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6/29/2013 9:33:56   
Starstruck
Member

It won't do to seem too eager, dear. You never know which shadows are listening...
DF MQ  Post #: 76
6/29/2013 10:50:07   
unknown2215
Member

Approved - welcome to the EC, monsieur.

My apologies for entering so late, I hope this gets approved.

First Post: Right here at the Fountain Arena!

Name: Zephyr Abastor

Age: 37 human years.

Gender: Male

Race: The great-grandson of a Wind Elemental.

Element: Wind

Appearance: Zephyr is a well muscled but slim, handsome man in his later thirties, standing about 5'10'' tall with suntanned skin. His short and messy blonde hair gives people the impression that he recently rolled out of bed. Though it is hidden from view, Zephyr has many scars all around his body, accumulated from his adventures into sometimes dangerous ruins or tombs. He wears a black armor made from the scales of a mighty dark dragon, shoulder pauldrons and arm bracers made from the dragon's bones, gloves and boots made of the dragon's hide, a worn brown cloak with a hood to shield him from the warm suns and protect him from the cold, a medium sized dark leather pouch is strapped to the left of his belt and a satchel is slung across his body, resting just below his pouch. His build is lean, allowing for fast, agile and graceful movements. A masterfully crafted bow made of ebony is strapped to his back.

Skills and Talents:

Stealth: Having wandered across the lands for almost a decade, Zephyr has become skilled in hunting down prey for food. Sneaking around and not alerting his target while shooting them was his favorite tactic.

Fighting Tactics: Having served as a Knight for several years from the age of sixteen, Zephyr is familiar with combat tactics.

Adaptability: Zephyr has been forced into many situations in his travels, forcing him to learn how to adapt to new things quickly.

Agility: Zephyr is more agile than what is expected of a swordsman. His light weighted leather armor serves only to help this particular aspect of Zephyr.

Heightened Senses: Partly from his heritage and partly from his experience in his travels. Zephyr has learned how to use all of his senses to save his life many times.

Wind Elemental Heritage: Descending from a wind elemental, Zephyr's body is naturally stronger and faster than that of an average human's. His strength is comparable to a much larger and bulkier man despite his lean build while his speed is in between a human and a vampire or werewolf.

Master Wind User: Descending from a wind elemental, it is no surprise that wind magic comes naturally to Zephyr. He can freely manipulate and generate winds for his purposes. He also gains several benefits from being connected to the wind through his heritage.

1) Wind Senses: Zephyr can sense incoming danger to an extent through the winds, this gives him a minor precognition like abilities. (Limited merely to knowing when he is in danger, from which direction and how threatening an attack is to himself.)

2) Burst: Zephyr can release bursts of wind from any part of body to grant himself a boost in his movements or attacks. Rapid usage of this causes Zephyr to tire quickly. E.g constantly using it to run at high speeds, using it in three times in every single post(for five posts).

3) Air Resistance: Zephyr can manipulate the air resistance around an object. Reducing the air resistance of an arrow causes it to be drastically less affected by winds, thus making it more accurate.

4) Wind Armor: Zephyr can cause the winds to wrap around an object, shielding them. This will soften the blow of physical attacks as well as push away elemental attacks if the elemental attack does not carry enough force to break through the shield. E.g Weaker fire and water attacks will be blown away, ice, earth and darkness attacks will be softened, light will simply pass through the wind but might be distorted, energy attacks will break through with mild difficulty.

5) Wind Body: Zephyr partially melds with the winds around him to greatly increase his speed, physical and magical attacks can still harm him if contact is made. However, abilities such as burst and wind armor are unavailable to him while in this form.

Weapon Creation: Zephyr is an expelled Knight of Rennd, he has been stripped of his Knight armor. However, he still retains his skills as a Knight of Rennd, allowing him to generate his sword and shield through his fighting spirit. He has since then improved on this skill and learned how to generate his arrows through this as well.

Weapon Mastery: Zephyr has become skilled in the use of a bow alongside his sword and shield after many years of practicing.

Equipment:

Zephyr's Sword: A simple, unnamed sword generated through his fighting spirit. It takes the form of a plain broadsword capable of being wielded in either a single hand or both hands. The material it is made of is unknown and has never been broken once in his travels. Even if broken, a copy can simply be created as it is merely a manifestation of his fighting spirit. The blade is 4 feet long.

Zephyr's Shield: A simple, unnamed shield generated through his fighting spirit. It takes the form of a plain round shield. The material it is made of is an unknown metal with leather on the insides and has never been broken once in his travels. Even if broken, a copy can simply be created as it is merely a manifestation of his fighting spirit. The middle of the shield to the bottom is long enough to reach three quarters down his forearm.

Ebony Bow: An ancient bow made of Ebony that Zephyr came across on one of his adventures to the tomb of an ancient warrior. It had been enchanted to survive the effects of time unscathed and amplify speed and power of an arrow shot by it. Zephyr has brought the bow to an enchanter to give it the ability to absorb Wind energy from around it to further power up the speed and power of the arrows shot by it, this ability can be toggled on and off.

Armor: A black armor made of the scales of a mighty dark dragon Zephyr had defeated in battle. The armor weighs little and provides protection comparable to chainmail, allowing for maximized mobility while still affording a degree of protection. His shoulder pauldrons and arm bracers are made of the dragon's bones, it is as hard to penetrate as steel would be. His gloves and boots are made of the dragon's hide, being several magnitudes stronger than typical leather. The armor does not create noise when moving, allowing Zephyr to sneak up on targets for his hunts. As the armor is created with materials obtained from a darkness dragon, it retains it's magical resistance, granting a high resistance to darkness typed attacks and providing a degree of protection to most other elements while being vulnerable to light typed attacks.

Personality:

Zephyr is a calm and serious person, he values practicality above all else and believes that anything and everything is allowed in battle, so long as it helps increase your chances at victory. He views concepts such as honor with disdain as they conflict with his views of pragmatism. He is a gifted person, learning things with greater speed than the average person. Zephyr also lacks loyalty, abandoning his country to demons when he realized that the battle would be hopeless and a waste of energy. Still, Zephyr strives to stay polite and not judge people based on race, first impressions or appearances. Zephyr still capable of feeling guilt despite his quickness to abandon his country. His dreams are haunted by images of his neighbors accusing and blaming him for their destruction despite him knowing that it was the only logical thing to do if he had wanted to stay alive. In order to cope with this, Zephyr does not let his mind stray towards thoughts of his former home, distracting himself by diving into books and tales of myths and legends, then seeking them out while traveling. Zephyr also likes to experiment with things in his free time when not out traveling or exploring ancient ruins and tombs.

History:
Zephyr was born into a rich family. His family had taken advantage of their new heritage and worked as mercenaries. His father had descended from the wind elemental and was the elemental's grandson, he had worked as a Knight of Rennd where he met Zephyr's mother in the line of duty. Having two Knights as his parents, Zephyr was expected to have become a great and honorable Knight just like his parents. While Zephyr hated the expectations the populace had on him, he grudgingly accepted that his fate was to be a Knight of Rennd. However, due to his hatred of being forced into his position, he took his parents teachings and looked at it from a different angle, why bother with honor in combat? Zephyr had always asked that questing to himself, never daring to voice it out loud for fear of being punished. Tragedy struck when Zephyr was 10, his parents had both died defending the farmers and peasants from the Demon Knights of Tyranna. He was adopted by a Knight that was his father's close friend, however, he could not spend much time with Zephyr, leaving the young boy to himself.

Questioning the reason as to his parents' death, Zephyr asked his guardian about the Demon Knights. He received a hate filled rant of how the Demon Knights used only dirty tricks in combat and could not be considered true "Knights", this only reinforced his opinion that honor was a worthless value, with it being the reason behind the Knights of Rennd's defeat. Joining the Knights at the age of 16, Zephyr quickly flew through the ranks as he had already been instructed by his parents at a younger age, he had never stopped training himself to make sure that he was ready for the Demon Knights when he would be inevitably forced to join the Knights of Rennd.

Being instrumental in several key battles, it looked as if the Knights of Rennd were making a comeback and would be able to repel Tyranna's invasion, until Zephyr's commander foolishly decided to attack the next wave head on instead of retreating and abandoning a mostly destroyed farm to the demons, believing it to be dishonorable to go against orders and pulling back for safety. The Knights and other soldiers were exhausted and required rest, fighting the enemy head on would have been suicide, but Zephyr's commander stubbornly insisted on staying true to their orders of defending the farm, despite the farmland being destroyed beyond salvation from the battle. It was at this point that Zephyr realized that the Knights of Rennd would never succeed in defeating Tyranna and her army, he stripped off his armor and left the battlefield in only his tunic and pants, leaving Rennd and the expectations of all it's people behind him.

After abandoning the Knights of Rennd, Zephyr fled the country and decided to pursue his interest in history, purchasing a set of leather armor and a hooded cloak to hide his identity, Zephyr started his great adventure through the lands, visiting libraries for myths and legends, learning how to use his magic, mastering alchemy and exploring ancient places. Zephyr has since then become a well known adventurer and author, often writing about his adventures into ancient tombs and publishing them while resting at a town.

Hearing of the Elemental Championship, Zephyr has decided to participate in order to better acquaint himself with his heritage.

< Message edited by unknown2215 -- 7/2/2013 10:02:57 >
AQ  Post #: 77
6/29/2013 11:37:04   
Chesset
Member

...and you had better hope they heed your words. Sadly, I don't think they will this glorious eve.....

(looking at my bio, and the size and proficiency of everyone elses, *wince*. I never seem to be able to pump out alot, my characters are always, idk, easy to explain.....or i just am not good at it XD)


...for it is often those who stand proud and tall, that are the easiest to trip!
Post #: 78
6/29/2013 11:41:07   
Legendium
Member

@Antithesis

I won't be able to..... But I'll be rootin' for anyone who's got element water, and hope that they are as good as Eyra would be, and will be next Championship. Let's hope your character wins, so I can beat him to a pulp next time around.
DF MQ Epic  Post #: 79
6/29/2013 11:43:21   
onionix
Member
 

Approved - You addressed every point that I brought up previously, so I've no problem approving this. Just a note though - you'll have to work out the specific effects of the poison with each respective person, since poisons don't tend to affect every creature the same way, though they usually do have some kind of effect.

Hey, this is my edited bio, hope it's okay now.

~

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 toxins and gels within herself.

Gel manipulation: Any gel that she creates, she has complete control over. This control includes shape, viscosity and movement, making it an extremely versatile weapon.

Toxins: Her glands produce toxins with various effects, which include disorientation, nausea, irritation, pain and in large enough doses it has the potential to be lethal.

Whiplash: She uses her long tongue as a whip-like weapon, dealing minor cuts. Her tongue, laced with a toxin, leads to disorientation and nausea as it enters your bloodstream.

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

Spear: She owns a well-crafted spear tipped with a sharpened sea-serpent scale, which she then coats with some of her toxins. She has developed her own fighting style, taking advantage of its reach and her agility.

Weaknesses:
Moisture: She needs to keep herself hydrated regularly, otherwise she is weakened physically, making her abilities less effective. To combat this, she carries around an enchanted water skin. Inside this is water from her home. The enchantment allows it to hold far more water than would seem possible to fit inside.

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

First post:

< Message edited by onionix -- 7/5/2013 17:18:51 >
Post #: 80
6/29/2013 11:56:39   
xaxtoo
Member

Approved - So the tradition of interesting Energy races continues.

Name: KJ
Element: Energy

Looks:
Humanoid in shape, with a few slight differences. KJ is covered by pale silvery skin that slightly glows in low light settings. To combat this tremendous disadvantage, his race evolved further defined vision and sense of smell to quicker find the prey before the light scares them away. The eyes are further apart than the human physiology to give a slightly wider range of vision and the face protrudes slightly to accommodate the better nose. Some species of the race who's honed their senses can even pick up heat as a particular flavor. The longer snout gives his race a larger mouth and inside, there are some very sharp teeth.
In terms of physique, KJ is slightly larger than your large human. Growing from a hunting race, his skin is tough to withstand running through myriads of environments, but at the same time, it is also sensitive enough to detect small air movements. His kind isn't the largest on his world, and sometimes survival takes precedence over eating.

Abilities:
Basic energy skills like generating lightning looking things (blue in nature) and charging metal objects. As most everything on his world is lightning resistant, this skill is really used to make shows for the children. As such, the more skilled ones can make the lightning dance in the sky and tell a small story.

Lightning is his only ranged ability, and for all the others he needs to come into physical contact.
The basis of his abilities come from being able to manipulate the energy in objects, which allows him to do things such as:
Increasing the functionality of his muscles for a short time, often just enough time for one maneuver. This is not a body wide ability and is limited to small areas at a time.
Decreasing/Absorbing the energy in an localized area so much it resembles a frozen state and effectively hardens the area

Equipment:
His canine equivalents have braces with a metal tip, to increase the damage a bite would cause, if it would ever come to that.
Long metal Halberd, charged to his specific body's energy, so that not matter what kind of swing he takes, he can always find the handle.
Mechanisms on his arms that shoot out 6 inch metal spikes. It takes cartridges and each rectangular cartridge shoots 6 times.
A net, worked with some metal fibers, folded away and carried on his back.
Belt with utilities, like more cartridges and a couple of small knives.
Pants with pockets lined down the side of his legs to carry the metal he grew up with and shaped as time passed (the halberd handle has some of that metal). They are metal balls of various sizes, and they are attached to him. If let out, they orbit around his body. The largest one is about half the size of a baseball.

Others:
He's not wearing a shirt!

Linky:
First Post

< Message edited by xaxtoo -- 7/4/2013 3:08:24 >
AQ  Post #: 81
6/29/2013 12:15:33   
blaze656
Member

deleted, don't know any better way

< Message edited by blaze656 -- 7/1/2013 22:28:12 >
AQ DF MQ AQW Epic  Post #: 82
6/30/2013 9:37:05   
Uskius
Creative!


Not Approved - This is honestly pretty well written, but there are a few issues that your transfer from an AQ character have caused that need to be resolved. Firstly, the EC doesn't really operate on a system of defenses and resistances as the actual game does, so stating that your armor (and other items) does that doesn't mean as much in this case. Secondly, element-seeking items violate the "stick to one element" clause of the EC rules, and would not make the Lady of Light very happy with you. Thirdly, though this is going on memory, I'm fairly sure that Dracopyres are ALSO not Light-aligned, so that's not going to really work either. Clean this stuff up and you have a pretty darn good character on your hands.

Hello there, friends! I'll be applying for this year's Elemental Championships.

Name: First name: Ever. Last name: Greatest; like an Elemental Lord, I ain't nothin' to- ahem. My name's Uskius Landarine. To those in Darkovia and around my house in the forest, I am known as MoonBiter.

Nicknames: Uski(Ooh-ski, not rhyming with husky), The Frogzard Guy, That Thrice-Darned Bucket of Zard Spit, Stormageddon, Dark Lord of All. (That last one hasn't caught on yet, no one but me uses it.)

Element: Light

Appearance/Physical Info: I'm tall and lean, with wiry, corded muscles from years of adventuring. I have long, deep red hair, artfully tossed about almost as if the Lord of Wind blew me a kiss, and skin as pale as a Darkovian moon. My eyes are green like the leaves of a silent forest. All in all, I look pretty average. No one ever comments on my looks.

Strength: The "wiry, corded muscles from years of adventuring" bit was serious.

Stamina: The years of adventuring has given me a good amount of it, and in a lot of cases it's been all that's gotten me through some quests.

Age: My parents always got quiet and dodged the question when I asked them about when/how I was born, so I don't know. I'd say I'm somewhere in my mid to late twenties, though.

Gear: When not adventuring, I wear a plain brown tunic and trousers. On top of the tunic and trousers I'll probably be wearing:

Armor: My replica of the Mighty Armor of Awe. Decent all around defenses and resistances, and with a dashing blue cape. It also offers some healing: it can completely regenerate/heal minor hits(stubbed toe, paper cut), and can take a little bit of the edge off heavier hits; i.e. going from "AH, I'm gonna die!" to "Akriloth's beard, I probably can't take another hit like that!" Not the most mobile armor I have but it's definitely not the heaviest or slowest, either; I've gotten to be very comfortable maneuvering in it.

Shield: I own a Seraph shield, a pretty thing of white wings attached to a grill of golden curlicues. It's light(see what I did there) and doesn't do much for melee protection, but is decent at defending against ranged and magic attacks.

Items: In a couple belt pouches I have a Sword Master Emblem, which when worn provides an occasionally noticeable boost to my sword wielding skills; and a fragment of the infamous Blood Orb, which slightly boosts the damage, accuracy, and area of effect of my spells. The Blood Orb does require a bit of my blood in return, though, enough so that I don't make a habit of having it equipped.

Weapons: Fred's really happy I'm not bringing my whole stash with me to register. On my person I will have: the Shimmering Guandao, a.k.a. the Really Pretty Blade on a Stick. A gift from a distant and ruined world, its attacks have the elegant light of a candle, and it can summon a luminous orb that shoots streaks of light at the target. Its masterful crafting can actually be poisonous to enemies of creativity.

Slung across my back will be the Vitae Thirster. If an enemy has an elemental weakness this sword will strike it, and even if they don't V.T. can usually still find a way to do damage. That being said, like the Blood Orb it demands a price in return for its services, one steep enough that I generally don't use it in the heat of battle and as such may only draw it out for a finishing blow, or to surprise my opponent long enough to switch to a different tactic.

Spells: I have a great love for Light spells, and have focused on memorizing a few for this tournament.

Snap, Crackle and Pop: A simple flash of light ignited with a snap of my fingers. Should I so choose, the burst will be sustained with a crackling sound, and then flare up with a pop. This is the most flexible of my spells: the whole thing may take just a few moments, or several seconds if I concentrate to put enough power into it. At the base power the pop is, well, bright, and leaves heavy afterimages for a few moments. At max power the snap is like the aforementioned pop, with a radius of about 5 yards; at the same distance the pop is nearly blinding and loud enough to cause a bit of discomfort. Farther away, to about 15 yards the pop is still bright enough to leave afterimages, and anyone farther away than that just gets a pretty light show. I can generate the Snap while on the move, but if I'm going to put any effectual amount of power into the Crackle and Pop I either can't be moving very fast or need to stand still.

Celestial Forge: Like calling a small star into being, this spell's light is intense enough to actually do some damage at close to almost long range. This thing takes a good chunk of mana, and I can usually only cast it a few times a battle.

Radiant Blast: This sends a quick and focused stream of light out, intense enough to do damage at close to almost medium range. More mana efficient than the above spell, I usually have no problem bringing this one out several times a battle.

Abilities: Some of the non equipment and magic related talents I have are:

Dracopyre: I received the curse from Cenara, and as a dracopyre have taken the name MoonBiter. I have somewhat draconic limbs and hide, the latter being a lighter green on my upper arms and shoulders and back, and a darker shade on my forearms, legs and tail. I have a more mammalian snout and a wild mane of spiky red hair that reaches down to mid-back. Being a dracopyre is one of the few things I take seriously, and as such have done extensive training with Cenara and on my own to develop my dracopyric abilities. My physical strength and speed, as well as my sight, smell, and hearing are much enhanced from my normal human form: I can leap over buildings in a single bound, or smell chocolate chip cookies from nearly a mile away. And, I am comfortable enough in being a dracopyre that I can use magic.

Hand-to-Hand Combat: I trained under Rayf Drayson and O-Ebi Sama, so I have a basic grasp of some of the more defensive martial arts styles. However, I VASTLY prefer having something sharp and pointy between me and an enemy if I'm in human form.

Weaknesses: Freshly baked chocolate chip cookies, my pet fuzlee named Alura, Cenara, indecision, and no healing spells. I mainly rely on my stamina, and(as a dracopyre) blood drinking and regeneration to get me through a lot of battles, and I often find myself in situations wishing I knew healing magic. I also have a fixation on and fear of dying/death. Something that also works against me sometimes is sticking with a plan even when it's failing miserably. Also, the previously mentioned taking few things seriously, this can on occasion extend to battles. It doesn't happen as often as it did in my early adventuring career, but when it does...

Personality: On the whole, I'd say I'm an easygoing fellow. I've become an expert at playing the fool, such that some people probably don't know I'm playing one. I value loyalty and honesty, freshly baked chocolate chip cookies, creativity, and small acts of kindness. On bad days I can violently overreact to trivial things, and can also do the opposite and retreat inside and underreact to some important things.

History: I was born to a Guardian and a priestess of the Light Lord, to be a living sacrifice, a servant to the Light Lord. I had an unforgettably generic childhood for an adventurer; learning swordplay with my dad, home getting destroyed(I hate Windzards!), going on small adventures on my own, earning a sword as I matured, and so on.

The last several years... are almost indescribable. A source of unrest for me this last year or so is this duality I have, being caught between light and darkness. I am a dracopyre, yet have also been a paladin; fought undead, and commanded them in battle. I have read the Scrolls of Faith, and have also read the dark and ancient The Dark Waltz. It's those things that have lead me here to Bren this year. I've watched the Elemental Championships in previous years, and have decided this is the year to do it, declare and solidify my allegiance once and for all.

------------------------------------
Link to first post:

< Message edited by Ryu Viranesh -- 6/30/2013 21:23:09 >
AQ Epic  Post #: 83
6/30/2013 9:47:13   
dethhollow
Member

Crap! Didn't notice the part about editing posts. I just had to fix a minor issue with a reference in the Bio.... Should I just re-post it on this page or should I wait for the bio to be edited by one of the AKs and never touch it again?
AQ DF MQ  Post #: 84
6/30/2013 9:57:19   
Antithesis
Member

...Hmmm? Well let the shadows hear me then. What good are sneaky-sneaks if they can't hear me!?

And as for Eyra... I am honored by this challenge. I promise you, with the honor of my blade, that I shall be waiting for you in the field of battle.
I don't know when or where you will find me. But when you do, it shall be my eyes or your eyes that fill the final seconds of life of one of us.

I salute you ma'am, and you can consider this championship a... presentation!
I shan't allow any other to defeat me before we meet! I swear this.

I will wait for you, Eyra.
AQ DF MQ AQW Epic  Post #: 85
6/30/2013 10:05:09   
unknown2215
Member

Wow Uskius, and I thought my app was based heavily on Adventure Quest, it's got nothing on yours! Your's character's pretty interesting, but wouldn't the Vitae Thirster break the rule on sticking only to your element if it seeks the element your enemy is weak to?
AQ  Post #: 86
6/30/2013 11:49:16   
nield
Creative!


Not approved - A few key issues. First, the air in an opponent's lungs is off-limits. The air around a person is up for grabs, but once it's in their body, that's considered bunny territory. Secondly, 'Dance, My Puppet' doesn't make sense. I can't figure out how he's doing it, and that needs clarification - it also may wind up falling too heavily into bunny territory, since you haven't explained how compelling it is.

Less key - the mini-tornado's wording makes it seem an impenetrable defense. So long as it's understood that no defense is absolute, you'll be fine here, but that does need to be understood.

And this is simply a personal note, but things like actions performed before an attack don't need to be listed in a bio, unless they critical to the actual activation of the attack. If they're just a character tic, that's something you can leave out and just perform in a post. They actually will have more impact that way.

Fix these issues, please.


Name: Matthew Isaacson
Race: Llcktrkvixxees (Glack-tork-vixh-seas) The Llcktrkvixxees is a wind race that belongs to the natural element cycle of superiority, that is; fire>wind>earth>water>fire
First post: *[url]*
Element: Wind

Appearance: Matthew is extremely androgynous in appearance, owing to the fact that his race is bi-gendered. Matthew himself is sex-caste as a male, so his features do lean slightly more to the masculine. He stands at 6 feet and 4 inches. His eyes, were they still visible, would be a radiant blue, but one must make do with the sight of seemingly empty eye-sockets. His skin is very pale and fair. He has a medium build, with well-toned muscles. His hair is very light and fine, a soft black which runs down to his mid-back. His left arm appears to be missing from the elbow down. in actuality, Matthew is neither blind, nor crippled in his left arm, despite the appearances that neither are there. His race are able to consume detached body parts and grow phantasmic replacements in their stead that act as the original part did. Matthew's hands end in clawed fingers, the three middle of which are missing from his right hand and have NOT been replaced with phantasmic prosthetics. Matthew wears a very simple outfit; white robes with a simple blue patterning.

Weapon: Matthew wields a unique piece named the Devil's Fee. It is a tri-clawed gauntlet with spools of high-strength, light-weight wiring 15 feet in length, which allow the claws on the end of the gauntlet to be launched at a foe and pulled back to the gauntlet. The weapon earns its name in that in order to wield it, one must sacrifice the three middle fingers of their right hand in order to be able put it on.

Skills/abilities: 'Back off!' Matthew erects a mini-tornado in a radius of five metres around himself that repels anything it touches away from him. Like most of his abilities, Matthew calls it's name when he uses it.

'Hush now...' Matthew uses his control of wind to make all the oxygen in his targets lungs briefly leave them, and they are unable to draw forth more temporarily. This ability is unable to render the target unconscious, or deal any lasting harm. Matthew whispers it's name when he uses it.

'Dance, my Puppet' Matthew uses the oxygen inside his target to take control of them. He requires a direct link from himself to the target, usually done via the Devil's Fee's claws. He is unable to direct the target to attack themselves, and only works well against weak-willed foes. Like the previous skills, he says it's name when he uses it.

'Let it blow' Matthew's sole healing skill, he summons up air to blow on himself, as this heals him. However, he must be careful, as while more air flowing on and around him increases his powers, too much airflow on their body causes his race to fall into what is known as the Stupor, a state of mindlessness, where they are completely vulnerable. In this state, this skill would continue to cycle endlessly between getting stronger from the Stupor, and sending Matthew further into it, until he is hit by fire. He says its name.

Air-blade: Matthew summons up small edged sections of air which he throws at his foe. He does not say its name.

Devil's exactment: Matthew launches the claws of the Devil's Fee at his foe. He does not say the name, but he does chuckle and flick his hair before using it.

Hand-to-hand combat: Matthew is quite skilled in close combat, and between the natural claws of his phantasmic arm, and the claws of the Devil's Fee, lightly armoured foes are in jeopardy from him.

History: Matthew's history (Which I don't have time to properly write out, sorry, pushed for time as is) is not a happy one. When he was young, his arm got trapped beneath a burning building, and Matthew had to sever it to save himself. Later, he would cook it up into a stew and eat it in order to 'regrow' a new one. Later he was enslaved and his eyes gouged out. Not wanting a future of blindness, he ate those too.

Personality: Matthew is more than a little insane, and he enjoys playing 'games' of the slightly macabre variety.

I'm sorry this bio is so rushed. If anything needs changing, let me know.

< Message edited by TormentedDragon -- 6/30/2013 21:46:11 >
AQ DF MQ AQW Epic  Post #: 87
6/30/2013 11:58:49   
Antithesis
Member

quote:

Llcktrkvixxees


If you get accepted you can expect more than a few teases about this word coming from Rolek, lol

< Message edited by Antithesis -- 6/30/2013 11:59:08 >
AQ DF MQ AQW Epic  Post #: 88
6/30/2013 13:42:49   
jerenda
Member

Wow, there's a lot of last-minute applications. Everyone looks so weird. ^_^ Uski in particular interests me. I think I really like the Light competitors this time around. ^_^

Speaking of last minutes, my parental units are taking me away on vacation Monday and Tuesday. I will do my level best to get a post in early Monday before we leave, but considering that we might be leaving at ridiculous AM and I can't actually finalize a post until the initial posts get released, that might not happen. If it doesn't, the only one it'll hurt is me, given that I'll be entering Wednesday instead of Monday.

Yes, Gabriel is mad at me, but this is nothing new.
AQ DF  Post #: 89
6/30/2013 14:07:44   
Tdub
Member

Yeah, I love how everyone decided to apply in the LAST TWO DAYS of applications. I was getting worried we wouldn't be able to get at least one for every element.
Post #: 90
6/30/2013 14:09:14   
Ronin Of Dreams
Still Watching...


That was one of the reasons I announced my lurking, Tdub, in order to prevent such an instance from occurring. Not the only one, but one of them.
AQ  Post #: 91
6/30/2013 14:36:02   
Starstruck
Member

I only started getting worried on the 28th, Tdub. I suppose some people are just motivated by deadlines.

Though I do worry that some of the people who apply might be rejected before they can fix the issues :/ Maybe more people should head on down to #RPBoards on caelestia.net to check to make sure that their bios are a-ok!
DF MQ  Post #: 92
6/30/2013 16:05:50   
Legendium
Member

I am the biggest dolt. Ever. I read that it started July 21, not the first! I have camp one week after the 21st, so yeah. Twenty days to compete, at least.

I am an idiot. If anyone can tell me when the contest ends, I should still be able to enter. I am such an idiot. Please! Let Eyra poke some people full of holes!
DF MQ Epic  Post #: 93
6/30/2013 16:09:16   
Geddesmck
Member
 

Legendium, from the first post:

quote:

Once the application period is complete, the preliminaries will begin, and will last three weeks.


You would not be able to make the finals.

EDIT: Misread, ignore me.

< Message edited by Geddesmck -- 6/30/2013 16:17:44 >
AQ DF  Post #: 94
6/30/2013 16:15:55   
Tdub
Member

Last year I signed up, and had all sorts of camps and activities during the preliminaries. One post was made on a hotel computer with a 15-minute time limit. (Not good.) I'm glad I'll be able to at least make longer posts this time around.

The bad part about applying late is being rejected on the last day, and not having time to fix it. I'm glad I decided to swing back by the forums again in time to get approved.

< Message edited by Tdub -- 6/30/2013 16:16:11 >
Post #: 95
6/30/2013 18:45:57   
Ultrapowerpie

Mail Moogle of AdventureQuest


Approved.

Name: John the Janitor
Element: Water
Gender: Male
Age: 28
Race: Human
Appearance: 5’ 9”, 150 pounds, slender muscular build with brown hair brown eyes. Wears an aqua blue jumpsuit.

Equipment: John always wears his safety goggles and thick yellow rubber gloves WITH the latest in Slipi-Grip technology that allows one to grasp even the slipperiest of soaps! Oh and don’t forget those Anti-Clogging Steel Toed Boots with Grease-Grab magic rubber soles, guaranteed to give you the traction you need on the slipperiest of surfaces! The Safety Goggles are perfect for blocking any particles of matter that want to get into one’s eye, especially soap.


The jumpsuit is made with magically imbued thread that helps protect against magical attacks, but since it’s a jumpsuit it’s not ideal for blocking anything physical. However, it’s lack of physical protection is more then made up by it’s plethora of pockets for holding cleaning supplies!


John’s weapon of choice is his MOP: Monster of Purification. Unlike other mops that are completely inanimate, John’s MOP is actually a metal shaft fused to a monster covered in tendrils that look much like a normal mop’s threads. Said Monster normally sleeps until it makes contact with water, in which case the absorbent tendrils will move about, seeking to absorb all dirt particles and drain them of their nutrients. MOP is also capable of moving about on it's own if left unattended, and if near someone's face will most certainly attempt to suck it off, so handle with care!



MOP unfortunately has problems with digestion, and therefore is seen with the Porta-Bucket, equipped with squeeze! Perfect for squeezing out all the nasty water and dirt left over from MOP’s cleaning and collecting it all in one place to allow water manipulation! The best part of the Porta-Bucket is it’s ability to refill itself with moisture form the atmosphere to keep it full! Just be sure to dump the water to get clean water, unless you plan on splashing your opponent’s in the face with it! Ewwwww!


In addition, John has a variety of cleaning implements he keeps on his cleaning utility belt which include the following:



Bar of Soap Dispenser: Perfect for creating bars of soap out of thin air to fling at your opponents! Also useful for making the ground slippery and combinging with water to harness the power of Soap Bubbles!

Ether-infused RagRang- Need to knock out your opponent in a hurry? This Ragrang not only comes back to you every time you throw it, but if you can get it close enough to your oppponent’s nose, they should pass out! Or at the least get drowsy. Make sure to keep it away from your own!

Box Soap Cloud Dispenser: Need to cover your tracks while backing away? The Box Soap Cloud has all the advantages of a normal dust cloud, plus that refreshing just cleaned scent! May also cause eye irritation

Sticky Glue Gel capsules- Everyone needs adhesive to keep things together, and what better way then in an explosiveish type device that when it makes contact covers an area with sticky glue, almost guaranteed to halt anyone in their tracks!

Duct Tape- That miracle substance that can do anything, no Janitor leaves home without one!

Bola-Sponges- Need to trip up your opponents to clean up their acts? Good thing you have access Bola-Sponges, the bolas that uses wet sponges instead of metal balls to trip your opponents! The best part is if the sponges slap them in the face!

Skills/Abilities and Weaknesses: John is a skilled water mage. Specifically, he can take that bucket of water he has and turn it into a raging torrent that’ll send you flying until that bucket empties, which will then refill in under a minute thanks to AlmostOsmosis, the brand that absorbs water from air so you don’t care… about running out of water in a tight situation! More importantly, if there’s a constant source of water, John is quite adept at wielding it in various ways to spray, soak, shower, jet and more his enemies away! Also capable of manipulating tainted water from bucket as well as clean water! Twice the effects for only half the volume for each side!

John is also skilled at manipulating soap bubbles. This may not seem like much until you realize that if these soap bubbles pop, they make a rather large splash, and if that stuff gets into your eyes, nose, ears or mouth it will burn. Soap Poisoning. Handle with Care.

As for physical fighting… Well John is more then capable of using his staff to deflect an oncoming sword attack, and can certainly use his MOP’s handle to block a downward slash of a sword with minimum strain on his arms…

John is certainly capable of close range combat, however he suffers from a peculiar problem of being far sighted and lacking safety goggles that allow him to see up close. He can see blurs general shapes but it’s those details that make him rather uncomfortable fighting at close quarters, which is why he tends to use ranged/magic attacks. Also his lack of physical protection also favors said tactics.

Background: You know how when you go on a quest, you normally have to fight a bunch of monsters? Have you noticed that some of those monsters sorta leave behind a corpse when you defeat them, and you just traipse off to fight the next battle without thinking about your littering problem? Have you noticed how there’s NOT a trail of carnage left behind after you finished a quest?

Yes there is a Demi-Power of Fertility that is in charge of instantly re-growing all forest/grass/plants that your incessant fighting with others destroys, but that won’t get rid of the stinky rotting corpse, will it? It’s s the Demi-Power of Fertility, not Rot. I’m sure that’s someone else’s job… and as for the smell, I don’t care how many fresh daisies you put beside the corpse, it still smells funky.

ANYWAYS, the real answer to those questions is John. John the Janitor, from the Jittery Jolly Janitor Juncture, cleaning up your messes on Lore since whenever a bunch of Shipshape Sanitation Supporters were sick of the mess the careless adventurers littering the countryside with dead corpses and whatnot.

John the Janitor is neither jolly or jittery as his membership may suggest, as he is the youngest member of the JJJJ with a chip on his shoulder, which despite constant brushing off, keeps coming back, which can be a big annoyance to the descendant of a long line of Exalted Edulcorating Engineers. The Edulcorating Engineers of the JJJJ are by far the best at cleansing Lore of impurities, imperfections and irritants from Lore’s surface using a combination of Magic and Drakel Technology, though not necessarily magitech persay as the two are not actually combined into one, the EE’s of the JJJJ merely use both to perform their duties.

While the existentialist phase is quite common for young janitors, John was not content with merely excepting his lot in life trying to fight a losing war. No, John was not just going to stay quiet in the background, especially after watching the heroic efforts of Fred the Donkey. Such a stirring example of forcing his adventurer to carry the equipment and see how HE likes it stirred the calm waters of Fred’s heart into a raging waterfall.

How John got to the EC is clearly explained in an epic montage that cannot be described with mere words, but rest assured it was epic in both length and awesomeness. And John is quite determined to become the Champion to enforce his Anti-Litter Ordinance across Lore. He may also force Lorians to clean up their acts, but he’s fully aware that change needs to come in small steps to be successful.


< Message edited by TormentedDragon -- 7/1/2013 18:56:22 >
AQ DF MQ  Post #: 96
6/30/2013 18:48:40   
dethhollow
Member

Approved.

quote:

Crap! Didn't notice the part about editing posts. I just had to fix a minor issue with a reference in the Bio.... Should I just re-post it on this page or should I wait for the bio to be edited by one of the AKs and never touch it again?



I can't wait any longer for a response on wether or not it was ok to edit out a reference so the bio could be approved.... So just going to re-post it here to make sure. Everything wrong was in the history so it shouldn't take them long, I think.

Name: The Skull Knight
Age: 84
Element: FIRE
Race: Unusual Undead
Gender: Male
Class: Special Brawler. Has stretching and flexible limbs under his bone-plates. Without them on his arms and legs, he can't effectively harm anyone. Can detatch the plates and re-attatch them to an opponent to take control of them.

"You are under my command! Now, minion, go an- Crap! He's already dead...."

Skills and Abilities:
Natural Armour- Has several bone-like plates over his body, each of which is as strong as steel. Mainly protects his arms, legs, and head.
Rubbery Muscle- Skull Knight's body benieth the plates is made of a verry flexible rubber-like muscles, allowing him to extend his limbs and giving him more dextarity when he has fewer bone-plates are attatched and restricting his movement.
Enchanted Posession- Can detatch his bone plates and move them independently with his mind. Once attatched to an enemy, he can continue moving the plate and thusly control that part of thier body.
Minor Mage- Knows some basic fire magic.
Born For Destruction- Was created larger and stronger then a normal person so he could be a more usefull weapon.

"Looks like I've got to get serious.... More-or-less...."



Voice: Generally talks without thinking and acts like a fool. Can be more dangerous and unpredictable then most people give him credit for. Often bust up laughing for no real reason.
Appearance: Around 8 ft tall and made of a bright red muscle-like material covered in thick bone-like plates, mainly over his arms, legs, and head with smaller plates over his cheast, spine, and shoulders. The head-plate has backwards-facing horns for some reason. Oddly, for an undead, he has dark eyes with green pupils and an odd-looking pointed tounge. Wears black pants.
Personality: Skull Knight is an odd sort of fool. He almost needs to destroy things and indescriminately kills at random for the fun of it. Often makes lame jokes or references and verry rarely has to get serious. Acts on impulse and if he thinks of doing or saying something, you'd bet he'll quickly say or do it as soon as he can. Works best when there are few distractions between himself and his goal, but when normally sent out on a task will often fail.... Or end up on a rampage.
Likes: Easygoing attitudes, blood, pain, and sombreros for an unknown reason.
Dislikes: People who are overly serious, people restricting what he can and can't do, anyone who is freaked out by or judgemental twords undead, and anyone who doubts his skills.

"What do you mean you hate Undead! We're people too... well, sort-of...." *attacks*

History: Skull Knight was created as a weapon of war and instantly deemed a failure due to his lack of focus and obvious disregard for rules. He quickly turned on the Necromancer who made him, and was left without a job. After a long and verry unsuccessfull career as an Assassin for hire, The Skull Knight was forced out on the streets, often burning cities to the ground for the heck of burning something. He was eventually forced to live in the woods where he quickly found he was poorly suited for hunting. As he was shifting through the charred ashes of the forest he burned down out of rage, he encountered a soldier from the Anarchist army and quickly killed him. Twelve men later, and The Skull Knight found himself forced into thier prison where he quickly tried to escape and was re-captured by higher-up soldiers who took him to Alex Ormis who, seeing potential in the Undead death-machine, quickly put him in the army. He was a failure, a pyromaniac, and a clear psychopath... perfect Anarchy material!

"I burned down another town, didn't I? OK, new plan. We leave quietly and deny everything and blame it on Johnny over there."

Strengths: Increadible power, dexterity, and an odd fighting style.
Weaknesses: Multiple opponents, overconfidence, and a general disregard for strategy.

"What the heck is a flanking manuve- you know what, I don't care. I'll just destroy everything!"

-

First post

< Message edited by dethhollow -- 7/3/2013 17:20:13 >
AQ DF MQ  Post #: 97
6/30/2013 22:34:00   
tributer
Member

Not Approved - There's more than one issue with this, so let's start from the top. The first post of this thread states that you MUST pick an element for your character to be represented under, and you have not done so. Secondly, and perhaps more importantly, you can't use your character from the RPA to participate in the EC, and there's a specific reason for that. This wasn't elucidated on in the first post because in most cases, people don't try to use the same character in multiple RPs at a time. It's something that's generally understood as taboo since it can have ramifications on both relevant RPs. Lastly, it's clear that you didn't even try to tailor this bio for the Elemental Championships, and such straight copy-paste is frowned upon, to say the least.

Name: Trent Erund
Race: Human
Age: 22
Family: Mother- Kailyn Adonis ; Father- Drake Erund
Class: Battlemage – Proficient in sword fighting, hand to hand combat, and magic.

Appearance: Trent is very tall at 6'5”. His eyes are a blue color, like his father's. His hair is a light brown color. And his skin is tanned, and he is very muscular. His face is hardened and in a frown most of the time.

Abilities: He is proficient in magic, as well as sword fighting and hand to hand combat. Though he can heal minor wounds that are inflicted onto him or onto others. His magic is based solely around fire and energy. While his sword fighting and hand to hand are more refined. His sword fighting rivals even the greatest of swordsman, and hand to hand is a mix between two styles of fighting. It is a mix of Karate and fist fighting. Which is more lethal while he is wearing his custom made gauntlets.

Items: He owns a katana and broadsword mixture of a sword. He has enchanted it to burn the enemy on contact. He has a steel armor en-laid with gold, silver, and has two emeralds implanted into his gauntlets. His gauntlets also include a flint and steel in his thumb and middle gauntlet finger, so that when he snaps them, enough sparks come out so that he can manipulate it for his magic. He also carries a pack, in which he has his gold, food, and other miscellaneous items.

Personality: He is very reliable, but very cold towards all but one. The only one he respects, or even cares for remotely is his father. This is because of the early death of his mother. He will only actually care for his loved ones. Since he has never had, nor ever wanted friends. Though if he does happen to make a friend or two, he will act on an impulse to try and protect them, giving up his life in the process if need be, or to take another life.

History: Trent was born from Drake Erund and Kailyn Adonis. Though his mother died shortly after child birth. He has nothing to remember her by, except for his father's stories of her, which he can't finish without breaking out into tears. He hopes to find some kind of memento to remember his parents by, so that he can remember them and their great deeds.

After he was born, he showed signs of being a great sword fighter, which he shattered the expectations for as a young child. He started to develop his magic at age seven. Almost naturally knowing how to use it. His father burst into tears when he learned that Trent could use magic. Not because he was ashamed, but because he was proud that his son had inherited the trait from his mother.

When Trent was older, he began a vigorous training. He learned to control his magic through sheer force of will, since there was no one to train him in the art. He soon learned the consequences of using magic too much, almost dieing from overuse. After, he vowed to himself that he would protect his friends (if he ever decided he wanted one) and family with his life. He knew that it would be the only righteous choice of life for the extreme gift he had gotten. And he waits, for evil groups and people in particular to arise, so that he can crush them for their wrongdoings

< Message edited by Ryu Viranesh -- 6/30/2013 23:00:14 >
DF MQ AQW  Post #: 98
6/30/2013 22:52:18   
Micosil
Member

Approved - Glad to have you aboard, Mic.

Element: Water
Name: Scylla
Gender: Female
Age Range: Late thirties
Race: Sea-dweller
Appearance: Blue skin, full white eyes, green, unruly hair she keeps cropped really short. A slim, heavily trained body, muscles evident. Adding that to the fact that Seadwellers' bodies were made to be as hydrodynamic as possible, she looks scarcely feminine, though she keeps heir hair long to at least hint it to people. Her clothes consist in a dar blue monk robe that covers her body completely, leaving only her head bare.

Skills and abilities: She's a hand-to-hand unarmed fighter, and she uses aspects of water to magically enhance her fighting abilities. In magic-suppressed situations, she's still a deft combatant, but she logically cannot imbue her attacks with magic anymore. She uses three different styles, each with its own drawbacks and advantages, and can switch and mix freely among them - however, they require a certain tempo to be maintained in order to retain their magical benefits, so if she delivers less than three blows in a style before swapping to the next she loses all her magical enhancement.

Ebb-and-flow: The most balanced style, which allows - or rather demands - Scylla mix agressive and defensive maneuvres. Every time Scylla swaps her intent, from an agressive movement to a defensive one and viceversa, she moves slightly faster, whether they are successful or not.

The depths: Focusing on confusion and obscurity, this style utilizes feints, direction changes, switched strikes and simple misdirection to evade the enemy's defense, while the difficulty of pinning down the location of the user in the next few seconds makes it harder to land blows. The first time she manages to open a hole in the enemy's defense, whether she actually takes advantage of it or not, she gains an afterimage that follows here every move. After that, every time she manages to open a hole in the enemy's defense the afterimage becomes more pronounced, and given enough repetitions there could be more than one afterimage.

Rainfall: A style that primes agility over everything else, this one concentrates on avoiding the enemy's blows and landing your own - weaker, but in the right places. As such, every time one of her enemy's attacks doesn't hit her, her blows become slightly more damaging, charged with magical energy.

Weaknesses: OHKOs, short fights, combo breakers.




I'm back. And rusty. Mostly rusty.

< Message edited by Ryu Viranesh -- 6/30/2013 23:12:20 >
Post #: 99
6/30/2013 23:45:10   
Ronin Of Dreams
Still Watching...


Approved and thrilled to have you along for the ride, Ronin. I eagerly await seeing this character in action.

Name: Kieran
Race: Human, Kindred Trained
Gender: Male
Age: Indeterminate - Glamour; Appears mid-twenties.
Element: Wind

First post:
Kieran Decends Into Cellar

History:
The township of Bren attracts many individuals as the Elemental Championships near. Among those are the young, the arrogant, and the brash in such full measure that many knock themselves out of contention in barside brawls and street challenges. Kieran began his trek within Bren as one such arrogant youth, but proved to rise above the masses and maintain his desired berth in the championships. Many facts of this contender have become known in part because of this, and in part for his own loud mouth, particularly that he claims to have trained under the Ronin of Dreams as a part of an effort to bring back various practices of the ancient Kindred people. Others claim instead that they have heard him as a disciple of Arcadius Corosco, and that the beautiful craftsmanship of...not to mention skill with...his rondache is testament to his diligence. Still others whisper at night that this glamoured individual is really a monk of a hermetical order, aged beyond reckoning but determined not to give his opponents any inkling of what or who he may well be. The one thing that any who have heard or witnessed this individual...he has skill enough to be worth watching.

Appearance:
Kieran stands at a modest 5'9", with all of the appearance of a lithe young man. Skin as yet smooth, not yet ravaged by time, environment, or even facial stubble. His long, black hair is held back in a loose braid tied with a washed out grey ribbon. He wears a modest sleeveless tunic of soft green to show off the runic tattoos densely patterned upon his arms and hints at more upon his chest, The tunic is loosely tucked into buckskin trousers held fast with a double-belt array, which are in turn tucked into calf-high doeskin boots. Often, it is his eyes that receive the most remark, outside of his gear, for they always seem a bright emerald from a hidden jest.

Gear:
Rondache - As a shield fighter, Kieran carries a simple round shield consisting of a layer of oak boards bound with a ring of steel and then sheathed in a further layer of hammered steel. Depicted upon the shield is a relief of the Mirrored Cathedral, though as that building and the civilization that spawned it has long past, recognizing it as such instead of a building with a mirror shine in the relief is incredibly unlikely. The shield, as proper for any gear related to Arcadius or the Ronin Of Dreams, has a layering of enduring enchantments to enhance the resiliency natural to the construction. In a somewhat unusual arrangement, Kieran's rondache has two pairs of straps for ease of quick maneuvering and proper holds. This is the only armor OR weapon he carries, initially.

Runic tattoos - Not physical gear, per se, but the runic tattoos upon his body act as a secondary level of storage for magical capacity. These runes will be the first expended for any spellcraft, to save effort and capacity in favor of the long haul.

If Kieran advances, he has already made arrangements for a secondary set of gear to be made available to him. This secondary set consists of a set of parrying bracers that cover from the elbow to the wrist with sewn layers of buckhide. On the outside of the forearm rests a curved steel plate that doesn't quite wraparound the entirety of the arm, as well as a connected backhand plate. For ease of movement and for protective effort, the backhand plate also has a strap to keep it secured to the knuckles. A set of greaves is also included, and both pieces of armor include similar enduring and resiliency enhancements to the shield.

Glamour - Not a spell, but rather an effect in place, is an extremely well-crafted glamour that has obscured his actual appearance to that listed above. This glamour is persistent, and adapts to wounds, fatigue, and other normal conditions. The glamour does not unduly enhance attractiveness, but does include the noted coloration of eyes, hair, and skin tone.

Magic:
Despite having a rather strong natural talent at magic, Kieran has declared upon his entry to limit himself to the following pair of techniques during the course of the tournament: gust and scything exhalation.

Gust - The capability of reinforcing movements via manipulation of the wind itself. This is not a subtle effect. Most commonly this spell ability is utilized as a natural extension of atemi strikes, which strengthens the blow beyond mere muscle power and requires very little reserves to accomplish. Utilizing this spell on the movement of others is possible, at considerably more effort, expenditure, and risk of failure.

Scything Exhalation - The scything exhalation creates a 'spray' or 'conical' effect of low pressure air riddled with high pressure pockets similar to 'needle' and 'blade' forms. These high pressure fronts cause havoc on most materials, and while not cutting in a traditional sense, can create a similar grade of wounds upon most beings. Harder materials resist this much more effectively, and the high pressure forms separate the further from the point of origin they travel. (To quote my proofreader: "So it's almost like getting cut up but much messier.")

< Message edited by Ronin Of Dreams -- 7/17/2013 17:50:13 >
AQ  Post #: 100
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