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RE: =EC 2014= OOC: The Gates Are Open

 
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8/12/2014 19:13:43   
Apocalypse
Member

Awww, I'm the only Energy so far? Last time I participated, I was the only Light competitor. Gosh darn, is all the competition afraid of me?
AQ DF MQ  Post #: 51
8/12/2014 19:15:54   
unknown2215
Member

Approved - everything looks ship-shape. ~Ryu

Is there something about my teleport ability ripped from Naruto? I haven't watched that show in years, it must have gotten quite the power boost if they have teleport powers now. o.O

I did the thing with the beacons so that the teleport would be more limited and be able to travel only to specific locations, is there something specific about it that I have to change?




Name - Krios Alexander

Race - Human

Gender - Male

Age - Early twenties

Element - Energy

First Post -

Appearance - Krios stands at 6 feet tall, his blond hair is kept in a short buzz cut, his face clean shaven and his eyes are a startling blue. His skin is tanned to a light bronze tone and he has a lithe and athletic build.

His armor is an odd sight, unique in design. It sports a breastplate inspired by the Greek hoplites, plain in design save for a few runic sigils engraved in it and bereft of pauldrons, it shields his torso and provides maximum agility from one wearing plate armor. Over the breastplate Krios wears a black leather coat reaching to his knees, metal plates are sewn into the arms of the coat to shield the bicep and forearm, leaving his joints free and unhindered so as to retain full flexibility. These sewn plates, similarly to his breastplate, have runic sigils engraved onto them. Finally he wears gloves and boots made of tough black dragon scales.

Equipment -

Breastplate - Made of mundane steel but empowered with runic sigils that increase it's defenses and slightly reduces its weight.

Leather Coat - Made of the hide of a dragon, it holds an innate resistance to ice magic and has steel plates of the same enchantment as his breastplate sewn onto the bicep and forearm area.

Dragon Scale Gloves and Boots - These gloves and boots hold an innate resistance to darkness magic and are tougher than iron but weaker than steel.

Rapier - An elegantly designed rapier with a shield-like hand guard. Runes adorn the blade and serve to improve its sharpness and durability to the point that it can pierce mundane steel with only the faintest hint of resistance.

Parrying Dagger - A simple parrying dagger meant to be used in conjunction with his rapier, its handle is adorned in runes. Krios owns six of these.

Abilities -

Krios has above average speed and agility and is very skilled in magic and fencing, he is competent in hand to hand combat.

Lightning Beacon - The true purpose of Krios' parrying daggers, they serve as beacons for his self-made 'teleport' spell. By converting himself into magical lightning, Krios can lock-on to one of these beacons and travel to it instantly. While it is not a true teleport, as Krios simply travels from place to place instead of true spatial displacement, it is considered one due to the sheer speed of travel, matching the speed of lightning. Due to the force of the lightning striking the parrying dagger, each beacon can only be used once before shattering into useless chunks of metal.

Thunder Palm - Krios can slam an open palm into an enemy and release an electrical discharge that simultaneously shocks the target and pushes him away. It is named for the sound it causes, which mimics true thunder.

Arc Burst - By charging his rapier and swinging, a large arc of electricity is sent in the direction of the swing.

Background - Born into a noble family, Krios was tutored in the arts of magic and fencing at a young age, being expected to uphold his family's illustrious history of skilled and famous fighters. Feeling that his life was too stifling and restrictive, Krios ran away from home at the age of 14, exploring and adventuring to his heart's content. He worked as a sellsword in a couple of wars as he passed through the regions, gaining experience and making acquaintances here and there. When he was 19, he apprenticed under a more experienced Wizard and learned to adapt his spells for use in melee combat before getting bored and setting off to explore again. In his time with the Wizard, Krios learned that he had an aptitude for the Energy element, wild and uncontrollable in nature, tamed through knowledge and skill. Then he heard of the Elemental Championships and decided that it would be a good place to test his mettle against other champions of the elements. Thus, Krios found himself in Bren several months later, renting a room at the local inn for the few weeks it took for the Elemental Championships to begin.

< Message edited by Ryu Viranesh -- 8/13/2014 20:43:26 >
AQ  Post #: 52
8/12/2014 21:49:04   
Siruiz
Member

This bio has not been approved because the relatively ludicrous upper limits of the potion, even in spite of the downside which is, honestly, too potent; were your character forced to remain prone for 30 seconds... I can't imagine him surviving the period. My recommendation in this case is to give the potion a more minimalist effect, in the realm of a foot or two plus the appropriate mass increase, and to decrease the downside accordingly. ~Ryu

Zorad 1.2

Changes: 
-Immense detail describing exactly what the chemical does.
-Minor changes on appearance, grammar fixes.

Name: Zorad  
Gender: Male  
Age: 39  
Race: Merfolk  
Element: Water  

Appearance:  

With a look in his eye's of pure madness and utter determination, Zorad is 5'9”. While no one is sure if the crown of coral he wears is signifying royalty among merfolk, or has just grown over his face over time, it hides any hair Zorad might have had in the past.

While sharing the blue skin all merfolk possess, Zorad's is much more pale, making him look even stranger.
He wears what appears to be a heavy cloak, but moves around fast. He also has an odd looking belt around his cloak.
From what the rumours say, Zorad has strange items and materials, although no one is able to confirm this.

Zorad wears a necklace with a seashell on the end of it. The seashell appears to have something inscribed on it, but no one has ever gotten close enough to find out. Zorad has been seen gazing at this seashell, which leads people to believe it's very important to him.

Equipment:  

With the exception of looking insane, Zorad appears harmless. Upon closer inspection, one would be proven otherwise.

Zorad's cloak is aligned with lightweight coral plating, indicating that he might have been former military among merfolk. However, no other equipment he carries really supports this rumour, and so Zorad's true identity remains a mystery.

Among his other equipment, Zorad carries multiple vials of unknown liquids. These liquids cause mutation. This chemical, when ingested, causes the user to grow in size, depending on how much is swallowed.

At first glance, Zorad appears to be wear a belt. This belt, is actually the tail of a serpent, and it is unknown how he found it or why he chooses to wear it. He appears to be fond of this belt.

The only real weapon Zorad has is a staff with a large serpent fang on the end of it. He also appears to be fond of this too.

Aside from his belt and staff, Zorad's necklace is his most prized possession, or at least the seashell on the end of it is. It is inscribed with something, something very important to him. No one has ever been able to identify what it says, and most likely never will.

Story:

Although no one can determine who Zorad really is, some try to guess his identity.
Some have speculated he was a former merfolk royal, due to his crown of coral and belt.
Some say he might be former military, for those who have gotten a closer look at him and his staff.
All will agree though, that this merfolk has clearly lost something important to him. Most likely his mind.


Ten Years Ago...  

The serpent swam around in it's pen of coral, eager to play. It made him laugh, to see this little creature so happy. Zorad tossed it some more coral, which the creature began to chase after. Zorad sighed, and gathered his vials. This was the one creature he loved, the one he would not harm. He hadn't given it a real name, so he simply called it Serpent. It responded to that name anyway, so it didn't matter. Lifting his case up, Zorad gave the creature one last look, a smile. It appeared to smile back, so then he advanced on to the next pen.

Here, awaited a much uglier creature.
This crab-like specimen had huge claws for such a young one. It's pale, almost translucent body almost shined in the dark cavern Zorad called home. It's eyes protruding from it's head, it followed Zorad's every movement with a nervously. It glanced over at Zorad's serpent, and gave him an almost odd look, as if to say, why aren't you doing anything to him?
Zorad glanced at it for a moment, and then began pulling out some vials. His newest chemical would work this time he thought, so he opened the pen. The creature cowered, but extended it's pincers in an attempt to scare Zorad off. There was nothing scary about this creature. Zorad grinned, and lifted the creature out and began his work.

Zorad woke up to the faint of sounds of screeching and destruction. Rushing over, he glanced outside his cavern overlooking the merfolk city. Zorad gasped in despair, for the city was in ruins. Merfolk were swimming through the streets, hollering for help. The guards were among them, feebly attempting to control the crowds. What being could have caused so much destruction overnight? Better yet, where was the foul creature? Off at the far side of the city, Zorad's confusion was replaced by bitter horror. There, an almost invisible beast scuttled across the streets, tearing down huts as it went. The beast he created.

Zorad rushed to the back of his cavern, or what was left of it. All of his pens were broken, and boulders were blocking the back entrance. He surveyed the room, desperately searching anything intact. Rushing over to his desk, he realized in terror his Serpent's pen was buried underneath a pile of rocks. Zorad managed to remove the boulders blocking off his serpents pen. Grabbed the remaining intact vials on his desk, he stashed them in his robe and hurried in.
the only thing that remained was it's tail, and one of it's fangs. Zorad grabbed both in despair, and ran back to the front of the cavern. The beast was making it's way out of the city, and to his surprise, the merfolk were advancing towards his cavern. Grabbing his lucky seashell, Zorad shrunk down in fear. What was he going to do?


The judge stood over Zorad with a look of utter hatred on his face.
“Zorad, you have been found guilty of destroying the city. A suitable punishment for you has been established. You have been stripped of your title of the King's Chemist. Your cavern has already been stripped of it's belongings and demolished. You are exiled from this city, never to return. To ensure this, we have brought the High Mage Talik to erase your memories.”

The judge gave Zorad a last look of disgust, and waved over Talik. He glanced down at Zorad, who was clawing at his seashell necklace.
“You pathetic creature.” Talik spat. “What's that, your good luck shell?”
Zorad gave Talik a smile. “Why yes, it is, Talik. You'd be surprised just how lucky it is.”
Talik gave Zorad an odd look, and then grunted. “Any last words, scum?”
Zorad grinned at Talik, and replied. “I'll never forget your name, Talik. We will meet again.”

Spells and Abilities:

Zorad's chemicals are his only connection to magic.
The only chemical Zorad uses is a growth chemical, causing the user to grow to great heights when ingested.
Zorad can only ingest a small amount at a time. A small amount would cause him to grow around 4 feet taller.
Ingesting a large amount of this chemical all at once would cause you to grow enormous, at least 10 feet taller. However, Zorad wouldn't do this unless it was a last resort, because taking large amounts of this chemical all at once could cause him to go insane.
Once he has taken the chemical he would be unable to fight for at least 30 seconds, due to the fact that he will be mutating.
Zorad's fighting skills otherwise are limited.
He is not confident fighting unless he has used his chemicals to gain an advantage.
Zorad uses his staff to keep enemies at a distance. The staff allows him to have a longer range than other enemies.
Any enemies who get too close, he uses his serpent tail whip to entangle them.
However, without these weapons, Zorad would begin to panic, because he can't fight hand to hand combat.


< Message edited by Ryu Viranesh -- 8/13/2014 20:43:09 >
Post #: 53
8/12/2014 23:32:25   
blankmaskara
Member

Approved - Very interesting character that I'm eager to see in action.

Hope I made it in time..

Name: Ross

Attribute: Water

Occupation: Relic Hunter

Appearance:

Ross appears to be a lanky, yet slightly muscular man in his mid-thirties, arms and legs a bit longer than average for his age, with a series of cerulean-hued runes spiraling down these limbs of his all the way to the ankles/wrists. His face, on the other hand, has several scars running down from his right eye to the jaw. Besides that, however, all other features seem to be typical. A mouth perpetually set into a lopsided smirk. Drooping eyebrows that work together with his hazelnut brown eyes to create a look of resignation. A nest of mussed-up, unkempt, black hair that covers his ears and forehead. His eyes, nose, mouth, hair, and ears all appear to be normal to the untrained eye, but if one looked closely enough, the slight contours of metal pipes and other steelwork can be seen beneath, as well as the tiny blue runes at the center of his pupils.

Outfit:

Ross prefers to go for a light and low-profile look, often donning a leather coat over a crisp white cotton shirt, hood drawn over his head for when the heat starts to become less than bearable. Leather elbow and shoulder pads are fitted over this coat of his as a means of protection, while knuckle gloves are worn for better grip, and for slight advantage in unarmed situations.

Below the torso, the traveller wears a pair of light brown trousers, fastened to his hip by a belt fitted with pouches and placeholders for potions and other small objects. As for his feet, he, like any other traveler, chooses to put on a pair of well-worn boots made for all kinds of terrain.

History:

A fresh recruit into his local militia, the boy anticipated a life of combat, service, and unwavering loyalty for his city. He wanted nothing more but to defend it against the forces from under the waters that threatened its very existence. However, it was not to be.

He was drafted into a series of trials, forced to undergo harsh training in order to get into peak condition. And after that, they said that he, along with the other chosen, would be the first wave of elite soldiers for the city. A special kind of warrior to be more than a match for their deep-sea adversaries, capable of combat on both land and water.

Then, they were torn apart.

Utilizing one of the most dastardly of sciences along with the most dangerous of magics, scientists attempted to turn these youthful recruits into something more than human. A mix of steel, flesh, and bone. A cyborg.

Many fell to the first few experiments, bodies turned into nothing more than bags of meat rendered useless. Less than ten survived, and so became the focus of the their tests, their days filled with nothing more but pain, blood, tears, and the simple need to get out. To escape.

Eventually, they had their golden opportunity. The city was, ironically enough, being laid siege to by an army not from the seas, but from the land. And so, the scientists had evacuated. The soldiers, to battle. The facility they were in became nothing more than an empty warehouse, and so, seizing this chance, they escaped and went their separate ways, using their newfound abilities.

For Ross, he decided to head as far away as possible from the city, opting to stay in small, sleepy towns for a few days of rest before traveling once more. After some time of aimless wandering, he soon started to immerse himself in small jobs he took from guilds scattered across the land. At first, it started out as commissioned hunts for a few petty monsters, but as his skill in combat increased, so did his missions. In these events, the boy had experienced some close shaves with death, only narrowly avoiding what could've been his doom. Despite this, however, he was not always successful in his missions. At times, he succeeded, others, failed. But, nevertheless, he continued to persist, accumulating a few peculiar objects and pieces of equipment along the way.

Eventually, upon hearing the announcement of the Elemental Championships, he arrived at the decision to visit the town of Bren and enter, just to see how his strength measured against the others. And, maybe, just maybe, even if it was a small sliver of a chance, he hoped that he might win it all.

Personality:

Cunning, sly, and a bit of an opportunist, Ross prefers to keep his cards to himself. Some day that this was a trait he picked up on his adventures and fights against monsters stronger than him, others suspect that it might have something to do with his past and getting betrayed. Either way, he doesn't like to reveal everything about himself until he knows what he is getting into, or until he knows the person fully. Of course, this also means that he isn't afraid to betray and backstab allies when called for, or when it benefits him most. Otherwise, he keeps a neutral stand on everything, refusing to comment and simply preferring to smile and keep quiet, offering help whenever required so as to reduce suspicions of him.


Abilities:

Enhanced durability - Through the operations and experiments conducted on Ross, his body has been altered, with metal, flesh and bone fused together. This all in all makes his body more durable, with him able to survive falls that may injure the typical human as well as withstand blows that could deal rather major blunt trauma injuries. However, this does not make him any more resistant to pain.

Enhanced strength - Operations on him have installed an engine of sorts that operates on his bodily moisture, enhancing his strength to become slightly higher than the average human. Whenever he swings his arms, a faint buzzing sound can be heard. However, moisture being dried out via flames or a high amount of heat may negate this, or even drain him of some strength.

Pressure Bombs - Ross can create pressurized bubbles of water and steam, that can explode and knock away opponents. They either explode on contact, or through conscious activation from him.

Jet Blasts - The relic hunter can create scalding blasts of water to knock away or down enemies. The longer the channel time, the stronger it gets, although usually it takes a down time of 2 seconds to create a blast strong enough to knock away unarmored opponents

Mist - Through a few seconds of incantation, Ross can summon a mist of steam to envelop an area of 5 meters around him.

< Message edited by Ryu Viranesh -- 8/13/2014 20:55:19 >
Post #: 54
8/13/2014 0:45:23   
Lazo
Member

The energy players are clearly sabotaging their own entries so they don't have to compete against you, Apocalypse.
AQ DF MQ  Post #: 55
8/13/2014 1:01:03   
Dragonnightwolf
How We Roll Winner
Apr/Jun/Aug15


Approved - this bio has been brought into line enough to pass muster, so welcome to the EC.

Name: Rowan Michael Harper
Age: 42 years old.
Appearance: Physically built, standing at 5’8, Muscular, A tattoo of a wolf with bared teeth on his right shoulder, and a tattoo on his chest of a rose on fire. The hair is cut short and is solid black. Both eyes are hazelnut blue. His shirt reveals the wolf tattoo because of a tear. The jeans are dirty and have mud on them. He wears black leather boots. The belt attached to the jeans has a specialized slot for a medium sized hunting knife. He wears over the shirt a black trenchcoat which has both sheaths attached to it in an x fashion.
Weapons: Rowan carries 2 large Machetes that are in special Sheaths that he purchased from a vendor. He also carries a single medium sized hunting knife and sheath that are located at his right hip on the belt.
Skills: Rowan can pick most locks and because of his time spent among energy and electrical conduits he can manipulate energy into forms such as bolts, hammers, pliers or thin needle-like projections. Because of his time in the asylum, Rowan also knows how to make things with the right ingredients, such as a molotov cocktail or an acidic mixture.
History: Dad would hit the bars and return home late at night and Rowan would receive punishment for any little thing. Dad getting tossed in prison put Rowan on a downward spiral. Mom tried to pick good husbands but they always ended up similar to Rowans dad. So Rowan didn’t have very good role models to encourage his life. He had a girlfriend but his hatred grew when an accident removed her from the world. Rowan went nuts shortly after that happened. The judge took pity and instead of putting him in jail, sent Rowan to an Insane Asylum.
A year later during a power outage, Rowan escaped the asylum but had recessed further into madness. The spark of hope that had been with his girlfriend was gone now. One late night during a thunderstorm, Rowan was struck once again by a bolt of lightning and stumbled down an embankment into a fast moving river where he was swept downwards to a spot where a portal of lore appeared every so often. He fell through the portal into a bewildering landscape full of mythical creatures and horrors that were the stuff of nightmares. Rowan heard a voice speak through a creature made entirely of energy. The energy lord had felt this stranger and decided to test his merits.
(Follow up information. In the starting post, Rowan plans on purchasing an empty glass bottle and lamp oil which will be poured into the bottle.)

< Message edited by Ryu Viranesh -- 8/13/2014 21:03:29 >
AQW Epic  Post #: 56
8/13/2014 1:49:31   
The Extinguisher
Member

Approved, with a single note. Be careful with the ability that you've listed which "jostles the water inside of beings", since we wouldn't want it to cross the line into bunnying territory.

<I can see how summons could be an issue. I'll fix that, and I'll probably just revamp all his magic while I'm at it. Also, I'm actually kinda glad I didn't just get approved, because I actually forgot a key weakness. Oops>

Name: Lear
Race: Nereid
Gender: Male
Age: 105
Element: Water
First post: http://forums2.battleon.com/f/fb.asp?m=21786839

The ocean is full of many things, and anywhere there is life, you will find the Fae. Sprites, nymphs, and fairies always have a habit of showing up where there are things to trick and deceive. And the deep waters of the ocean are no exception.

Lear hates the ocean. Or, more specifically, he hates the things in the ocean. A Nereid's life is long, and for Lear, the thought of spending that long life in the deep, dark waters was enough to drive him insane. He wanted to explore, to fight, and just escape from his sisters telling him about how wrong he was for wanting that. So he left. Abandoning the ocean, he began to explore the world above.

If you thought that his body was made of water, you could be forgiven. You'd be wrong, of course, but it's an easy mistake to make. A Nereid's body looks like living ocean, and it kind of behaves like one. Things move back and forth, and a naked Nereid is a sight enough to fascinate any wayward traveler. Lear, however, prefers a fine suit of armor. He likes getting up close and personal with the things that he fights, and exposed watery flesh is not usually the best thing for that. His sword is quick and strong, and he shows his strength when he uses it. Like Dryads, the ocean fae are magically bound to to an aspect of their nature. Unlike the Dryads, whose trees are immobile, the Nereid is bound to a light seafoam shawl they wear around them. If the shawl is destroyed, the Nereid will wither away and die, within an hour, very quickly getting weaker. To protect his shawl from anyone who would touch it, Lear wears it around his face and neck like a bandanna.

But his real power comes from his magic. As part of his exploration and training, he learned how to channel magic through his sword, to deliver powerful short range spells with his blade. Bursts with the power of water and the cold wetness of being lost at sea. By taking a moment to focus his energy into his weapon, he can create powerful attacks; Knocking his opponent back with a wave, soaking them to their bones, or even just jostling the water in their body to make them hurt more.

Ultimately, Lear wants to experience all that he can above the surface. The thought of something new excites him, and anything new that allows him to show of his martial expertise is something to try at any cost.

< Message edited by The Extinguisher -- 8/16/2014 1:13:34 >
Post #: 57
8/13/2014 2:32:23   
Arthur
How We Roll Winner
Dec14


Approved - you've cleared up that issues which I mentioned previously, so everything looks to be good. Just a note, as I've said to several others, keep the reasonable limits of the abilities which you possess in mind when using them.

Sorry for the EDIT but I forgot to add what I changed.

-Changed my blade from a Broadsword to an Arming Sword and removed that 4 year old part.
-Removed Vertical Propulsion leaving only Horizontal Propulsion.




Name: Aeron Dragenoth
Race: Agnifron
Age: 27
Gender: Male
Element: Fire
First Post: -

Appearance: Aeron, like most Agnifron men is naturally handsome, although, unlike the others he stands at an average height of 5’11”. His good looks and slightly tanned complexion are accompanied by a messy tangle of black hair on his head that fall all the way down to his collar. One doesn’t need a curious observer to note that within this messy tangle of hair, there passes an orange streak of hair all the way to the back, slightly to the left of his hair, a sight common to all Agnifron. He has plain brown eyes and a cleanly-shaven beard.

A slightly-muscular body is what he has with lean but clearly visible muscles on his arms and shoulder. His powerful legs have lesser development as compared to the rest of the body. That’s how he likes it. It helps him keep an even balance.

Belongings: Aeron carries a number of items on his person at all times. Here’s a complete list:

  • Havensage: Havensage is Aeron’s Arming Sword. Every Agnifron Warrior has a Bornbound Weapon that has stayed with him from a very young age, it’s almost as if that particular weapon is bound to the wielder. Havensage is Aeron’s Bornbound Weapon. When he was very young, the Sword was kept wrapped up in bandages until finally, he was old enough and strong enough to wield it. The sword has a dark grey blade the whole length of which is marked with intricate markings that stay black when not being wielded upon when they flare a bright orange. The hilt and crossguard are actually quite plain and bound by dirty bandages.
  • The Revenant: This is Aeron’s Buckler that he carries in the form of a Star-shaped crystal worn on a black string that Aeron always keeps tightly wound around his left wrist. The crystal responds only to Aeron’s Agnifron energy and changes to its Buckler form. Made of the same grey metal as Havensage, The Revenant has beautiful orange runes on it.
  • Clothing: Aeron naturally carries his clothing with him. He wears a brown travelling cloak complete with hood. Inside it, he wears a tight brown vest laced with strands of the same grey metal on top of a grey silk shirt. For lower apparel, he wears loose baggy pants on top of tight grey leather pants and high travelling boots. On his left hand, he wears a grey, fingerless glove that extends up to his elbow. He wears nothing on his right hand.
  • Safety Kit: A small satchel worn on his body carries bandages, a few vials of disinfectants and a small bottle of ice cold water.

Magic & Abilities: Agnifrons have a natural affinity for fire-based magic and can perform magic requiring immense amount of knowledge and mastery of the element. Aeron, however claims to have trained from a blind Agnifron Sage that he chanced upon during one of his many journeys. How true this story of his is remains to be seen.

Aeron shows mastery over generation and degeneration of fire. He cannot manipulate existing flames, neither can he influence them but their presence empowers his magical channel and makes him stronger.

The Agnifron can create fire merely by causing the molecules around him to vibrate with rapidly increasing intensity pushing it to its ignition temperature. During this process, people around him would experience slight breathlessness as generation of fire from scratch naturally draws oxygen from the surroundings. Again, Aeron is not manipulating the air. The greater the flames generated, more the oxygen drawn. Aeron can use this skill to a great extent by creating whole curtains of fire that can last about 8 seconds or less depending upon the intensity of the flames.

Aeron passively absorbs body heat and heat from his surroundings, although that is in very low quantity. An hour of standing next to Aeron might cause of person to shiver.

Flame solidification is another one of Aeron’s skills wherein he can generate flames and solidify them to coat Havensage or any of his body parts. Coming in contact with those flames will immediately trigger a fire or a burn in case it’s the skin that comes in contact. Cloth will catch fire. These flame coats can be broken upon high impact from a heavy weapon, etc.

Propulsion is a skill that causes an immediate generation and burst of flames and using which Aeron can also propel himself horizontally by merely causing a burst of flames in the direction opposite to his direction of propulsion. This however is a tough skill to handle as inertia can hit the caster anytime causing him to stumble or roll over. This skill takes a considerable toll on Aeron’s mana pool.
Aeron can use flame bursts to speed up his moves as well, for example, he can kick faster or punch faster by using the principle of propulsion.

Will of the Agnifron is a skill that can not be learnt. Every Agnifron is naturally born with this ability. This skill allows Aeron to tap into the entirety of his mana pool thus exponentially increasing his magical ability to the point where he can perform upto 5 consecutive propulsions in a short amount of time. This skill however, has a catch. Even as it maximizes Aeron’s magical ability, it gradually weakens him physically to the point where he might have to kneel down on the ground for a couple of minutes to allow himself to regenerate fully.

Aeron is a versatile fighter. He’s an expert when it comes to sword and shield, more so with the sword than with the shield. He’s an average hand-to-hand fighter requiring the use of his fire to come at par with better close combatants.

Personality: Aeron is generally a very jovial and well-natured person who likes to make friends. Being almost comical at times, this Agnifron has been known to anger a lot of people at times. When he’s serious however, he means business because as he says, “When you are being good, be the best and when you are being bad, be the worst.” This sudden change in his attitude has caused many of his family to think that he’s possessed by an evil spirit or some such. He is almost never angry but rumor has it that his anger was locked away somewhere inside him by the blind sage who taught him and that it lies dormant waiting to be released.

History: Hailing from the kingdom of Haenis located on the edge of a volcanic mountain, Aeron was always a very curious child, eager to know what lay ahead. With this curiosity of his, he had developed a habit of wandering off into the wilderness all on his own. This habit of his was so troubling that his parents used to lock him in his room so he wouldn’t escape.

However, a week before their Coming of Age trials, Aeron took Havensage and disappeared. A great search was organised but nobody could find him until one day 20 years later, he returned, then a young man and since he had missed his Coming of Age trials, he decided to compensate for it by participating in something greater than it or of equal honor.

And so, taking everything that he could carry, he left for The Elemental Championships where he may prove his worth and finally return redeemed.

< Message edited by Ryu Viranesh -- 8/13/2014 21:26:41 >
DF MQ AQW  Post #: 58
8/13/2014 10:37:46   
Kuyagai
Member

This means all of you are describing character Page
Post #: 59
8/13/2014 18:22:16   
jerenda
Member

For everyone's information, with Ryu's permission I have slightly adjusted my bio to give Julianna slightly greater flexibility in her magic. Here is the newly edited section, for those who have already skimmed the bios and do not want to go searching for the changes:

quote:

Magic: Although once (for approximately six hours) she was host to a great wealth of magic, now she has an extremely minor amount of wind magic, inherited from her wind demon mother. She typically uses it to give her an extra burst of speed in critical moments, moving fast enough to blur the eye. She uses her magic for other small boosts. One of her strongest abilities is to send it along the length of her blade, striking targets from a distance, although she hates creating large magical affects like this as it reminds her of her demonic heritage.
AQ DF  Post #: 60
8/13/2014 20:03:10   
Daimyo Daimyo
Member

This submission will not be approved due to the over-powered nature of the flute (as it is right now, there's a possibility of creating a permanent stun-lock on certain characters) and the tendency of some of the abilities present, such as the auto-flinch inherent to Flinching Wind or the seemingly forcible nature of Disarm, to bunny other characters when it might be very possible for them to avoid the effect. Furthermore, Brown Note ... seems very out of place and doesn't match up with the rest of the abilities listed, so it's my strong recommendation that it be removed.

Too late?
Name: Nanashi
Age: 21
Race: Human
Gender: Male
Height: 5’5” last checked.
Weight: Around 120 lbs last checked.
Element: Wind
First Post: Awaiting entry.

Personality: Nanashi is cynical, he hates people, is not above dirty-fighting, and is a sore loser. He wears headphones because the noise people make irritates him. He wasn't always like this though. Deep-down, he wishes he could get better (Physically and mentally) but knows that's unlikely to happen. He longs for the days when he was a care-free child.

History: When Nanashi was told he was going to die of illness at a young age, he didn't take it well. Instead of living the rest of his days to the fullest, he gave up. The beautiful music he'd play on his flute turned into screams of death and wails of despair. He eventually broke off contact with other people and locked himself away in his house.

Years later he emerged at the 2014 Elemental Championships for reasons unknown.

Appearance: Nanashi's eyes are green and usually have a blank look of difference to them which is further accentuated by his constant frown. No matter how much sleep he gets, there are permanent dark circles under his eyes. He has messy medium-length black hair. His arms and hands are thin to the point where only a layer of skin differentiates them from a skeleton's own set. His legs are more beefier and stronger than the aforementioned appendages. From the neck down he is covered in dark-brown leather armor that exposes no skin.

Equipment:
  • Earmuffs: Enchanted to protect his ears from his own sound-based attacks. Completely mutes all noise when worn. Also protects ears from the cold.
  • Leather Armor: Enchanted to offer warmth against the cold as if one was wearing a heavy fur coat.
  • Flute: An instrument tied to a chain and worn around the neck. It is enchanted to cause extreme pain to those who hear its torturous shrill caw. Those who hear its sound will want to cover their ears with their hands and shut their eyes which leaves them vulnerable. The noise is so awful that it lingers for a while in their ears and heads even after the flutist has stopped playing. Can be used so long as one still draws breath.

  • Sword: A sword enchanted to slice easily through wind and water. It is as sharp as an ordinary blade but its true power lies in its ability to displace air with each swing that makes it seemingly appear as if one is cutting with an invisible wind.

  • Fan: A large hand-held fan designed to blow away the competition. Unlike the sword, this weapon displaces much more air with each swing that is enough to blow projectiles off-course and disperse smoke, mist, gas, etc.

    Skills:
  • Crow Caw: Requires flute. Loud, irritating, and painful noises. Those who had repeated exposure to it felt as if they were being tortured.
  • Banshee Wail: Requires flute. Even more loud, irritating, and painful if that was even possible. Can break glass.
  • Brown Note: Requires flute. A sound-based spell created by the most wicked, vile, evil, and disgusting creatures to ever exist. The Brown Note causes anyone who hears it to defecate. Usually said victims are wearing undergarments and nowhere near a toilet which results in a very messy, smelly, and probably embarrassing situation.
  • Blowback: Wind-spell used to blow back people and objects or "hold them down". The winds can be spread out for a larger range at the cost of being weaker or they can be compressed into a straight cylinder-column for a powerful impact. Off-balances those who are blown away.
  • Mini-tornadoes: Can create up to three tornadoes (and control their movement) at a height of 5'5'' which slice up anything that comes into contact with them with vicious razor-sharp winds. They can merge together to create a stronger and larger tornado. Projectiles thrown at them are pushed off-course if not outright deflected or destroyed. Disperses smoke, mist, gas, just like the fan. Tornadoes gradually become smaller over time and eventually die.

    Passives:
  • Flinching Wind: Fan, Blowback, and Mini-Tornadoes can all flinch those struck by their winds. Flinch here meaning they close their eyes.
  • Disarm: Blowback and Mini-Tornadoes can blow away items held by those struck by their winds; especially if they have a loose grip.

    Weakness:
    Muscle atrophy: Due to spending most of his time inactive, his arms and legs are weak. He can't carry heavy things or run for very long.
    Impaired Vision: Due to his illness, Nanashi is short-sighted. Things faraway will appear blurry to him.

    < Message edited by Ryu Viranesh -- 8/13/2014 22:21:11 >
  • MQ  Post #: 61
    8/13/2014 21:58:10   
    Siruiz
    Member

    Approved - I think that everything looks to be in order now.

    This guy took a while to get right. ._.
    (Silly potion effects)



    Zorad 1.3

    Changes:
    - Adjusted potion effects.


    Name: Zorad
    Gender: Male
    Age: 39
    Race: Merfolk
    Element: Water

    Appearance:

    With a look in his eye's of pure madness and utter determination, Zorad is 5'9”. While no one is sure if the crown of coral he wears is signifying royalty among merfolk, or has just grown over his face over time, it hides any hair Zorad might have had in the past.

    While sharing the blue skin all merfolk possess, Zorad's is much more pale, making him look even stranger.
    He wears what appears to be a heavy cloak, but moves around fast. He also has an odd looking belt around his cloak.
    From what the rumours say, Zorad has strange items and materials, although no one is able to confirm this.

    Zorad wears a necklace with a seashell on the end of it. The seashell appears to have something inscribed on it, but no one has ever gotten close enough to find out. Zorad has been seen gazing at this seashell, which leads people to believe it's very important to him.

    Equipment:

    With the exception of looking insane, Zorad appears harmless. Upon closer inspection, one would be proven otherwise.

    Zorad's cloak is aligned with lightweight coral plating, indicating that he might have been former military among merfolk. However, no other equipment he carries really supports this rumour, and so Zorad's true identity remains a mystery.

    Among his other equipment, Zorad carries multiple vials of unknown liquids. These liquids cause mutation. This chemical, when ingested, causes the user to grow in size, depending on how much is swallowed.

    At first glance, Zorad appears to be wear a belt. This belt, is actually the tail of a serpent, and it is unknown how he found it or why he chooses to wear it. He appears to be fond of this belt.

    The only real weapon Zorad has is a staff with a large serpent fang on the end of it. He also appears to be fond of this too.

    Aside from his belt and staff, Zorad's necklace is his most prized possession, or at least the seashell on the end of it is. It is inscribed with something, something very important to him. No one has ever been able to identify what it says, and most likely never will.

    Story:

    Although no one can determine who Zorad really is, some try to guess his identity.
    Some have speculated he was a former merfolk royal, due to his crown of coral and belt.
    Some say he might be former military, for those who have gotten a closer look at him and his staff.
    All will agree though, that this merfolk has clearly lost something important to him. Most likely his mind.


    Ten Years Ago...

    The serpent swam around in it's pen of coral, eager to play. It made him laugh, to see this little creature so happy. Zorad tossed it some more coral, which the creature began to chase after. Zorad sighed, and gathered his vials. This was the one creature he loved, the one he would not harm. He hadn't given it a real name, so he simply called it Serpent. It responded to that name anyway, so it didn't matter. Lifting his case up, Zorad gave the creature one last look, a smile. It appeared to smile back, so then he advanced on to the next pen.

    Here, awaited a much uglier creature.
    This crab-like specimen had huge claws for such a young one. It's pale, almost translucent body almost shined in the dark cavern Zorad called home. It's eyes protruding from it's head, it followed Zorad's every movement with a nervously. It glanced over at Zorad's serpent, and gave him an almost odd look, as if to say, why aren't you doing anything to him?
    Zorad glanced at it for a moment, and then began pulling out some vials. His newest chemical would work this time he thought, so he opened the pen. The creature cowered, but extended it's pincers in an attempt to scare Zorad off. There was nothing scary about this creature. Zorad grinned, and lifted the creature out and began his work.

    Zorad woke up to the faint of sounds of screeching and destruction. Rushing over, he glanced outside his cavern overlooking the merfolk city. Zorad gasped in despair, for the city was in ruins. Merfolk were swimming through the streets, hollering for help. The guards were among them, feebly attempting to control the crowds. What being could have caused so much destruction overnight? Better yet, where was the foul creature? Off at the far side of the city, Zorad's confusion was replaced by bitter horror. There, an almost invisible beast scuttled across the streets, tearing down huts as it went. The beast he created.

    Zorad rushed to the back of his cavern, or what was left of it. All of his pens were broken, and boulders were blocking the back entrance. He surveyed the room, desperately searching anything intact. Rushing over to his desk, he realized in terror his Serpent's pen was buried underneath a pile of rocks. Zorad managed to remove the boulders blocking off his serpents pen. Grabbed the remaining intact vials on his desk, he stashed them in his robe and hurried in.
    the only thing that remained was it's tail, and one of it's fangs. Zorad grabbed both in despair, and ran back to the front of the cavern. The beast was making it's way out of the city, and to his surprise, the merfolk were advancing towards his cavern. Grabbing his lucky seashell, Zorad shrunk down in fear. What was he going to do?


    The judge stood over Zorad with a look of utter hatred on his face.
    “Zorad, you have been found guilty of destroying the city. A suitable punishment for you has been established. You have been stripped of your title of the King's Chemist. Your cavern has already been stripped of it's belongings and demolished. You are exiled from this city, never to return. To ensure this, we have brought the High Mage Talik to erase your memories.”

    The judge gave Zorad a last look of disgust, and waved over Talik. He glanced down at Zorad, who was clawing at his seashell necklace.
    “You pathetic creature.” Talik spat. “What's that, your good luck shell?”
    Zorad gave Talik a smile. “Why yes, it is, Talik. You'd be surprised just how lucky it is.”
    Talik gave Zorad an odd look, and then grunted. “Any last words, scum?”
    Zorad grinned at Talik, and replied. “I'll never forget your name, Talik. We will meet again.”

    Spells and Abilities:

    Zorad's chemicals are his only connection to magic.
    The only chemical Zorad uses is a growth chemical, causing the user to grow to great heights when ingested.
    Zorad can only ingest a small amount at a time. A small amount would cause him to grow around 1 foot taller.
    Ingesting a large amount of this chemical all at once would cause you to grow enormous, at least 3 feet taller. However, Zorad wouldn't do this unless it was a last resort, because taking large amounts of this chemical all at once could cause him to go insane.

    Zorad's fighting skills otherwise are limited.
    He is not confident fighting unless he has used his chemicals to gain an advantage.
    Zorad uses his staff to keep enemies at a distance. The staff allows him to have a longer range than other enemies.
    Any enemies who get too close, he uses his serpent tail whip to entangle them.
    However, without these weapons, Zorad would begin to panic, because he can't fight hand to hand combat.





    < Message edited by Ryu Viranesh -- 8/13/2014 22:36:14 >
    Post #: 62
    8/13/2014 22:59:19   
    Micosil
    Member

    Approved - you really do like Water, Mic. ~Ryu

    Name: Zoroaster
    Element: Water
    Title: He's officially a Grand Hydromancer, though he really dislikes using the title after retiring.

    Appearance: Zoroaster is a water troll of an undetermined yet very advanced age. Not too tall to start with and then bent with the weight of his years, Zoroaster is just slightly smaller than your average human and, with a kindly look to his wrinkly face it's hard to believe at first sight that he used to be a warrior monk sworn to serve the Water Lord; his brown robes and wooden clogs do nothing to dispel this belief. A good observer, however, will notice that his callous, worn hands still grip his walking cane with strength, his steps are stable even without it, and in his eyes there's the glint of one that has spent most of his life fighting to preserve it.

    Inventory: A wooden, walking cane, made out of a thick tree branch that has been polished, not useful in any kind of serious combat. His brown woolen robes, however have a couple of tricks to them - they're highly permeable to water, acting similarly to a sponge; and if the sleeves are pulled on they're prepared to tear off rather easily.

    Abilities:
    General: First off, Zoroaster is an unarmed fighter, used to outmaneuvering enemies and making the most out of his speed. Age has diminished his advantage in this, as well as in strength, but he's still faster than an untrained human (and possibly quite a few trained ones), and slightly stronger than your average human - no longer capable of bending a steel bar with his bare hands, but still capable of putting a good dent on a shield or chestplate.

    Hydromancer: Zoroaster can control liquids in a half a meter radius around his skin, unless they belong to an unwilling living creature (like, say, blood or saliva that are still in the vessels or mouth). This requires him to maintain a certain focus, and as such taking damage will weaken his hold on whatever he's controlling, but experience allows him to use this midfight without any issues.
    His control extends over many different aspects of his target, from tension to temperature, but it obviously disappears immediately if the liquid ever stops being a liquid. Example, he pulls heat out of some water in order to freeze it - he can't control that ice anymore or heat it to turn it back into water, but he can control the water around it. The biggest drawback to this technique is that it does not change immediately - turning a tense flat surface of water designed to block into one to pierce takes longer than if the water was just resting. And, even in that case, it takes a (very) short amount of time.

    Troll: Zoroaster's skin oozes out water slowly, keeping him moist even in dry situations. Trolls usually have regeneration, but in Zoroaster's case, age has worn that ability away almost completely. He might be able to heal a scratch in a couple minutes.

    Ebb and flow: His unarmed fighting style, Ebb and flow, has already been used in the championships. Zoroaster has adapted this style to his own use thanks to his own mastery of water. This fighting technique involves alternating offensive and defensive maneuvers, and provides both physical and magical benefits, which are all lost if he misses even a single step.
    Physically, each motion in the chain recovers some of his stamina. After three or four steps, he'll regain more than he uses up, allowing him to drag out fights.
    Magically, it becomes a little faster to morph water with every step, and the amount of water his skin oozes out increases slightly as well.

    Tactics: He's a long term fighter. The physical benefits of Ebb and flow kick in early and allow him to maintain a fight for a long time, while the magical benefits, that are only noticeable much later in the fight (after ten motions or so) allow him to close it up.


    History: Trained in one of the troll temples in service of the Water Lord, he quickly ascended through their ranks through dedication and natural talent - and, not in a small part, because of the vow he took to fight until death in the Lord's name, a vow that gave him power to fight and a long life in exchange for his service. As years passed by and missions were completed, however, his passion slowly died out. One day, he realized he didn't want to fight anymore, but it wasn't that easy to leave a life of fighting when that was all he knew how to do. In the end, he created his own school of martial arts in a little village lost to any maps. After a few years, he found a wife, started a family. Life was good.

    It was not to last forever, though. Years after his wife had passed away, Zoroaster was a proud grandfather of a single little troll, and that was when the Water Lord decided to remind the old troll of his oath. In the same night, the child fell incurably ill and he was haunted by dreams of the sea. The meaning was clear to him - he was being punished for breaking his oath to the Water Lord.

    Hoping to earn forgiveness or at least save his grandson, Zoroaster joined the Elemental Championships.

    < Message edited by Ryu Viranesh -- 8/13/2014 23:48:52 >
    Post #: 63
    8/13/2014 23:39:26   
    Eukara Vox
    Legendary AdventureGuide!


    Approved - Only thing worth noting, which I'm fairly sure that you already know, is to work with the person you're playing with when using Seethe given the nature of the ability. ~Ryu

    I am not sure why...

    Name: Sorcia Masonshi
    Race: Human
    Gender: Female
    Age: 24
    Element: Fire

    Appearance:
    Sorcia stands 5’11” tall. She is a well-built, strong woman, obviously trained for strength and combat. Her skin is light tan. Her hair is of medium length, dark red, with a slight wave. Her eyes are bright green, with brown flecks and her face is freckled. She obviously spends time in the sun, though mostly for training purposes.

    Her clothing consists of black leather pants, a thick linen shirt of green under a black and silver leather vest, all enchanted to resist fire. Over this, she wears a slightly form fitting set of steel chainmail that covers her from neck to wrist just, covering the reinforced leather vambraces. The chainmail hangs to midthigh. A belt of steel is fastened at her waist that two small vials hang from. A chainmail coif covers her head to afford her some protection. She wears reinforced leather greaves over heavy steel-toed boots.

    Gear:
    Sorcia is a Battlemage. She carries a metal kite shield, whose edges are sharpened; just above the midline of the shield is a raised solid dome, the intent behind it is a close quarter bludgeoning ability. Her weapon of choice is a spiked mace. The mace has a two-foot long handle, made of tungsten. The base of the handle has a small counterweight knob, above which is the leather-wrapped handle. The mace’s head is about four inches in diameter, and covered in two-inch spikes.

    A small dagger is strapped to the outside of her left thigh as back-up in case she loses the mace.

    The vials that hang from her belt contain healing salves, something needed to cast a spell called Seethe. Seethe can pull energy from an opponent directly into the area the salve is applied, to heal quickly. The spell will sap the energy of the opponent to provide the healing.

    Since she is a battlemage, she does have the ability to cast certain spells. The first and most basic is fireball. The size and scope of the fireball is determined by her own level of energy.

    The next is Flare. This spell ignites her mace, causing the end to heat up and be covered in flame. This requires energy on her part, as it requires her to use her own body’s heat to fuel the spell.

    Need allows her to regulate her temperature, mostly to increase her body temperature to allow her body to maneuver more easily. Warmer muscles work easier and with better precision.


    History:
    Sorcia Masonshi is the oldest child of Naaman and Cythia Masonshi. Naaman died when she was four years old, leaving her mother to raise not only Sorcia, but her three brothers, two of them infant twins. At an early age, Sorcia was forced to become a parent to help her mother.

    By the time she was nine she was also working in the fields, gleaning from what the harvesters had dropped, in order to help her mother feed the family. She showed a fierce determination and meticulousness that impressed the supervisor of the fields. He reported the young Sorcia to the landowner, who intrigued, came to watch her glean.

    His children all grown and away from the house, the old man decided to take her on and teach her. After an impressive interview, where Sorcia spoke boldly and matter-of-factly, the man invited her family to live on his estate while he taught her.

    He taught her the art of war and fighting. He delighted in the fact that she was solidly built and seemed naturally strong. With each year, he grew more and more demanding and challenging with his training. Her family benefitted from this arrangement, in that her brothers were able to attend school and her mother supervised the kitchens, an easier life than they had before.

    At the age of 18, Sorcia was skilled enough to join the king’s guard, excelling as part of it and rose in rank. As a woman in the king's guard, Sorcia was a rarity. It was not unheard of for a woman to be a part of the army, just very unusual. But no matter where she was sent, stationed or fought, she always returned home and served her benefactor as a daughter would.

    He died in her 21st year, leaving the estate to Sorcia. While she was employed within the King’s guard, her mother administered the holdings until Sorcia’s service was ended. Her brothers helped their mother administer the estate amiably while she is away.

    Sorcia comes to the Elemental Championships not to prove anything, not to earn anything, not to become someone. She already had all those things. She comes simply because, in the late nights by the fire, her benefactor spoke of the Elemental Championships with elated remembrance and she desired to experience what he remembered.

    First Post


    < Message edited by Eukara Vox -- 8/18/2014 8:41:09 >
    AQ DF MQ AQW Epic  Post #: 64
    8/13/2014 23:43:01   
    The Extinguisher
    Member

    So many water characters. I guess that's fair, given that last time I competed I was the only ice contestant.
    Post #: 65
    8/13/2014 23:50:27   
    Ryu Viranesh
    Member

    Just as a note - Ronin Of Dreams has provided me with his bio, but for certain reasons he will not be able to post it before the day ends. Nonetheless, I have seen it prior to any deadlines coming into effect.
    AQ DF MQ  Post #: 66
    8/14/2014 0:06:02   
    Daimyo Daimyo
    Member

    So apps are closed now. Oh well.
    MQ  Post #: 67
    8/14/2014 0:12:08   
    Ryu Viranesh
    Member

    ^Actually, to clarify, if you've already submitted a bio, the traditional rules are that you have until the end of the first idle period (5 days) in order to fix it. I'll be continuing with this tradition this year, so if you do want to fix your bio, it's perfectly fine.
    AQ DF MQ  Post #: 68
    8/14/2014 0:15:18   
    Daimyo Daimyo
    Member

    So I can't submit an entirely different character then?
    MQ  Post #: 69
    8/14/2014 0:22:51   
    Ryu Viranesh
    Member

    ^You can - it's just a matter of you having to have submitted an actual bio prior to the deadline.
    AQ DF MQ  Post #: 70
    8/14/2014 6:41:34   
    Ronin Of Dreams
    Still Watching...


    Approved - Very creative character and one that I'm interested to see in action. ~Ryu

    Name: Project F.E.R.R.E.T. (Ferretine Energized Robot Ronin of Enigmatic Tasking)
    Race: Clockwork Automaton
    Gender: N/A
    Age: 13 Cycles
    Element: Light

    Appearance:

    Project F.E.R.R.E.T. is a purpose built clockwork chassis modeled visually on the wild black-footed ferret, native mostly in prairie and plains terrain. With a body length of just twenty inches and a tail length of six more, it is even sized appropriately, albeit with a slightly longer than average tail structure. Though unlike the biological reference, the clockwork automata is significantly heavier than a ferret, with Project F.E.R.R.E.T. weighing in at a total of 6 pounds without gear. Unequipped, Project F.E.R.R.E.T. mimics natural coloration with filaments of steel painstakingly placed to create a fur effect, nearly as soft to the touch, with individual filaments being stainless steel or treated with zinc or black oxide as appropriate to generate the gradations of greys and black fur in the natural analogue.

    Where Project F.E.R.R.E.T. departs from its native analogue is in its key details of design. The reinforced spine structure allows it to rise and maintain its balance without support for extended periods, even allowing it to ‘walk’ in a waddle while standing. More importantly are its paws, which have had the digits extended and capable of separation, giving them some of the utility of fingers. This has allowed Project F.E.R.R.E.T. to make for itself a set of sheaths for its crystalline weaponry that are held tight to the fur along its body-length, as well as a kimono-like robe of deep scarlet satin.

    Gear:

    Project F.E.R.R.E.T. is armed with a total of eight prism-crystal blades, six of a shorter length ranging 2.5 inches in blade length, and a pair at a longer 4 inch blade length. The hilts of both types are custom designed in order to be held by Project F.E.R.R.E.T. and not greatly impeded four-legged movement. The shorter blades have a hilt design made to slip between the adjusted fingers of each paw and held in place by pressure exerted by the knuckles inwards. Up to three such blades can be wielded by a single paw, thereby being easily referred to as Claw Paws in such a configuration, but the design works on fore or hind paws equally well. The longer blades are instead designed with a hollow hilt, which fits over Project F.E.R.R.E.T.’s fore-paws similarly to a set of brass knuckles, with the blades extending outwards. A humanocentric view would make this the equivalent of a reverse grip sword style, but Project F.E.R.R.E.T. has little inclination to care about what is normal for anthropomorphic individuals.

    Capabilities:

    For a clockwork being armed with the equivalent of bladed crystal toothpicks, one might think that Project F.E.R.R.E.T. is an under armed excuse for, at best, recon and sentry duties. One couldn’t be more wrong.

    Photon Alignment - Project Ferret’s internal capacitors can extend limited manipulation of photons, effectively splitting light within the prism-like structure of its crystalline blades. When pushing energy towards an Alignment Protocol, this triples the effective length of the cutting surfaces of Project F.E.R.R.E.T.’s blades. The light will be scattered by reflective surfaces, and lacks a hard edge, so certain aspects of momentum change with each attack. When using the Alignment Protocol, Project F.E.R.R.E.T. dedicates the energy for the entire swing, and cannot under current equipment extend the edge for just the moment of impact as a total surprise.

    Prismatic Scatter - The alternative to the Alignment Protocol is a Scatter Protocol, where photons are bounced around within the crystal structure of the blades and are released in a burst of light-wave emissions. Depending on which of the blade types this energy is emitted from, two different effects can be created. The Paw Claws scatter the energy freely in a rainbow-like shotgun spray that can and will often send Project F.E.R.R.E.T. flying backwards due to recoil. The multicolored droplets of light energy strike randomly in the aimed direction, but individually are about as damaging as a flick of a finger against one’s forehead. The true damage is quantity rather than quality, but against any armor of significance, the Prismatic Scatter is more useful to stagger rather than harm.

    When channeled through the longer sword blades, the Prismatic Scatter effect is dispersed as a pulsing beam like a neon disco laser-pointer. Maintaining the beam for its entire duration will carve into metallic materials or deeply gouge flesh, but given its size and power, briefly being played over a surface will do little more than mar. Beware, though, because sensitive surfaces are truly juicy targets for the effect.

    Bright Streak - Not so much a magical effect as much as a baseline capability, Project F.E.R.R.E.T.’s metallic fur may glow lightly when its power supplies are significant, and when combined with its faster move speed than its biologic cousin, can cause a visible streak-like afterimage effect.

    Shimmer - Keeping track of a ferretine critter of any variety in the heat of combat with full-sized opponents is tricky, keeping tack of one that actively manipulates light is even worse. When not actively using any of its abilities, Project F.E.R.R.E.T. passively bends the light around it, causing its form to break up and shimmer softly. This reduces its visual profile, making it even harder to spot and track, and even aiding its efforts to keep from being hit when moving across the battlefield or, worse in its mind, actively dodging.

    History:

    Hadin Gan’Kar, once old, is young again. And with newly revitalized bones comes a strong sense of wanderlust beyond the humble, comfortable abode of the Menagerie, where he has mastered the art behind Artifice for many years. But Hadin’s creations have never been all that simple, with many having the breath of Life itself implanting true souls into their forms of clockwork and metallurgy. Some, like the Pack, are rugged things capable of holding their own against even the dangerous fauna of Lore without fear. Others, such as Hadin’s treasured sons Talo and Con, grew into finding such power to keep themselves and their loved ones safe. Many, though, are not so capable of staying protected. Little Rikshi, an elegant flying lizard but ever so small and lacking a dragon’s limbs, or even the placid Shirae with the body of a great cat but the temperament of a housecat. It wouldn’t do for Hadin to leave them on their own, for dragon or bandit or hapless adventurer to stumble into and harm. The house and the tools could be rebuilt and remade, but his family could not be replaced. So Hadin did what he always has done best, and turned to artifice to solve his issues.

    Thus was born Project F.E.R.R.E.T.. Both of his sons began their lives in the humble chassis of a ferret analogue, but where they were refined in mind and given the breath of Life, Hadin would not risk harm coming to the truly living while he would be absent. Hadin kept the prototype small, and leveraged the nature of artifice to make them better, faster, and stronger. Granted, it was all relative to a natural ferret, but the man was dedicated to the task all the same. With Con at his side, learning the tricks of the trade, Hadin gave each of the first dozen prototypes different capabilities to surprise any threats. Instilled them with the same self-repair technomancy from the original forms of Talo and Con, and gave them the skills to ‘breed’ new units into existence over several cycles since there was no point in leaving the tools entirely idle while Hadin would travel. Then, satisfied with their labors, Hadin and Con left the Menagerie in the care of the business of ferrets while they traveled abroad.

    The problem being, of course, that even when Hadin tries to avoid doing his job well, he still creates artifice too well. (Not to mention Connen-Nuete being curious and tweaking things when his father wasn’t looking.) In less than a cycle, the first of Project F.E.R.R.E.T. went rogue, going beyond the purpose built lifestyle of automaton and transitioning into a free thinking, sentient being. The clockwork ferrets reproduced, making new units to hold down the home that was dear even to them, before each in turn acted according to their own callings. Some dispersing to tackle perceived threats before they could encroach on the grounds of the menagerie, others searching for means to replenish the materials in Hadin’s absence. And one set off on a quest to prove not only the mastery of its creator, but also to prove its skills to itself in the ultimate test.

    Setting its sights high on the Elemental Championships, this particular specimen of Project F.E.R.R.E.T. has already run into issues. Given its stature and lack of means of communication, it took an inordinate amount of time for the automata to actually register its entry into the competition. It took several exchanges of comedic laughter and a pair of tables cleaved in twain before that particular paw print met with official record of entry into competition. Not that it ultimately minded such forays into the world, as the automata remains rather focused on the calling it has chosen. Ticking time away to the metronome of seconds passing in its head, the little ferret waits and watches, for what arena may lay ahead.

    < Message edited by Ryu Viranesh -- 8/15/2014 3:38:32 >
    AQ  Post #: 71
    8/14/2014 21:17:14   
    Bastet
    Member

    Approved - this character lacks the balance issues that were present on your previous submission, though I would recommend playing careful attention to how you play her, given the technical nature of her abilities.

    I'm putting away Chiharu, rebalancing her is clearly beyond my skill level.

    Name: Ayohin
    Gender: Female
    Age: 23
    Element: Fire
    First Post: http://forums2.battleon.com/f/fb.asp?m=21788986

    Appearance: Ayohin has quite the exotic appearance, with bright orange hair and tanned skin. Her turquoise eyes look cheerful and jovial, giving her the looks of a nice person. When fighting she wears a light mail set of armour that provides her with the kind of basic protection that might deflect a blow or two without sacrificing any speed. Strapped to her thigh, she carries her trademark weapon: a seemingly normal dagger with a bright red blade. Her physique is in good shape, although she lacks the muscle of specialized fighters.

    Personality: A wildcat through and through, Ayohin doesn't spare anyone from the terrible destiny of hearing the jokes she regularly spouts out. This even translates to her battle style: while trading blows she regularly tries to open up conversations with her opponent. This has a habit of irritating them when she is put up against serious people. She also hates waiting, which makes her lean more on the offensive side for battles. She doesn't stop until either she's too tired to continue on or her opponent has given up.

    History: The middle sister of a group of three, Ayohin set out at a young age like her other two siblings. They had to follow a local prophecy: they were destined to receive an enchanted weapon each and leave the village, returning only when they managed to accomplish a feat of such magnificence that it would raise her hometown's fame above any other's. Her destined weapon was a red bladed weapon that grew longer and stronger the more she hit an opponent with it, and considering her fighting style she couldn't have asked for better. The first thing she did after leaving the town was plead a retired knight she met by chance to take her under his wing as a trainee, and he did. They looked after eachother while he trained her body, mind and weapon handling skills. Hearing of the Elemental Championship, she decided that the time had come to fulfill the prophecy. She'd win it for the honour of her mentor and the hometown she was forced to abandon, or die in a blaze of glory.

    Skills & Abilities:

    Ayohin focuses on aggressive attacks to continue upgrading her weapon thorought the fight, each stage comes after scoring two successful hits on her opponent. (i.e. not blocked or avoided in any way).
    To defend herself from attacks she has to dodge them, since her blade isn't that good for blocking in any of the stages.

    There are four stages.

    Dagger - The red blade starts as a simple dagger, which hits quickly but finds itself lacking in armor penetration and is unable to deal significant damage unless it hits a vital point.

    Dirk - The blade extends itself in leght but not width, becoming a thrusting attacks based weapon. The penetration is improved significantly, but hits have to be precisely aimed to cause anything more than normal depth cuts.

    Bastard sword - Another increase in size, but this stage's fighting style is radically different. Overall damage is increased, but thrusting attacks lose power and the blade is heavier. This form relies less on finesse and more on brutal slashing.

    Zweihander - The final stage. The blade becomes a greatsword that has to be held with two hands and lacks the agility of any of the previous forms, but hits by it are simply devastating. Very slow, but fights tend to end if a hit from this weapon connects or Ayohin misses, since it leaves her open to attacks.

    Fiery Blood: Ayohin can draw her own blood with the blade to set it on fire. The more the blade has upgraded itself, the more blood has to be drawn to set it ablaze: this means that if she uses it at zweihander stage she will have more or less a minute to hit her enemy before she passes out from wounds and blood loss. The fire vanishes once the weapon goes through a stage.

    Death or Glory: A mighty leap that can be used while the blade is either at the bastard sword or zweihander stage, it requires Ayohin to use a massive amount of energy in exchange to be able to use this attack. If the leap connects with the enemy it usually causes them a great deal of wounds, but if it misses it leaves her exhausted and open for attacks for enough time that the opponent could simply finish her off then and there.



    < Message edited by Bastet -- 8/18/2014 6:30:38 >
    Post #: 72
    8/15/2014 4:33:40   
    Ryu Viranesh
    Member

    All right, as of now the Dropoffs have begun! All Arena assignments and all Arena threads have been posted, so what are you guys waiting for? Let the carnage begin.
    AQ DF MQ  Post #: 73
    8/15/2014 4:53:05   
    Arthur
    How We Roll Winner
    Dec14


    Wow, the Factory Arena seems cool.

    Anyways, the Fountain Arena this year is classic and I hope we can fill the Arena with some pretty big craters.

    Good Luck, guys...!
    DF MQ AQW  Post #: 74
    8/15/2014 7:08:08   
    nield
    Creative!


    It starts! Such excitement! I wish everyone the best of luck.
    AQ DF MQ AQW Epic  Post #: 75
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