, and takes three or four minutes to cool down.

Illusion: By bending the light around her, she can create an image of herself that moves around. The sudden appearance of another foe is usually enough to startle a foe, and can be frightening when charging at high speeds, even though it can do no damage to anything. This is not a perfect image, as it flickers occasionally. This does not require time to charge, but, realistically, could only be used once.

Healing Magic: Exactly as it sounds. The usual – Small scratches healed almost instantly, deeper cuts take several seconds, limbs lost could take days, blah, blah, blah. It would take a very secluded spot in an arena for her to be able to heal a deep cut and not be attacked, and no other magic can be performed while healing.

Light Shields: In certain circumstances, it may be necessary to block instead of dodge. Shields of pure light can be created. These cannot be held for very long, and strong hits could shorten their lifespan. A full-body shield, almost like a dome, could be used once in the tournament, but smaller shields, (Like one would use to block small projectiles) can be created and dissipated with very little effort and a three to four second cool down time. (Note: Most magical attacks will be reflected from this, but physical attacks will begin cracking the shield and shortening the time that Is’ira can hold it. Very strong physical attacks could outright shatter the shield.)

Lux: As a last resort, Is’ira can throw down her necklace, crying “Lux.” Lumine will shatter, and the resulting light explosions could be very dangerous to anyone in a ten-foot radius. This includes Is’ira, who will most likely be killed by the explosion.

Weaknesses: Is’ira has no armor or physical protection whatsoever. This leaves her very vulnerable to any attack thrown her way, especially a non-magical attack. She is especially vulnerable while waiting for her energy to recharge after using a lot of magic. And, of course, should she be separated from Lumine, she will be nothing more than an ordinary person, unable to perform magic.

Personality and History: Her planet discovered Lore over fifty years ago. It was deemed that none should travel to it due to the danger posed by violence. Hover, not long ago, it was decided that one individual should travel to the other world, in order to learn as much as possible. Is’ira, as the head of the Exploration division, was the one chosen. Is’ira is curious by nature, and is especially intrigued by violence, having none where she came from. In order to learn as much as possible, she decided to enter the Elemental Championship, although the decision is probably not one the High Council of Syald would approve of.

Syald is a world completely dedicated to Lady Light, and Is’ira considers any other servant of an Elemental Lord unworthy, but not below being a danger to her. She knows better than to underestimate her foes, and looks forward to seeing what another servant of Light can do on Lore.


I'm sure there's something wrong with this, but I really hope not because I like this character.

< Message edited by Tdub -- 7/2/2013 11:50:09 >
Post #: 44
6/26/2013 16:05:46   
Arthur
How We Roll Winner
Dec14


Do we compulsorily have to write in our character's history in order for our bio to be acceptable?

Just asking because I feel I've explained quite a few details in the bio.

EDIT: I've removed the History section from my bio.
The bio is at the end of the first page and ready for review.

@Ged, that's another reason for my question. Thanks for clearing it up.

< Message edited by Arthur -- 6/26/2013 16:20:07 >
DF MQ AQW  Post #: 45
6/26/2013 16:16:33   
Geddesmck
Member
 

No, you don't Arthur. Mine has no history section and I've been accepted.
AQ DF  Post #: 46
6/26/2013 21:01:14   
onionix
Member
 

Not Approved - This is an interesting character in a lot of ways, but one that runs into problems when it comes to this specific tournament. There's one particularly major reason for this, though also some smaller ones that I have some recommendations on how to deal with. Namely, the use of hallucinogenics not only is borderline with forum policy, but it kind of becomes an ... iffy thing to use in combat RP in terms of effects. So while poison itself is certainly allowed, that particular variety is not one that I can recommend or condone. Secondly, and this is something that may or may not happen, but consider this: if by some luck of the draw Phoebe happens to end up in the Cellar Arena, which has an aura of unnatural dryness about it, she would be in a significant amount of trouble, so you might want to rethink requiring moisture to such an extent. Lastly, to be honest, I actually feel as though this character is almost too weak combat-wise; it would probably benefit her greatly to have at least a weapon and maybe some type of armor. Just some things to consider, since I do like the idea behind this character. I just think that it needs a little bit of work.

Hey, this is my first time posting, so here goes!

~

Name: Phoebe Ann

Element: Water

Gender: Female

Race: Amphibi-man (Hybrid)

Appearance: Phoebe’s skin has a seemingly unnatural greenish hue to it, as well as being constantly clammy, making clothing an irritant, and uncomfortable for her. She wears a simple leather bikini, (which she constantly complains about) leaving the rest of her skin exposed. Her skin itself is covered in tiny bumps – glands that secrete poisons and viscous liquids that she uses in both attacking and defending herself. The underside of her hands and feet are sticky pads that allow her to attach herself to walls and ceilings. Her eyes are orange irises with black, horizontal pupils, her dark hair slicked back with a gel she has learnt to create herself. Her tongue is long and forked, usually residing within her mouth in folds.

Abilities:
Retain moisture: Phoebe draws in moisture from the air to keep herself hydrated; she also uses it to create the poisons and gels within herself.

Armour: She wears no armour per se, instead creates her own – by secreting a special type of viscous gel that she can use to cushion blows, but it means that she is weak to physical attacks.

Poisons: One of the poisons her glands produce is a mild hallucinogen, any physical contact has her opponent hallucinating.

Whiplash: She uses her long tongue as a whip-like weapon, dealing minor cuts. Her tongue, laced with a similar poison, leads to delirium as it enters your bloodstream.

Agility: Phoebe is highly agile, and her lack of heavy armour and clothing only serve to help.

Weaknesses:
Moisture: She needs to keep herself hydrated regularly, otherwise she is weakened physically, making her abilities less effective.

Although her Element is Water, Phoebe has no real control over it until she has taken it into herself through her pores. However, once she has, she can manipulate it to her will.

First post:



< Message edited by Ryu Viranesh -- 6/26/2013 22:45:13 >
Post #: 47
6/26/2013 21:38:35   
Ronin Of Dreams
Still Watching...


Do not think that I am not watching, and waiting. I see potential, now let us all live up to it, shall we?
AQ  Post #: 48
6/26/2013 22:44:05   
Chesset
Member

Not Approved - A good number of your abilities require more detail, since they just end up coming off as vague. Firstly, in terms of Fade, is it a blob of darkness that surrounds him or invisibility? If it's the former than the name is inaccurate, and in the case of the latter it's not really clear. Secondly, Energy Leech could really use some more detailing, since "energy" is kind of a vague definition for what he's actually draining - not to mention anything in terms of amount or any other potential side-effects. Lastly, Shadow Leap, more than anything else here, really needs to be expanded upon and explained more, since as it is right now I don't really understand necessarily what it's doing or how it does it. Basically, this bio needs to be filled out a bit more so that things don't come off quite as unclear.

Name: John Sol
Element: Dark
Gender: Male
Race: Human
abilities:
Fade he can bend the shadows to his will, allowing himself to be cloaked in a darkness almost impenetrable. It cannot be bent too far away from it's source how-ever.
Energy leech: Whenever he makes contact with his knife, he can drain energy from his opponent to fuel his shadow attacks.
Materialize: He can bend the shadows into solid objects, though these objects can be destroyed by light.
shadow leap: he warps through space itself into a darker dimension, for short periods to increase his speed.
Characteristics:
agility: He is simply very agile and quick.
Underdog: He is short, about 5' even. He also has a low amount of fortitude to match.
Appearance:
John sol has dark black hair, long in front and short in back. His pale blue eyes stand out on his face, characterized with pale skin, thin lips, and a never changing frown. He wears a simple long sleeve shirt, with the collar slightly un-buttoned, and long, baggy pants. His entire outfit is black, letting his pale skin and bare feet stick out.
Weaknesses:
His entire body hates the direct sunlight. Merely being out in the sun bothers him slightly, but a full on blast could traumatize him. He also has low health and fortitude.
Inventory:
Shadow dagger:
one of his only solid objects, this dagger has an un-natural sting.
Aloe:
the origional sunscreen/sun-burn repair, never leave home without it!

< Message edited by Ryu Viranesh -- 6/26/2013 23:16:10 >
Post #: 49
6/26/2013 22:46:03   
Tdub
Member

After posting the bio, I saw a problem in the Illusion spell, although you pointed out another one. No, Is'ira is still visible after the spell is cast, and the image serves only as a distraction. I thought I might need to clarify that the image has no attacking capabilities. Do I need to re-post the bio or does this post serve as an acceptable clarification?
Post #: 50
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