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RE: =Elemental Championships 2015= OOC - Competitors Assemble

 
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8/1/2015 12:04:19   
Draysin
Member

(Edited my bio, worked out the kinks.)

Name:
Ywris, The Angel of Silence.

Element: Ice

Gender: Female-Esque

Age: Unknown

Race: Elemental

Appearance:
A clear, angelic, female figure made up of thousands of icy hedrons, cold to the touch. Large wings sprout from her back. Her face is expressionless, and unfeeling. Her eyes remain closed at all times and her hair floats like it’s suspended in water. Her body is constantly rippling with movement, as she evaluates her surroundings to optimize her performance in battle. If threatened, she may rip of her wings to optimize her speed and power, while lowering her defenses.

Brief History: Not much is known about this creature. The nomadic monks that wander the icy wastes where she first emerged both feared and revered her as an angelic being sent from the sky. When she first emerged from the sky, she was a formless, orderless entity, which killed the first people it saw, and took on a form that was a horrible mixture of their physical atributes. After tales of an terrifying creature had traveled across the wastes and even outside them, an angel was sent to remove the beast. After a long and hard fight the angel was destroyed and the beast took on the angels form. Over the years, she has taken on form after form, each to create a perfect image. She kills without judgement, nor mercy. She does not kill to save or for vengeance. She kills to learn, and to improve her almost perfect image.

Abilities:

Wing Proficiency
: The wings on her back can be used, not only for flight, but for up close melee combat, by using the sharp serrated feathers as cutting implements, and defensive combat, by wrapping her wings around her. As for flight, she must remain in a state that is optimized for it, for too much stress and hedron change can throw her off balance.

Hedron Control:
She can control the shape, size, weight, density, and positioning of the hedrons that make up her body. She can even control them when she isn’t attached to them, if a large portion of her body is still intact. While this may seem useless, it actually is her greatest asset. She can change her weight to boost strength, but this makes her to heavy to fly, while decreasing weight will make too fragile to sustain blows. Every change comes with a drawback, and this takes time and energy. If she is injured or hedrons are destroyed, she can create new ones, by converting existing matter into inactive hedrons, which she can turn into active ones later, at the behest of time and energy. It is unclear, but you may be able to kill her if a large portion of her body is cut off from the other hedrons.

Hedron sense
: More of an drawback, than a actual ability, Ywris has no senses besides her hedrons. By feeling air currents, she can sense where objects, people and faint echoes of sounds are, roughly. Having one sense makes her very good at what she does, but bad at guessing where people are.

Personality:
Cold, unfeeling and watchful. Nobody knows whether she cannot talk, or whether refuses to do so. All that interact with her describe her emotions as metallic. She refuses to interact with others unless it suits her, and, to our knowledge, cannot experience emotions like happiness, love, or joy.


< Message edited by Draysin -- 8/1/2015 15:50:03 >
Post #: 26
8/1/2015 15:58:24   
salene
Member

Hi Ronin! So here's the first draft of my EC character! I tried to make her a little simpler than Usa, while also trying my hardest to make sure she in no way resembles anyone from a MOBA

Name: Ravinia "Backstab" Rastmaata
Element: Darkness
Race: Human
Gender: Female
Age: 21

Appearance: Ravinia is relatively short, standing at only five feet four inches, and weighs in at only 100 pounds. Ravinia wears a black hood, with white embroidering, and a white scarf covering her mouth. The hood is connected to the top of a long cloak, that goes to her ankles, and is similar in design to the hood. Beneath the hooded cloak she wears a tiger skin pelt, covering her upperbody, and ending at her waist. Below that she wears tight white linen pants, with black stitches. Her skin is tanned by spending days under the sun, and her eye's are a vibrant blue. Her eyes are covered by thick eyebrows, that seem to be constantly scowling. Even through the scarf she wears over her mouth, you can clearly see her high cheekbones. Three lines, similar to that of a tiger, run below each eye. She seems almost feral, as if she grew up in a place where caution was the line between life and death.

Personality: Ravinia is always suspicious. She see's friends as enemies in disguise, and even the simplest, purest, acts of kindness are seen as acts of war to her. She is constantly alert, sleeping with one eye open, and always looking down dark alley ways to make sure no one is following her. Ravinia is also very careful with everything she does. She never rushes into anything headfirst, and would rather watch a fight take place, and then slip in for the final blow, then be in the center of the action. Ravinia grew up on the streets, and thus has a deep hatred for wealth and comfort, and despises any kind of privilege. Ravinia also believe's in fairness, and hates that some are blessed in life, while others, like her, are left to suffer and die. The only comfort Ravinia will ever know is that of death.

Equipment: Ravinia's most notable piece of equipment are her pair of Bagh Naka's. They are made from the claws of some ferocious animal, with the grip being tanned leather. They seem lethally sharp, and Ravinia handle's them easily, showing how long she has trained with them. She also has a pair of claw daggers, which are hidden in her boots, on her hip, and up her sleeve. The daggers look almost as sharp as the Bagh Naka, and she seems to know how to use them as well. Besides that, she wears a simple golden locket at all times, as well as a small vial of dye, to paint her distinctive markings onto her face, as well as to honor those she has slain in battle, or while hunting.

Abilities:
Ravinia has mastered her Bagh Naka, using them to ferociously rake and stab at her opponents, using her size and speed to her advantage. Ravinia also knows how to switch weapons inhumanly fast. One minute she may be swinging at you with a dagger, and the next thing you know one of her Bagh Naka will be protruding from your chest. Her combat style revolves around staying low to the ground, and using her foe's greater weight and height to her advantage. She will often drop into a crouch, and then spring up, getting inside her opponents defenses, to slip a dagger between their ribs. She is also often known to snarl and growl during combat, often directly before a ferocious swing with one of her Bagh Naka. Ravinia is also known to lunge and leap incredibly quickly, and has been known to leap towards opponents, and then attack herself to them by stabbing her daggers through their back. Once in close proximity to an opponent, Ravinia has no hesitations about ruthlessly shredding them apart with her Bagh Naka.

Beside's her skills with weapons, Ravinia can also communicate with weapons, or anything that can be used as a weapon. In her culture, this skill is known as Bāgha kī āvāja, or in English, Voice of the Tiger. This allows her to know when an arrow is shot at her, or when a sword is swung at her. She can also speak with her own weapons, willing them to swing faster and hit harder. She can also speak with her enemies weapons, telling them to slow down, or swing too far to one side. Weapons also have a harder time hurting her, considering her time training with them, and her particular skills. She has become almost numb to most kinds of pain, and instead channels the pain into her attacks. After receiving a serious injury, Ravinia is often known to go into a kind of animalistic frenzy, tearing through opponents like leaves. However, Ravinia is extremely weak to elemental spells., having not seen or dealt with them before.

History: The sun scorched Ravinia's back as she pulled the long spice boat to shore. Above her, fat merchants sat sipping wine and chatting idly, a large white and gold umbrella covering their heads from the harsh sun. "Be faster servant girl!" One shouted, popping a grape into his mouth as he shouted. "My hunting dog's could outpace you!" He said all of this with a large, malicious smile on his face, daring her to say something back. She would have said something, would have gotten up and slapped the man, had he not been holding a long, bejeweled whip. "That's what I thought!" He said, returning to his prior conversation. Ravinia began hauling the boat out of the deep river once again, digging her scarred feet into the soft sand, using it as an anchor to steady herself. The air was filled with the scent of spices, and ravinia was beginning to feel lightheaded. Day after day she had hauled these merchant spice boats out of the water, urged on by the crack of a whip, and the sharp daggers of the river guards. It had been years since she had ran through the oasis town of Shenshi, and even longer since she had last tasted the rich spices she known pulled out of the murky river. She pulled harder on the large reed boat, using her fury to fuel her, using her desire for freedom and family to keep her going. Her hands were bloodied from gripping the sharp edge of the boat, but still she carried on, putting all her reserves of strength into pulling the long boat from the dark water. Behind her, the merchants stood, watching her, like tigers stalking their prey. Their red robes showed their allegiance to the sultan lord Reishi. However, to Ravinia, the merchants robes only reminded her of a drop of blood, alone amidt a sea of sand.
As the day wore on, activity began to pick up around her. Less noble merchants set up small vending stations, make from large carpets of varying colors, with river reeds used to hold up large tarps to block out the large red sun. The vendor's mostly wore thin white linen pants, with thin orange or red vests, with the fancier of the merchants wearing a single golden earring in their noses or ears. All of them bustled about like scorch ants, moving in trails, following the scent of wealth and purity. Most of these merchants where simply scam artists, wishing to sell their cheap products to unsuspecting Nobles. Although Ravinia saw through their act, all the Nobles saw was a pleasurable way to spend pocket money. The merchants tent's lay around a long, thick river of dark water, running right through the golden sand. An occasional tree grew from the side of the river, struggling to survive in the harsh terrain. "How disgusting." Ravinia thought, watching a small boy dressed in fine robes buy a cheap doll for twice as much as it should have cost. "They are so blind to the suffering around them. Their endeavors are so fruitless, their needless wars. Why don't they see who the real enemy is!" Ravinia only had a second to react as she saw the whip shooting towards her. She quickly dropped to all fours, the whip snapping above her head. Ravinia had had enough, and she knew that even death was a better fate than working the Murk river for the rest of her life. However, if she was to die, she would make one of them go down with her.
Ravinia sprang up, pulling a sharpened stick she had found beneath a rock from under her cloak. With a mighty growl, she swung the stick at the merchants arm, hitting his wrist and forcing him to drop his weapon. By now, a small crowd had gathered around the battle. Although fights were not uncommon in the market, one between a river hauler and a noble merchant were. In the land of Rasbatah, people paid money to see fights such as these! The merchant stumbled backwards, obviously not suspecting her to fight back. "Guards!" He screamed. "Guards, assist be in slaying this wretched animal!" Ravnina smiled. The closes guard was a few seconds away, and a few seconds to late to save his master. With a mighty kick, Ravinia sent the man stumbling backwards, still crying for the help of his guards. With another might kick, the small man was sent reeling, holding onto his stomach with a bloodied hand. "Ple-please. I have a family!" "I had a family once as well." Ravinia said quietly. "But your sword had no mercy for them, so why should mine have any mercy for you." Another kick, directly to his face. The merchant began crying, pleading for his guards to save him, and for her to have mercy. A slap now, directly across the face. A mixture of tears and blood stained her fists, but her rage fueled her on. Finally, with a might swing of her staff, the man fell silent, laying on the ground in a pile of blood and sweat. Ravinia dropped her staff, dropping to her knees. "Do it!" she screamed at the approaching guards. "End me!" The crowd fell silent as a sword was swung towards her exposed neck.
Ravinia awoke, beaten and bruised, in front of a large throne. The throne overlooked a large sandstone arena, carved into the floor of the opulent throne room. Thick carpet's, bottles of fine wine, and buckets of spices lay around the room, laying in carefully designed piles. The whole room reeked of wealth, and Ravinia had to stop herself, as the urge to throw up was overwhelming. Her eyes were swollen and bruised, and she was covered in blood. She couldn't tell if the blood was her own, or that of the merchants. At this point, Ravinia honestly didn't care. She knew that this was the end. Their would be no second chances for one such as her. She had tried her hardest to stay alive, not for herself, but in her families honor. She had tried, but in the end, it didn't even matter. She looked around the room, wincing with pain as she blinked. The room was illuminated by a large glass roof. The glass, which shone of every color of the rainbow, depicted the Sultan himself, decimating hordes of ape like demons. Even though Ravinia hated it, she had to admit that the stained glass mural was breathtaking. The sultan was clearly defined, the curves of his back illustrated beautifully. The monkeys were also impeccably done. Their hideous faces leered at her from above, as though at any moment they would drop from the sky to devour her.
"Beautiful, isn't it." A deep voice spoke from behind her. The voice was soft, yet commanding. She immediately turned, and found herself staring in the eyes of the sultan himself. His fur was sleek, combed to perfection. Golden rings covered his entire body, showing his wealth and power. His large eye's were like two amber orbs, drawing Ravinia closer, despite the fear she felt in the pit of her stomach. Ravinia had never met the sultan before. She knew the stories, that he had slaid the tiger god Sveratan, and then chosen to become a tiger himself, but she had never imagined he would radiate this much... power, raw strength, and knowledge. "Your a scrawny little thing." He said, pushing her backwards with a large paw. He spoke slowly, as if he had all the time in the world. She quickly corrected herself mentally. He DID have all the time in the world. What you did to my little merchant was quite rude you know. Its hard finding quality merchants these days." As he said this, he began to circle her, his claws digging into the soft carpet below her. "So many weapons on you!" He said. As he said this, the small dagger she had been concealing in her boot, as well as the small locket she wore around her neck, flew towards him. She gasped. She had been told about those that could speak with metals. The stories never spoke of one that could bend it so powerfully though. This power he had... It was incredible. She was awestruck. The metals dropped to the ground, pulling her out of her brief stupor. "However, little Ravinia," He was no behind her, his breath warm on her neck. "You are even harder to find than some silly merchant. You are TRULY special." He smiled, revealing large, perfectly whitened, teeth, each the size of Ravinia's hand. "Wha-What do you mean." She stuttered, transfixed by his deadly beauty. "You are like me child. You are different from the rest. You have powers beyond your grandest dreams! However, without training, your power will go away... until finally, you are normal, just like all my other playthings." Ravinia's mouth hung open. "What power's do I have?" To be honest, Ravinia didn't really care. Survival was the only thing on her mind at the moment, and she was only really talking in order to distract him. All she needed was one good stab with that dagger he had taken... She was pushed backwards by an unknown force. She stumbled backwards, tangling herself in her robes. "Your tricky, Ravinia. So untrusting as well. I see the lashes of my plaything's did little to dissuade you from being so violent. That's how it goes though, I suppose. You can take the hound out of the fight, but not the fight out of the hound." He continued walking towards her, claws leaving large gashes through the carpeted floors.
"Traning begins now." He smiled. "Are you ready?"
AQ DF AQW  Post #: 27
8/1/2015 18:32:42   
Bastet
Member

I apologise for eventual errors and stand ready to rectify them, as I had to write this on my smartphone.

Name: S.O.N.A.R.

Race: Golem

Element: Wind

Age: The body is about 15 years old, while the consciousness itself is merely a few months old.

Appearance: Despite the fact that S.O.N.A.R.stands at a height slightly above 10 feet, no man would think of it as an crude, inelegant construct. The base of the golem's body is basically that of a giant suit of plated armor, but it was significantly reworked. It has been polished in such a way that any sharp edge was eliminated, leaving only seamless curves. The metal S.O.N.A.R.is made from is coloured a shiny white, sculpted into a somewhat thin frame. Most of the armor is concentrated near the central mass of the construct, yet the limbs still have basic protection grafted onto them. The back of the golem is covered by a purple , worn cape that dances in the breeze, as if animated of a life of its own. On top of S.O.N.A.R's head is a bright coral-coloured feather. Engraved in the center of its right hand is a fascinating ruby that radiates a soft magic aura, indicating that its role is not purely decorative. S.O.N.A.R.is always seen carrying its warhammer with itself, and it is an impressive weapon: it is of the same height and is made of the same material as the construct's body. The head of the blunt weapon is larger at the striking end and thinner at the other.

Personality: Though animated of a life of its own, S.O.N.A.R.doesn't often interact with others. When it does, though, it has the personality you would expect from a golem. Hidden under the apparent coldness is, however, a sincerely curious soul that seeks to obey to its creator's will while discovering the world around it. The construct also speaks in a very low, raspy voice.

Abilities: S.O.N.A.R's body proves to be physically very strong, able to often overwhelm those who attempt attacking it directly. It also is somewhat faster than its size would suggest at running in a straight line, making charging slow opponents a viable option.

The warhammer S.O.N.A.R.carries is also enchanted to produce deafening and harassing sounds (and minor shockwaves that can only be felt close to the point of impact) whenever the wider end strikes something, this being how the golem usually plans on dispatching or distracting targets it cannot hit directly. When swung at the air it can also create blasts of wind that could knock back opponents, but it isn't a reliable attack and deals no damage by itself.

Lastly, the ruby engraved in the construct's hand is able to create a barrier of wind around the golem's body whose purpose is slowing ranged projectiles or weakening magical ones, but it offers no protection against melee attacks and is disabled if struck too often or maintained for too long. Recharging the shield requires a few minutes. Generally, this barrier is designed to give the construct time to close in on its enemies and not offer permanent protection. It also has to be kept active by S.O.N.A.R.having to keep its arm raised, impairing its ability to strike with the hammer while holding it up at the same time.

Weaknesses: Though S.O.N.A.R's body was designed to be more agile than its size would suggest, it has trouble keeping up with opponents that walk around it. This leaves the golem open to attacks until it can manage to keep its more agile opponent in front of it.

The leg joints also are structural weak points in the construct's structure, forcing it to kneel if struck too harshly. Getting back up is difficult for S.O.N.A.R.due to the sheer weight and height of it.

History: S.O.N.A.R's body began its existence when a young artificer, member of a nomad clan that wandered the Shiraji wastes, was properly initiated into the art of crafting metallic machinery that would help improve the life of the nomads. The Shiraji wastes were an unforgiving desert to live in, but it was filled to the brim with mines that contained a lucrative metal that would often be the base of mechanical constructs of exceedingly high quality. This metal was constantly being mined and worked on by the tribe, as their creations allowed them to turn a profit on the extremely harsh life they led, either by selling them when visiting towns or building machinery that significantly improved their quality of life.

S.O.N.A.R.was built as a mere guard automaton, however sophisticated it was. The artificer who held responsibility for creating it grew close to the golem, due to it being her first completely autonomous project, and always kept it as her bodyguard. Over time the artificer, named Aster, grew tired of her life in the clan and felt a burning wish to discovers what lied beyond the dunes and the known settlements. She could not leave without a proper reason, though, and was forced to stick to her roots until word of the Elemental Championship reached a town the nomads were visiting. Immediately asking for a hearing with the head of the nomad clan as soon as she heard about the competition, she begged to be allowed to join it using S.O.N.A.R.as the fighting representative of her and her people. To many people's surprise, the request was granted on the condition that Aster could upgrade her bodyguard to a level capable of defeating the skilled competitors that were expected to join the Elemental Championship. As a token of appreciation for her effort, she was gifted with one of the clan's greatest treasures: a ruby containing the essence of an air elemental.

Due to Aster's talent at tinkering with her own creation S.O.N.A.R.experienced massive upgrades in combat capability, even unexpectedly gaining sentience upon being implanted with the ruby in its right hand. This, however, was kept a secret by Aster as strict rules were enforced upon those who created machines capable of thinking for themselves. S.O.N.A.R.returned the affection of its master, swearing to obey her and keeping the secret about having gained consciousness. Shortly after demonstrating to what extent her creation was capable of fighting and generally impressing every single tinker in the clan, Aster was granted permission to move to join the Elemental Championship as an observer while letting S.O.N.A.R.do the fighting. Her objective was to find yet another way to improve her clan's being, maybe even planning to find a fertile plot of land for them to settle down in.

Aster set out on S.O.N.A.R's shoulder, extremely excited about being allowed to visit places none of her clan had ever even set foot in before.

< Message edited by Bastet -- 8/1/2015 18:35:01 >
Post #: 28
8/1/2015 22:40:12   
Ronin Of Dreams
Still Watching...


They keep rolling in and that makes me as pleased as the Cheshire Cat! Even so, I know occasionally my decisions aren't always popular, but such is the art of trying to have a balance. Before I get to the sweeping of the new submissions for tonight, I just want to say that tomorrow night (Sunday) I will not have time for a sweep. Massive project due Monday morning, so I admit I will be so distracted that I just do not plan to try and sweep.

Life. It happens. My apologies to any submissions made between this post and my sweep on Monday for any delays. I can understand being a bit anxious and looking forward to feedback. That said, time for feedback for the current submissions!

@AsperStorm - While the EC is technically in AQ when is comes to linking to the games, I have no issues with the DF references within your history. The big worry is always in the mechanics - I have an irrational fear that someone will attempt to argue their way in with a Bacon element character one day. So upfront I want you to know that you don't need to worry about that. Other aspects...not so much.

A very young character that happens to be...a reflavoring of the Werepyre hybrid from the games. You're wanting to emphasize keeping the transformations of more traditionalist takes on werewolves and vampires while keeping a hybridized form. Okay, I admit I'm not sure why you felt like it couldn't be a werepyre, but that's nitpicky, and I can get behind the idea you are after. Being very strong and very agile doesn't always follow, but the source being genetic is sound. This is building up to a point that begins to make me wary.

Blood Blast and Blood Shield are fairly common effects, nothing too bad there, and the Shadow Travel skill of hers has a rather notable downside. Ah, but the part I've skipped is the part that grates. Magic and Sword mastery at the tender age of 17. The magic is made irrelevant in a large why by sticking to the spells listed, so that's not as much a problem, but mastery of a single style let alone all of the options for a weapon takes significant investments of time. Combined with everything else, it puts you rather unreasonably high on the power curve.

Now I could take this several ways: perhaps I am being nitpicky about word choices, perhaps you merely went for a go-to descriptor, or perhaps you've fallen into a common trap. This trap catches new blood most of all, I find, and stems a bit out of greed to want all the capability without downside, and a bit from lack of restraint in designing a character. The worst part about the trap is that all of this can happen at a subconscious level while you are just aiming at creating a cool, thematic character. I do not mind young characters, or children fighters, but I cannot really accept your submission of Annabelle as it currently stands. She does a little too much across the entire board, all edge with no downside, and that all too often influences the written portrayal into committing one of the Three Sins of RP.

Don't be discouraged, but please take some time and think through the character a bit more before making an attempt to resubmit with changes to tone her down a bit.

@Draycos777 - More familiar faces ahoy! Bringing in a fairly pure mage style character, I see. The spells seem reasonable enough, but Odin's Hold has me a bit worried for potential abuse. I say this with the added information from your PM to me in mind. Frankly, hitting more individuals than the max of the spell is...likely to be incredibly difficult to pull off in any case. More is the maximum duration you've given me. Aside from that spell, everything else is good and flavorful for a magic caster within Energy's domain, and its a pleasant story flavoring to boot. Therefore...hmmm...for now the character is Approved, but I'll have it with the Conditional tag in the list because I really need to think longer on the current version of the Odin's Hold spell.

@Dragonnightwolf - Well, after the preview you had me look over the other night, you certainly took steps to build back up from scratch compared to the original in flavor and rationale. You did not, however, tone the sheer power level / super capability down at all from the former version. For reasons similar to AsperStorm this submission is denied. Tone down the power! While you are fixing that, you would also do well to make any references consistent and alter nonsensical wording.

@Draysin - This appears to just be updated for wording sake. I'll alter the master list data to link to this version of your character bio, as it is still approved.

@salene - I apologize again for finding an unintentional reference that necessitated a change in character. Much appreciated that you are being a good sport about it, and I commend you on so quickly having a new submission at the ready! The real-world references within the flavor of Ravinia are also appreciated, and she appears to be an intriguing character among our offensive focused cast so far given her flavoring.

There is however one major issue. The ability of Bāgha kī āvāja is a bit open-ended in terms of how it mechanically operates. You've listed all the things it can do, but not really the how it works. Talking with weapons implies a dialogue, and opens up a massively flavorful mechanic for an RP that wasn't only focused on combat. The idea of working with others and discovering their weapon's personalities, then acting as a conversational go-between...there is so much potential there IF the time could be taken for it. I need to know more information, though, before I can approve this draft of Ravinia. Not ideal, I know, but if this is a blanket aspect rather than an opening dialogue its a bit too much. Ravinia is solidly built, but if Bāgha kī āvāja can do everything listed all the time with every weapon in...would it be earshot?...then it takes her up several magnitudes into problem territory. Maybe I'm just missing something by not reading the history, and if so I apologize, there's just more bios than expected to work through tonight.

@Bastet - If this was written on a smart phone, then I'm going to assume you'll want to rewrite the bio later just to handle grammar/spelling/autocorrect. That said, I'll still make the call on approval/denial for this version, just won't link the post if approved. Now then, to the bio itself!

Mmm, a golem. First a summoner, now a golem, we certainly are on our way to hit a trend of the concepts most problematic on the balancing standpoint. But...this golem isn't all that bad, actually. Being made of metal brings out the usual outright concerns with golems - massive built-in resistances to the point of near immunity to damage from physical attacks. You took some steps to balance that out, thankfully, as you emphasized exactly how ponderous S.O.N.A.R. actually is and identified key weaknesses to its design. Not many golem submissions in the past have done so, so it is refreshing and appreciated. I think I'll give you a shot with S.O.N.A.R. and list it as a Conditional Approval, in part because I anticipate another version when you have time to scan through for the small errors from a smart phone, and in part so you can clarify two aspects.

First aspect, you say the warhammer is as big as its body. That can be interpreted two ways. Is it as large as the golem is tall, therefore being a two-handed weapon? Or is it as large as its torso, which after adjusting for its size, would mean it probably is one-handed? Given the implications, the two-handed version seems to be what you are going for, but I would rather be sure here. Second aspect, what exactly does S.O.N.A.R. stand for, or did you not have anything specifically in mind?
AQ  Post #: 29
8/1/2015 23:24:03   
draketh99
Purple Armadillo


Hmmmm, no summoning, shapeshifter it is!

Name: Lance, Hell’s Fang
Element: Fire
Race: Human
Gender: Male
Age: 34

Appearance: Tall and athletic build, standing at six feet and four inches and weighing nearly two hundred and thirty pounds. Snow white hair kept slicked back and cut at the shoulder. He bears a long, black cloak that covers from his shoulders to his knees and has metal bracers woven into the forearms, chest and ribs.

Personality: Regal and stern, Lance is bearing or feigning composure at all times. With his dignity as close a companion to him as failure is a foe.

Equipment: His cloak is his largest bit of equipment. It’s thick, black cloth is woven with an enchanted sulfur that insulates him from extreme heat, as well as thick pads of leather lying under the metal plates to further insulate him from the elements to a reasonable degree. His belt holsters two flintlock pistols that are enchanted with hellfire and sulfur bullets and a single dagger.

Abilities:

Hellhound commune: Lance holds the ability to shapeshift into a hellhound. The process of transformation takes roughly a minute and a half to complete. During which time Lance develops a black coating of sulfur, within seconds of the coating being complete the coating ignites and burns away, leaving behind the skeleton form of a hellhound behind. While wounds won’t transfer between forms physically, he still bears the pain of one wound while in the form of the other, and the physical wound returns when he reverts to the form in which he was injured.

Hellhound description: Standing just smaller than a wolf and made completely of bone, They give off an incredible amount of heat at all times, causing the air around them to warp and ignite, giving off the illusion that they’re made of fire and bone. They burn hot enough to ignite material such as cloth or wood nearly instantaneously. Their typical assault, aside of making use of the heat they naturally give off, is making use of their teeth and claws, as their exposed bone is nearly as strong as iron, though just as brittle.

Hellfire shot: An explosive burst of hellfire from his flintlock pistols, The level of heat decreases exponentially with the distance it travels, giving it a lethal range of a meter and an effective range of three meters

Sulfur shot: He carries with him 15 pellets of shot enchanted with sulfur. The enchanted shot acts as a poison, causing loss of sense of smell, blurred vision and disorientation for an hour. This shot has an effective range of roughly five meters.



History: Lance, the son of a well off hound tamer, had been raised by his father to carry on the task of raising hunting dogs for the prince of his homeland. He grew up alongside hounds and other hunting dogs his entire life, and took to heart his father’s commands to remain of a dominant stature, else his dogs turn on him at the first sign of stumbling. By the age of 30 he was grown and running his late father’s business for the prince and had a family of his own. After raising a hound that turned on the prince and his stewards, the prince ordered Lance’s dogs be slaughtered and his family killed. Lance rebelled with what remaining dogs he had in the late hours of the knight and killed the prince. Finding his revenge far from fulfilling, he turned to the magical world in an attempt to summon back his wife to him, drawing to him the spirits of otherworldly hounds instead. Now turning to the Elemental Lord of Fire, Lance is hoping to find a way to commune with his family again.


DF  Post #: 30
8/1/2015 23:54:26   
salene
Member

Hey Ronin! So I just decided to take out the ability all together, and instead give her a small, less flashy ability, which I've fully explained. Lets hope that 3's my lucky number this time

Name: Ravinia "Backstab" Rastmaata
Element: Darkness
Race: Human
Gender: Female
Age: 21

Appearance: Ravinia is relatively short, standing at only five feet four inches, and weighs in at only 100 pounds. Ravinia wears a black hood, with white embroidering, and a white scarf covering her mouth. The hood is connected to the top of a long cloak, that goes to her ankles, and is similar in design to the hood. Beneath the hooded cloak she wears a tiger skin pelt, covering her upperbody, and ending at her waist. Below that she wears tight white linen pants, with black stitches. Her skin is tanned by spending days under the sun, and her eye's are a vibrant blue. Her eyes are covered by thick eyebrows, that seem to be constantly scowling. Even through the scarf she wears over her mouth, you can clearly see her high cheekbones. Three lines, similar to that of a tiger, run below each eye. She seems almost feral, as if she grew up in a place where caution was the line between life and death.

Personality: Ravinia is always suspicious. She see's friends as enemies in disguise, and even the simplest, purest, acts of kindness are seen as acts of war to her. She is constantly alert, sleeping with one eye open, and always looking down dark alley ways to make sure no one is following her. Ravinia is also very careful with everything she does. She never rushes into anything headfirst, and would rather watch a fight take place, and then slip in for the final blow, then be in the center of the action. Ravinia grew up on the streets, and thus has a deep hatred for wealth and comfort, and despises any kind of privilege. Ravinia also believe's in fairness, and hates that some are blessed in life, while others, like her, are left to suffer and die. The only comfort Ravinia will ever know is that of death.

Equipment: Ravinia's most notable piece of equipment are her pair of Bagh Naka's. They are made from the claws of some ferocious animal, with the grip being tanned leather. They seem lethally sharp, and Ravinia handle's them easily, showing how long she has trained with them. She also has a pair of claw daggers, which are hidden in her boots, on her hip, and up her sleeve. The daggers look almost as sharp as the Bagh Naka, and she seems to know how to use them as well. Besides that, she wears a simple golden locket at all times, as well as a small vial of dye, to paint her distinctive markings onto her face, as well as to honor those she has slain in battle, or while hunting.

Abilities:
Ravinia has mastered her Bagh Naka, using them to ferociously rake and stab at her opponents, using her size and speed to her advantage. Ravinia also knows how to switch weapons inhumanly fast. One minute she may be swinging at you with a dagger, and the next thing you know one of her Bagh Naka will be protruding from your chest. Her combat style revolves around staying low to the ground, and using her foe's greater weight and height to her advantage. She will often drop into a crouch, and then spring up, getting inside her opponents defenses, to slip a dagger between their ribs. She is also often known to snarl and growl during combat, often directly before a ferocious swing with one of her Bagh Naka. Ravinia is also known to lunge and leap incredibly quickly, and has been known to leap towards opponents, and then attack herself to them by stabbing her daggers through their back. Once in close proximity to an opponent, Ravinia has no hesitations about ruthlessly shredding them apart with her Bagh Naka. Ravinia also has a small sickle strapped to her thigh, and although she isn't extremely skilled with the curved weapon, she can still swing it with a relatively high amount of proficiency.

Ravinia can also use an ability called shadow dash, which allows her to move incredibly quickly in a single direction, whether that be up, down, forwards, backwards, or to the side. She uses this ability by channeling shadows in the arena, and using them to quicken her step. While using Shadow dash, all shadows in the arena will be sucked towards her for a brief moment, and completely encompass her. She can only move 5 steps in any direction, and cannot use shadow dash twice in a row. Shadow dash is also what allows Ravinia to move her weapons so quickly, and what allows her to switch between them so quickly. Shadow dash does tire Ravinia out very quickly however, as it requires twice as much physical activity as moving normally would have.

History: The sun scorched Ravinia's back as she pulled the long spice boat to shore. Above her, fat merchants sat sipping wine and chatting idly, a large white and gold umbrella covering their heads from the harsh sun. "Be faster servant girl!" One shouted, popping a grape into his mouth as he shouted. "My hunting dog's could outpace you!" He said all of this with a large, malicious smile on his face, daring her to say something back. She would have said something, would have gotten up and slapped the man, had he not been holding a long, bejeweled whip. "That's what I thought!" He said, returning to his prior conversation. Ravinia began hauling the boat out of the deep river once again, digging her scarred feet into the soft sand, using it as an anchor to steady herself. The air was filled with the scent of spices, and ravinia was beginning to feel lightheaded. Day after day she had hauled these merchant spice boats out of the water, urged on by the crack of a whip, and the sharp daggers of the river guards. It had been years since she had ran through the oasis town of Shenshi, and even longer since she had last tasted the rich spices she known pulled out of the murky river. She pulled harder on the large reed boat, using her fury to fuel her, using her desire for freedom and family to keep her going. Her hands were bloodied from gripping the sharp edge of the boat, but still she carried on, putting all her reserves of strength into pulling the long boat from the dark water. Behind her, the merchants stood, watching her, like tigers stalking their prey. Their red robes showed their allegiance to the sultan lord Reishi. However, to Ravinia, the merchants robes only reminded her of a drop of blood, alone amidt a sea of sand.
As the day wore on, activity began to pick up around her. Less noble merchants set up small vending stations, make from large carpets of varying colors, with river reeds used to hold up large tarps to block out the large red sun. The vendor's mostly wore thin white linen pants, with thin orange or red vests, with the fancier of the merchants wearing a single golden earring in their noses or ears. All of them bustled about like scorch ants, moving in trails, following the scent of wealth and purity. Most of these merchants where simply scam artists, wishing to sell their cheap products to unsuspecting Nobles. Although Ravinia saw through their act, all the Nobles saw was a pleasurable way to spend pocket money. The merchants tent's lay around a long, thick river of dark water, running right through the golden sand. An occasional tree grew from the side of the river, struggling to survive in the harsh terrain. "How disgusting." Ravinia thought, watching a small boy dressed in fine robes buy a cheap doll for twice as much as it should have cost. "They are so blind to the suffering around them. Their endeavors are so fruitless, their needless wars. Why don't they see who the real enemy is!" Ravinia only had a second to react as she saw the whip shooting towards her. She quickly dropped to all fours, the whip snapping above her head. Ravinia had had enough, and she knew that even death was a better fate than working the Murk river for the rest of her life. However, if she was to die, she would make one of them go down with her.
Ravinia sprang up, pulling a sharpened stick she had found beneath a rock from under her cloak. With a mighty growl, she swung the stick at the merchants arm, hitting his wrist and forcing him to drop his weapon. By now, a small crowd had gathered around the battle. Although fights were not uncommon in the market, one between a river hauler and a noble merchant were. In the land of Rasbatah, people paid money to see fights such as these! The merchant stumbled backwards, obviously not suspecting her to fight back. "Guards!" He screamed. "Guards, assist be in slaying this wretched animal!" Ravnina smiled. The closes guard was a few seconds away, and a few seconds to late to save his master. With a mighty kick, Ravinia sent the man stumbling backwards, still crying for the help of his guards. With another might kick, the small man was sent reeling, holding onto his stomach with a bloodied hand. "Ple-please. I have a family!" "I had a family once as well." Ravinia said quietly. "But your sword had no mercy for them, so why should mine have any mercy for you." Another kick, directly to his face. The merchant began crying, pleading for his guards to save him, and for her to have mercy. A slap now, directly across the face. A mixture of tears and blood stained her fists, but her rage fueled her on. Finally, with a might swing of her staff, the man fell silent, laying on the ground in a pile of blood and sweat. Ravinia dropped her staff, dropping to her knees. "Do it!" she screamed at the approaching guards. "End me!" The crowd fell silent as a sword was swung towards her exposed neck.
Ravinia awoke, beaten and bruised, in front of a large throne. The throne overlooked a large sandstone arena, carved into the floor of the opulent throne room. Thick carpet's, bottles of fine wine, and buckets of spices lay around the room, laying in carefully designed piles. The whole room reeked of wealth, and Ravinia had to stop herself, as the urge to throw up was overwhelming. Her eyes were swollen and bruised, and she was covered in blood. She couldn't tell if the blood was her own, or that of the merchants. At this point, Ravinia honestly didn't care. She knew that this was the end. Their would be no second chances for one such as her. She had tried her hardest to stay alive, not for herself, but in her families honor. She had tried, but in the end, it didn't even matter. She looked around the room, wincing with pain as she blinked. The room was illuminated by a large glass roof. The glass, which shone of every color of the rainbow, depicted the Sultan himself, decimating hordes of ape like demons. Even though Ravinia hated it, she had to admit that the stained glass mural was breathtaking. The sultan was clearly defined, the curves of his back illustrated beautifully. The monkeys were also impeccably done. Their hideous faces leered at her from above, as though at any moment they would drop from the sky to devour her.
"Beautiful, isn't it." A deep voice spoke from behind her. The voice was soft, yet commanding. She immediately turned, and found herself staring in the eyes of the sultan himself. His fur was sleek, combed to perfection. Golden rings covered his entire body, showing his wealth and power. His large eye's were like two amber orbs, drawing Ravinia closer, despite the fear she felt in the pit of her stomach. Ravinia had never met the sultan before. She knew the stories, that he had slaid the tiger god Sveratan, and then chosen to become a tiger himself, but she had never imagined he would radiate this much... power, raw strength, and knowledge. "Your a scrawny little thing." He said, pushing her backwards with a large paw. He spoke slowly, as if he had all the time in the world. She quickly corrected herself mentally. He DID have all the time in the world. What you did to my little merchant was quite rude you know. Its hard finding quality merchants these days." As he said this, he began to circle her, his claws digging into the soft carpet below her. "So many weapons on you!" He said. As he said this, the small dagger she had been concealing in her boot, as well as the small locket she wore around her neck, flew towards him. She gasped. She had been told about those that could speak with metals. The stories never spoke of one that could bend it so powerfully though. This power he had... It was incredible. She was awestruck. The metals dropped to the ground, pulling her out of her brief stupor. "However, little Ravinia," He was no behind her, his breath warm on her neck. "You are even harder to find than some silly merchant. You are TRULY special." He smiled, revealing large, perfectly whitened, teeth, each the size of Ravinia's hand. "Wha-What do you mean." She stuttered, transfixed by his deadly beauty. "You are like me child. You are different from the rest. You have powers beyond your grandest dreams! However, without training, your power will go away... until finally, you are normal, just like all my other playthings." Ravinia's mouth hung open. "What power's do I have?" To be honest, Ravinia didn't really care. Survival was the only thing on her mind at the moment, and she was only really talking in order to distract him. All she needed was one good stab with that dagger he had taken... She was pushed backwards by an unknown force. She stumbled backwards, tangling herself in her robes. "Your tricky, Ravinia. So untrusting as well. I see the lashes of my plaything's did little to dissuade you from being so violent. That's how it goes though, I suppose. You can take the hound out of the fight, but not the fight out of the hound." He continued walking towards her, claws leaving large gashes through the carpeted floors.
"Traning begins now." He smiled. "Are you ready?"
AQ DF AQW  Post #: 31
8/2/2015 1:08:42   
AsperStorm
Member

Hey Ronin so first off my bad I forgot the name for the werepyre and yes I do agree she is kinda too op for mastering both melee and magic at such a young age so I'll just make it that she masters only magic with more spells and maybe just some experience with weapons? Also last thing would it be too OP if she could summon undead not a lot undead and not for a long time, maybe 3-4 undead for about 15-20 minutes? If you think thats still too powerful let me know how it should be.
Post #: 32
8/2/2015 2:50:40   
Dragonnightwolf
How We Roll Winner
Apr/Jun/Aug15


I just realized something. I see an Avengers Reference!
AQW Epic  Post #: 33
8/2/2015 4:51:12   
salene
Member

@Above Where? I love that series way too much!
AQ DF AQW  Post #: 34
8/2/2015 6:09:54   
Bastet
Member

Thanks for trusting me on this character, Ronin. As requested, I added the meaning of the acronym and specified that the hammer is a two handed weapon. I also hammered out as many kinks as I could find, but I'll give it one more pass when I have access to a computer.

Name: S.O.N.A.R. (Sound Operating Nurturing Assault Robot)

Race: Golem

Element: Wind

Age: The body is about 15 years old, while the consciousness itself is merely a few months old.

Appearance: Despite the fact that S.O.N.A.R. stands at a height slightly above 10 feet, no man would think of it as an crude, inelegant construct. The base of the golem's body is basically that of a giant suit of plated armor, but it was significantly reworked. It has been polished in such a way that any sharp edge was eliminated, leaving only seamless curves. The metal S.O.N.A.R. is made from is coloured a shiny white, sculpted into a somewhat thin frame. Most of the armor is concentrated near the central mass of the construct, yet the limbs still have basic protection grafted onto them. The back of the golem is covered by a purple, worn cape that dances in the breeze, as if animated of a life of its own. On top of S.O.N.A.R's head is a bright coral-coloured feather. Engraved in the center of its right hand is a fascinating ruby that radiates a soft magic aura, indicating that its role is not purely decorative. S.O.N.A.R. is always seen carrying its warhammer with itself, and it is an impressive two handed weapon: it is as large as the golem is tall and is made of the same material as the construct's body. The head of the blunt weapon is larger at the striking end and thinner at the other.

Personality:

Though animated of a life of its own, S.O.N.A.R. doesn't often interact with others. When it does, though, it has the personality you would expect from a golem. Hidden under the apparent coldness is, however, a sincerely curious soul that seeks to obey to its creator's will while discovering the world around it. The construct also speaks in a very low, raspy voice.

Abilities:

S.O.N.A.R's body proves to be physically very strong, able to often overwhelm those who attempt attacking it directly. It also is somewhat faster than its size would suggest at running in a straight line, making charging slow opponents a viable option.

The warhammer S.O.N.A.R. carries is also enchanted to produce deafening and harassing sounds (and minor shockwaves that can only be felt close to the point of impact) whenever the wider end strikes something, this being how the golem usually plans on dispatching or distracting targets it cannot hit directly. When swung at the air it can also create blasts of wind that could knock back opponents, but it isn't a reliable attack and deals no damage by itself.

Lastly, the ruby engraved in the construct's hand is able to create a barrier of wind around the golem's body whose purpose is slowing ranged projectiles or weakening magical ones, but it offers no protection against melee attacks and is disabled if struck too often or maintained for too long. Recharging the shield requires a few minutes. Generally, this barrier is designed to give the construct time to close in on its enemies and not offer permanent protection. It also has to be kept active by S.O.N.A.R. having to keep its arm raised, impairing its ability to strike with the hammer while holding it up at the same time.

Weaknesses: Though S.O.N.A.R's body was designed to be more agile than its size would suggest, it has trouble keeping up with opponents that walk around it. This leaves the golem open to attacks until it can manage to keep its more agile opponent in front of it.

The leg joints also are structural weak points in the construct's structure, forcing it to kneel if struck too harshly. Getting back up is difficult for S.O.N.A.R. due to the sheer weight and height of it.

History:

S.O.N.A.R's body began its existence when a young artificer, member of a nomad clan that wandered the Shiraji wastes, was properly initiated into the art of crafting metallic machinery that would help improve the life of the nomads. The Shiraji wastes were an unforgiving desert to live in, but it was filled to the brim with mines that contained a lucrative metal that would often be the base of mechanical constructs of exceedingly high quality. This metal was constantly being mined and worked on by the tribe, as their creations allowed them to turn a profit on the extremely harsh life they led, either by selling them when visiting towns or building machinery that significantly improved their quality of life.

S.O.N.A.R. was built as a mere guard automaton, however sophisticated it was. The artificer who held responsibility for creating it grew close to the golem, due to it being her first completely autonomous project, and always kept it as her bodyguard. Over time the artificer, named Aster, grew tired of her life in the clan and felt a burning wish to discovers what lied beyond the dunes and the known settlements. She could not leave without a proper reason, though, and was forced to stick to her roots until word of the Elemental Championship reached a town the nomads were visiting. Immediately asking for a hearing with the head of the nomad clan as soon as she heard about the competition, she begged to be allowed to join it using S.O.N.A.R. as the fighting representative of her and her people. To many people's surprise, the request was granted on the condition that Aster could upgrade her bodyguard to a level capable of defeating the skilled competitors that were expected to join the Elemental Championship. As a token of appreciation for her effort, she was gifted with one of the clan's greatest treasures: a ruby containing the essence of an air elemental.

Due to Aster's talent at tinkering with her own creation S.O.N.A.R. experienced massive upgrades in combat capability, even unexpectedly gaining sentience upon being implanted with the ruby in its right hand. This, however, was kept a secret by Aster as strict rules were enforced upon those who created machines capable of thinking for themselves. S.O.N.A.R. returned the affection of its master, swearing to obey her and keeping the secret about having gained consciousness. Shortly after demonstrating to what extent her creation was capable of fighting and generally impressing every single tinker in the clan, Aster was granted permission to move to join the Elemental Championship as an observer while letting S.O.N.A.R. do the fighting. Her objective was to find yet another way to improve her clan's being, maybe even planning to find a fertile plot of land for them to settle down in.

Aster set out on S.O.N.A.R's shoulder, extremely excited about being allowed to visit places none of her clan had ever even set foot in before.
Post #: 35
8/2/2015 9:21:46   
Ronin Of Dreams
Still Watching...


Mmm, I shouldn't distract myself, but I am in order to explain a concept more thoroughly. Maybe, just maybe, it will help make my role in all of this ever so slightly easier since, for brevity in the midst of long, detailed reviews, I occasionally use this term.

So what does 'nonsensical' actually mean?

There's a few different manners in which a post can contain an instance of nonsensical wording, but in short it the term is used to point out something mechanically or descriptively lacks any and all actual meaning. An important bit at that, such as an ability description or core detail of the character. As I said, however, there's a few manners in which it can happen:

1. An important sentence meant to convey meaning grammatically makes no sense at all. - This is rare, but it can happen. Usually I will call it out on grammar concerns and ask if I understand what you meant despite the sentence not making sense.

2. The sentence or passage thoroughly contradicts itself, removing any meaning from the passage. - Again, this is something I usually will call out directly, but the nonsensical tag applies here by nature as well.

3. There is an attempt at explaining via numbers, and I don't mean distances or weights. - Okay, this is one of two that are thoroughly nonsensical for anything other than ranges/distances. The fact of the matter is, forum role play works based on description of ideas, actions, intents, and results. There is no secret HP or MP gauge. I do not arbitrarily assign numerical costs to spells, or take shots at damage numbers on what is written as happening. There are certainly times when being specific is great, such as giving a reference to ranges by actually giving a numerical range. That takes away ambiguity where it can be problematic. Assigning a number or a percentage outside of distance measurements usually makes no sense in context of forum RP. It lacks a universal reference point unlike the games. So in those cases, general comparisons are better because they can actually convey meaning so I can understand them.

4. You may notice that time is generally a number, but #3 usually applies. - But time can be just as nonsensical as any other non-distance number. Seconds and minutes are not too bad, but the concept of time within an RP can be an extremely fluid thing. There is no arbitrary time limit within a post...this is not, after all, Dungeons & Dragons...so it really all comes down to what actions make sense. Oftentimes this can lead to large posts simply to account for all the actions made by others which meaningfully impact a character, which may or may not feel like it fits with what the other characters have timed. Worse is referring to time as a per post, per turn, or other arbitrary method. Turns works for a class submission for the games, but not within an RP. An effect lasting a certain number of posts similarly fails - that would be an Out-of-Character measurement, and as stated, posts can account for a rather variable amount of time.

Nonsensical items alone usually are not enough to outright deny a submission, but on the same token, a submission will at best get a Conditional tag until such key aspects are resolved. It is worth noting that I do not approve submissions based on issues within their History sections, I just worry about approvals based on the relevant details I require. The extra is great and wonderful, and I plan on reading through them all on my own time, but I am a busy man and there's only so much I can account for while performing my tasks as Director.

While you are here, there have been mentions of power curves, power levels, and so forth...what exactly is too powerful?

I wish there were some hard and fast rule I could give you here. It would certainly make the Directorship a much less stressful role. The truth is, there isn't one. The concept of the Elemental Championships is such that a perfectly mundane character without magical gear has a shot at taking it all. Not a very good one, perhaps, but a chance, which means being reasonable with the upper bounds of character entries. There is a great deal of art in balancing concepts and determining what is too much. And stress, admittedly. A great deal of the art comes from paying attention to what has worked and what has proven abuse-prone in the past as well. To put it in perspective with this year's entries I'll very, very briefly touch on Summoners, Golems, and the attribute of Flight. Summoners are very much a problem as they usually convey an inordinate amount of advantage and tempo over their competition. Very, very easily abused advantages, to the point where it takes either quite a great deal of concessions built into the character or a massive amount of attention by the writer to avoid the potential abuse inherent within the concept. Since the former is rarely the case and the latter something I cannot guarantee will happen, that concept usually winds up denied.

Golems are in a similar vein as Summoners, as the base concept brings in a great deal of inherent advantages. Unlike Summoners, there is a greater potential for balancing out those advantages, at least to a point where a Director may allow the attempt. Possibly regret that choice later, but leniency is usually better than the tyrant's fist. Bastet took the golem concept and elaborated on some key weaknesses for S.O.N.A.R.'s design, in short making an effort at balancing out the advantages of being a golem. I took notice of that, and while the approval is Conditional, that was more because I'm anticipating another version. I cannot imagine trying to make an edit pass on a smartphone, it just sounds like a headache.

The last concept that tends to cause Directors to pause out of concern is Flight. The ability is simple, and if the race or construct has wings, it makes a great deal of sense for them to be able to fly. The problem lays in proven methods of abusing flight. A ranged character that can fly instantly turns any non-ranged, non-flying character into target practice. It is an unfun aspect that ruins the core competitive spirit - there's reasons why there is an effective, sometimes magical, ceiling to most of the arenas. There's flavor reasons as well, but mostly to limit potential abuse. However, the concept of Flight CAN be balanced. Dwelling Dragonlord decided to take the route of restricting the capability of flight on their submission - which works wonderfully to counter the concerns. Meanwhile Draysin, one of the newbloods to the EC, made it thoroughly core to their character and simply kept away from aspects that can be abused in combination with it. Tis a wonderful thing, and that proves you do not have to have been through this process before to come up with a character that avoids being too powerful even when including a potential concern.

What this also hopefully drives home is that Directors cannot make a judgement in a vacuum. Asking if a certain ability would be okay or not, without giving the context of the rest of the bio, usually is impossible. At best, I can indicate whether it may be a concern all on its own - and there have been a few cases where a single ability is outright too abusable - but usually its a guess at best otherwise. I hope that alleviates some concerns out there, and maybe this will help make things a bit smoother for future submissions.

AQ  Post #: 36
8/2/2015 15:49:16   
salene
Member

The suspense Ronin, the suspense! So far we've had so many great entries! This should be just as fun as last year, if not more so! Who else remembers Ronin's mechanized F.E.R.R.E.T?
AQ DF AQW  Post #: 37
8/2/2015 16:33:20   
Bastet
Member

Oh, I loved that furry little mechanical assassin. Remember the fight we had last year, salene? That was great. I even considered bringing my old character back, seeing as she has made it out alive. By the way, I love your new character's background. Very interesting.
Post #: 38
8/2/2015 18:47:45   
salene
Member

Thanks so much! Yeah, last year was TONS of fun, and our fight was pretty epic XD Also, didn't our characters end up being friends in the end? And SONAR is pretty cool also, I must say!
AQ DF AQW  Post #: 39
8/2/2015 19:54:45   
Caststarter
Member

Name: Hideyoshi

Race: Monkey

Element: Earth

Appearance: Hideyoshi is around the average size of a human, though usually only noticeable when he stands upright on his two legs. His fur is a pronounced shade of golden brown and his face is reddish-pink. He wears a dirt-brown gi that covers his upper body and legs. An azure magatama hangs down from his neck, ever so swaying back and forth to his carefree movements. A small handbag made from cured leaves is strapped against his shoulder usually only taken for moderately sized trips.

Weapon: Hideyoshi's weapon of choice is a collapsible staff where it can reach the average size of a Bo staff. However, it can be used as a decent walking stick as well as a post for Hideyoshi to practice various forms of yoga on. The staff itself is mostly made out of wood where small metal rings are fixed to the staff in order to increase support and improve on its structure. The inner mechanism for how the staff is collapsible is done by a set of small metallic springs placed in the core of the staff. By a press of a circular button placed above the two springs, the pressure being exerted upon the springs will be released and eject the many segments outward causing the staff to go to its max length. In order to collapse it, Hideyoshi must push down hard on one end at a time in order to cause the staff to collapse. This particular staff was given to Hideyoshi as a gift from a human friend of his in the past.

Personality: Outwardly, Hideyoshi is seen as mischievous and playful to the point that he could possibly be a thorn on anyone's side. He is always grinning to himself on what his adventures would bring him and also calls someone by a nickname that Hideyoshi himself comes up. Beside that however, his other characteristics are not what one would expect from a monkey. For one, he is relatively intelligent to the point that he can actually appreciate the fine arts and other forms of sophisticated thought such as human language where he is able to communicate at a competent level. Inwardly, he truly cares for the innocent and has vowed not to kill a single being, even those made of pure evil. As an indirect result of this, he shows great sportsmanship in any form of competition.

Talents:

Flexibility: Due to his yoga practice, Hideyoshi has higher flexibility compared to the rest of his species whose agility was somewhat noteworthy.

Staff proficiency: Hideyoshi trained long and hard with a staff, so he knows some key characteristics in regards to proper positioning and proper motion. However, this does not stop him from showing more monkey-like methods with his staff.

Basic tool crafting: Hideyoshi was taught how to make use of his surrounding environment to make the most basic of tools for basic situations. This can range from using stones as a makeshift hammer, tree leaves to patch up objects, and vines to create a rope-like tool.

Martial arts: During his travels to obtain transcendence, Hideyoshi learned some of the basics of a few forms of martial arts that are mainly focused on incapacitating the opponent rather than applying lethal methods.

First-aid: In the case he accidentally overly injures someone as well as he sustain too many injuries himself, he knows a couple techniques passed down by his family to treat basic wounds utilizing his environment or any supplies he has. This is of course limited in scope and many times he does not have the necessary materials to actually treat the wounds in question.

History: Hideyoshi lived in one of the many snowy mountains in the world next to one of the purest hotsprings located in the mountains he used to reside in. His secular sect of family was ran by a most beloved leader. Hideyoshi strived to become just like his family's leader to the point that he fooled himself that he was at the level of his leader. One day, the leader appointed Hideyoshi to tending a small garden saying it was one of the loftiest jobs of the family. However, Hideyoshi soon found out it was instead the lowest of all positions. He questioned the leader who responded that it was a lesson on arrogance. Infuriated due to thinking it was instead an insult, he trained hard and well for many years until he challenged the now new leader in live combat where he successfully slain the new leader.

Normally, he would become leader due to how his family structure worked. However, respected individuals of the family pointed out that he should have never killed the leader and his rebellious nature, something that Hideyoshi made himself oblivious about, would have still barred him from leadership. He was then exiled, forced to wander the world to fend for his own.

For unknown reasons however, he has wised up and shows a more playful demeanor as well as being even compassionate. His travels allowed him to experience the human world to its fullest extent where he has picked up human language and ideas, including the idea of transcendence where one's spirit is whole and pure. As such, he vowed to himself not to kill in which he learned martial arts for non-lethal self-defense, show some form of compassion to those around him, improve the world as much as possible to ultimately gain transcendence. All the while, his playful nature is to keep the situation as light as possible for others in an, albeit for some vain, attempt to show that the world is not always cold and unforgiving. His goods sportsmanship is also a reflection of this trait.

Partly due to the fact it tickled his fancies, he joined the Elemental Championships to both experience what the world has to offer as well as to offer himself some form of sport and competition.
DF  Post #: 40
8/2/2015 19:59:53   
Draycos777
Member

Lol, Hideyoshi; race: Monkey

......I see what you did there:P
AQ  Post #: 41
8/2/2015 20:14:35   
nield
Creative!


Name: Garreth Blietstresky Balthasar

Gender: Male

Age: 21

Element: Darkness

Race: Fiend of Babel. (The Fiend of Babel is a species that is human to the undiscerning eye, with the distinction of being partially shadows, and the base desires. Where humans desire food and survival, the Fiend is focused on undermining civilisation, razing important buildings and mixing tongues to the point where a single word can have many meanings, and just generally reveling in the misery of other species.)

Appearance: Garreth has ceased growing and now stands at 5 foot 2, which is fairly short for his people, who stand at around 5 foot 6 on average. His skin is fairly pale by nature, though a lot of the time his skin appears reddish, as he gets sunburnt very easily. He wears his hair in two distinct fashions. The hair on the right-hand side of his head is worn relatively short, and spiky, while the hair on the left side of his head is worn relatively long, and straight, and covers his left eye at all times. His hair is rainbow-coloured by nature, as is the hair of all Fiends. However, Garreth has a mixture that he applies to his hair in the mornings, which turns his hair jet-black for the rest of the day, and wears off during the night. Garreth's right eye, which is the same in appearance as a human's, has an ordinary set of colours, with black pupil, white sclera, and baby-blue iris. The left eye, however, is an entirely different story (See section below). For his clothing, he tends to wear all-black clothing, which is worn, and torn, even shredded in places, and adorned with chains. For the duration of the ECs, he is also wearing an eye patch over his left eye.

The Left Eye: The left eye of a Fiend of Babel is a most peculiar thing. The most immediately obvious irregularity with the eye is its appearance. The iris and pupils of the eye make a six-pointed pentacle in appearance, with the seven pupils making up the inner hexagon and the six outer triangles, and the iris making up the lines that separate the pupils, and the outer partial circles. The pupils are all different colours, with the central pupil being black, as one would expect, but the six outer pupils are (from the top, going clockwise) red, yellow, cyan, orange, green, violet. The iris is a pure white, while the sclera is magenta. However, the absurd appearance is one of the least-weird features of the eye. The eye actually acts as memory storage. While the memories do still accumulate in the brain, they also accumulate inside the eye, as it 'records' everything it sees, as well as all its bearer has heard. The eye is capable of piercing through one layer of any material, which is part of the reason Garreth wears his hair over his, as once his eye has seen through his hair, it cannot pierce any other materials. He also wears his hair over his eye so as not to freak people out.

Another odd feature, is that the eyeball is actually removable, and doing so does not cause any damage, either to the eye, or to the Fiend it belongs to. Probably the most unusual feature of the eye, is that if a Fiend places another Fiend's left eyeball into their own left eye socket, they will gain knowledge of what the other Fiend's left eye has seen. Most curiously, this is actually how the King/Queen of the Fiends is chosen: The left eye of the King/Queen is actually unique among the race: the colours of the eye are inverted: The middle pupil is white and the other pupils are (from the top, clockwise) cyan, violet, red, blue, magenta, yellow, the iris is pure black, and the sclera is green. To become King/Queen, a Fiend must first be eligible, either by being related to the current King/Queen via blood, or by otherwise being 'notable', which usually means they have wreaked havoc on a large populace. Then, they must beat the current King/Queen in combat, and then place the King's left eye in their own eye socket, which gives them not only the title, but the knowledge of everything the previous Kings have seen.

Abilities: Born of Shadow: Fiends originally came into being from shadows, and still maintain some aspects of this origin, being that they are more agile, more flexible, but also of less substance: A Fiend's most powerful attacks utilise the momentum of a sprinting run to compensate for the fact that they are not naturally inclined to being physically strong.

Hand-to-hand expert: Fiends all train in mastery of hand-to-hand combat, specifically for the use of clawed gauntlets, and Garreth is no exception.

Agile: Fiends are naturally more agile than most other races due to their shadow origin, they are able to react significantly quicker, move more speedily and strike more swiftly

Flexible: Fiends are naturally able to contort themselves to levels that other races would have to train to accomplish.

Equipment: Garreth has only his two clawed hand gauntlets, which are ornate, and made of a metal that resembles gold in appearance and colour, but which can meet steel without giving, or being scratched any more than steel would against steel. On the back of the hand of each gauntlet is a gem, a ruby for the left hand, a sapphire for the right. The fingers are segmented, with the undersides sharpened, slightly more sharper than steel on a regular hit, but with a sprinting charge, the gauntlets are capable of cutting THROUGH steel. The fingers also end in vicious points that no man would like to get stabbed with.

Personality: Garreth is the opposite of normal Fiends of Babel. He is kind towards people and acts as an interpreter whenever the need arises, his knowledge of the many confused tongues coming in handy. He hates killing, but he is willing to use violence readily if it's needed. Due to his dislike of killing, Garreth only fights using his clawed arm gauntlets, and doesn't even wear his feet gauntlets, and would only resort to using his feet if it came down to his life or the life of his opponent. Garreth is extremely loyal towards his friends, and an honourable fighter.

History: Garreth was born into a very minor family, they held no status, and hadn't had a single member be notable for well over six generations. Garreth's older brother, Isaac Dewford Balthasar, sought to change this. When Garreth was five years old, and Isaac 25, Isaac left the family, and headed across the sea. He travelled quite far, and found a large island that was in dire straits, overpopulated and economically struggling. Over the course of 5 years, Isaac took this struggling nation, and drove it into ruin. Over the first year he was there, he managed to separate the population into eight distinct groups. After the second year of his time there was done, each group spoke a different language, a simple greeting in each, translating to the most vulgar insult of another. On the eve of the third year, he re-introduced the groups to each other, and throughout that third year he manipulated diplomatic relations, which were constantly frayed even without his input. Isaac then sat back as civil war destroyed the island and its inhabitants over the next two years.

Satisfied with what he had accomplished, Isaac returned to his family and sought audience with the then-King of the Fiends, to tell of his exploits across the sea. The King was dubious of Isaac's tale, however, and was set to banish Isaac for wasting his time, when Isaac suggested the ultimate lie-detecting technique: As a Fiend can learn of all another has seen by placing the other's eye in his own eye socket, this was all the King had to do to know if Isaac was telling the truth. The King agreed, but not before warning Isaac he would be killed if he was lying, and gave him the chance to opt out. Isaac, knowing he spoke the truth, agreed to go ahead. The then-King plucked Isaac's eye, and set it in his own eye socket. It was not long before a slow smile came upon the King's face, and giving Isaac his eye back, bestowed notable status upon the man. Isaac, grateful, bowed, and in his next breath, challenged the King for his own title. The King, having not been challenged in the 20 years he had held the title, was amused by Isaac's arrogance, and agreed to the battle.

After one week, the two engaged in battle. Isaac, who had trained hard, and had kept his battle skills in peak condition, and the then-King, who had not fought since he gained his title, twenty years previous. Despite the difference in the upkeep of their skills, the two were quite evenly matched. After a long battle, taking around an hour, Isaac triumphed, and plucked the King's eye. As was the custom, he placed the Eye of The King in his eye socket, and placed his own left eye into the now-ex-King's eye socket, so that he would still have an Eye. With this act done, all that every King and Queen previous to him had seen and heard was transferred into Isaac's mind. With this act done, Isaac returned to his family, and informed them of their new status among the Fiends.

Garreth was very uneasy of this news. From a young age, Garreth had found he didn't agree with much of the Fiends' way of life. In fact, one time, at a Gathering, he had voiced his thoughts among his family, which led to him being introduced to the 'educational chair', aimed at brainwashing Fiends who thought differently. First, you were strapped down, then the backrest reclined. From the ceiling would descend several blades, each of them swinging. Slowly they would cut away at your arms and legs, while what was expected of a Fiend was slowly and methodically spoken. You would be pushed to the brink of death, then healed. Then, the swinging blades were swapped for stabbing blades, and the process repeated. Since that time, Garreth had learned to keep his thoughts to himself.

After that incident with the 'educational chair', Garreth found himself thinking more and more that he was what was known as The Saviour of Babel. The Saviour is something of a mythical figure among the Fiends, and said to appear only once every 20 generations. The Saviour is said to be the opposite of normal Fiends. For this reason, The Saviour is hated by all, and even occasionally feared by some. Whenever a Saviour is discovered, the Fiends engage in what can only be compared to a witch-hunt: A small, carefully selected group of Fiends systematically and methodically go through every family, looking for the Saviour. There is no chance of the Saviour being among the group, however, as it is a prerequisite that Fiends be of notable rank in order to join the group, though they themselves ARE still tested. No Fiend is safe from this process, not even the King.

So Garreth, thinking himself to be the Saviour, was very uneasy at the news of his family's new status. They would now be a lot more high-profile among the other families, which meant that not only were they far more admired, but far more SCRUTINISED. It was expected of the King's family that every member was as ruthless as the King, and Garreth had not only not shown that in any way, but he had voiced to his family his thoughts on the Fiends' way of life. This was something that would be remembered, and Garreth would be far more highly scrutinised than most, because of this fact. However, being still only ten, he knew he still had eight years before he came of age, and it was expected of him that he participated in the activities of the Fiends.

For the next six years, Garreth managed to stay below the radar, but eventually, he was found out for what he was. It was the eve of his sixteenth birthday, and his family was on the move again. Garreth managed to sneak away, and back to the settlement they were now leaving, having thrown it into a full state of discord. Garreth tried to help the people there, having himself been a part of causing the current situation. He tried his best to help them back into all at the very least speaking a single language. Unfortunately for Garreth, some of his family came back, looking to see if he'd been left behind somehow. When they found him trying to HELP the people there, they realised what he must be. Rather, they jumped to the conclusion, as it was the right time for the Saviour to appear.

At that point, Garreth felt that he was done for, but to his surprise, the people he had been vigorously trying to help sprang to his aid, and drove the members of his family off, but not before they swore they would hunt Garreth down. Once Garreth got the settlement back into speaking a single language, they told him about Vanguard Academy, where he enrolled. Garreth has since graduated from the Academy and found himself in Bren, to fight in the ECs to test himself, and see if he can go out into the world, and fight his own kind.

Fiends of Babel Culture: The Fiends of Babel are somewhat nomadic in nature. They travel around a fair bit, staying in one location only to sow discord. They travel in small families, and are spread throughout many different lands. Every three years, the whole race comes together in an event they unoriginally call a Gathering. At these events they share tales of communities they have ruined since the previous Gathering, and some of the Fiends that are of age- 18 years plus- engage in a fighting tournament, sheerly for fun, as they are somewhat of a violent race, when amongst only their own kind. The Fiends' weapon of choice are clawed gauntlets for both hands and feet, which are usually ornate, and they are gifted their own set when they come of age. However, gifting another Fiend a pair is actually a challenge, to fight. So when a Fiend comes of age, they must fight whomever gifted them the gauntlets. A Fiend's fight style utilises all four limbs, with different roles for the different sets, A fiend's arms are used to wound, maim and disable, while his legs are used to kill.
AQ DF MQ AQW Epic  Post #: 42
8/2/2015 22:20:02   
Ultrapowerpie

Mail Moogle of AdventureQuest


Hi Ferret! This is, admitingly, an old char from the 2013 tournament. But the char was never USED during the tournament (I had to pull out at the very start due to RL issues and whatnot), so I'd ilke to give it another go. If you want to be technical, we can simply change his name to Joe the Janitor and he'll be good to go as a replacement :D


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.

Last minute edit after posting was made to add proper bolding to help make it easier to read, for some reason it didn't go through the first time >.>

< Message edited by Ultrapowerpie -- 8/2/2015 22:23:06 >
AQ DF MQ  Post #: 43
8/2/2015 22:56:26   
Dragonnightwolf
How We Roll Winner
Apr/Jun/Aug15


Name: Sheriff Dell Wolf

Element: Ice

Race: Human

Age: 28

Gender: Male

Appearance:Old style western jeans with cowboy boots and spurs. Height 5’8, weight 170. Wears a tan leather vest, with a blue buttoned shirt. A black Cowboy hat and a sheriff’s badge pinned to the shirt.

Personality: Somewhat friendly, but can be angered after a time.

Equipment: Primary weapon: 2 Peacemakers holstered to either side of body. Secondary weapon: A 1878 Wyatt Earp Hammer shotgun strapped to the back. Third weapon: 2 daggers one inside each boot. 14 containers of water (small bottles). 1 elemental ring of ice.

Abilities:

Ice shots: To fire his main weapons Dell needs either 1 container of water per gun (or another water source). The water feeds into the chambers and the specialized chambers instant freeze the shots. What comes out is a small, fast moving ball of ice that’s shaped like a bullet.

Ice Shell Scatter: Using 2 containers of water (or another water source) Dell pours the liquid into the barrel and due to the enchantment the weapon automatically freezes the water. When shot, the shell flies out and like a shotgun shell, will send out a scattered amount of ice.

Ice shield: By putting on the ice ring and breaking two containers of water (or getting another water source) Dell is able to form a shield that he can use from the front. It is circular and will cover an area as large as an average Knight’s shield. The drawback to this is he’d have to holster one of the pistols to do so.

Agility: His dad taught him how to dive for cover when he was three years old, each year training and honing his son’s skills of agility.

Gun Mastery: Having been taught since he was 5 how to handle guns. Dell is an expert and a very accurate shooter with the weapons.

History: born on earth in 1870, at the age of three his father (also a sheriff) left him a pair of equalizers. He began target practice at the age of 5 being taught by his mother. His sister bought him a 1878 Wyatt Earp Hammer shotgun in 1880. He became Sheriff of a town known as Garrison City when the old sheriff died during a gun battle.

In the year 1895, while out patrolling on horseback. The horse was bitten by a snake and Dell fell from the horse. A portal had opened and Dell fell through. Landing in Lore, the gunslinger searched for some answer as to why he was here.

He visited a wise priest who told him that his family had perished in a tragic fire. When confronted with how the priest knew such a thing. The man handed a crystal globe and Dell Wolf saw the event for himself. He had nothing to go back for.

Learning about at least some of the creatures in lore. He one day fell asleep in a very cold place. The elemental lord of Ice took an interest in the strange being and brought him to an ice temple.

There the lord had touched the weapons that Dell had brought with him. The guns now shot out ice instead of bullets. The shotgun too was touched. Dell read an inscription in english left by the Lord. “Join this year’s Elemental Championship, become it’s victor and you shall be granted a single wish.”

Owing his life to the higher deity, Dell set off, following the map that was left at the temple for him.

It was cold outside, but Dell had found he became accustomed to the weather. Perhaps the higher deity had also touched him. Making him able to sustain himself in such a cold environment.

(Edited note: My character's guns have a 15 second delay regarding the freezing process. This includes the shotgun's freezing composite as well)


< Message edited by Dragonnightwolf -- 8/12/2015 23:42:24 >
AQW Epic  Post #: 44
8/3/2015 1:28:20   
Apocalypse
Member

EC's here, so it's time to rear my ugly head. (But the participants are looking especially good this year!)

Name: Lucia Deis
Race: Human
spoiler:

Werewolf

Gender: Female
Age: 24
Element: Light
First Post:

Appearance
Lucia is a tall warrior standing just over six feet with bright blue eyes and a head of hair that looks and feels like straw. Her hair reaches just past her ears at its longest points and has a rough appearance due to it being hacked off when deemed too long. A thin scar runs down the left side of her face parallel to her ear and curves inward underneath her chin.
While once in almost peak fighting condition, her figure has lost a few stone’s worth needed to keep it as so. Now Lucia is thin and wiry; muscle plastered on bone with only skin to cover it all. Her gaunt face hides any beauty she might have had, and her clothes are dirty, haggard, and torn. Her body has a few scars here and there, the most notable one being just below her ribs on the right side where she was once run through with a rapier.

Equipment
For clothes Lucia only wears brown leather tunic and trousers. The tunic has had its sleeves cut off and the trousers end an inch or so above her ankles. Both have seen better days, what with the frayed edges, dirt, and tears. Its brown color was never a particularly pretty shade, but its heavy exposure to the sun has done nothing to help it.
While not equipment from solely a technical standpoint, Lucia has two golden chains on either arm. Each chain is three feet in length and composed of twelve links with the final link attached to her wrist just below her palm. The links appear to sink into her flesh, though there is neither visible scarring nor blood. The chains, while gold in color, have the durability of common steel. When not in combat they are wrapped around her forearms.

Abilities:
As a paladin, Lucia was trained with a variety of weapons. Her specialty is combat with the battle axe and shield, though she fairs well with the axe alone as well. The arming sword is a second favorite of hers, but she is average at best with other weapons.
While Lucia prefers combat with a weapon in her hand, she is also skilled in hand-to-hand combat, though this is used more to fend off an enemy until she can find a weapon than it is to dispatch them.
In terms of magic, her most powerful asset resides in her chains. The chains are the physical manifestation of her mana, and by dispatching a link Lucia can perform an act of magic. Rest is needed to recover these links, taking days and even weeks depending on how many were used.
The first ability is her Light Incarnations. By dispelling a link, Lucia can solidify light into a physical object. The most common use of this is into a weapon, but it can be utilized for other objects as well. The more complicated the shape, the smaller it has to be in order to be forged (a simple round shield three feet in diameter has been the largest creation she has been able to produce). The objects only exist for a few precious moments after leaving Lucia's hands before they wink out of existence. The strength of the object is dependent on how many links have been used to form it. The lowest rank, Determination, requires only one link and has the appearance of bright light in a formed shape. These have the durability of iron. The second rank, Beatification, requires two links and appears as simple objects crafted from dull gold. Their strength is equivalent to that of average steel. The final ranks, Canonization, requires three links. These entities are one-and-a-half times as strong as their Beatification counterparts and are composed of brilliant ornate gold. When a Light Incarnation is broken, the stored light is released in a burst. Determinations release a blinding light, Beatifications cause a minor light blast, and Canonizations unleash a moderate light explosion. Lucia is immune to the first two and resistant to the third. All three ranks are marginally more effective against creatures and creations of darkness.
Lucia can also empower objects with her links. The power transfused into the target elementally aligns them with light. Weapons will sear enemies, and objects used as defense gain some resistance to arcane assaults. The blessings can be done on regular weapons as well as her Light Incarnations. These come in two grades: Shining Star and Searing Sun. The former requires one link and allows the weapon to sear skin and weaker fabrics and grants the ability to swat aside miniscule spells. The latter needs two links and allows weapons to sear tougher leathers and can stand against mediocre spells from mediocre magicians. The blessings are not permanent and will dissipate after a handful of uses. Against beings and constructions of darkness, the effects of the blessings are almost twofold.
By sacrificing a link, Lucia can also cast a healing spell. However, this was not her forte and has several limitations. One is that the healing will only occur if she places a hand on the wound, or on the armor/clothing over the wound. The second is that the strength of the spell is a bit lackluster. Small cuts and scratches can be healed after a few moments of concentration, but any wound much bigger than this will not be healed completely. She is unable to stack links for this spell.
spoiler:

The last ability in Lucia’s arsenal is her werewolf transformation. This can be triggered by will or by injuries (the more she is injured, the more her transformation tries to occur). As a werewolf, Lucia stands a foot taller and gains muscle mass, though she is still wiry by werewolf standards. What she lacks in brute strength she makes up for in speed, especially when running on all fours. Her skin becomes as tough as leather, and she gains razor sharp claws on her hands and feet. She does gain a snout and a mouth full of fangs, but her blue eyes remain the same. Lucia also develops a healing factor in werewolf form where small cuts stop bleeding within thirty seconds and heal within the hour (the healing rate of larger injuries is also decreased). The penalties for the transformation include primal instinct overriding her mind, the inability to use her link abilities, a higher susceptibility to fire, a vulnerability to silver, and exhaustion when she reverts back to a human.
Lucia also retains the weakness of silver while in human form, but it is not as severe as when she is transformed. Prolonged contact will burn her, and if silver is within reaching distance her heartbeat becomes erratic to induce a sense of panic.


Personality
Lucia developed a strong sense of justice while she grew up with her paladin order. While not everything is a clear case of black and white, Lucia will choose the lesser evil within a heartbeat if she knows there is no other way. Hesitation to choose can be an evil greater than the two one was deciding between. Lucia strived with her whole heart to live up to the paladin’s ideals – protecting the innocent, raising the lowly, and caring for the sick. Death is not a judgment for her to cast but rather a consequence for following her virtues. If it occurs, then so be it.
Once upon a time Lucia was a cheerful individual, and was always good for a smile. But after she left St. Augustine's Order, those smiles were nowhere to be found.

History
Born as the seventh child to a farming family, Lucia was destined to leave her home. The farm would be passed to her eldest brother Ryon, and her parents had already made as many deals and called in as many favors as they could to secure the futures of their other children. With nowhere else to turn, Lucia’s parents did the only thing they could have done; they sent her to join the sisterhood of St. Augustine’s Order.
She had been eight when she first stepped foot in the Dawn Fort, home to the various factions of St. Augustine’s Order. It was by chance, or perhaps by fate, that it was the paladin Ezekiel who welcomed the children and showed them to their quarters. When Lucia handed the letter explaining her family’s situation and her intent to join the sisterhood, Ezekiel was quick to notice she was a seventh child. The number “seven” in old texts was almost always affiliated with paladins who had won great battles against the darkness. Few paladins at the time believed in the old superstition, and only Ezekiel himself extended the myth to seventh children and not just seventh sons. But Ezekiel was respected in the order, and a quick request from him placed Lucia as Ezekiel's personal page.
Her time was split between learning swordplay, magic, and the order’s history with the other pages and learning Augustine’s Code with Ezekiel. While strict, he was as kind as he was generous. As far as Ezekiel was concerned, his books were her books, and any moment Lucia needed him for advice or little questions he was there for her. By thirteen she was a squire, and when she was seventeen she was knighted by Gregor Augustine, the eighth reigning Augustine of the Order, himself.
For five years she served St. Augustine’s Order with the diligence of any hardened paladin. From delivering alms to slaying creatures of the night, Lucia had the makings of a great hero. But after an incident on a patrol, Lucia left the order with only the clothes on her back and the parting words of Ezekiel: "Only when it is darkest do we burn brightest."
As months passed by, strange rumors began to crop up. Rumors of a wayward paladin ridding the roads of bandits and forests of monsters, but fleeing at the mere sight of common folk. No inn could claim to have given her quarter, nor could any village say that they requested her help. Yet Lucia helped them all the same.
Now, for the first time in over two years, the nomadic paladin is making a public appearance in front of not only the people but the Elemental Lords themselves. But for what purpose?


EDIT: Just fixed some of the spacing of the spoilers (what I get for trying to be mysterious).
DOUBLE-EDIT: Clarified the existence of the Light Incarnations.

< Message edited by Apocalypse -- 8/4/2015 18:53:27 >
AQ DF MQ  Post #: 45
8/3/2015 21:31:18   
Azan
Member

Hmm... this looks very interesting. I never participated in the RP Boards before, but I'll try to create a balanced character.

Name: Arvensis Elekar
Element: Light
Gender: Male
Age: 30
Race: Half-Elemental
Appearance: Arvensis appears in the form of a 6' 1" human being with long, carefree flowing blond hair and a goatee. He is not very muscular, but quite slim. His arms and face are covered in tatoos made of light that shine brighter whenever he is angry or happy about something. He wears a white vest that does not cover his arms, and long white pants with white leather boots. All of his belongings (see Equipment) are in pouches around his belt. A scarf covers his neck.

Equipment: In pouches hanging from his belt, Arvensis wears the basic adventurer's survival kit: a small water skin, dried food supplies, a knife, rope, silex, etc. In another pouch he has his true weapon, the Lightshifter. It's a weapon made from solidified light that can take on the form of a knife, a shortsword, a two-handed longsword, a spear, a whip or a shield at will.

Skills/Abilities:

• Sunray: Arvensis can channel the power of the sun into pure, damaging sunrays shot from his hand. This power is his most basic one, and it does not need much energy from him. Due to him not mastering the full power of his magic, his sunrays are not shot at lightspeed, allowing fast enemies to evade them.

• Unblinded: Arvensis's light elemental nature allows him to see through all illusions, including invisibility and magical veils preventing the use of his senses.

• Inner Light: Arvensis channels his inner light to heal all of his wounds and purge himself of any magical or natural disease, poison or illness. Such a power takes time and energy to channel and will afterwards have a soothing effect on Arvensis that reduces his will to fight, thus reducing his speed and making him more vulnerable to fast opponents for a certain period of time.

• Shift: Arvensis uses the light around him to create illusions of himself. These illusions will attack but not harm the enemy, and they will vanish once stroke. The amount of illusions depends on where Arvensis fights: a full outside daylight environment will create 3, an inside environment or dusk/dawn environment will create 2, and a dark place or night environment will create only one. Once this spell is cast, the magical properties in the environing light will have to "regenerate", meaning Arvensis cannot cast Shift more than once per battle.

• Wings of Mercy: Arvensis's most powerful - and hard to channel - magical power. He summons pure luminous wings around him and reveals his full elemental self. Raw elemental power overflows on the battlefield, cutting everyone except Arvensis from their five senses (any sixth sense or other type of sense, magical or not, is not affected). A soothing, peaceful feeling is also induced in his enemies, greatly reducing their will to fight and making their thoughts wander towards the happy moments of their life rather than towards the fight. The duration of this effect depends on the mental control the enemies have over themselves: the more mental control they have, the easier they will shake themselves out of this trance. (at that point, it's just a matter of how the other competitor RPs.) After casting this spell, Arvensis's wings break - meaning he cannot actually fly with them - and he returns to his human form. His fragile elemental nature must rest for a short time after this spell, meaning he loses the ability to summon Sunrays until he is restored.

Weaknesses:

• Incomplete Mastery: While Arvensis's weapon, the Lightshifter, is very powerful and weights virtually nothing, he does not master the art of fighting with weapons. He's a decent fighter who can hold his own, but not much more.

• Table of Elements: Due to Arvensis's fluctuating nature between his human and elemental self, his natural weaknesses randomly change as time passes (read: natural weaknesses change every fight). Without including numbers, this means that he will have a lot more difficulties withstanding the attacks of competitors aligned to the element he currently is weak to. His weaknesses are in the spoiler below:
spoiler:

First fight: Ice
Second fight: Energy
Third fight: Darkness
Fourth fight: Fire
Fifth fight: Water
Sixth fight: Earth
Seventh fight: Wind

I have no idea how much fights per EC there are, so I included all the elements for a total of 7 fights. If there are more, it'll just switch back to the first.


Background: From his youngest age, Arvensis was destined to serve in the Temple of Light. After numerous years as an apprentice, he finally began having more important assignments than scrubbing the floor for the priests and began training as a caster. He became a capable light mage and eventually left the temple to adventure across the land, spread the light and help the needy (and admittedly get some gold in the process, 'cause nobody's perfect.) At age 28, in a faraway land, he found an old scroll that offered him a free cruise to the Bahamas! was the key to an ancestral ritual to becoming an actual Elemental. He performed the ritual and started to morph into a Light Elemental. However, the morphing process is very slow: it takes four years. Meaning that two years after, he's only Half-Elemental. Having not completely embraced this new race he is merging into, Arvensis fluctuates between his human and elemental self. His light magic is greatly enhanced by his elemental state, but he has not mastered it yet, meaning there are lots of drawbacks when casting spells. He wants to fight in the EC because he is quite confident in his elemental powers and in his belief that light is the best element around (Element Cookie being an exception, but since that does not exist, I'm sticking with Light).
Post #: 46
8/3/2015 22:44:12   
salene
Member

Yay, more people! I'm sure you'll have lots of fun Azan, and if we're in the same arena, maybe we could even work out an alliance of sorts... :P
AQ DF AQW  Post #: 47
8/3/2015 23:27:08   
Ronin Of Dreams
Still Watching...


The suspense is real! I have been looking forward to several folks coming back who I haven't seen in a long time, so I definitely feel it too! Though I don't get to be as creative as a competitor, so some of that shine from coming up with another surprise like last year's small package of the F.E.R.R.E.T. You do me great honor by remembering it fondly, that you do. But reminiscing is not something I can particularly indulge in too long, as I have two days worth of bios to tackle AND I somehow let myself get distracted from updating the master list after the last bio sweep. Project to deal with or not, that's a touch embarrassing. Anyway, onwards!

@draketh99 - Ah yes, switching gear to a shape-shifter. I was wondering at how the final product would take shape as a result. I respect your decision to have a "long" transformation process, though I pointed out a few reasons why you might regret that choice. Overall this bio is much more reasonable. I am operating under the assumption that gear/clothing/etc simply melds with him as part of the shapeshifting process. If that is incorrect, please let me know. Further, if you change your mind on the lengthy process to transform, feel free to grab my attention with an updated bio. It's purely at a personal choice level at that point, as far as I am concerned. Approved!

@salene - I actually did read through this submission when you posted it up, but I wanted to mull over the new ability a bit and see if it struck me as abusable. In the end, it is no more abusable than the majority of other movement shenanigans that have cropped up over time, so I'm glad to say that the third time is indeed the charm! Approved!

@Bastet - Looks can be deceiving, but the bio does look better at a glance compared to the first smart phone go-round. You answered what I asked to satisfy my curiosity to boot! Upgraded to outright Approved, but if you feel like an edit pass on a computer really helps make the presentation any better, feel free to post another version later. I'll update the link in the Master lists appropriately in that case, but its up to you, as this version looks pretty darn good.

@Caststarter - I see what you've done here, and it has me giggling! Honestly this is one of the types of homages that can never really be all that subtle, yet still very clearly be just a homage. It maintains a sense of internal balance. Nothing extreme, and the character is mostly on the mundane end of the spectrum, what with the lack of magic. Approved and looking forward to your depiction of this homage.

@nield - I know you took the time to check in with me between your first submission and this re-submission, but the altered wording really does help make the meaning clear and tightens the internal consistency. You did what I asked, made things blissfully clear, and have allowed me to make an attempt at applying the art of power balancing. Ultimately, your character is fairly strong on the spectrum, I won't deny that. Yet there's some balancing agency in lacking any ranged capabilities, and the charge trick is not all that much different from certain spells in any case. Just be careful in your posts to avoid slipping back into the same issues of nonsensical construction. Approved.

@Ultrapowerpie - Well, with all the conversation from you over in IRC, I was actually expecting something more along the lines of new, original content. Since I wasn't involved at all in that particular year of the Elemental Championships, I'm afraid I'll be looking at it normally rather than fast-tracked through the evaluation process. And given it has every aspect of your usual humor-laden design, whoo boy.

So! John the Janitor! Has typos! I do not know why I am pointing that out in an excited manner! The silliness is massive, and that unfortunately is a distraction during this phase of the process. The downside to the entertainment factor of seeing this character in action, I suppose. The equipment accessories are relatively fair despite the Grade-A silliness, mostly serving utility functions rather than outright damage. The MOP is a bit ambiguous as to how damaging the attempt to gnaw?...desiccate?...or otherwise inconvenience on contact with exposed flesh of the face or otherwise. Shoot me a PM to clarify that, please. Conditional Approval until I get that information.

@DNW - I am having some flashbacks to Connor from last year, particularly since I happened to have been shot at several times during that foray. There's a few differences in execution, which is a good thing for the sake of originality, but only a few. An elemental version of what is very much a real-world gunslinger from the wild west...the interpretations really do not differ much. The Sheriff has a good deal more ammo than Connor's version did, and even is capable of reloading much faster. But Connor's element gave a reason why the guns could fire with Elemental ammunition. Neither this Sheriff nor Connor could reload when pulling a two-gun kid stunt, thankfully. But...I'm sure you can understand, I hope, why this is such a problematic decision? Connor was allowed to compete, but that was also a different Director and different circumstances...hmph.

Here's what I'll do. This character, like any gun character, has a pretty high bar in the first place. I'll Conditionally Approve the bio IF you accept that there is a delay between filling the chambers and the bullets being fully frozen and ready to fire. Let's say a rough equivalent of fifteen seconds for the guns to sufficiently freeze the bullets. I know, that's a time reference, but it drives home a meaningful point that Sheriff Dell Wolf will not be able to pour the reload, pound the cylinder back home, and start fanning the hammer all over again. The potential for abuse is high, however, so I will also be paying close attention to your posts. I'll have to, given the nature of the character.

@Apocalypse - Huzzah, another returning face! The second submission to utilize spoiler tags to boot, intriguing. A paladin that utilizes a physical manifestation of magic, intriguing! The Canonization level of on-the-fly item creation seems mostly akin to the attributes of Old World Damascus steel, so that's a fitting progression path. What isn't clear is how long these created items last...or if the magic can be reclaimed and the links restored. This may or may not come into play as a thing, but I am curious enough that I hope you will indulge me with an answer. (Spoiler tagged information below will discuss your spoiler tagged bit.) Overall this could be a very strong contender on the power scale, but I think you are capable of handling it. Since my question is more curiosity rather than a balancing point, I will go ahead and Approve this submission.

spoiler:

The regen factor here is fine, as it is an indication of something meant more for quickening long-term recovery rather than an abusable format for the competition. Avoiding bloodloss can be huge, but not nearly to the point of being a balancing problem. Thank you for not going the "RAWR! STRONG!" route with the transformation.


@Azan - Welcome, welcome, to your first ever EC! I really appreciate new blood trying their hand at our tournament, and make no mistake, I appreciate that you have attempted to balance out your character. The effort shows, and I don't want you to feel discouraged about anything, so I'll take it step by step to explain why it didn't really work in the long run. First, let's look at the worst offender keeping your submission from making progress: the variable vulnerability table. Being vulnerable to different elements at different times really is both a strength and a weakness. Opponents aren't going to really be able to take advantage or notice the periodic changes. Worse, really, is that the periods make no sense in the fluid combat nature of the EC. I suppose you could call the entire Paragon Phase a single 'fight', but that doesn't really work too well either. It is evident that you are looking at this as a means to balance against your character's strengths. Picking a single vulnerability and sticking with it is probably the best recommendation here, and it entirely avoids the nonsensical nature of a bulky pseudo-random system.

Inner Light is the next big issue on the submission. Full healing of all wounds is incredibly unbalanced, and this also cures all poisons and diseases. Lesser heals are often difficult to balance, to provide a bit of perspective. I DO like the thematic idea behind your attempt to balance out the effect. Perhaps you should reduce this to a lesser heal, outlining the maximum severity of wound it can treat.

Shift's use of "once per battle" is nonsensical, but its consistent with the rest of your information. Changing it to once per day or once per hour would both cover the ability only being usable once per phase (Paragon and Finals) if that's a desirable balance point for you? If you want to use it more times during each tournament phase that might give you a better vantage for figuring out a good means of expressing it.

Wings of Mercy is an odd-duck, it can be powerful but you admit exactly the difficulty with that ability. It'll be entirely based on you and your competitors hashing out the effect. Since you know that I'm willing to let it pass, but felt like you deserved a pat on the back for making that realization.

Finally I'd like to touch on the Lightshifter itself. As a measure of balance, I don't mind the thought-command shifting, but make it take a few moments when you portray the shifting. It might be pure Light, but it is also solid in order to function. You can probably find some really interesting ways to describe it if it isn't instantaneous to boot.




Whew. That was a fair bit and then some. I will update the Master list at some point tomorrow given how long this took me to hammer out for y'all. Looking forward to yet more new bios, and hopefully anyone needing to submit a second draft understands the reasoning behind my decisions. As always, if you need more clarification, feel free to contact me directly.

< Message edited by Ronin Of Dreams -- 8/4/2015 0:01:04 >
AQ  Post #: 48
8/3/2015 23:46:59   
salene
Member

What about my updated character Ronin? The suspense will end me!
AQ DF AQW  Post #: 49
8/4/2015 0:03:20   
Ronin Of Dreams
Still Watching...


I desynched with my post order. Yours wasn't the only one I wound up editing into that massive Sweep post. Its there now tho!
AQ  Post #: 50
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