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1/14/2020 12:03:15   
ChaosRipjaw
How We Roll Winner
Jun15


Round 3.5 for balancing! Cleaned up quite a bit.

Name/Title: Caeos Essence, Grand Master Chao'sri'p'jaw
Age Range: Unknown
Race: Human
Appearance (Build, hair, skin, clothes, etc.):
Clicky! (Yes, I did make this wiki page.)
Clicky! x2
Trademarks include:
General bishie appearance.
Shoulder length, dark brown hair that is mostly wavy but is straight over his left eye.
Hair on the back of the head bundled in a hairpin.
White irises.
A great physique although not overly large and is well proportioned, and is actually quite handsome.
Dark Shadowslayer clothes (split longcoat, scarves, etc. see pictures in link) and a blunt warlock hat.
Neckwarmer emblazoned with the "Eye of Crizox."
Somewhat bulky gloves.

Equipment (Armor, Weapons, etc.):
Caeos Essence's primary weapon set is the Ten Swords of Tragedy. (All Ten Swords are not included nor used.)

Sliiker of Crizox: A weapon fashioned as a claymore longsword, but with the blade almost as thin as a jian. The tip has been sliced off, but it's been trimmed so as to seem designed. To keep the poisonous demon's blood on the blade from weakening, the Sliiker's sheath is a mummified, bandaged, shriveled demon's body. The sheathed Sliiker resembles a mummified demon with a grotesquely long body neck and a shrunken head.
The Sliiker's blood is sufficient to overpower most types of blood magic, since its corruptive blood contaminates all other blood. By keeping the Sliiker dipped in this liquid, any injury afflicted by the weapon causes agonizing pain and is potentially fatal.
The blood also emits a noxious mist that resembles tangles of daemons, and its mist makes it hard to tell if the sword is straight or curved.
When the Sliiker's poison cloud makes contact, the afflicted has the sensation of thousands of tiny demons ripping at their flesh, which manifests as a wound resembling an acid burn.
Also, the poison cloud looks like it's actively reaching for you when the Sliiker is swung; the assumption is most people would feel repulsed by such a sight and try to avoid it.
The poison cloud stains armor and has a slight corrosion effect, but mainly it's unsafe to touch the patch due to possible infection.
The poison cloud makes it hard to tell if the Sliiker is straight of curved (it's actually straight). The idea is that in a pitched battle, it could make the opponent misjudge their distance from the blade, resulting in them getting cut.
When the Sliiker's poison makes a glancing cut, the poison slowly works its way through the blood vessels and muscles to corrupt and shut down the body. However, it can be stopped like a snakebite by cutting off bloodflow from the affected area. The corrupted blood needs to be drawn out and destroyed though, otherwise the affected area can dissolve beyond repair.
As for a direct hit, it doesn't really make any difference whether the blade was poisoned or not. It just makes sure the opponent is dead and will stay dead.
The "inky red afterimage" described in Hellwind Swordplay is traces of the poison left behind in the air.
Caeos is unused to using weapons other than his own Sliiker. He had several spare swords back when his Truthspeaker held onto to the Sliiker, but those and his Truthspeaker aren't here anymore. If disarmed, he would rather use his bare hands than use a different weapon.
Caeos has considerable resistance to his own Sliiker's poison, but is not immune to it.

Piercer's Hairpin: The hairpin when pulled out resembles a jitte (single prong sai) or a stiletto. In a pinch, he can pull the hairpin out to use as a melee weapon. It excels at parrying and stabbing attacks.
The Hairpin is not a main weapon, it's one of his outfit accessories that happens to be able to be used as a weapon.

Mindweaver Gauntlet: Caeos's left arm is bandaged down to his fingers.
The gauntlet itself is actually just a vambrace upon which is a carved skull and a curved spike.
Upon crossing to this universe, the Gauntlet has stopped working entirely. At best, the tips of his fingers flicker with the vestiges of the mana tendrils, but otherwise the Gauntlet only about as useful as the vambrace it actually is.
Mindweaver Gauntlet is literally just a piece of armor now. I guess it can block stuff and use the spike to stab people sort of?

Demonic Revolver: Upon closer inspection, this compact and bulky revolver was crafted long before firearms were even conceptualized. The revolver's thick metal frame glints with runic encarvings and fires powerful rounds. Its sight is in the shape of a demonic sigil.
Upon crossing to this universe, the rounds loaded in the Revolver have disappeared. He'll have to make do with rocks.
He has to find rocks to load into the Revolver. He does not carry rocks with him.
Rocks fired by the Revolver strike their targets like sledgehammers. However, the Revolver also gives the rocks a slightly unique capability: if the rocks strike an extremely resilient target, it shatters and the dust produce (due to their lesser mass but equal force) that can probably bypass this resilience.
Although rocks fired by the Revolver are still very powerful, it's unlikely to be lethal. Caeos would likely use the Revolver to stun from a distance, then close in for the kill.
The Revolver can hold six rounds at any time.

Armor:
Eldritch Armor: Stylized combat armor based on the appearance of the ChaosRipjaw beast. Its strange stylization vaguely incorporates elements of sharks, although a detailed description is difficult to its incomprehensible Eldritch design.
In a battle, he can go through 3 phases sequentially.
---Phase 1---
In Phase 1, he is wearing his typical Shadowslayer garb, longcoat and all. The Eldritch armor is worn under his Shadowslayer clothes, and by some trick of space manipulation, fits perfectly well under said clothes despite them being bulkier. While under his cothes, it doesn't hamper his movement much. However, in this state it does not offer him any protection, since it doesn't exist in the same space as the battle. Thus, the only "armor" protection here is his longcoat, which has leatherlike qualities.
---Phase 2---
In Phase 2, he sheds the Shadowslayer garb to reveal the Eldritch armor.
The intention of the Eldritch armor is not to tank blows, but to deflect them. A sword stab would be easily glanced off, while a crushing blow with a large warhammer isn't going to be easily shrugged off (that's what skills are for).
The incomprehensible Eldritch appearance is supposed to be unnerving, and the adornments when fully exposed would offer better deflection, but doing this would then hamper his dexterity due to its bulkiness.
The exposed armor is good for armed combat, not hand to hand. And even though it is intended for armed combat, even the Hellwind Swordplay becomes more restricted in movement.
---Phase 3---
If this gets in his way too much, he can shed this armor and go barechested. With nothing hampering his movements, this is his strength and agility at full power. However, going barechested means he has basically no real protection should he take a direct or even glancing hit, so he must rely on his skills here.

Skills, Spells, Special Abilities
Caeos's skills are focused on strength and agility. In one word, the style is about domination.

Malevolent Aura:
"You don't know what it's like to face him. The aura . . . I can't explain it. It's like feeling planets brought to bear on top of you. Massive shadows that weigh down on your very soul."
"Demonic?"
"No . . . alien."
---General---
The "Malevolent Aura" is a neigong cultivation technique and is the name of Caeos's immense qigong, which is the source of his enhanced agility and strength. The Malevolent Aura is the basis behind all of his skills, namely the Gravity Shift, Way of the Hellfire, and Hellwind Swordplay.
An average blow from the Way of the Hellfire when he has the Malevolent Aura up can send even a big brute flying.
Despite its name and the dark presence it gives off, the Malevolent Aura is not demonic in origin. Rather, it was based on the forces he is always around, namely that of demonic presences.
The Malevolent Aura has two primary applications; the internal Sustaining Aura, and the external Oppressive Aura.

---Sustaining Aura---
As a form of neigong (inner energy) the Malevolent Aura was meant to sustain Caeos and allow fight endlessly for long periods of time without collapsing from exhaustion. He can also go for long periods of time without food or water, and cease respiration for an unnatural period of time.

---Oppressive Aura---
Alternatively, he may vent the Malevolent Aura, resulting in an oppressive aura of qi.
The oppressive aura has several effects. In general, the aura of power radiating from the oppressive aura presses down on his opponents, which adds to his unnatural strength. He can alternatively focus the oppressive aura into a concentrated repulsion force, which can knock back objects and even spells.

Venting the oppressive aura deprives him of the benefits of the sustaining aura. Likewise, using the sustaining aura prevents him from venting the oppressive aura. Thus, he tires much more quickly when venting and will need to regenerate his neigong more often.

Using any technique limits the power of the oppressive aura, due to energy being devoted to those techniques instead. Thus, the oppressive aura is used only in a power struggle, such as a swordlock or a grapple.

---Battle Meditation---
The inner energy of the Malevolent Aura can be regenerated by temporarily ceasing combat and entering a Battle Meditation state. In this state, he cannot and will not attack, though he can still move around and dodge attacks. A sufficiently overwhelming offensive can break his concentration and force him into retreat.
Battle Meditation draws in the energies between heaven and earth, which replenishes his spent inner energy.
He will sheath his sword when entering Battle Meditation, as the diminished Malevolent Aura makes him more vulnerable to the Sliiker's poison.

---Life drain---
The Aura has the ability to drain beings of their life force. To do this, he must get in close and get a grab on the opponent. This triggers the opponent's life force to be absorbed into Caeos.

The life force draining ability is to be used with caution. A life force drain is best used in a one on one duel, since most often times the life force absorbed is incompatible with Caeos's own qi.

Time must be spent to equalize the excess life force, lest a life threatening qi imbalance occurs. (Ex: an ice-based user would be dangerous to absorb, as the cold aura could freeze Caeos to death.) In the event of an incompatible life drain, Caeos will enter Battle Meditation to purge the excess energy. The energy absorbed by life drain is incompatible pretty much 90% of the time.

The life drain ability depends on the opponent's strength and attributes. A purely physical-only opponent shouldn't take more than a few seconds, while a purely magic-only opponent would take at least a few minutes, with the added danger of the excess energy being incompatible with Caeos's own.
Typically, the life drain is used to break out of deadlocks or struggles; once the opponent realizes that it's a life drain, they will try to break out of the grip, and Caeos will release them.

In essence, the life drain isn't meant to be used as the main source of fuel for Malevolent Aura.

---Weaknesses---
Surprisingly, his damage resilience is relatively normal. Although Malevolent Aura is sustaining, it does NOT give him any particular healing skills. Injuries fatal or otherwise will still affect him just like an ordinary human. It does help him stave off pain to some degree, and also let him move about as though he were uninjured by way of movement optimization (avoiding straining the injured areas, limiting blood loss).

However, an injury more than superficial, i.e. a broken bone or an internal injury will drastically reduce his performance. For example, a broken arm will completely restrict his ability to use that arm, hampering his hand to hand combat style.

The more injuries he takes, the weaker the oppressive aura becomes, as more and more energy becomes devoted to the sustaining aura.

Gravity Shift:
In line with his agility, Caeos has excellent balance, thanks to the ability to shift his center of gravity at will. It is almost impossible to knock him off balance, as he merely needs to transfer his center of gravity to stay upright.
Examples include executing multiple midair flips in one leap and balancing on the fingers while keeping his body completely horizontally off the ground.
"The ways of the hell realm are not the ways of the earth . . ."
It should be noted that his techniques far surpass that of his disciples who are taught the same combat techniques due to the Gravity Shift.

Way of the Hellfire:
Caeos's signature barehanded combat style. Exceedingly brutal, extremely quick, and "reeking of daemonic aura," it is purportedly modeled after the fighting style of the feared Hellfire Knights.
The Hellfire's stance imitates the clawed hands and bowed posture of a Hellfire Knight daemon.
The Way of the Hellfire focuses strength with precision to maximize damage.

A list of moves to give an idea of the attack style include: Rapid Punch, Hellish Fist, Sharp Elbows, Hell Palm, Rapid Death Punch, Throat Knife Hand, Shoulder Knife Hand, Tri-Kick, Dragon's Tail, Scorpion's Pincer, Rising Mountain/Hammer Kick, Flying Kick, Directional Kick, Shoulder Kick, Brutal Knee.

Hellwind Swordplay:
The feared, legendary sword technique that proves more than a match for the other [REDACTED].
The Hellwind Swordplay is a one handed sword art. The sheer speed at which the Hellwind moves outmatches most other sword techniques, while the flurry of wild and random attacks like a howling storm is sure to overpower any conventional techniques.
The technique is so chaotic that Caeos's Sliiker actually leaves an inky red afterimage in its wake.
---Weaknesses---
The Hellwind Swordplay is described as fast; actually it's not as fast as it's made out to be, but it is very agile, so he can attack from unexpected angles and thus, somewhat override a person's prediction abilities.
Against a much faster opponent (perception or physical), the chaotic offensive nature of Hellwind Swordplay may fail to mount a sufficient defense.
Also, against said opponent, the Hellwind Swordplay will be made vulnerable to hit and run offensives.

Personality/Backstory (Optional)
Included in link for appearance.

More context:
The ChaosRipjaw (correctly spelled Chao'sri'p'jaw) is a monstrous Eldritch beast that Caeos Essence managed to capture and contain in a powerful prison. Its powers are unknown, but surely it must be extremely powerful, possibly belonging to a different pantheon. It is rumored this is the reason Crizox still has not eliminated Caeos for his many betrayals.
The creature's appearance is said to be "incomprehensible." To gaze upon the Chao'sri'p'jaw is to perceive madness itself; the mind can only make out the creature in parts, which is why (the very rare) accounts of its appearance differ so widely.
It is said that Caeos has bound the Chao'sri'p'jaw as part of his Soul Release.
Most of Caeos's techniques, which resemble daemonic powers but give off a much stranger, heavier aura, are probably based upon the Chao'sri'p'jaw and its unearthly powers.
A single tendril from the Chao'sri'p'jaw dwarfs the Soul Releases of the [REDACTED] combined.

The blood that soaks the Sliiker's blade is none other than the Chao'sri'p'jaw's blood.

Upon crossing to this universe, Caeos's connection with the Chao'sri'p'jaw was almost severed. The Chao'sri'p'jaw howls when Caeos attempts to summon one of its tendrils, but the barrier between its dimension and the place of NO dimension cannot be broken.
Unless the Powers will it, the Chao'sri'p'jaw cannot be summoned.
AQ DF MQ AQW Epic  Post #: 26
1/14/2020 19:46:06   
roseleaf320
Creative!


Name: Leaf Which Floats on Raging Currents
Race: Woodland Elf
Age: 115 years
Height: 6'1"
Gender: Female

In the forest of El’dorai, there lives a woman who treads the line between elves and nature. Who, chosen by Eythyr, communes with the elements as if she is one of them. That’s how they explain it, anyways. I tend to be less flashy about it.

Appearance: Like most of her tribe, Leaf’s skin radiates a dark olive shade. But instead of their brown, her long hair possesses a misty purple tint, and her eyes are a blue which seems to reflect the waters of the great river Eythyr which runs through her forest. Her bare-footed steps call forth Eythyr’s waters, leaving behind small, reflective puddles. She is clothed in a long sleeved dress the color of pale emeralds which reaches down to her ankles. Her only other accessories are a long, wooden staff, and an intricate gold choker with a pearl inlaid in the center.

General Abilities: Leaf is quick and agile, and has a fast reaction time, but tends to overreact (moving much further than she needs to to dodge an attack, etc). She is also able to use her ties with the environment to sense the world without seeing- she can get a general idea of the materials and environment around her, and can feel vibrations through solid and liquid objects which would indicate the movements of others.

Equipment/Abilities: The dress Leaf wears is enchanted to provide protection from magic, and can mitigate a large amount of damage from magical abilities, though Leaf will still feel a portion of the pain or other side effects involved. The dress does not provide any extra protection from physical attacks, and does not cover her hands, feet, neck, or head. With repeated harsh magical attacks, perhaps two or three around the same spot, the dress will decay, and each attack will become more painful to Leaf until the magic of the dress breaks.

Leaf channels her magic through a large pearl given by the river Eythyr and an elaborate wooden staff which she herself created. These are the only two objects she carries with her.

Staff of El’dorai: Leaf’s staff is carved from the trees of El’dorai, and stands mostly straight, with runic engravings circling the shaft. At the top of the staff, which reaches to Leaf’s shoulders, is a series of branching tendrils which form a circular pattern, curled around curiously empty space. By channeling her will through her staff, Leaf is able to temporarily command the environment within 30 feet of her. To do this, she must make a movement with the staff with effort proportional to what she’s trying to do (the bigger the magic, the more effort it takes). She can command a single solid, liquid, or flaming material to take a single action, such as commanding the metal beneath her to rise up quickly and throw her into the air. The material then returns back to its normal position. Materials controlled by others, be it magic or weapons/armor, will not respond to Leaf, and neither will the air around her.
The staff itself is magically reinforced, and cannot be broken by physical means. If the Staff is broken, Leaf will still be able to command her environment, but at a significantly lower level. She will not be able to reach the environment more than 15 feet from her, and will not be able to apply the amount of force required for more drastic movement.

Pearl of Eythyr: When not in use, the pearl sits in the middle of a delicately forged metal choker resting on Leaf’s collarbone. Leaf can activate the pearl with a touch, and it will separate from her body and expand, ending as a floating orb about 6 inches in diameter. Leaf can will the Pearl to move around, and while this requires concentration, her ability to sense the environment around her means she does not need to be in a direct line of sight of the Pearl to control it. If Leaf loses concentration, the Pearl will immediately take the most direct path to return to her, veering around objects if necessary. When she is not actively directing it, the Pearl floats atop Leaf’s staff. The Pearl can only be broken by direct magical means- all physical attacks simply bounce off it as if striking hard metal- though it can be pushed around if Leaf does not exert effort to combat this.

Technically I can use my Pearl and Staff at the same time, but I tend to have trouble concentrating on more than two things at once, so that’s about the max I can do. That’s what brother always said, anyways. I think he was making fun of me.


When held close to foreign material (about six inches or less), the Pearl will transform, taking on properties based off of the type of material it was exposed to. The Pearl will keep that state until exposed to a different type of material, or until Leaf loses control of it.

Unnatural: The Pearl resents material which bears the marks of human tampering. This includes things like clothing, leather, forged metals, and other such materials in a state not found in nature. When near such materials, the Pearl quickly grows a spiked outer layer, as if in self defense. These spikes are about three inches in length, and are sharp enough to cut through softer metals.

Natural: The natural world is familiar to the Pearl, and allows it to hone its focus. This includes dirt, rock, plants, and other materials left in their natural state. If near natural environments, the Pearl will grow a mossy and rocky covering. Leaf can then will the Pearl to shoot out rocky projectiles about two inches long. There is no limit to how many of these projectiles can be shot, but this still requires Leaf’s concentration to maintain, and aiming correctly will require even more effort and awareness of her surroundings. These rocks can travel up to 75 feet, and function much like they would if shot from a slingshot. After they come into contact with something, they will dissolve into dust and sink back into the ground.

Liquids: As the Pearl was forged by water, it holds a unique connection with materials that prefer a liquid state. This could include acid, water, blood (once outside the body), and also includes the small puddles of water which arise from where Leaf steps. When close to water, the Pearl will attempt to return to its natural state, and begin to drip pure water from the river Eythyr itself. If this water comes into contact with wounds present on Leaf or another competitor, either by dripping from above them or by physical contact with the Pearl, it will bestow a small amount of healing to the area it touches, healing small wounds and providing a feeling of rejuvenation to the subject, helping to stave off exhaustion.

Fire: If exposed to fire, the Pearl will immediately douse the flame and produce a large smoke cloud about fifteen feet in outward radius, rising from the source of the reaction. The reaction is over in an instant, and the smoke will behave like any other normal smoke.

I do not control the elements- only request favors from them. I am lucky that it seems the elements have deemed me important enough to listen.

Post #: 27
1/14/2020 23:02:23   
  Starflame13
Moderator


Always glad to see more faces! Time for feedback!


@ChaosRipjaw - Firstly, thank you so much for resubmitting the partial update, the cleaned-up bio is *much* easier to look through now. Second, I think we've had a bit of a miscommunication: asking for details/clarity is not asking you to add more features to an ability. In asking you to remove some of Caeos's abilities, you have also greatly expanded what remains in his arsenal. These now need to be cut back towards their original, lower-powered states. Characters can be balanced with either several weak abilities/weapons, OR one powerful ability/weapon. You currently have several powerful abilities/weapons. I will give feedback for what to remove or change to these abilities such that you can keep all of them. Please do NOT add new components or features to replace those that I have asked you to remove.

Starting with the Sliiker of Crizox: having both a poisonous blade with a surrounding poisonous mist is too much in conjunction with the rest of this character, and necrotic damage that spreads non-stop such that even a tiny cut can be fatal is too powerful entirely. Let's move back to the original concept of pain: rather than spreading necrotic damage, the poison causes the wounds to have much greater, more agonizing pain. If you wish it to be felt in the entire limb/area of the injury, then the pain should fade overtime. Additionally, lets remove the poisoning factor to the mist - keeping the corrosion effect is fine, and maybe an uncomfortable sensation, but it should not cause burns without prolonged contact. While we're at it, let's clarify how big the surrounding mist cloud is. If it's JUST enough to surround the blade (i.e., within an inch or so), the above is ok. If you're picturing it as larger, remove the burning entirely.

For the Demonic Revolver: "like sledgehammers" is a lot, especially for a character that is primarily melee based. Let's describe this in terms of damage caused: perhaps heavy bruising with leather armor, potentially enough to crack weaker bones if entirely unprotected? Beyond that, I'd like to specify the range/speed is similar to a crossbow: i.e., someone some distance away should have enough time to react or dodge. Also, what size do the rocks need to be - the size of a coin, or smaller/larger? Lastly, as this is a strong melee character - lets remove the effect about shattering rocks into dangerous dust in order to avoid being too powerful in too many areas.

In terms of the Eldritch Armor: while the 3 Phases by themselves are well balanced, I worry it makes an already complex character even harder to keep track of. Trying to remember what abilities are active and what your opponents are doing AND what your armor is doing AND any passive dangers in the arena is a lot! Consider keeping to a single phase.

Now for the big one: Malevolent Aura. By clarifying the stages into Sustaining, Oppressive, Meditation, and Life Drain, this definitely made things easier to understand! Keeping all four stages (especially both Oppressive and Life Drain) does make it too powerful. That said, as Life Drain doesn't directly heal Caoes and Oppressive gives him an alternate option to break out of grapples/deadlocks, I think the best path forward is to remove the Life Drain and focus on the remaining parts of the Aura. The General info is good, with the assumption that as the Aura weakens over time with the use of his abilities, so to does his strength/agility. With Oppressive, having both a concentrated knock-back and a broader pressure impact is too much - pick one, and clarify the range for the selected (for example, in terms of the pressure application, it makes sense for it to just impact the area directly around him since it's meant to break away from grapples). For Meditation: dodging minor attacks while keeping concentration is ok, but major ones should break it. I would also state that if something were to distract him/make him lose focus (giant explosions, maybe?), he would also lose concentration.

Lastly, for Hellwind Swordplay: as you mention in the notes below, this is built on agility and not speed. It's easier to be blunt stating that upfront rather than to claim it's "fast" and then go on to clarify it's actually just unpredictable. Additionally, no technique is unbeatable. If you want to reword the ability to something along the lines of "the style is unconventional enough to do well against other techniques", that is fine, but a blanket "the style outmatches all other techniques" makes it un-fun for others to write with.

We're in the final stretch! Keep up the good work!


@roseleaf320 - why, hello! You may have my favorite name of a character so far this year! On the whole, Leaf is solid, but needs a few key clarifications! Firstly, for her dress: do the enchantments still hold if it is physically damaged?

For the Staff of El'Dorai: I'd like a maximum limit on the amount of material she can move with her largest gesture. Her range is 30 feet - but launching an entire circle, 30 feet in radius, upwards by 30 feet is a bit too much. Give me a maximum surface area she can manipulate at once if the entire material were merely a flat sheet (if needed, this can be relative to "the size of a person", or it can scale movement based on the amount where the entire section can be moved, but only a quarter of an inch in a direction).

Lastly, your Pearl of Eythyr: I like the main categories you gave it, but I have some issues with the Fire form. Namely, just how big a flame can it douse immediately? If it can put out an entire bonfire just be coming into contact with it, that's too powerful. Something only a bit bigger than itself? Much more workable. Keep in mind you will need to check with me based on what battlefield you enter on what form it would take.

AQ DF MQ AQW  Post #: 28
1/15/2020 21:13:01   
ChaosRipjaw
How We Roll Winner
Jun15


Round 4 for balancing! Cleaned up quite a bit.

Name/Title: Caeos Essence, Grand Master Chao'sri'p'jaw
Age Range: Unknown
Race: Human
Appearance (Build, hair, skin, clothes, etc.):
Clicky! (Yes, I did make this wiki page.)
Clicky! x2
Trademarks include:
General bishie appearance.
Shoulder length, dark brown hair that is mostly wavy but is straight over his left eye.
Hair on the back of the head bundled in a hairpin.
White irises.
A great physique although not overly large and is well proportioned, and is actually quite handsome.
Dark Shadowslayer clothes (split longcoat, scarves, etc. see pictures in link) and a blunt warlock hat.
Neckwarmer emblazoned with the "Eye of Crizox."
Somewhat bulky gloves.

Equipment (Armor, Weapons, etc.):
Caeos Essence's primary weapon set is the Ten Swords of Tragedy. (All Ten Swords are not included nor used.)

Sliiker of Crizox: A weapon fashioned as a claymore longsword, but with the blade almost as thin as a jian. The tip has been sliced off, but it's been trimmed so as to seem designed. To keep the poisonous demon's blood on the blade from weakening, the Sliiker's sheath is a mummified, bandaged, shriveled demon's body. The sheathed Sliiker resembles a mummified demon with a grotesquely long body neck and a shrunken head.
The Sliiker's blood is sufficient to overpower most types of blood magic, since its corruptive blood contaminates all other blood. By keeping the Sliiker dipped in this liquid, any injury afflicted by the weapon causes agonizing pain and is potentially fatal.
The blood also emits a noxious mist that resembles tangles of daemons, and its mist makes it hard to tell if the sword is straight or curved.

---Poison---
The Sliiker's poison cloud is just enough to surrond the blade.
When the Sliiker's poison cloud makes repeated or prolonged contact, the afflicted will begin having the sensation of thousands of tiny demons ripping at their flesh, which manifests as a wound resembling an acid burn. The poison cloud also stains armor and has a slight corrosion effect.
Also, the poison cloud looks like it's actively reaching for you when the Sliiker is swung; the assumption is most people would feel repulsed by such a sight and try to avoid it.
The poison cloud makes it hard to tell if the Sliiker is straight of curved (it's actually straight). The idea is that in a pitched battle, it could make the opponent misjudge their distance from the blade, resulting in them getting cut.

When the Sliiker's poison makes a glancing cut, the poison slowly works its way through the blood vessels and muscles. The amount of poison depends of the severity of the wound; a small cut across the hand should only affect the hand itself, while a gash on the forearm should affect the entire forearm. The pain from the illusory "demon swarm" will build up to agonizing levels over time, but a few moments after its highest limit it will abruptly vanish.
As for a direct hit, it doesn't really make any difference whether the blade was poisoned or not. It just makes sure the opponent is dead and will stay dead.
The "inky red afterimage" described in Hellwind Swordplay is traces of the poison left behind in the air. However, if Caeos chooses to use such a technique, the poison cloud surrounding the Sliiker will vanish for a few moments before emanating again.

Caeos is unused to using weapons other than his own Sliiker. He had several spare swords back when his Truthspeaker held onto to the Sliiker, but those and his Truthspeaker aren't here anymore. If disarmed, he would rather use his bare hands than use a different weapon.
Caeos has considerable resistance to his own Sliiker's poison, but is not immune to it.

Piercer's Hairpin: The hairpin when pulled out resembles a jitte (single prong sai) or a stiletto. In a pinch, he can pull the hairpin out to use as a melee weapon. It excels at parrying and stabbing attacks.
The Hairpin is not a main weapon, it's one of his outfit accessories that happens to be able to be used as a weapon.

Mindweaver Gauntlet: Caeos's left arm is bandaged down to his fingers.
The gauntlet itself is actually just a vambrace upon which is a carved skull and a curved spike.
Upon crossing to this universe, the Gauntlet has stopped working entirely. At best, the tips of his fingers flicker with the vestiges of the mana tendrils, but otherwise the Gauntlet only about as useful as the vambrace it actually is.
Mindweaver Gauntlet is literally just a piece of armor now. I guess it can block stuff and use the spike to stab people sort of?

Demonic Revolver: Upon closer inspection, this compact and bulky revolver was crafted long before firearms were even conceptualized. The revolver's thick metal frame glints with runic encarvings and fires powerful rounds. Its sight is in the shape of a demonic sigil.
Upon crossing to this universe, the rounds loaded in the Revolver have disappeared. He'll have to make do with rocks.
He has to find rocks to load into the Revolver. He does not carry rocks with him.
Although rocks fired by the Revolver are still very powerful, it's unlikely to be lethal. Against leather armor they would cause heavy bruising, and against unprotected limbs they would crack weaker bones. A shot in the chest should knock the wind out of an average person.
The range is about similar to a longbow, but the speed of the projectile is slightly faster than one. Someone a distance away would be able to dodge the projectile.
A rock used for a round of the Revolver needs to be at least a palm-sized river stone, but no larger.
Caeos would likely use the Revolver to stun from a distance, then close in for the kill.
The Revolver can hold six rounds at any time. Rapid firing is not recommended due to the recoil decreasing accuracy with each successive shot.

Armor:
Eldritch Armor: Stylized combat armor based on the appearance of the ChaosRipjaw beast. Its strange stylization vaguely incorporates elements of sharks, although a detailed description is difficult to its incomprehensible Eldritch design.
In a battle, he can go through 3 phases sequentially.
---Phase 1---
In Phase 1, he is wearing his typical Shadowslayer garb, longcoat and all. The Eldritch armor is worn under his Shadowslayer clothes, and by some trick of space manipulation, fits perfectly well under said clothes despite them being bulkier. While under his cothes, it doesn't hamper his movement much. However, in this state it does not offer him any protection, since it doesn't exist in the same space as the battle. Thus, the only "armor" protection here is his longcoat, which has leatherlike qualities.
---Phase 2---
In Phase 2, he sheds the Shadowslayer garb to reveal the Eldritch armor. (Phase 2 can also be entered if he tanks a blast that blows off his coat.)
The intention of the Eldritch armor is not to tank blows, but to deflect them. A sword stab would be easily glanced off, while a crushing blow with a large warhammer isn't going to be easily shrugged off (that's what skills are for).
The incomprehensible Eldritch appearance is supposed to be unnerving, and the adornments when fully exposed would offer better deflection, but doing this would then hamper his dexterity due to its bulkiness.
The exposed armor is good for armed combat, not hand to hand. And even though it is intended for armed combat, even the Hellwind Swordplay becomes more restricted in movement.
---Phase 3---
If this gets in his way too much, he can shed this armor and go barechested. With nothing hampering his movements, this is his strength and agility at full power. However, going barechested means he has basically no real protection should he take a direct or even glancing hit, so he must rely on his skills here.

Skills, Spells, Special Abilities
Caeos's skills are focused on strength and agility. In one word, the style is about domination.

Malevolent Aura:
"You don't know what it's like to face him. The aura . . . I can't explain it. It's like feeling planets brought to bear on top of you. Massive shadows that weigh down on your very soul."
"Demonic?"
"No . . . alien."
---General---
The "Malevolent Aura" is a neigong cultivation technique and is the name of Caeos's immense qigong, which is the source of his enhanced agility and strength. The Malevolent Aura is the basis behind all of his skills, namely the Gravity Shift, Way of the Hellfire, and Hellwind Swordplay.
An average blow from the Way of the Hellfire when he has the Malevolent Aura up can send even a big brute flying.
Despite its name and the dark presence it gives off, the Malevolent Aura is not demonic in origin. Rather, it was based on the forces he is always around, namely that of demonic presences.
The Malevolent Aura has two primary applications; the internal Sustaining Aura, and the external Oppressive Aura.

---Sustaining Aura---
As a form of neigong (inner energy) the Malevolent Aura was meant to sustain Caeos and allow fight endlessly for long periods of time without collapsing from exhaustion. He can also go for long periods of time without food or water, and cease respiration for an unnatural period of time.

---Oppressive Aura---
Alternatively, he may vent the Malevolent Aura, resulting in an oppressive aura of qi.
The oppressive aura has several effects. In general, the aura of power radiating from the oppressive aura presses down on his opponents, which adds to his unnatural strength.

He can alternatively focus the oppressive aura into a concentrated repulsion force, which can knock back heavy objects and even spells. A focused blast needs at least one breath of Battle Meditation (see below) to recover. Additionally, he cannot keep up a pressure aura while focusing a blast.

This aura is strongest within a radius of 10 paces (both the focused blast and the pressure aura). Past this distance, the oppressive aura can still be felt but does not bring any major detrimental effects. A focused blast will usually knock an opponent out of the 10 paces radius, with extra distance depending on the opponent's own mass (the lighter the farther).

Venting the oppressive aura deprives him of the benefits of the sustaining aura. Likewise, using the sustaining aura prevents him from venting the oppressive aura. Thus, he tires much more quickly when venting and will need to regenerate his neigong more often.

Using any technique limits the power of the oppressive aura, due to energy being devoted to those techniques instead. Thus, the oppressive aura is used only in a power struggle, such as a swordlock or a grapple.

---Battle Meditation---
The inner energy of the Malevolent Aura can be regenerated by temporarily ceasing combat and entering a Battle Meditation state. Battle Meditation draws in the energies between heaven and earth, which replenishes his spent inner energy.
In this state, he can still move around and dodge attacks as well as defend himself to an extent with Way of the Hellfire. A sufficiently overwhelming offensive, or a sufficiently large distraction (i.e. a giant explosion) will likely break his concentration and force him into retreat. He cannot use Hellwind Swordplay though; he will sheath his sword when entering Battle Meditation, as the diminished Malevolent Aura makes him more vulnerable to the Sliiker's poison.
Battle Meditation is measured in slow, deep breaths. More energy is replenished the more breaths he takes.

---Weaknesses---
Surprisingly, his damage resilience is relatively normal. Although Malevolent Aura is sustaining, it does NOT give him any particular healing skills. Injuries fatal or otherwise will still affect him just like an ordinary human. It does help him stave off pain to some degree, and also let him move about as though he were uninjured by way of movement optimization (avoiding straining the injured areas, limiting blood loss).

However, an injury more than superficial, i.e. a broken bone or an internal injury will drastically reduce his performance. For example, a broken arm will completely restrict his ability to use that arm, hampering his hand to hand combat style.

The more injuries he takes, the weaker the oppressive aura becomes, as more and more energy becomes devoted to the sustaining aura.

Gravity Shift:
In line with his agility, Caeos has excellent balance, thanks to the ability to shift his center of gravity at will. It is almost impossible to knock him off balance, as he merely needs to transfer his center of gravity to stay upright.
Examples include executing multiple midair flips in one leap and balancing on the fingers while keeping his body completely horizontally off the ground.
"The ways of the hell realm are not the ways of the earth . . ."
It should be noted that his techniques far surpass that of his disciples who are taught the same combat techniques due to the Gravity Shift.

Way of the Hellfire:
Caeos's signature barehanded combat style. Exceedingly brutal, extremely quick, and "reeking of daemonic aura," it is purportedly modeled after the fighting style of the feared Hellfire Knights.
The Hellfire's stance imitates the clawed hands and bowed posture of a Hellfire Knight daemon.
The Way of the Hellfire focuses strength with precision to maximize damage.

A list of moves to give an idea of the attack style include: Rapid Punch, Hellish Fist, Sharp Elbows, Hell Palm, Rapid Death Punch, Throat Knife Hand, Shoulder Knife Hand, Tri-Kick, Dragon's Tail, Scorpion's Pincer, Rising Mountain/Hammer Kick, Flying Kick, Directional Kick, Shoulder Kick, Brutal Knee.

Hellwind Swordplay:
The feared, legendary sword technique that proves more than a match for the other [REDACTED].
The Hellwind Swordplay is a one handed sword art. The chaotic nature of the Hellwind's flurry of wild and random attacks like a howling storm is sure to overpower many types of especially structured techniques.
The technique is so chaotic that Caeos's Sliiker actually leaves an inky red afterimage in its wake.
---Weaknesses---
The legends claim the Hellwind Swordplay is described as fast; actually it's not as fast as it's made out to be, but it is very agile, so he can attack from unexpected angles and thus, somewhat override a person's prediction abilities.
Against a much faster opponent (perception or physical), the chaotic offensive nature of Hellwind Swordplay may fail to mount a sufficient defense.
Also, against said opponent, the Hellwind Swordplay will be made vulnerable to hit and run offensives.

Personality/Backstory (Optional)
Included in link for appearance.
AQ DF MQ AQW Epic  Post #: 29
1/16/2020 13:15:25   
shuurp
Member

Name: Meo
Gender: Male
Race: Satyr
Age: 12 (62)

Appearance: Meo’s a typical thin-framed 12 year old, although over the course of 50 years, he’s not nearly as scrawny as he is lean muscle. As he is a satyr, Meo’s legs are reminiscent of a goat’s, with coarse dark fur sleek on his sturdy legs. The human top half of his body, up to his neck, is covered in an assortment of dark red runic tattoos, featuring lots of symbols, angular shapes, and archaic words. Preferring a lightweight traditional scarf tunic hybrid, Meo’s not one for cold weather; either way, his freckles and bright golden hair, in a constant state of bed head due to it being a little longer than short, reflect his love for being in the sun. Just above his ears poke two large black horns that swirl once beside his head and end in long, sharp points. Meo makes sure to keep his textured horns carefully clean, as any sort of backwards movement results in a few leaves skewered. Meo smiles often and a lot, and his dark eyes never fail to show that hint of childishness that remains after all this time.

Equipment: Meo does not carry armor; instead, he relies on his spells to supply him with celestial defense depending on the situation. He carries a bow that is durable and otherwise normal. His arrows are armor piercing.
Thid: Thid is the first of Meo’s spells, and is an armor type. This armor is lightweight and can take a good amount of solid hits before breaking, or a couple of enhanced hits, or 1 extremely strong hit. Once it breaks, it requires very little time to regenerate, and Meo can cast the spell again with full durability and no risk of losing the spell.
Osrur: Osrur is a celestial shield that moves around Meo according to hits. The shield can take numerous solid hits, a good amount of enhanced hits, or a couple of extremely strong hits. However, the shield is one face, and although it is extremely unlikely to be faked out, it is pretty useless covering AoE or things coming from multiple sides at the exact same time. Once broken, Osrur cannot be summoned again; however, if Osrur does not break and instead Meo unsummons it, the spell can be recasted at whatever durability Osrur was at during its last summon.

Skill and Spells: Meo is below master when it comes to using a bow, and his physical abilities stay in the range of agility and strength, with no one physical ability beyond human grasp. His legs are particularly strong and hardy because of his satyr-ness, and he has enhanced balance, particularly on rocky surfaces. He is slightly above average at hand to hand. Of the 13 spells, the ones related to combat are as follows:
Thid: Thid is the first of Meo’s spells, and is an armor type. This armor is lightweight and can take around 4 solid hits before breaking, or 2 enhanced hits, or 1 extremely strong hit. Once it breaks, it requires very little time to regenerate, and Meo can cast the spell again with full durability and no risk of breaking the spell. Repeated for organization.
Clai: Clai causes the enemies in a short range of Meo to be blasted away. It deals no damage itself, and is instead associated with knockback. Clai is single use, and once it is used, Meo cannot use it again until a long recharge time (longer than WPC).
Ayep: Ayep is a cloaking spell. Rather than making Meo invisible, it makes him, and the immediate space around him, look like a rock. Obviously, rocks don’t move, and although Ayep doesn’t break until hit or dispelled by Meo, it’s very obvious once spotted for the first time. If hit, Ayep is broken and cannot be used again. If dispelled, Ayep can be recasted.
Maoth: Maoth is either an instant healing spell or a regenerative health spell depending on the way Meo uses it. It has a “pool” that is drained from; once the pool is completely empty, Maoth cannot be used again and is considered broken. If Maoth is used as instant healing, Maoth drains the pool much faster; therefore, it is in Meo’s best intention to use Maoth as a regenerative spell in order to be able to use Maoth later. Maoth’s pool regenerates at an average rate; if Meo uses half of Maoth’s pool one fight, it is likely Maoth’s pool will be ¾ full by the next fight. Of course, regeneration like this is stunted when Maoth is used as an instant healing; using the previous situation, Maoth’s pool would likely still be half by the next fight. A full pool could likely heal a single deathly wound, breaking the spell.
Osrur: Osrur is a celestial shield that moves around Meo according to hits. The shield can take numerous solid hits, a good amount of enhanced hits, or a couple of extremely strong hits. However, the shield is one face, and although it is extremely unlikely to be faked out, it is pretty useless covering AoE or things coming from multiple sides at the exact same time. Once broken, Osrur cannot be summoned again; however, if Osrur does not break and instead Meo unsummons it, the spell can be recasted at whatever durability Osrur was at during its last summon. Repeated for organization.
Reixa: Reixa gives Meo a speed boost for a short amount of time; around half of a fight. One used, Reixa cannot be used again.
Oluph: Oluph is a single use power enhancement. It makes Meo’s legs significantly stronger for a few moments. Once used, it takes some time to recharge (about two fights).
Seiqis: Seiqis is Meo’s most powerful spell. The spell summons Seiqis’s spear from the stars, which is a massive spear that can KO an above average human without armor. The spear is very large, and is extremely unlikely to miss. Once used, the recharge time is too long and cannot be used again.
spoiler:

If Seiqis feels she is needed, Seiqis will call her own spell. If Seiqis decides this, she herself will be summoned and fight alongside Meo as a master spearman. Seiqis has no armor, and if she sustains mortal wounding, the spell will break. Seiqis is a very similarly looking satyr, but she seems to be made of stars and glows a little. Although Seiqis's spear is much larger if summoned by Meo, Seiqis and her spear will be normal sized if she summons herself. If Seiqis summons herself, Meo will likely throw his life down to protect her. Seiqis is specifically speed and agility, with very little strength and no armor.

Post #: 30
1/16/2020 20:01:03   
roseleaf320
Creative!


Second time's a charm?

Name: Leaf Which Floats on Raging Currents
Race: Woodland Elf
Age: 115 years
Gender: Female

In the forest of El’dorai, there lives a woman who treads the line between elves and nature. Who, chosen by Eythyr, communes with the elements as if she is one of them. That’s how they explain it, anyways. I tend to be less flashy about it.

Appearance: Like most of her tribe, Leaf’s skin radiates a dark olive shade. But instead of their brown, her long hair possesses a misty purple tint, and her eyes are a blue which seems to reflect the waters of the great river Eythyr which runs through her forest. Her bare-footed steps call forth her the Eythyr’s waters, leaving behind small, reflective puddles. She is clothed in a long sleeved dress the color of pale emeralds which reaches down to her ankles. Her only other accessories are a long, wooden staff, and an intricate gold choker with a pearl inlaid in the center

General Abilities: Leaf is agile, and has a fast reaction time, but tends to overreact (moving much further than she needs to to dodge an attack, etc). She is also able to use her ties with the environment to sense the world without seeing- she can get a general idea of the materials and environment around her, and can feel vibrations through solid and liquid objects which would indicate the movements of others.

Equipment/Abilities: The dress Leaf wears is enchanted to provide protection from magic, and can mitigate a large amount of damage from magical abilities, though Leaf will still feel a portion of the pain or other side effects involved. The dress does not provide any extra protection from physical attacks, and does not cover her hands, feet, neck, or head. With repeated harsh magical attacks, perhaps two or three around the same spot, the dress will decay, and each attack will become more painful to Leaf until the magic of the dress breaks. If the dress is physically damaged, its enchantment will not break, but any bare skin revealed by the damage will not be protected by the enchantment.

Leaf channels her magic through a large pearl given by the river Eythyr and an elaborate wooden staff which she herself created. These are the only two objects she carries with her.

Staff of El’dorai: Leaf’s staff is carved from the trees of El’dorai, and stands mostly straight, with runic engravings circling the shaft. At the top of the staff, which reaches to Leaf’s shoulders, is a series of branching tendrils which form a circular pattern, curled around curiously empty space. By channeling her will through her staff, Leaf is able to temporarily command the environment within 30 feet of her. To do this, she must make a movement with the staff with effort proportional to what she’s trying to do (the bigger the magic, the more effort it takes). Leaf can move up to her body’s volume in material. She can command a single solid or liquid material to take a single action, such as commanding the metal beneath her to rise up quickly and throw her into the air. The material must maintain some form of connection to its source, and will dissolve and return to its normal position as soon as it stops moving. Materials controlled by others, be it magic or weapons/armor, will not respond to Leaf, and neither will the air around her.

The staff itself is magically reinforced, and cannot be broken by physical means. If the Staff is broken, Leaf will still be able to command her environment, but at a significantly lower level. She will not be able to reach the environment more than 15 feet from her, and will not be able to apply the amount of force required for more drastic movement.

Pearl of Eythyr: When not in use, the pearl sits in the middle of a delicately forged metal choker resting on Leaf’s collarbone. Leaf can activate the pearl with a touch, and it will separate from her body and expand, ending as a floating orb about 6 inches in diameter. Leaf can will the Pearl to move around, and while this requires concentration, her ability to sense the environment around her means she does not need to be in a direct line of sight of the Pearl to control it. If Leaf loses concentration, the Pearl will immediately take the most direct path to return to her, veering around objects if necessary. When she is not actively directing it, the Pearl floats atop Leaf’s staff. The Pearl can only be broken by direct magical means- all physical attacks simply bounce off it as if striking hard metal.
Technically I can use my Pearl and Staff at the same time, but I tend to have trouble concentrating on more than two things at once, so that’s about the max I can do. That’s what brother always said, anyways. I think he was making fun of me.


When held close to foreign material, the Pearl will transform, taking on properties based off of the type of material it was exposed to.

Unnatural: The Pearl resents material which bears the marks of human tampering. This includes things like clothing, leather, forged metals, and other such materials in a state not found in nature.When placed near such materials, the Pearl quickly grows a spiked outer layer, as if in self defense. These spikes are about three inches in length, and are sharp enough to cut through softer metals.

Natural: The natural world is familiar to the Pearl, and allows it to hone its focus. This includes dirt, rock, plants, and other materials left in their natural state. If near natural environments, the Pearl will grow a mossy and rocky covering. Leaf can then will the Pearl to shoot out rocky projectiles about two inches long. There is no limit to how many of these projectiles can be shot, but this still requires Leaf’s concentration to maintain, and aiming correctly will require even more effort and awareness of her surroundings. These rocks can travel up to 75 feet, and function much like they would if shot from a slingshot.

Liquids: As the Pearl was forged by water, it holds a unique connection with materials that prefer a liquid state. This could include acid, water, blood (once outside the body), and also includes the small puddles of water which arise from where Leaf steps. When close to water, the Pearl will attempt to return to its natural state, and begin to drip pure water from the river Eythyr itself. If this water comes into contact with wounds present on Leaf or another competitor, either by dripping from above them or by physical contact with the Pearl, it will bestow a small amount of healing to the area it touches, healing small wounds and providing a feeling of rejuvenation to the subject, helping to stave off exhaustion.

Fire: If exposed to fire, the Pearl will immediately douse the flame and produce a large smoke cloud about fifteen feet in outward radius, rising from the source of the reaction. The reaction is over in an instant, and the smoke will behave like any other normal smoke. If the fire is twice the size of the Pearl or more, it will be temporarily weakened, but will not be put out completely and can grow back to its original size.

I do not control the elements- only request favors from them. I am lucky that it seems the elements have deemed me important enough to listen.



Post #: 31
1/16/2020 23:52:44   
  Starflame13
Moderator





@ChaosRipjaw - we made it! I'll be keeping a close eye on Caeos during the battle just in case the poison turns out more powerful than anticipated, but beyond that thank you the clarifications that have been added. Approved!


@shuurp - Hello and welcome! Meo's pretty solid on the whole, but I have a few questions/clarifications I'd like.

First, do you have a reason for leaning towards one-time-use spells? I ask this because I'm concerned that once Meo runs out of spells, he will be severely disadvantaged in the fight. If you are confident in your ability to disperse them throughout the battle, it can be managed, but I would recommend other ways to limit them. My first thought would be to group them into 3 main categories: Offensive (Clai, Seiquis), Defensive (This, Osrur) and Self-Impacting (Ayep, Maoth, Reixa, and Oluph) and limit him to one spell from each category at a time, and keep the one-time use for just the most powerful of spells (Seiquis and the pool for Maoth). If you choose not to go this route, there are still a few spells that should not be usable in conjunction with each other (Maoth and Ayup specifically come to mind). The one spell I would definitely suggest including multiple casts is Clai - having a cool-down between knockouts is a good idea, but being able to use it multiple times in the same fight would be helpful.

Speaking of cooldowns, can you please clarify what you mean by using "fights" as a time limit? (This is done in Oluph specifically). If it's until an opponent is defeated and Meo has time to breath, it's unlikely you'll get multiple casts out of it - having a cooldown of "multiple blows" would work better. If you want to use a time limit, I generally suggest people consider things in terms of Dungeons & Dragons 6 second rounds - so 6 seconds to make a primary and secondary action. With something like this, recharging after 20-30 seconds for milder abilities works well.

In terms of specific spells, can you clarify for Seiqis if the summoned spear shoots at a target automatically, or if it requires Meo to have his hands free to through it? I would also ask you to tweak the wording to avoid the implication of an automatic KO - maybe "causes extreme damage" or "likely to briefly stun" an unarmored opponent, depending on which feature you're going for! Lastly, for his arrows, does Meo carry a quiver with limited amo, or does he summon the arrows? Either option is fine, but will impact how you play the character!

I will send you a PM to discuss the spoiler-tagged ability. Good work on the whole, and looking forward to round two!


@roseleaf320 - things look good, Approved!

AQ DF MQ AQW  Post #: 32
1/17/2020 1:34:37   
shuurp
Member

Name: Milo
Age: 12 (62)
Race: Satyr

Appearance: Milo is a lean muscled twelve year old, with his physique fine tuned after fifty years of being in a twelve year old body. He has golden blonde hair that tends to stay messy due to its medium boyish length, although he never lets it get long enough to fall into his eyes. As he is a satyr, he has goat legs covered in thick, black ruffled fur and two black horns that poke out above his ears and curve back, resembling a goat’s. The horns themselves are very strong, and are surprisingly adult sized despite the young figure. Milo wears a thick, opaque black scarf with golden sewings that’s tied at one should to cover most of the top half of his body, with some draping down to his lower half in the front and back. All over his light skinned body are thick tattoos in deep red ink that depict ancient runes, angular shapes, and abstract depictions of various items and themes. Milo has notable black irises, pointed teeth, and a long, thin tail tipped with a tuft of fur. The tail swishes often when Milo smiles.

Equipment and Abilities: Milo is incredibly agile and evasive, and, as a master bo staff user, tends to land a multitude of average-strength hits during openings rather than getting strong attacks in. Due to his satyr nature, his horns protect his head somewhat from large weapons, and his legs are stronger when it comes to absorbing hits.

Milo does not wear armor and instead chooses from two armor type spells.
Thid: Thid’s armor is lightweight and can take a good amount of solid hits before breaking, or a couple of enhanced hits, or 1 extremely strong hit. Once it breaks, it requires very little time to regenerate, and Milo can cast the spell again with full durability. It appears as an outlined set of thin armor, with the faint dark blue outlines shimmering and glowing.
Osrur: Osrur is a celestial shield that moves around Milo according to hits. The shield can take numerous solid hits, a good amount of enhanced hits, or a couple of extremely strong hits. However, the shield is one face, and although it is extremely unlikely to be faked out, it is pretty useless covering AoE or things coming from multiple sides at the exact same time. Once the shield breaks, it can be recast after a short time.

Milo has two other types of spells, and only one of each kind can be cast at a time. There are two enhancement spells.
Rexia: Rexia gives a speed boost to Milo. The speed boost runs out after about 10 seconds, and can be casted again after a bit of time (+2 minutes)
Osrur: Osrur increases Milo’s strength for three hits. The strength enhancement applies better to his legs, whereas his human top half sees less of a difference. After a bit of time, Osrur can be cast again (+2 minutes).

There are four effect/damage spells.
Clai: Clai causes the enemies in a short range of Milo to be blasted away. It deals no damage itself, and is instead associated with knockback. After a bit of time, Clai can be cast again (+1 minute).
Ayep: Ayep is a smokescreen that briefly blurs the vision of an opponent but does not blind them. It deteriorates very rapidly, around 6 seconds. After a bit of time, Ayep can be recast (+3 minutes).
Maoth: Maoth causes Milo to heal based upon the amount of damage he deals. This effect lasts for around 6 seconds, and can be paired with an enhancement spell.
Sequis: Seiqis is Milo’s most powerful spell. The spell summons Seiqis’s spear from the stars, which is a massive spear that does a large amount of damage and briefly stuns the opponent (a few seconds). After a longer amount of time, Seiqis can be cast again (+1 hour). The spell is very unlikely to miss.

For all of Milo’s spells, he only needs to be able to speak the full name of the spell.
Post #: 33
1/17/2020 23:34:17   
  Starflame13
Moderator


Feedback time!


@shuurp - A lot more usable on the whole! Just a few minor clarifications on some of the abilities and we should be set.

First, you mention that Milo "chooses from two armor type spells" - I am assuming this means only one can be active at a time, but please let me know if that's incorrect! If you mean to use both at once, then something else should be limited (perhaps it slows Milo down or weakens him physically?).

For Ayep - is this a stationary cloud of smoke that the opponent can move around, or one that follows them around for the duration of the spell? In order to avoid bunnying, abilities should be written such that opponents have an option to either dodge or escape them, so in the latter case, perhaps they can disperse it in some way.

For Maoth - a 1:1 healing to damage ratio here is too strong if the spell can be cast multiple times in succession (which I'm assuming it can due to the lack of cooldown). If it has a cool-down, it's fine as is, if not, it should only heal about half as much damage as is dealt.

Lastly, for Sequis, I still need you to clarify if the spear is launched magically, or if it relies on Milo's arms for aim/strength to be thrown.

Just small tweaks now, character's almost there!
AQ DF MQ AQW  Post #: 34
1/18/2020 23:27:25   
  Starflame13
Moderator


As this is an entirely new event, we also have entirely new Battlefields for your characters to fight in! The official details of these battlefields will be revealed when the deadline for submitting new bios has passed, and unlocked when all remaining bios are approved.

The Battlefields are themed around the concepts of Good and Evil, and each one was inspired by one of the four following musical themes. Which ones are you most excited to see?

The Trials of Good:
Battlefield One
Battlefield Two

The Trials of Evil:
Battlefield Three
Battlefield Four
Which one are you most excited to see?


One more week to get bios in, everyone! Let's see what you can do!
AQ DF MQ AQW  Post #: 35
1/21/2020 2:31:30   
Necro-Knight
Member

Name/Title: Aleisha, Void Herald of Nulgath

Age Range: 102( Though still roughly appears to be in her mid 30’s due to the nature of her state.)

Race: Voidkin, formerly human.

Appearance: Aleisha’s skin is midnight black and stretched taught against muscular-yet-elongated limbs. Her fingers end in sharpened nails capable of cutting flesh with enough force behind them. Her frame, while still vaguely human and recognizably female, is inhumanely gaunt and tall, her full height reaching 6-foot, 5 inches. Along with a pair of wide, fire-orange eyes across her face, Aleisha’s palms each feature a wide, similarly-colored eye, though she is unable to see through them and they will glance at their surroundings of their own accord. Dark, straight black hair falls from her head, reaching to her jaw line and her dark lips are often curled around pointed teeth. .

Equipment:

Leere Messer: Translating to ‘void knife’, the Leere Messer features a blade similar to a smaller hand dagger, with a slightly curved tip and single-edge, though the length of 30 inches is similar to a usual two-handed weapon. The metal itself is a burnt-orange hue, with fiery runes etched into the flat of the blade, spelling out something that even Aleisha herself may be unable to read.

The true power of the Leere Messer is that it can be wielded through the willpower of its owner, letting Aleisha command the blade to strike, parry and attack without needing to physically hold the weapon. This power has limits due to her rank as herald, leaving her only able to control the blade to a maximum of twenty-five feet away before the connection breaks and the tool falls to the ground. In this scenario, she will need to move back into the radius of her link in order to wield it again. The blade also can not be controlled or directed without direct line-of-sight.

VoidSight Armor: A carapace-like and rune-adorned suit of armor following the musculature of Aleisha’s body, the unique armor of the void knights acts as a literal second skin for the wearer. Grafted directly to her skin and musculature, the VoidSight’s burnt-orange plating follows the curves and tones of her long body, almost appearing as if it had grown there naturally instead of being fitted and fused in place. A bright orange gem is locked into the center of her gauntlets and each glow with a noticeable aura of power.

While providing ample protection to both piercing and slicing weaponry, the leather-like under-layer and smooth armor offer very little against blunt-force impacts when combined with the wearer’s ultra-thin frame, relying entirely on Aleisha’s dexterity to avoid more than a glancing blow from a solid impact. Her gauntlets end roughly an inch above her wrist, giving the eyes located on her hands freedom to unleash their power when commanded.

Traits:

Resource - Sanity: While connected to the infinite void through her master, Aleisha’s power theoretically has no limits, but the power of her mind very much has limits when channeling it. If spells are used in quick succession without enough time for her mind to recover, mixed with the exertion of bending the void to her will, her sanity will deteriorate before finally shattering. The end-result would be hallucinations, voices and a mental breakdown that leaves her incapable of fighting.

Infernal Fitness: Being empowered by the gift of her master, her strength is empowered to roughly 30% more of a normal human. This also goes well with the flexibility of her joints, allowing for sharp movements and bent positions mid-combat that could not be possible on a normal human frame.

Skills, Spells, Special Abilities:

Sight of the Void: Aleisha raises both hands, palm-forward, and rapidly flashes a bright golden light from the eyes located in each hand. This is meant to disorient or nauseate the victim with the rapid, strobe-like effect and possibly leave them vulnerable to attack, though she herself is unable to command her blade or cast new spells until she ceases the strobe effect first.

Veil of the Archfiend: Channeling the dark power pulsing through her, Aleisha raises a pair of diamond-shaped wards through the gems on her gauntlets, roughly 14-inches in width and 20-inches in height. These barriers of fiery energy can deflect physical projectiles such as arrows or cross-bolts, as well as smaller spells, though leaves her just as vulnerable to blunt trauma and a devastating spell such as a bolt of pure lightning or a large fireball. With sustained abuse, the wards will shatter and be unavailable to summon for a moderate period of time while the gems recover their power.

VoidFiend Chains: Spawning from the eyes in each palm, chains cast from a dark-crimson metal and ending in a crude, sharp hook form from the darkness. These chains reach a length of roughly five feet from her hands, to their tips and are still attached to Aleisha’s palms during use. Should she be unable to remove them from an object or victim, she must destroy the chains to release herself. Other than the nature of their creation, the chains hold no magical properties while in use and will render her unable to command her Leere Messer, as her focus must remain on keeping the chains corporeal.

Abyssal Howl: Taking a lungful of air, Aleisha erupts with an echoing, high-pitched and inhuman screech, lasting for roughly 8 seconds. The force of the scream may stumble smaller beings ( 4 feet tall or shorter) but beings of sufficient strength would only be disoriented and suffer a terrible ringing of the ears. Aleisha is able to reproduce this howl twice in quick succession before needing to recover her breath, as well as silence the screams inside her own mind.

The Bite of Many-Eyes: Calling upon the eldritch madness that lies beyond the thin veil of reality, Aleisha grips her blade in her right hand and is intertwined with the weapon via a mass of writhing tendrils bursting from the crevices of her forearm. The mutation finalizes as multiple glowing eyes emerge from the weapon’s mass and the blade extends to a deadly 48 inches in length. Combined with Aleisha’s inhuman strength and lanky frame, the Truth combat style allows for a more brutal and crushing offense, but sacrifices strategy in favor of feral lunges and sweeps, as well as tilting the entirety of her attacks to her right side. This makes her potentially predictable and leaves an obvious opening if her opponent is agile enough to dodge her onslaught. This style can be maintained for roughly three-four minutes of non-stop combat before she must release the blade and her grip on the infinite, reverting her body back to its original, albeit lucidity-drained, form.
DF MQ AQW  Post #: 36
1/21/2020 14:22:51   
shuurp
Member

Name: Milo
Age: 12 (62)
Race: Satyr

Appearance: Milo is a lean muscled twelve year old, with his physique fine tuned after fifty years of being in a twelve year old body. He has golden blonde hair that tends to stay messy due to its medium boyish length, although he never lets it get long enough to fall into his eyes. As he is a satyr, he has goat legs covered in thick, black ruffled fur and two black horns that poke out above his ears and curve back, resembling a goat’s. The horns themselves are very strong, and are surprisingly adult sized despite the young figure. Milo wears a thick, opaque black scarf with golden sewings that’s tied at one should to cover most of the top half of his body, with some draping down to his lower half in the front and back. All over his light skinned body are thick tattoos in deep red ink that depict ancient runes, angular shapes, and abstract depictions of various items and themes. Milo has notable black irises, pointed teeth, and a long, thin tail tipped with a tuft of fur. The tail swishes often when Milo smiles.

Equipment and Abilities: Milo is incredibly agile and evasive, and, as a master bo staff user, tends to land a multitude of average-strength hits during openings rather than getting strong attacks in. Due to his satyr nature, his horns protect his head somewhat from large weapons, and his legs are stronger when it comes to absorbing hits.

Milo does not wear armor and instead chooses from two armor type spells. They cannot be used at the same time.
Thid: Thid’s armor is lightweight and can take a good amount of solid hits before breaking, or a couple of enhanced hits, or 1 extremely strong hit. Once it breaks, it requires very little time to regenerate, and Milo can cast the spell again with full durability. It appears as an outlined set of thin armor, with the faint dark blue outlines shimmering and glowing.
Osrur: Osrur is a celestial shield that moves around Milo according to hits. The shield can take numerous solid hits, a good amount of enhanced hits, or a couple of extremely strong hits. However, the shield is one face, and although it is extremely unlikely to be faked out, it is pretty useless covering AoE or things coming from multiple sides at the exact same time. Once the shield breaks, it can be recast after a short time.

Milo has two other types of spells, and only one of each kind can be cast at a time. There are two enhancement spells.
Rexia: Rexia gives a speed boost to Milo. The speed boost runs out after about 10 seconds, and can be casted again after a bit of time (+2 minutes)
Oluph: Oluph increases Milo’s strength for three hits. The strength enhancement applies better to his legs, whereas his human top half sees less of a difference. After a bit of time, Oluph can be cast again (+2 minutes).

There are four effect/damage spells.
Clai: Clai causes the enemies in a short range of Milo to be blasted away. It deals no damage itself, and is instead associated with knockback. After a bit of time, Clai can be cast again (+1 minute).
Ayep: Ayep is a flashbang that briefly blurs the vision of an opponent but does not blind them. It deteriorates very rapidly, around 6 seconds. After a bit of time, Ayep can be recast (+3 minutes). Ayep is intended to lower accuracy and evasion of the opponent for a very brief amount of time. Ayep will miss if the opponent has eyes closed preemptively, but will not miss if the eyes are covered but not closed, as it is a magic spell.
Maoth: Maoth causes Milo to heal based upon the amount of damage he deals. This effect lasts for around 6 seconds, and can be paired with an enhancement spell. After a bit of time, Maoth can be cast again (+3 minutes).
Sequis: Seiqis is Milo’s most powerful spell. The spell summons Seiqis’s spear from the stars, which is a massive spear that does a large amount of damage and briefly stuns the opponent (a few seconds). After a longer amount of time, Seiqis can be cast again (+1 hour). The spell is very unlikely to miss. The spell summons a spear from the sky that does not rely on Milo to do anything except say the name of the spell. The spear is metaphorically "thrown by Seiquis." Seiqis is, as are all of the other spells, the name of a constellation important to Milo's culture, and it is believed that these constellations directly contribute to their spells.

For all of Milo’s spells, he only needs to be able to speak the full name of the spell.
Post #: 37
1/21/2020 20:10:52   
  Starflame13
Moderator


Last week rush has begun! As a reminder, new character concepts must be posted BEFORE 11:59PM ET (Server Time).


@Necro-Knight - Glad you made it! Aleisha's pretty solid all around, and I'm really curious to see how Sanity works as a limiting resource. Just a few details left to iron out.

First, with Leere Messer: some spells specify it can't be controlled in conjunction with casting the spell, and others do not. I'd like to make this a constant for all of the void abilities so that either she "drops" the sword mentally, or must grab hold of it to focus on the spell instead. Additionally, is the speed/strength she can move it mentally equivalent to that of an average swordsmen? If so, the current range is fine. If it's significantly faster/stronger, I'd like you to decrease the mental range to 15 feet.

In terms of your special abilities: for the VoidFiend Chains - can you give an approximate strength to the chains (steel, iron, etc.?) This will be important in collab if characters want to try to bend/break them. For Abyssal Howl - while the howl itself can be heard throughout the entire battlefield, the physical force of it should not extend that far. I would specify either a max distance for a hard cut-off, or a gradual fallout range (no more than 30 feet or so for the maximum of the latter, and shorter if its a hard cut-off). Lastly, I like the feral-ness of the Bite of Many Eyes, but in keeping with the lack of sanity, I'd like to balance this by specifying Aleisha can't use her other spell abilities while this is active.

Looking forward to seeing the revised version!


@shuurp - I'm going to assume with Ayep that if a person physically turns away so their eye's aren't pointed at Milo, they can still avoid the flashbang (although I like the touch of it being directional rather than direct line-of-sight, with blocking not having a direct effect). Beyond that, approved! Thank you for the patience in working with me, and looking forward to seeing Milo in action.
AQ DF MQ AQW  Post #: 38
1/22/2020 12:58:29   
Oddball
Member

Name: Fierra Scorr

Race: Human (Flame-Touched)

Age: 27

“For everyone’s sake, my journey cannot end.”

Appearance:
Standing at a height of 5’8, a common thief or bandit may assume that this woman dressed in robes dyed a deep red, with gold thread carefully, and expertly, coating the outer rim and several seemingly random locations further up, would be easy prey in the back of an alley in the middle of the night. They would soon learn of their mistakes, through a swift and thorough beating courtesy of this robed fighter.

Atop this warrior’s head, lies a beautifully detailed golden circlet, a gem that is equally parts Red, and Ice-Blue sits neatly in the center. Tied nearly back, some have whispered that “She has hair like the Dusk’s horizon.” With the tips fading to an almost white which reaches down to about a quarter of the way down her spine. (Auburn, fading into a faint blue)

However, no sighting reports of this traveler have ever detailed the colour of her eyes, adding just another mystery onto the pile that surrounds this wanderer.

While she is, definitely, the dominant personality. Fierra does share her body with a different soul, caused by an incident that fused her body with a nearby, wandering Ice spirit. With a mutual acceptance, Fierra can allow this spirit to take control of her body in a process she refers to as "shifting."

While shifted, Fierra undergoes a noticeable transformation, inversing her colour scheme. From bright red and brilliant gold, to ice-y blue and moody silver. Like this, Fierra is much more calm and polite, speaking with a much softer tone. However, veteran warriors will notice a change in her stance. While Fierra herself is very loose, and moves around a lot , even while not in battle, the spirit tenses up their muscles and much prefers to stick to one small area.

As there are two separate entities in the same body, they both feel different levels of fatigue.. However, they are constantly reminded that they do indeed share a body, and as such, it can only take so much punishment before it drops. So, while one of the souls might still be raring to go, their body could give up on them at any moment.

Fierra and the spirit can "shift" as many times as they want, but continuous, careless use of this ability will cause severe backlash, and a harmful dissonance between the two souls threaten to tear their body apart.


Equipment:
Mostly relying on swift movements, and her ability to dodge, Fierra wears naught heavier than Leather, wearing a leather vest and chaps under her robes. This does leave her arms exposed, however.
Fierra carries a blade attached to her right hip wherever she goes, however she much prefers dispatching enemies with her hands and feet, and mostly carries the blade with her as a memento of her fallen comrades. On the rare occasion, she will draw her blade.
The blade itself is very standard in design, its only notable feature being a small pattern engraved at the bottom of the sword’s blade, one that is very similar to the patterns of the thread weaved into her robes.
In both design, and functionality, the weapon resembles a scimitar.
Also at her right hip, is a large container carved from a Gourd, full of an unidentifiable Black liquid that has shown to be highly flammable.
On her left, she carries Seven spherical objects of varying sizes, these objects are made of primarily leather and glass, and contain a substance that, upon coming in contact with a surface, or the air around it, will cause the object to shatter and cause a fire wherever it had landed. The size of these bombs decide the scale of the fire, leading up to a 4.2ft radius on the largest one.

Abilites and fighting style:
Pyrokinesis: Born from two exceptionally powerful pyromancers, Fierra’s birth came the same day that the First of her tribe had settled their small village, and thus she was heralded as the “Flame-Touched”, a fire wielding warrior of great power…
However, as the years went by, something felt wrong. While the other children were capable of conjuring their flame, Fierra had made no progress since the moment she could walk, something that distressed her parents greatly. But, one day, during an almighty storm, lightning struck their village center, sparking a fire that could have quickly spread across the village. It was at this moment Fierra stepped forwards, revealing that, while everyone else could conjure their flame, she was capable of controlling it, and quickly defused the situation that had the elders of the village in panic.She is, however, only capable of controlling fire that is deemed “Free”, and cannot use the flame that others have conjured, limiting her pyrokinetic powers.
Fierra is also limited in what she can use her Pyrokinesis for, and is incapable of just, naturally, throwing fire about. Over time she has developed a small number of tricks she can use her flames for.

While "shifted", Fierra's fire stays, almost, the same, with but one simple difference between the two. In this state, Fierra's fire freezes things, instead of burns. These "Ice-y" flames can spread like normal, but do so at a drastically reduced rate (Roughly about 1/6th of the speed.)

Fists of Fire: Fierra can wrap small amounts of her flames around her hands, this doesn’t do much to increase her striking power, but it does apply a small boost to her striking speed, putting her striking speed at just below an average combatant.

Flame Cone: By taking a large, two-second, swig of her drink, Fierra can gather enough liquid in her mouth to, reliably, blow a cone of flame in a 50 degree angle in front of her, this fire can travel for Seven feet before its effect starts to fade, and by 10 feet the fire is completely gone

Soul of Fire: Usable only if she has used her largest bomb, Fierra can keep the flame swirling around her entire body creating both an excellent offensive tool, and a decent defensive one She can only keep this ability active for 18 seconds, and afterwards she will “Burn out”, stopping her from using her pyrokinesis for 75 seconds.

Due to her standing as the “Flame-Touched” Fierra’s body is capable of withstanding the element to an outstanding degree, causing almost all heat to feel like it was a cool summer’s day. This, however, has lessened her resistance to the other elements, especially the cold.

Fierra is able to keep her flames alight for an absolute maximum of 55 seconds, and fire that she has claimed as “Her own” is incapable of being influenced, if there are any with abilities similar to her own.
However, Fierra is only able to keep the smaller fires active for the full duration of its intended lifetime, and if she adds additional flames from her bombs, the time it is active drastically decreases, lasting only just a few seconds if she is forced to use all of them at once
Her larger fires are also kept "alive" for a less amount of time than her smaller ones, her largest one having a span of 20 seconds, at maximum.

spoiler:

If Fierra and the spirit shift too many times, it will cause Fierra to enter a mode referred to as "Chaotic dissonance" which sets off all of her abilities randomly, multiple times without stopping... Even if she has no flames to use for these abilities. With her body attempting to use these abilities constantly without access to her flame, Fierra's body will attempt to shut itself down, to try and save Fierra from certain death.


Fighting Style:
Fierra utilizes a stance she refers to as “Free-flow, a style of combat that has most of her blows followed by another, this is a slow and methodical way of fighting and those who rely on quick, disorientating strikes may find her an easier opponent than most.

Besides her overall appearance, Fierra's fighting style changes the most when she "shifts" as the spirit flips her style on its head. The spirit's speed is much slower than Fierra's, but her punches are very quick, simple, and aim for vital spots
AQ DF AQW Epic  Post #: 39
1/22/2020 23:56:09   
  Starflame13
Moderator


@Oddball - Why, hello! I remember balancing Fierra for the Elemental Championships before life happened, so I'm glad she'll have the chance to take part in the action here instead! I've already run through this character there and the only major changes that I can see are the flavored adding by the "shifting". Keep in mind that while you may have two
consciences, you still only have one character - only one conscience can be in control/aware/able to influence their surroundings at a time. Beyond that, Approved!
AQ DF MQ AQW  Post #: 40
1/25/2020 17:42:41   
Necro-Knight
Member

Name/Title: Aleisha, Void Herald of Nulgath

Age Range: 102( Though still roughly appears to be in her mid 30’s due to the nature of her state.)

Race: Voidkin, formerly human.

Appearance: Aleisha’s skin is midnight black and stretched taught against muscular-yet-elongated limbs. Her fingers end in sharpened nails capable of cutting flesh with enough force behind them. Her frame, while still vaguely human and recognizably female, is inhumanely gaunt and tall, her full height reaching 6-foot, 5 inches. Along with a pair of wide, fire-orange eyes across her face, Aleisha’s palms each feature a wide, similarly-colored eye, though she is unable to see through them and they will glance at their surroundings of their own accord. Dark, straight black hair falls from her head, reaching to her jaw line and her dark lips are often curled around pointed teeth. .

Equipment:


Leere Messer: Translating to ‘void knife’, the Leere Messer features a blade similar to a smaller hand dagger, with a slightly curved tip and single-edge, though the length of 30 inches is similar to a usual two-handed weapon. The metal itself is a burnt-orange hue, with fiery runes etched into the flat of the blade, spelling out something that even Aleisha herself may be unable to read.

The true power of the Leere Messer is that it can be wielded through the willpower of its owner, letting Aleisha command the blade to strike, parry and attack with strength beyond what she could achieve with her physical form and without wielding the sword in her long fingers. This power has limits due to her rank as herald, leaving her only able to control the blade to a maximum of fifteen feet away before the connection breaks and the tool falls to the ground. In this scenario, she will need to move back into the radius of her link in order to wield it again. The blade also can not be controlled or directed without direct line-of-sight. While commanding the blade for a physical assault, the Void Herald is unable to also tap into her void spells, requiring her full will to be focused on the task at hand.

VoidSight Armor: A carapace-like and rune-adorned suit of armor following the musculature of Aleisha’s body, the unique armor of the void knights acts as a literal second skin for the wearer. Grafted directly to her skin and musculature, the VoidSight’s burnt-orange plating follows the curves and tones of her long body, almost appearing as if it had grown there naturally instead of being fitted and fused in place. A bright orange gem is locked into the center of her gauntlets and each glow with a noticeable aura of power.

While providing ample protection to both piercing and slicing weaponry, the leather-like under-layer and smooth armor offer very little against blunt-force impacts when combined with the wearer’s ultra-thin frame, relying entirely on Aleisha’s dexterity to avoid more than a glancing blow from a solid impact. Her gauntlets end roughly an inch above her wrist, giving the eyes located on her hands freedom to unleash their power when commanded.

Traits:

Resource - Sanity: While connected to the infinite void through her master, Aleisha’s power theoretically has no limits, but the power of her mind very much has limits when channeling it. If spells are used in quick succession without enough time for her mind to recover, mixed with the exertion of bending the void to her will, her sanity will deteriorate before finally shattering. The end-result would be hallucinations, voices and a mental breakdown that leaves her incapable of fighting.

Infernal Fitness: Being empowered by the gift of her master, her strength is empowered to roughly 30% more of a normal human. This also goes well with the flexibility of her joints, allowing for sharp movements and bent positions mid-combat that could not be possible on a normal human frame.

Skills, Spells, Special Abilities:

Sight of the Void: Aleisha raises both hands, palm-forward, and rapidly flashes a bright golden light from the eyes located in each hand. This is meant to disorient or nauseate the victim with the rapid, strobe-like effect and possibly leave them vulnerable to attack, though she herself is unable to command her blade or cast new spells until she ceases the strobe effect first.

Veil of the Archfiend: Channeling the dark power pulsing through her, Aleisha raises a pair of diamond-shaped wards through the gems on her gauntlets, roughly 14-inches in width and 20-inches in height. These barriers of fiery energy can deflect physical projectiles such as arrows or cross-bolts, as well as smaller spells, though leaves her just as vulnerable to blunt trauma and a devastating spell such as a bolt of pure lightning or a large fireball. With sustained abuse, the wards will shatter and be unavailable to summon for a moderate period of time while the gems recover their power.

VoidFiend Chains: Spawning from the eyes in each palm, chains cast from a dark-crimson, steel-like metal and ending in a crude, sharp hook form from the darkness. These chains reach a length of roughly five feet from her hands, to their tips and are still attached to Aleisha’s palms during use. Should she be unable to remove them from an object or victim, she must destroy the chains to release herself. Other than the nature of their creation, the chains hold no magical properties while in use.

Abyssal Howl: Taking a lungful of air, Aleisha erupts with an echoing, high-pitched and inhuman screech, lasting for roughly 8 seconds and having a gradually-dissipating radius of roughly twenty-five feet around her. The force of the scream may stumble smaller beings ( 4 feet tall or shorter) but beings of sufficient strength would only be disoriented and suffer a terrible ringing of the ears. Aleisha is able to reproduce this howl twice in quick succession before needing to recover her breath, as well as silence the echoes inside her own mind.

The Bite of Many-Eyes: Calling upon the eldritch madness that lies beyond the thin veil of reality, Aleisha grips her blade in her right hand and is intertwined with the weapon via a mass of writhing tendrils bursting from the crevices of her forearm. The mutation finalizes as multiple glowing eyes emerge from the weapon’s mass and the blade extends to a deadly 48 inches in length. Combined with Aleisha’s inhuman strength and lanky frame, the Many-Eyes combat style allows for a more brutal and crushing offense, but sacrifices both strategy and her magical ability in favor of feral lunges and sweeps, as well as tilting the entirety of her attacks to her right side. This makes her potentially predictable and leaves an obvious opening if her opponent is agile enough to dodge her onslaught. This style can be maintained for roughly three-four minutes of non-stop combat before she must release the blade and her grip on the infinite, reverting her body back to its original, albeit lucidity-drained, form.
DF MQ AQW  Post #: 41
1/25/2020 22:58:09   
Kooroo
Member

Name: Yura Akabane (??? ??)
Gender: Female
Element: Fire
Age: 17

Race: Human
Height: 1.66 meters
Weight: 58 kilograms

Residence: Kenraku City (???)
Class: None; she was homeschooled.

Appearance:
A fair-skinned girl of middling height, sporting old-silver-colored eyes and hair, graduating to a deep blue near the tips. She wears her hair in a short ponytail, with a slight uncut around the back and sides. Two bangs frame her face, and her fringe is swept to the sides.
On her left ear, she sports 2 studs in her lobe and a cylindrical helix cuff. The right side has a single stud in the lobe, a red industrial piercing, and an auricle ring.

Yura wears a red, two-tone bomber jacket over a white button-up, keeping the collar upturned and the two top buttons undone. A loose, silver necktie hangs from around her collar. On her legs are are opaque,black tights, and a navy, ankle-length skirt with a slit running along each side. Rounding off the ensemble is a pair of black, scuffed, combat boots.

Equipment:
Black Gauntlets/Koku Tekko (???):
Fingerless biker gloves with metal guards on the knuckles. On a closer inspection, they’re made from a thin, flexible metal. Though strong enough to withstand standard sword blades, their main purpose is to prevent Yura from breaking her knuckles if she punches someone in armor. The Gauntlets won’t completely nullify the force, but they’ll lessen it greatly.

Weapons:
Kimizan (??) == Niken Ryusei (?? ??), A Glorious End:
One of Yura’s few belongings inherited from her late father. Kimizan is a crimson, translucent katana that has been unhelpfully described before as ’two blades, yet one’. Though it appears to be made of glass, all of the weapon is forged from one type of metal.

Kimizan varies considerably to a standard katana’s in a few ways. The blade is slightly wider, and there’s a short, slightly-angled segment of metal separating the blade from its handle. The blade measures at 77 centimeters and the extended area measures in at 25 centimeters, making the sword quite long. Furthermore, the sword doesn’t have a guard and it appears to have been forged as one complete piece.
Kimizan is also capable of shifting to a form reminiscent of a nodachi, with its blade extending a further 34 centimeters and the handle lengthening by 14 centimeters. The blade becomes double-sided in this form. Shifting between this form and the katana form is virtually seamless, though there are a few seconds where the blade can’t swap again after transforming.

When Kimizan is in its katana form and its wielder has a firm grip, then a second copy of it can be generated at will. However, the sword cannot change into its nodachi form while this second copy is active.

Though the sword itself is magical in nature, it is completely resistant to all other third-party magics. A rumored Divine weapon, it is incredibly stiff and refuses to flex at all. Yura often uses it to block and bat away ranged spells. Its cutting edge is incredibly keen, putting any standard—and even some magical—blades to shame.

For storage, the sword can be shrunk into the size of a small charm. Worryingly, Yura tends to lose track of it in this form.

Zensen (??), Scarlet Lance of the Sealed Flame:
A red lance with a thick, 3.5 meter long shaft and head shaped akin to a short sword. Luminous, golden cracks mar the weapon, beginning from the tip and spreading out from there. Though the weapon can be used for melee and close combat, Yura’s far better with both her fists and her blades. Instead, she opts to partially unseal Zensen and then toss it at an enemy.

When not in use, Zensen is stored as one of Yura’s right earrings. It can be called from its miniature form into her hand and its full size at will, but unsealing requires a few seconds.
Once unsealed, the lance generates an extraordinary amount of heat, light, and noise. Wielding in its unsealed state is close to unbearable, even with her level of fire resistance. To throw it, Yura needs to be standing still and somewhat balanced to throw it effectively.

The lance will fly rapidly in an unnaturally straight line once thrown, growing brighter and louder as it covers more distance. The effect of it connecting varies depending on what it strikes. If it strikes an inanimate object, the lance will explode into light and flame, capable severely burning and ragdolling anything too close to the impact.

If it strikes a person, most of the energy is directed into them from the point of impact. This’ll probably be more than enough to kill someone unprotected, if they don’t die from being skewered in the first place. A person in full plate would probably survive, though they might get slightly cooked from the energy dispersed into their armor. Depending on where it strikes and the plate’s durability, Zensen would be unlikely to penetrate it without a solid dead-on hit. Striking a person will also cause the lance to release a much smaller fiery blast outwards, capable of knocking everyone close to the floor.

The lance will still persist after discharging, although it will be too hot for most people to touch. With her own mana pool, she’ll most likely have to wait another day before she can unseal it again.

Combat and Physical Ability:
Precision and grace are not Yura’s forte. She has no training in martial arts or swordplay, and instead relies on her reflexes, quick-thinking and power to take out her opponents. You’ll tend to notice that she prefers to dodge rather than block if given the opportunity, as she’s slower to retaliate if forced to do the latter. Regular people are usually blindsided and blown away from the get-go; though this may be due to some remnants of her Authority. It’s always the more skilled or experienced ones that put up a struggle; especially those that can put up a strong defence. Her unarmed fighting technique is effectively could effectively be considered the same as street fighting. Its effectiveness tends to vary, especially against martial artists and such.

Yura has a great deal of latent magical ability. She’s had no time nor intent to refine it, however, and it remains ignored for the most part. The girl’s able to transfer her energy to other people or objects, and regenerate it faster than most mages.

Skills and Abilities:
Volatile Temperament (?????):
As Yura’s irritation or anger increases, so does her combat ability. That’s not to say she’s constantly annoyed or on a hair-trigger temper; it just so happens that the two are linked. Strength, speed and stamina the things that increase; there’s no boost to magical ability or energy pool. With regards to stamina, there is no doubt that this is the main reason she’s able to keep up with magical creatures or shrug off debilitating blows. Additionally, her magical temper allows her to greatly resist mind-affecting/altering magics.

In terms of raw physical ability, Yura’s able to match the majority of seasoned athletes in most areas; though maybe barring skill (and sometimes height). As her temper rises, this will lead to outperforming them, and going past what a human is capable of. This doesn’t scale infinitely of course. One of her more notable acts is beating an especially large orc in an arm wrestle.

Flame-born (???):
Yura’s body and blood temperatures are higher than normal, taking the term ‘hot blooded’ somewhat literally. She has an incredibly high resistance to fire and heat, and suffers a penalty to her ice resistances.

Viruses, toxins, and other similar maladies have a greatly reduced effect and duration on her. This increases depending on how irritated or adrenalized she is. Best described as a ‘purifying flame’, this is one of the few things that she apparently inherited from her mother.

The last aspect of this is that she has a greatly reduced healing factor, able to heal from the most serious injuries in a couple of days. It is pretty much useless in a drawn out fight, however; her bruises and cuts might recover by the end of the day, but she’ll be unlikely to heal at all during the fight itself. Third party healing is also immensely reduced, almost to the point of uselessness. What may’ve healed a broken leg might be enough to heal an ankle sprain.

Rejected Authority (???):
A hidden ability that Yura’s unaware of. It’s unknown whether the ability stems from remnants of her bloodline’s within her, or if it’s the end result of her rebellious nature. A question for another day.

The main way that it affects confrontations is usually to the lead-up. Intimidation techniques have a reduced affect on her; especially if the person attempting it is in a position of authority. This doesn’t give her a complete immunity to intimidation, even when combined with her Temper, however. She still does and can feel fear; it’s just less likely to affect her and she’s much less likely to show it.

The one other way the ability manifests itself is when it comes to fighting groups of ‘lesser’ people. This is based on the principle that the ‘nobodies’ in society group together— or gang up—to try and take down those of standing and position. Anyone that falls under this effect tends to get dispatched easily. Mooks or subordinates of authority figures usually fall under this themselves, unless they themselves hold some position of authority of power.

Unfortunately, any combatant on a battlefield is most likely to be considered a ‘somebody’ or an equal. Anyone that considers themselves independent while showing competency would be completely immune.

Likes: Bitter foods, down-to-earth people, and her adopted family.
Dislikes: Bureaucracy, long hair, and cold weather.
Misses: Her real family.
AQW Epic  Post #: 42
1/25/2020 23:57:10   
  Starflame13
Moderator


And new bio submissions for the 2020 Where Powers Collide are now CLOSED!

Those who have submitted and have yet to be approved you have 24 hours to get your revised bios posted and approved.

This does NOT mean you can submit an entirely new character concept. You need to work with your prior character and complete the clarifications/edits I have asked for. I will attempt to respond as fast as possible to bio posts tomorrow so that if an issue with the revised version is posted, we can get it clarified before the final deadline. Any bios NOT approved when the arenas open will not be eligible for competition.



@Necro-Knight - thank you for making the desired changes, Approved!


@Kooroo - sneaking in just in time! Let's take a look at Yura!

On the whole, the abilities are well balanced and more geared towards the flavor of interactions than hard-cut rules. I think most of them are ok as-is, but I want to give you a heads up now that I'll be watching closely how the play out and may ask you to adjust them in combat if they turn out more directly impactful than originally assumed.

Now, your weapons. First, for Kimizan: what exactly do you mean by a second copy? Is this a physical "shadow" that follows behind the blade, or a second unique blade entirely that she then uses for duel wielding? Beyond that, I like the delay in the forms and I'm curious to see how that will work in game.

Onto Zensen, the Lance. This is definitely too powerful as it currently is. Being able to immediately kill someone just from the energy of the impact, without even being skewered, is too powerful as it's more of a OHKO than a move that enables people to write with you. Pull the raw power back a bit, and focus the strength of the knock-back and a fiery blast. Additionally, I'm assuming that that spear returns to earring form afterwards as you mention it will take time to unseal it again - please clarify if this is true.

Also, you mention that Yura opts to "Partially unseal" Zensen and then throw it. How dangerous is it in the partially unsealed form? You have only described the fully unsealed (flame lance) form and fully sealed (earring) form. Due to the time constraints, I may just limit it to these two.
AQ DF MQ AQW  Post #: 43
1/26/2020 21:59:44   
Kooroo
Member

The forums really didn't like the kanji even though it showed up fine in the preview. Which is a bit sad, but it can't be helped.
Revisions made.



Name: Yura Akabane
Gender: Female
Element: Fire
Age: 17

Race: Human
Height: 1.66 meters
Weight: 58 kilograms

Residence: Kenraku City, Tengamine Mountain
Class: None; she was homeschooled.

Appearance:
A fair-skinned girl of middling height, sporting old-silver-colored eyes and hair, worn in a short ponytail with back and side undercuts. Her hair has a slight gradient around the tips, where it fades from its metallic hue into a deep blue. Two chin-length bangs frame her face and her fringe is swept to the sides. On her left ear, she sports two studs in her lobe and a cylindrical helix cuff. The right side has a single stud in the lobe, a red industrial piercing, and an auricle ring.

Yura wears a red, two-tone bomber jacket over a white button-up, keeping the collar upturned and the two top buttons undone. A loose, silver necktie hangs from around her collar. On her legs are are opaque, black tights, and a navy, ankle-length skirt with a full-length slit running along each side. Rounding off the ensemble is a pair of black, scuffed, combat boots.

Equipment:
Black Gauntlets/Koku Tekko:
Fingerless biker gloves with metal guards on the knuckles. On a closer inspection, they’re made from a thin, flexible metal. Though strong enough to withstand standard sword blades, their main purpose is to prevent Yura from breaking her knuckles if she punches someone in plate armor. The gauntlets won’t completely nullify the force, but they’ll lessen it greatly. Just like biker gloves they’re modelled after, they don’t cover anything below the wrist.

Weapons:
Kimizan == Niken Ryusei, The Ruler’s End:
One of Yura’s few belongings inherited from her late father. Kimizan is a crimson, translucent katana that has been unhelpfully described before as ’two blades, yet one’. Though it appears to be made of glass, all of the weapon is forged from one type of metal.

Kimizan differs considerably from a standard katana’s in a few ways. The blade is slightly wider, and there’s a short, slightly-angled segment of metal separating the blade from its handle. The blade measures at 77 centimeters and the extended area measures in at 25 centimeters, making the sword quite long. Furthermore, the sword doesn’t have a guard and it appears to have been forged as one complete piece.

Kimizan is also capable of shifting to a form reminiscent of a nodachi, with its blade extending a further 34 centimeters and the handle lengthening by 14 centimeters. The blade becomes double-sided in this form. Shifting between this form and the katana form is virtually seamless, though there are a few seconds where the blade can’t swap again after transforming.

When Kimizan is in its katana form and its wielder has a firm grip, then a second copy of it can be generated at will. It requires a moment of focus and can’t be pulled out midswing, however. However, the sword cannot change into its nodachi form while this second copy is active. The second sword is exactly the same as the first; they’re completely indistinguishable from each other. If Yura is holding one of the swords, then the remaining blade can be banished no matter where it is.

Though the sword itself is magical in nature, it is completely resistant to all other magics. A rumored Divine weapon, it is incredibly stiff and refuses to flex at all. Yura often uses it to block and bat away projectile spells. Its cutting edge is incredibly keen, putting any standard—and even some magical—blades to shame.

For storage, the sword can be shrunk into the size of a small charm. Worryingly, Yura tends to lose track of it in this form.

”I really wish this thing’s name was as sharp as its edge.”

Zensen, Scarlet Lance of the Sealed Flame:
A red lance with a thick, 3.5 meter long shaft and head shaped akin to a short sword. Luminous, golden cracks mar the weapon, beginning from the tip and spreading out from there. Though the weapon can be used for melee and close combat, Yura’s far better with both her fists and her blades. Instead, she opts to unseal Zensen and then toss it at an enemy.

When not in use, Zensen is stored as one of Yura’s right earrings. Unsealing it will summon it into her hand at its full size, but this takes a few seconds. Once unsealed, the lance generates an extraordinary amount of heat, light, and noise. The magical signature it gives off also rather extreme for those that are intune with magic. Wielding it as a polearm in its unsealed state is close to unbearable, even with her level of fire resistance. To throw it, Yura needs to be standing still and somewhat balanced to throw it effectively.

The lance will fly rapidly in an unnaturally straight line once thrown, growing brighter and louder as it covers more distance. The effect of it connecting depends on what it strikes. If it strikes an inanimate object, the lance will explode into light and flame, capable of severely burning anything too close to the impact, as well as bowling them over with the force of the blast.

If it strikes or impales a person, most of the explosive energy is directed into the tip of the spear instead. Despite Zensen’s sharp edge, and the force that is likely behind it, it’s still unlikely to penetrate sturdy plate armor without a solid, dead-on hit. There’ll also be an explosion radiating outwards from the shaft, but it will be considerably less potent.

The lance will persist in an ‘inert’ state after discharging, although it will still be smolderingly hot. It can be used like a normal lance in this state, however Yura herself is unlikely to do anything but convert it into its earring form. With her own mana pool, she’ll most likely have to wait another day before she can unseal it again.

Combat and Physical Ability:
Precision and grace are not Yura’s forte. She has no training in martial arts or swordplay, and instead relies on her reflexes, quick-thinking and power to take out her opponents. You’ll tend to notice that she prefers to dodge rather than block if given the opportunity, as she’s slower to retaliate if forced to do the latter. Regular people are usually blindsided and blown away from the get-go; though this may be due to some remnants of her Authority. It’s always the more skilled or experienced ones that put up a struggle, especially those that can put up a strong defence.

Her unarmed fighting technique could effectively be considered the same as street fighting. Its effectiveness tends to vary, especially against martial artists and such.

Yura has a great deal of latent magical ability. She’s has had neither the time nor intent to refine it, however, and it remains ignored for the most part. The girl is able to transfer her energy to other people or objects, and regenerate it faster than most mages. With adequate study and refinement, she would most likely be a good match against any of the top archmages around the realm. Unfortunately….

”Ever seen a mage cast spells through broken teeth? Me neither.” —Yura.

Skills and Abilities:
Volatile Temperament:
As Yura’s irritation or anger increases, so does her combat ability. That’s not to say she’s constantly annoyed or has a hair-trigger temper; the two just happen to be linked. Strength, speed and stamina are the stats that increase; there is no boost to magical ability or energy pool. With regards to stamina, there is no doubt that this is the main reason she’s able to keep up with magical creatures or shrug off debilitating blows. Additionally, her temper and rebellious nature allows her to greatly resist mind-affecting/altering magics. Intimidation attempts are also less likely to work on her. They’re more likely to confuse or annoy her.

In terms of raw physical ability, Yura is able to match the majority of seasoned athletes in most areas; though maybe barring skill (and sometimes height). As her temper rises, this will lead to outperforming them, and going past what a human is capable of. This doesn’t scale infinitely of course. One of her more notable acts is beating an especially large orc in an arm wrestle.

Aside from some standard visual cues, her anger is detectable by anyone with magical intuition. As her anger rises, so does Yura’s magical signature.

”I’m fairly certain that throwing your opponent is against the rules of arm wrestling, but I don’t really want her to repeat that on me, so....” —Referee.

Flame-born:
Yura’s body and blood temperatures are higher than normal, making the term ‘hot-blooded’ somewhat literal. She has an incredibly high resistance to fire and heat, and suffers a penalty to her ice resistances.

Viruses, toxins, and other similar maladies have a greatly reduced effect and duration on her. This increases depending on how irritated or adrenalized she is. Best described as a ‘purifying flame’, this is one of the few things that she apparently inherited from her mother.

The last aspect of this is that she has a greatly increased healing factor, able to heal from the most serious injuries in a couple of days. It is pretty much useless in a drawn out fight, however; her bruises and cuts might recover by the end of the day, but she’ll be unlikely to heal at all during the fight itself.

Third-party healing is immensely reduced, almost to the point of uselessness. What may’ve healed a broken leg might be enough to heal an ankle sprain.

Rejected Authority:
A hidden ability that Yura’s mostly unaware of. It’s unknown whether the ability stems from the remnants of the bloodline within her or if it’s the end result of her rebellious nature. A question for another day.

The main way it affects confrontations is usually in the lead-up to them. Intimidation techniques have a reduced affect on her; especially if the person attempting it is in a position of authority. However, this doesn’t give her a complete immunity to intimidation, even when combined with her Temper. She still does and can feel fear; it’s just less likely to affect her and she’s much less likely to show it.

The one other way the ability manifests itself is when it comes to fighting groups of ‘lesser’ people. This is based on the principle that the ‘nobodies’ in society band together— or gang up—to try and take down those of standing and position. Anyone that falls under this effect tends to get dispatched easily. Mooks or subordinates of authority figures usually fall under this themselves, unless they themselves hold some position of authority of power.

Unfortunately, any combatant on a battlefield is most likely to be considered a ‘somebody’ or an equal. Anyone that considers themselves independent while showing competency would be completely immune.

Likes: Bitter foods, down-to-earth people, soft animals and her adopted family.
Dislikes: Bureaucracy, long hair, and cold weather.
Misses: Her real family.
AQW Epic  Post #: 44
1/26/2020 22:23:43   
  Starflame13
Moderator


@Kooroo - Approved! Squeaking in right at the end again, but Yura looks good!


OOC's for the Battlefields will be going live momentarily. The rosters are as follows:

Hallowed Battlefield:
Jicella Ariella, created by nield!
Silence, created by Chewy905!
Dathorus Bevoren, created by Chaosweaver Amon!
Leaf Which Floats on Raging Currents, created by roseleaf320!
Martin Talhmore, created by Dragonknight315!
Fierra Scorr, created by Oddball!
Aleisha, Void Herald of Nulgath, created by Necro-Knight!

Hellfire Battlefield:
Vincent "The Revenant" Revlous, created by deathlord45!
Caeos Essence, created by ChaosRipjaw!
Milo, created by shuurp!
Akordia Truenight, created by Apocalypse!
Ebriva, Stormcaller, created by Kellehendros!
Bartholomew, created by San Robin!
Yura Akabane, created by Kooroo!

Edited so that poor Yura didn't need to fight in two places at once!

< Message edited by Starflame13 -- 1/26/2020 22:28:03 >
AQ DF MQ AQW  Post #: 45
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