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6/27/2020 0:19:26   
  Starflame13
Moderator


Annnnd we wrap up week 1 with 9 approved bios! Can we get that many in week 2?


@Chewy905 - I think we're there! Be prepared to collaborate with people extensively on the illusions; I'll be keeping a close eye on the character in the event itself to make sure everything works out as intended. Approved!
AQ DF MQ AQW  Post #: 26
6/30/2020 11:10:32   
roseleaf320
Creative!


Name: Spider Lily
Age: 23, but looks in her mid-30s
Gender: Female
Race: Human
Element: Fire

Appearance: Spider Lily possesses a small and thin frame clad almost entirely in dark leather. The initial layer of her armor covers her torso, arms, and legs, and a second flair around her waist mimics the style of a belt and shorter skirt. Atop her shoulders sits a hooded fabric cloak which falls slightly past her waist. All of Spider Lily’s clothing has been doused in anti-inflammatory, and is heavily resistant to fire, though her skin is not. Spider Lily prefers to keep her hood up, masking some of her hair and facial features. Though her hair appears to be a dark black in the shadow of her hood, pulling it down reveals several white streaks that cut down its length. Without the hood’s shadow, her normally dull eyes shine a hallowed orange, beckoning attention towards their glow and the thick scar that runs through her right brow.

Physical Capabilities: Spider Lily has taught herself a way of fighting that focuses on speed and agility. Rather than overpower her opponents, she uses her size and quick reflexes to take advantage of small openings in her enemy’s defenses. She has become adept at identifying where these openings may be.

In every living thing lies an energy vast... and beautiful. It causes the heart to beat, lungs to breathe, and nerves to fire. Functions so unconscious we take them for granted. Functions that stop when that energy is spent. I’ve come to call that energy the Lifeblood. And I can see it.

Eye for Beauty: Spider Lily possesses both vision and smell that allow her to sense the Lifeblood of others as it is released from the body. Its exact properties differ between people, but it appears visually smoke-like and leaks from a person through wounds and breath-- the former releasing much more Life than the latter, depending on the severity of the injury. The sight of Lifeblood is limited to her normal field of vision, but its smell allows her to get a general sense of its quantity and location if a person is behind her. To this extent, she can tell whether or not a person is injured, their general direction, and whether they are close or far away, but cannot discern their exact distance from her, or any information regarding their orientation or movements.

Equipment:
Disposables: Spider Lily carries 24 flowers on different parts of her person- some are sewed underneath her clothing, some tucked into her belt. All of them are recently picked, not having enough time to wilt before she enters the Arena.

The Flower’s Thorns: Spider Lily possesses two knives attached to gauntlets around her wrists. These knives, when sheathed, are completely hidden by her outer layer of clothing. She can sheath and unsheath them by pressing down on a trigger on the gauntlet with her middle finger. Once unsheathed, the daggers extend about 8 inches from her wrist.
Both daggers are infused with a heat that targets metal while avoiding more flammable materials like cloth and skin. This heat can melt through thinner metals in about a second, and heavy armor with a few seconds of consistent application. It will not set anything alight, however, and while it will feel hot to the touch, it will not cause burns to skin and will not cauterize any wounds it inflicts.

Their Final Breaths: Spider Lily wears a bedazzled silver cord on each ankle. These anklets contain a small amount of Lifeblood that, when released, attempts to flee from Spider Lily as quickly as possible. Spider Lily uses this momentum to propel herself forwards, resulting in a couple seconds of high speed movement that leaves a weak trail of flame on the ground beneath her footsteps. After a few seconds, this flame dies out normally, unless specifically given something (like wood) to feed off. The anklets only contain enough fuel for 5 uses of this ability- after that, they lose their shine, and become normal jewelry.


As you age, your Lifeblood slowly drains away until your body is no more than a husk. When that husk takes its last breath, there’s no fanfare, no wondrous climax that comes from the loss of a spirit once strong and beautiful. But if Lifeblood flees all at once- not in an old, dying breath, but in a strangled cry for help- then, the explosion is more beautiful than anything you could possibly experience.

Abilities: Spider Lily is able to see and harness the force of life to create explosions of fire which last for mere moments. This power doesn’t physically drain another’s Lifeblood: it only takes advantage of energy which is currently escaping, be it through cuts, internal damage, or death. The greater the wound, the more energy being released. These flames have no special properties; they burn as normal flames would, and burn through, melt, or catch on any materials a normal, non-magical flame would. She can control the fire’s movement, however, and cause it to arc, fan out, or compress.

Fire’s Kindling: Because Spider Lily cannot physically drain the life of another, she carries around living tools which she can crush and kill in order to feed her power. This is the purpose of the flowers that decorate her armor. If a flower is crushed, the Life abruptly lost can be harnessed to create a puff of flame. This flame can fan out from its source into any shape she chooses, but larger flames contain much less power. If she wanted fire to expand outwards in front of her in a 15 foot cone, for example, the flames would do little damage, but if she were to throw the flower and compel its Life flame into a small, concentrated ball, someone hit by it might suffer a third degree burn in the affected area if it impacts bare skin.

Life’s Paintbrush: If an opponent is cut, or otherwise injured or dying, Spider Lily can harness their fading Lifeblood to create flames that can achieve a larger area and more severe burn than the Lifeblood of her flowers. These flames, like normal, can take the form Spider Lily chooses, and must originate from the place where their Lifeblood would be escaping- the site of injury, if there is one. If the injury is internal, the flames would begin on the external surface (skin or armor) closest to it. Spider Lily can only do this once per injury, as the fire cauterizes the wound and prevents more Lifeblood from escaping through it. Spider Lily can only use this ability of the opponent is within 30 feet of her.

Flower’s Fragility: Spider Lily can also choose, under desperate circumstances, to draw upon her own Lifeblood to create larger, more potent flames. These flames are capable of quickly heating metals, catch easily on things that normally might require extended exposure to truly catch flame- thicker cloths or wood- and cause charring and malformation in leather. She has much better control over these flames, and can maintain them for an extended period of time. If she is injured, she can use the Lifeblood escaping from that injury, at the normal limitations that come with cauterization of the wound. However, she can choose to tap into her own source of Lifeblood even if she is unharmed- at the cost of her vitality. This will age her significantly, in accordance to the power and time of the blast. If she creates a large explosion, she might instantly age her body to an elder woman, and would suffer not only the normal disadvantages of age, but also a sense of exhaustion, leaving her extremely tired and incapable of her regular quick thinking or movement. A smaller, less powerful burst centered around her hand would cause lesser exhaustion and more subtle indications of aging-- most commonly wrinkles or white hair streaks. Spider Lily values her youth, and is very hesitant to use this ability, as it can and will take years off of her life.

Death’s Fanfare: If, in the rare case someone dies, including in reaction to her own death, Spider Lily can transform all of the victim’s Lifeblood at once to create a massive explosion of fire centered around them and extending 20 feet outwards in all directions. These flames are strong enough to cause third degree burns to anyone (including Spider Lily) in the area if skin is exposed, and will instantaneously melt, catch, or destroy materials as if they had held directly into fire for a long period of time. Metal will become very hot and malleable, cloth and wood will catch, and leather will become brittle and curled.

I wonder what beauty you would create?



Post #: 27
6/30/2020 22:41:35   
  Starflame13
Moderator


Week 2 is always a quiet week - but lets see if we can get some more bios in before week end!


@roseleaf320 - Hello hello! Spider Lily is quiet the character - just a few rough spots to work through.

Just as a note with Eye for Beauty - this year has a high amount of unusual races, included undead and vampires, and constructs/golems are also not unknown in the ECs. We discussed how since the undead currently submitted are "animate", and thus "alive" in some sense, the Lifeblood could still be sensed normally - just feel off or weird. If we get other submissions who might have a different reaction, we can work that out on a case-by-case basis.

On to your equipment - can you clarify that significant pressure, rather than a glancing blow, is needed for the thorns to melt thin metal? As it reads now, it sounds like you could slice through a sword rather than blocking it. Sustained time and pressure should be required for anything as thick as a standard weapon.

Now, for the fire abilities. First, for the general control: is this a constant complete control, or an initial push in the right direction (i.e., instructions) when the fire is formed? Given the variety/strength, I'd prefer the latter - if you were thinking the former, scale everything back further than what I'm about to go through. I'm also assuming that any fire generated from other's Lifeblood burns out like normal fire without fuel.

Starting with Fire's Kindling: This is a bit too strong for the amount of ammo. Since the amount leads me to believe this is meant to be an often used ability, I would drop this to a maximum of 10 feet for the widest/weakest flames, and closer to 1st or 2nd degree burns. Moving on to Life's Paintbrush - with a weakened Fire's Kindling, the wording here for increased burn severity should work. That said, this ability has an extremely long range - especially for flames that can light without giving an opponent a chance to react or move before they are burned. I would drop this down to 10 feet, moving it to a much closer range ability, but if you want to weaken the flames you can likely increase the range. Additionally, as this is written this has the chance to cause a chain effect - where damaging someone causes fire, which causes burns, which causes more damage, etc. Would it work to have the ability require blood to be spilled? This would address both that issue, and the prior one by giving a clear visual sign as to where the flames are stemming from.

Lastly, for Flower's Fragility: I'm assuming that Spider Lily would age rapidly the longer she maintains flames from her vitality directly - but how much longer than natural flames is the duration of fire from her injuries?

Love the concept as a whole, can't wait to see version 2!
AQ DF MQ AQW  Post #: 28
7/1/2020 10:40:38   
roseleaf320
Creative!


V2! Edits are in bold. Clarified her Thorns burn ability, gave initial directional/shape control only to her fire control, lowered the power and range of details in Paintbrush and Kindling, and added clarifications to wound specifics (breaking skin only, as we discussed) and the duration of her own Lifeblood flames. I’m excited!

Name: Spider Lily
Age: 23, but looks in her mid-30s
Gender: Female
Race: Human
Element: Fire

Appearance: Spider Lily possesses a small and thin frame clad almost entirely in dark leather. The initial layer of her armor covers her torso, arms, and legs, and a second flair around her waist mimics the style of a belt and shorter skirt. Atop her shoulders sits a hooded fabric cloak which falls slightly past her waist. All of Spider Lily’s clothing has been doused in anti-inflammatory, and is heavily resistant to fire, though her skin is not. Spider Lily prefers to keep her hood up, masking some of her hair and facial features. Though her hair appears to be a dark black in the shadow of her hood, pulling it down reveals several white streaks that cut down its length. Without the hood’s shadow, her normally dull eyes shine a hallowed orange, beckoning attention towards their glow and the thick scar that runs through her right brow.

Physical Capabilities: Spider Lily has taught herself a way of fighting that focuses on speed and agility. Rather than overpower her opponents, she uses her size and quick reflexes to take advantage of small openings in her enemy’s defenses. She has become adept at identifying where these openings may be.

In every living thing lies an energy vast... and beautiful. It causes the heart to beat, lungs to breathe, and nerves to fire. Functions so unconscious we take them for granted. Functions that stop when that energy is spent. I’ve come to call that energy the Lifeblood. And I can see it.

Eye for Beauty: Spider Lily possesses both vision and smell that allow her to sense the Lifeblood of others as it is released from the body. Its exact properties differ between people, but it appears visually smoke-like and leaks from a person through wounds and breath-- the former releasing much more Life than the latter, depending on the severity of the injury. The sight of Lifeblood is limited to her normal field of vision, but its smell allows her to get a general sense of its quantity and location if a person is behind her. To this extent, she can tell whether or not a person is injured, their general direction, and whether they are close or far away, but cannot discern their exact distance from her, or any information regarding their orientation or movements.

Equipment:
Disposables: Spider Lily carries 24 flowers on different parts of her person- some are sewed underneath her clothing, some tucked into her belt. All of them are recently picked, not having enough time to wilt before she enters the Arena.

The Flower’s Thorns: Spider Lily possesses two knives attached to gauntlets around her wrists. These knives, when sheathed, are completely hidden by her outer layer of clothing. She can sheath and unsheath them by pressing down on a trigger on the gauntlet with her middle finger. Once unsheathed, the daggers extend about 8 inches from her wrist.
Both daggers are infused with a heat that targets metal while avoiding more flammable materials like cloth and skin. If significant and consistent pressure is applied by these knives, the heat can melt through thinner metals in about a second, and heavy armor in a few seconds. It will not set anything alight, however, and while it will feel hot to the touch, it will not cause burns to skin and will not cauterize any wounds it inflicts.

Their Final Breaths: Spider Lily wears a bedazzled silver cord on each ankle. These anklets contain a small amount of Lifeblood that, when released, attempts to flee from Spider Lily as quickly as possible. Spider Lily uses this momentum to propel herself forwards, resulting in a couple seconds of high speed movement that leaves a weak trail of flame on the ground beneath her footsteps. After a few seconds, this flame dies out normally, unless specifically given something (like wood) to feed off. The anklets only contain enough fuel for 5 uses of this ability- after that, they lose their shine, and become normal jewelry.


As you age, your Lifeblood slowly drains away until your body is no more than a husk. When that husk takes its last breath, there’s no fanfare, no wondrous climax that comes from the loss of a spirit once strong and beautiful. But if Lifeblood flees all at once- not in an old, dying breath, but in a strangled cry for help- then, the explosion is more beautiful than anything you could possibly experience.

Abilities: Spider Lily is able to see and harness the force of life to create explosions of fire which last for mere moments. This power doesn’t physically drain another’s Lifeblood: it only takes advantage of energy which is currently escaping, be it through cuts, internal damage, or death. The greater the wound, the more energy being released. These flames have no special properties; they burn as normal flames would, and burn through, melt, or catch on any materials a normal, non-magical flame would. Spider Lily does not have total control over these flames, but can coax them to move in a certain direction or shape when they are first formed. After this, the flames act normally and she cannot cause them to change their movements. They will fizzle out, as normal fire would, unless they catch on something like cloth or wood. Any time Spider Lily creates fire in this way, her eyes will light up with the reflection of the flames, as if their brightness is magnified tenfold in her sight. In order to exercise proper control over the flames, she has learned to push or pull her hand in the direction she wishes the flames to go-- the motion of the flames is more sloppy and uncontrollable if she does not apply this motion.

Fire’s Kindling: Because Spider Lily cannot physically drain the life of another, she carries around living tools which she can crush and kill in order to feed her power. This is the purpose of the flowers that decorate her armor. If a flower is crushed, the Life abruptly lost can be harnessed to create a puff of flame. This flame can fan out from its source into any shape she chooses, but larger flames contain much less power. If she wanted fire to expand outwards in front of her in a 10 foot cone, for example, the flames would do little damage, but if she were to throw the flower and compel its Life flame into a small, concentrated ball, someone hit by it might suffer a second degree burn in the affected area if the base of the flame impacts bare skin, or a lesser burn if bare skin is only exposed to outer flames .

Life’s Paintbrush: If an opponent bears an open wound, Spider Lily can harness the Lifeblood that leaks from the opening to create flames that can achieve a larger area and more severe burn than the Lifeblood of her flowers. These flames, like normal, can take the form Spider Lily chooses, and must originate from the place where their Lifeblood would be escaping- the site of injury, if there is one. Spider Lily can only do this once per injury, as the fire cauterizes the wound and prevents more Lifeblood from escaping through it. Spider Lily can only use this ability of the opponent is within 10 feet of her.

Flower’s Fragility: Spider Lily can also choose, under desperate circumstances, to draw upon her own Lifeblood to create larger, more potent flames. These flames are capable of quickly heating metals, catch easily on things that normally might require extended exposure to truly catch flame- thicker cloths or wood- and cause charring and malformation in leather. She has much better control over these flames, and can maintain them for an extended period of time. If she is injured, she can use the Lifeblood escaping from that injury, at the normal limitations that come with cauterization of the wound. While flames from other’s Lifeblood fizzle quickly after their initial blast, fire stemming from Spider Lily’s own Lifeblood can will continue to burn from her wound for several seconds before flickering out. If Spider Lily is uninjured, however, she can choose to forcefully tap into her own source of Lifeblood- at the cost of her vitality. This will age her significantly, in accordance to the power and time of the blast. If she creates a large explosion, she might instantly age her body to an elder woman, and would suffer not only the normal disadvantages of age, but also a sense of exhaustion, leaving her extremely tired and incapable of her regular quick thinking or movement. A smaller, less powerful burst centered around her hand would cause lesser exhaustion and more subtle indications of aging-- most commonly wrinkles or white hair streaks. Spider Lily values her youth, and is very hesitant to use this ability, as it can and will take years off of her life.

Death’s Fanfare: If, in the rare case someone dies, including in reaction to her own death, Spider Lily can transform all of the victim’s Lifeblood at once to create a massive explosion of fire centered around them and extending 20 feet outwards in all directions. These flames are strong enough to cause third degree burns to anyone (including Spider Lily) in the area if skin is exposed, and will instantaneously melt, catch, or destroy materials as if they had held directly into fire for a long period of time. Metal will become very hot and malleable, cloth and wood will catch, and leather will become brittle and curled.

I wonder what beauty you would create?




< Message edited by roseleaf320 -- 7/2/2020 11:09:16 >
Post #: 29
7/1/2020 22:08:03   
  Starflame13
Moderator


Happy July, Happy Canada Day, and Happy Early 4th-of-July! Lets get lots of bios this weekend!


@roseleaf320 - most of the changes look good! I am going to request one addition: can you add in a visual tell of sorts when Spider Lily creates fire from the Lifeblood? This can be anything from glowing eyes to sparks in her hands to hand gestures, just something that can enable your opponents to connect Spider Lily with the sudden explosions of fire. You have my permission to edit that in to the above bio rather than posting a new version. Approved!
AQ DF MQ AQW  Post #: 30
7/3/2020 22:31:40   
  San Robin
Modzerella


Name: Rocky, Thirsting for vengeance!

Element: Water

Age Range: About as old as the earth.

Race: Elemental

Appearance: Rocky is a rock, however he’s floating in a (literal) body of water.
The body (usually) seems to be in the shape of a muscular human male.
He stands at 6ft tall and his original body (the rock) is about as big as an open fist, it can float anywhere within the body.

Equipment (Armor, Weapons, etc.): Rocky’s salt water body is his armor.

Skills, Spells, & Special Abilities:

Physical abilities and senses: Rocky’s speed, strength and senses are the same as a regular human being.

Wherever the rock goes…: Rocky’s water body will follow the rock part wherever it goes. If the Rock part is destroyed/shattered the entire body disappears.

Go with the flow: Rocky can turn his body into any shape as long as there’s enough water these shapes still have to be relative to the original size and 3D. Example: Rocky cannot escape through a Rocky-sized hole. However the original body of water cannot leave the main body (the rock). If he loses part of his body, he can only refill it by sitting in sea water for an extended period of time.

Tulipatches (AKA Telepathy): non-combat skill, it’s how Rocky communicates with other beings.

Control water: Aside from the body of water Rocky is in, he can also control external water (up to half his body mass) and as long as it’s within 5ft of Rocky however the more he controls the harder it is the handle. He can use this water to extend the reach of his attacks. This skill only works on regular water. (No blood, drinks, other magic water or coconut water)

Temperature control: Rocky can to some extend control the temperature of his water body, this is to prevent him from freezing or evaporating under “normal” temperatures. Strong fire or Ice spells can still freeze (part of) him.

Salt control: Rocky’s main body consists of sea water, he has learned how to condense the salt in one area to create a powerful shield.

RIP AND TIDE: Using condensed salt crystals and rapidly flowing water, Rocky can create a chainsaw that can cut through leather and cloth with ease, but will need more time and power to cut through metal armor. This cannot be used at the same time as other salt control abilities. Rocky needs to be in his regular form to use this.

Water whip: Using the water of his body and/or gathered water, rocky creates a long distance whip with a sharp tip of condensed salt. This can both slash and grab enemies. This cannot be used at the same time as other salt control abilities. This ability can reach 10feet without extra water and 15 feet with it. Rocky needs to be in his regular form to use this.

spoiler:

Maelstrom of vengeance: Rocky creates a maelstrom around a combatant, for 8 seconds it will be surrounding them with water as the rapids swing a salt-shield covered Rocky around like a flail, bonking into the enemy , causing blunt trauma. This move can severely dent or destroy even the sturdiest of armors. However part of Rocky’s water body will splash away and will not be able to be recovered. Rocky loses 2ft of height every time he uses this move.



Personality / Backstory:
Rocky once led a very happy life, laying around for centuries and just enjoying the weather, change of eons and the occasional extinction events.
Until one day he was picked up by a human man named Joe and used to fight off a group of bandits!
From that day on, Rocky adventured together with Joe, he saw many battles and met many interesting friends and enemies.
Despite the dangerous lifestyle and lack of actual communication… Rocky’s life was a happy one. Each night he’d be protecting Joe while he slept. Making sure no harm could befall him (as much as he could, him being a rock and all…) and Joe in turn protected Rocky.
It was truly a friendship that would last forever!
Or…
It could have!
During their last adventure together, Rocky was taken from Joe by a very nasty elf-lady and tossed into the ocean. As he sank to the bottom he saw Joe dive after him, but no matter how hard Rocky tried to signal him, it didn’t work and Rocky watched in horror as he saw Joe almost drown before seeing him being dragged out of the water by an unseen force.
And so it came to be that Rocky was alone once again. On the bottom of the ocean floor, resenting the elf that took away his best friend, thirsting for vengeance. Cursing himself for being too weak to stop it all from happening.
Then it happened. A mysterious force filled his rocky body and he just felt that he could do things he had never done before. The power to control an amount of water around him…
Then a voice rang: You might be able to see him again if the forces of your world allow it, but you’ll have to use your new powers to fight and win a very specific tournament in my name before we can arrange such a thing…
So are you in? or are you not?
AQ DF MQ AQW  Post #: 31
7/5/2020 21:38:08   
  Starflame13
Moderator


6 days remain!


@San Robin - CHEEEEEEESE! Hello, hello! Rocky is a fun element, and a good combination of strong abilities with a simple application.

We clarified via PM that "Temperature Control" is more to preserve Rocky's body than to boil/freeze opponents. We also noted that Rocky does feel discomfort when items/weapons pass through his water from - and too many at once may distract him from maintaining other abilities. You'll be resistant to a fair amount of physical damage, so make sure to take that into account to avoid god-modding. Approved!
AQ DF MQ AQW  Post #: 32
7/6/2020 12:27:32   
Ultrapowerpie

Mail Moogle of AdventureQuest


Name / Title: Piper Cassidy
Element: Earth
Age: 30ish
Race: Human
Appearance: Piper is a scrawny gal, one would even say she was as thin as a stick (Certainly, not an actual stick, that would just be silly). She’d let you know that she’s quite average as far as builds go back where she’s from, where most folks were the same height of 5’ 5” to make it easy to look you in the eye when you say that. She will admit that her skin is as pale as a ghost, but it only helps to accentuate her raven black pigtails that appear from under her hat.

Upon her head was a chef hat, with a wide brim similar to a cowboy hat, but a bit smaller. Upon her white blouse was a small sheriff badge, though it does appear that the word sheriff was crossed out and “chef” added on top. Atop her jeans were some unremarkable chaps, as one’s notice was towards the shiny striped cowboy boots she wore, said to help reflect the bright summer sun. Her apron was still somehow white despite the great distance she traveled to get here, complete with cooking utensil belt for storing all needed equipment.

Equipment: Every bean flinger has one Can O’ “Countless” Beans, at least that’s what the can claims. Whether it actually has that many has yet to be counted, but it certainly is where all of Piper’s abilities come from. Hanging off the right side of her belt in a can holster, Piper requires the can for all flinging. Each bean is the size of your average Pinto Bean, and flinging is roughly equivalent to casting like a fireball in terms of bean velocity.

In her other holster is her trusty bean-spatula. No, it’s not exactly the most practical of weapons, but it’s mysticality is said to help bring out the best flavor while flinging. Also, as it’s made out of Iron Beans, it’s quite hardy for bonking people on the head, though Piper only uses it as a last resort, as these things are expensive.

Skills, Spells, & Special Abilities: Bean flinging means beans are going to be slung. However, because of the complexity of calling out the right type of bean out of the can, only one “spell” can be cast at a time. A bit of a break is needed in between each spell, as the Can has some mighty persnickety peculiarities about how often it’s used. (AKA, cooldown). Rarer beans require a longer break.

Black-Eyed Beans (peas)- Need to give someone a punch, but don’t have the muscle for it? Try these beans! A staple of all flingers, many have called this their “Cantrip” for flinging. Note that despite the name, beans are not guaranteed to actually cause black eye on foe.
Green Beans- Yer ma always told you to eat your veggies to be big and strong, and you never believed a bean would be strong enough to hold you back, so you ignored her. Well, these beans would beg to differ. Upon being slung and making contact with the target, a whole mess o’ vines springs up and ensnares the foe. Definitely a pickle getting caught by this.

Burr Beans- A cousin o’ the green beans, burr beans are a might meaner. Upon contact, a bunch of those nasty burrs explode from the bean and get all over you. Good luck fighting with those things poking you from all over. They always seem to find a way into my left boot, that’s for sure.


Butterball Beans- A staple of every bean flinger, butter beans have helped out in many instances where lubrication was the answer. They also add a nice buttery flavor to any stew. In combat, the butter bean explodes and a bunch of smaller, round, slippery beans all over the place. Nearly guaranteed to make your foe slip and fall.

Iron Beans- Ever been hit by a rampaging bull at full speed? Kicked in the teeth by a bucking bronco? Imagine that, but in the form of a bean. Bean flingers have no need for bullets with these lovely beauties, though they’re not really good at penetrating heavy armor. Sadly, Iron Beans are rather rare, even in a Can, so this is used sparingly as it can take a while to find one.


Refried Fruit- Everyone knows that beans are the magicalist of all fruit! However, some don’t actually like that side effect if you eat too much. Wouldn’t that make a great way to escape? Just send this bean to your foe, and on contact, a loud and smelly cloud will appear that’s guaranteed to offend someone! Those with weaker constitutions are advised to stay away as it may induce vomiting.

Personality / Backstory (Optional): Way out west in Lore, is a wild wild west. Where it is located, is slightly unknown, as the wildness may slightly move things around outside of the area. Out there, folks talk a bit differently, do things a bit differently, and most importantly, cook a bit differently.

Foodmancy is a common occurrence in this part of Lore, growing food naturally is a bit more difficult in the middle of a desert area. Bean flingers are one of the more common occupations for foodmancers, as there’s a lot of hardy bean plants out there, and it’s quite easy to stuff a bunch of beans into a can.

Piper is a hearty lass who’s fed up with the staleness of the food around her hometown and has made it to the big city to discover the local cuisine. It just so happened that Bren was the nearest big city, and has been having a grand old time there. When word came of the Elemental Championships, Piper lit up like a matchstick at the opportunity to meet other magic users who didn’t use food while showing off her own skills. After all, what city slicker magic can compare to down-home cooking magic?
AQ DF MQ  Post #: 33
7/6/2020 21:37:17   
  Starflame13
Moderator


5 days remain!


@Ultrapowerpie - Hello there! I'll start with saying that I can see the inspiration from West of Loathing in the character, partially because we had some discussion to ensure the character was unique enough to stand on it's own. We're still rather close to the line, but I can see the effort you've taken to make the character and the idea your own. That said, I look forward to seeing more original ideas from you in future years.

Now, balancing! First off, bean flinging. Since you liken it to a fireball, what is her maximum range that she can throw these? If it's more of a physical nature (like throwing a marble or a coconut), we can assume it would follow average speeds/distances for a thrown object of that nature.

Now, for the ammo. I'm alright with the vagueness of the cooldown given the rarity system in place, but you only specify the rarity for Iron beans. Please go through and give them all some sort of rank (common, semi-common, rare, etc.) - and then make sure to observe that when the action starts.

Looking at the beans specifically, I'd like more clarity on Green Beans. How large of a person do they ensnare? I'm assuming that they can be ripped or slashed, like vines, which leads me to believe they may fully ensnare your average child but only partially restrain an average adult - but feel free to adjust that as needed. Additionally, I'm assuming that the effect happens for both Green Beans and Burr Beans wherever they collide with something, whether or not it is a moving target. Let me know if that's incorrect!

Well thought out on the whole, so round 2 should be up soon!


AQ DF MQ AQW  Post #: 34
7/7/2020 10:29:32   
Thyopath
Member

Name: Oro
Age: 22
Gender: Male
Element: Earth
Race: Human Body (Soul Resides in the Ring)

Appearance: Oro has brown hair intertwined with faint strands of white hair that weaver in and out of visibility in his hair that falls just past his ears almost touching his shoulders. His face pale with very little emotion appearing on his face almost stiff and unchanged. Eyes a nice hazel color but unwavering, with no sign of a pupil creating a dull and expressionless face. Having a slender build, standing a little over 6 feet tall, with very little tone or fat on his body, seeming as though no strain has been taken on his body. Followed by a floating ring with fragmented stone slabs adorning the outer rim of the ring, slowly spinning around as the center ring sits motionless otherwise. Wearing only tattered apparel with black plate armor covering only his upper chest leaving his stomach region and lower back exposed. Along with his chest plate he wears similarly styled leggings that have plate panels that wing out to each of his sides pointing toward the ground. His arms and pale stomach are still exposed, showing parts of a tattoo that runs from his waist till around his wrists appearing as a snake wrapped around his body. With no footwear to be seen walking on battered bare feet, his walk seeming to be unaffected by terrain stabbing his feet. Oro’s body still appearing as the size of a regular human seems to have cracks in many different places, primarily on his arms and legs, as if his skin were a shell rather than a human body itself. Oro’s true soul lingering within the ring that follows him defended by the stones that encompass it.

Abilities:

Oro’s Ring: The ring that follows Oro has 20 stone slabs that rotate around it having the ability to do various things. The ring itself is around 4 feet in diameter, with each slab that surrounds it only being .5x1 foot rectangles that are only a few inches thick. Once they are used they are gone and can only be regenerated through extensive concentration over a long period of time. Each piece can be removed from the ring through telekinetic powers that will follow a command word and transform it into the requested command, with the ability to expand or shrink depending on the object being created the larger the object the longer it takes. These stone slabs can be controlled telekinetically as long as Oro can see them, once that vision has been broken the piece of stone will crack and shatter falling to the ground, with the exception of his Wall command. This ring also absorbs the life of the wielder making it treat the body as a puppet and a way to speak, the only true way to damage the wielder is by hitting the ring.

Command Words: Wall, Weapon, Cocoon, and Finale.

Wall: Taking one of the stones from the ring Oro expands it to a 5x5 foot Wall, with a thickness of around half a foot that can be moved around freely, but if it’s 10 feet away from Oro it will stop moving, taking roughly 5 seconds to grow to the appropriate size. The Wall itself can be broken through a heavy force, magical or physical.

Weapon: Taking one of the stones from the ring Oro can transform it into one of the following weapons made from solid stone. Greataxe, Hammer, and Shield, these can be swung telekinetically but Oro has to put full concentration on it so any other stones will crack and shatter. The weapon chosen will take roughly 2 seconds to form from the stone.

Cocoon: Taking one of the stones from the ring Oro can expand it and create a sphere around himself or someone within 10 feet of him that is willing, this roughly takes 10 seconds to expand and form around the willing person or Oro. They would need to utter the command word as well to be enveloped by the sphere. The Cocoon can be broken through a heavy force, magical or physical. Only 1 can be out at any given time.

Finale: Taking only the last of the 20 stones Oro can enter Finale. The ring will move from behind him to around his waist fully surrounding the body in a stone shell giving the appearance of a golem. This form gives Oro immense strength with the drawback of slowed down movements and no capability to use any other abilities except for Finale’s specific ability, Shatter. This outer shell can be broken through 2 heavy force hits or the use of shatter forcing the form to drop and the ring to return to the back of Oro with no stones to use.

Shatter: Oro can choose to break the outer shell of his Finale form by uttering the words shatter. This command forces his golem form to curl up into a ball pulsing for a few seconds then will cause the outer shell to break and explode outward scattering the stones of his golem form around him, creating a loud boom. The sound of this explosion will deafen Oro and anyone within 10 feet of the explosion, lasting only around a few minutes.
Post #: 35
7/7/2020 21:17:18   
  Starflame13
Moderator


4 days remain!


@Thyopath - thank you for adding further detail!

With Oro, I am making 3 main assumptions: First, that the body can still be physically damaged/broken like a normal body could, even if Oro feels no pain until the ring itself is damaged. This allows people a chance to defend themselves, rather than fighting an indestructible figure. Second, I am assuming that when the ring becomes vulnerable due to missing stones, it can be damaged by both physical and magical attacks. Third, since the 3-wall limit was removed, that focusing on the other abilities like Weapon or Cocoon shatters any walls that are already formed.

If any of these are incorrect, let me know and we can work on adjusting the character. Otherwise, Approved!
AQ DF MQ AQW  Post #: 36
7/8/2020 7:24:28   
Fionnes
Member

Demographic

Name: Circa
Nickname: -
Race: Sandcat Elemental
Age: ~300 years (visually looks 24)
Class: Morphing Sand
Element: Earth

Appearance

Although Circa appears as a 1.9m tall, female human with an athletic build, she is actually a Sandcat Elemental, with the ability to mould and change her physical structure. Due to this limited ability, Circa can physically take on many forms; she can even disintegrate down to a pile of sand for a brief moment of time if needed. Of course, she prefers to look like a human as it allows her to integrate better into human society. Although she is “made of sand” Circa, weighs the same as an average female human.
Sandcat Elementals (from henceforth referred to as “Sandcats”) are humanoid creatures that possess the abilities to mould with sand. They look mostly human, aside from a cute fluffy cat-tail, a pair of cat-like ears which enhances their aural alertness and range. These two features match her dark-red hair colour and have matching darker-toned “fur” as well. Although Sandcats may morph their body at will, they are limited by both their mana pool, and by their age; older Sandcats who have trained for longer can hold their morphed shapes a greater period of time and vice versa. Although this power can be deadly, Sandcats mostly use this skill for camouflage or protection; this is because most Sandcats lead a nomadic lifestyle, away from combat. This tendency to avoid engaging in combat has meant most Sandcats put an emphasis on mobility, speed and stealth in their combat training. Various tattoos adorn her body, and are unique markings upon individual Sandcats.

Gear and Equipment

Circa’s design focuses on reds, blues and greys. With her crimson-red hair and dark-coloured attire, she finds that it aligns better with her more-serious demeanour. This is also why she dresses with a combination of cloth and armour for protection on commonly-hit areas, whilst improving overall mobility.
In addition to her unusually-tall stature, Circa wears a crimson set of thick, steel plate armour, which only covers specific parts of her body: the knees, ankles, waist and part of her chest. This allows some protection whilst still optimising her freedom of movement. Other apparel include a pair of grey shorts and a grey wrap-around top, with blue-grey accents, along with a dark-grey turban that she wears as a neck garter. Various grey bandage-like bindings wrap around her body as well; these act as additional mana capacitors which can fuel her elemental-based attack and defence, though they are slightly more delicate and prone to damage. These bindings can also be unravelled to form long whips.
Circa keeps a pair of nunchaku on her waist, beside a unique katana, “Cupris”, shaped with ridges along the top of the blade. Whilst the lower side of the blade is the main slicing apparatus, the top of the blade is not only sharp, but the ridges assist in catching any incoming weapons, like a sai, and if effectively used, can disarm the opponent’s weapon. The carbon-steel manufacturing makes this particular katana lethal, but in the hands of Circa, even more so.

Abilities

Circa minimises her mana usage and aims to drag any combat situation for as long as possible. Endurance from her physical composition of sand as well as quick mobility help her to eke out her ability to survive in harsh situations, much like sand in the desert will last forever. Her magic revolves around protecting herself from damage, but can also be used to manipulate Earth-based environments, or to spread sand to parts of the battlefield to aid her combat, disguise or mobility.

Body Morph: The ability for her to morph allows Circa to dodge attacks that may otherwise hit her. As her body has the general texture of sand, it is prone to certain external factors. Wind can slowly erode her body and gradually reduce her health, water can solidify her body and reduce her ability to morph, and extremely high temperatures can turn her body to glass and make her brittle. However, Circa, like most Sandcats, learn to extract as much power as they can from the earth and can rebuild their body with nearby earth in a passive form of healing. Despite water solidifying their body, increased moisture results in trading increased defenses at the cost of her mobility.

Sand Buffer: Circa’s body structure, which appears human but is mostly composed of sand, can absorb most physical blows, and can even allow swords to penetrate her body. However, her health can still be affected if her torso is directly damaged, as this contains her elemental core. The sand component can be gradually weathered down during combat, and is especially exacerbated by wind and turbulence. Water can temporarily toughen her exterior, but drastically slows her movement down; fire is generally not an issue unless Circa is directly exposed to flames for long periods of time, whereby her body can form into glass, which can be fatal. In most instances, other elements which provide excitatory energy can buff Circa’s elemental powers by up to 20%, which can temporarily improve her combat and defensive capabilities.
Feline Reflexes: As a Sandcat, Circa often attacks in a cat-like prowling position, on all four limbs. Pouncing and jumping attacks are commonly used, which makes use of Circa’s quick movement. When dodging attacks, she can remould her body to avoid the attack, though this will eventually stress her body system if done continuously; eventual tiredness can be seen by incomplete transformation or movement, or the appearance of sand gradually flowing off her body: this indicates her elemental cohesion with the sand is weakening.

Mirage Figure: Circa has the ability to form a replica of herself using sand for around ten seconds before it takes a heavy toll on her mana stores. The physical properties of that replica are identical to Circa at the time that she “summons” forth the mirage figure, but the movement of the figure is of around half the speed of Circa’s normal speed. After the time limit, the mirage figure shatters into a cloud of sand and dust, creating a temporary distraction and can cloud up to an area of 3m in radius. The resulting sand on the floor can be collected up later by Circa as she walks over it, but may stay on the battle surface indefinitely, as it is no longer part of Circa’s “structure”.
Bandage Serpent: The many dark-grey bandages that wrap around Circa’s body not only act as a mana capacitor, but they can also be unravelled and be used as whips to drain mana and physically attack enemies from a distance of up to 2m. The bandages are made of a flexible thin silicon-based material, and are extremely durable. However, prolonged use in combat and complete mana depletion of these bandages can accelerate cracking and degradation of the bandages, which can snap under sufficient stress.

Nunchaku: Essentially two wooden sticks connected by a short chain. She carries this on her waist and uses it for situations or locations where her sword may be unsuitable or disabled.

Cupris: Circa’s unique blue-grey and silver katana. As the blade charges for an attack, ancient glyphs glow with a copper-coloured tone along the length of the blade. The blade is of carbon-steel manufacturing and has been enchanted to be highly resistant to wind- and water-based attacks, of which Circa is most vulnerable to. Circa can mould herself to the blade to charge its Earth-based attacks. If it is shattered or damaged, up to 75% of its former integrity can be restored if she focuses her Earth-based magic on its fragments. This will be dependent on her current mana and concentration levels at the time.

Seismic Rumble: Circa’s connection with the earth allows her to mimic the tremor of an earthquake for a maximum of 5 seconds, which can briefly disorient surrounding foes. The effective radius is up to 5m, though the intensity of the tremor will drop to around 30% at the outermost edge of said radius. Circa can only use this tactic every minute or so, or until her mana is depleted.
DF  Post #: 37
7/8/2020 14:16:32   
Ultrapowerpie

Mail Moogle of AdventureQuest


Name / Title: Piper Cassidy
Element: Earth
Age: 30ish
Race: Human
Appearance: Piper is a scrawny gal, one would even say she was as thin as a stick (Certainly, not an actual stick, that would just be silly). She’d let you know that she’s quite average as far as builds go back where she’s from, where most folks were the same height of 5’ 5” to make it easy to look you in the eye when you say that. She will admit that her skin is as pale as a ghost, but it only helps to accentuate her raven black pigtails that appear from under her hat.

Upon her head was a chef hat, with a wide brim similar to a cowboy hat, but a bit smaller. Upon her white blouse was a small sheriff badge, though it does appear that the word sheriff was crossed out and “chef” added on top. Atop her jeans were some unremarkable chaps, as one’s notice was towards the shiny striped cowboy boots she wore, said to help reflect the bright summer sun. Her apron was still somehow white despite the great distance she traveled to get here, complete with cooking utensil belt for storing all needed equipment.

Equipment: Every bean flinger has one Can O’ “Countless” Beans, at least that’s what the can claims. Whether it actually has that many have yet to be counted, but it certainly is where all of Piper’s abilities come from. Hanging off the right side of her belt in a can holster, Piper requires the can for all flinging. Each bean is the size of your average Pinto Bean, and flinging is roughly equivalent to casting like a fireball in terms of bean velocity.

In her other holster is her trusty bean-spatula. No, it’s not exactly the most practical of weapons, but its mysticality is said to help bring out the best flavor while flinging. Also, as it’s made out of Iron Beans, it’s quite hardy for bonking people on the head, though Piper only uses it as a last resort, as these things are expensive.

Skills, Spells, & Special Abilities: Bean flinging means beans are going to be slung. However, because of the complexity of calling out the right type of bean out of the can, only one “spell” can be cast at a time. A bit of a break is needed in between each spell, as the Can has some mighty persnickety peculiarities about how often it’s used. (AKA, cooldown). Rarer beans require a longer break.

To properly fling the bean, one must produce it from the Can, and then fling it in a proper “flick” position, which can be done with one hand, thanks to the telekebeanis. This allows the bean to fly roughly 60 feet straight as an arrow, before running out of juice (delicious bean juice) and starts to fall down until it hits ground if it hasn’t hit anything by roughly 65 feet. The rarer beans are heavier, and so they have a smaller range than the more common beans.

Black-Eyed Beans (peas)- Need to give someone a punch, but don’t have the muscle for it? Try these beans! A staple of all flingers, many have called this their “Cantrip” for flinging. Note that despite the name, beans are not guaranteed to actually cause a black eye on the foe. Note that impact of punch upon contact depends entirely of armor of foe. You wouldn’t punch a tractor without expecting it to maybe leave a dent at most, right?
Rarity factor: Common. It’s called your cantrip for a reason, so you don’t need to take a huge


Burr Beans- A cousin o’ the green beans, burr beans are a might meaner. Upon contact, a bunch of those nasty burrs explode from the bean and get all over you. Good luck fighting with those things poking you from all over. They always seem to find a way into my left boot, that’s for sure...
Rarity Factor: Common. Those burrs somehow get everywhere, and so these burr beans just fill up the can something awful.


Green Beans- Yer ma always told you to eat your veggies to be big and strong, and you never believed a bean would be strong enough to hold you back, so you ignored her. Well, these beans would beg to differ. Upon being slung and making contact with a surface, two hefty vines will sprout from the bean and grab the nearest foe! As bean vines are want to do (and with a little help from the bean finger), they will grab two appendages of the Flinger’s choosing, wrap around them nice and tight and will not let go! Just imagine two steel chains wrapping themselves around a foe, severely limiting their ability to move! Please note that Green Beans are still prone to rapid dehydration upon growth, and will decay over time.
Rarity: Uncommon. Green Beans are a snaggly bunch to wrangle, and so it can be a bit of a bother to find one.


Butterball Beans- A staple of every bean flinger, butter beans have helped out in many instances where lubrication was the answer. They also add a nice buttery flavor to any stew. In combat, the butter bean explodes upon contact and a bunch of smaller, round, slippery beans all over the place. Nearly guaranteed to make your foe slip and fall. Better still, these beans won’t just randomly disappear! No sir, they’re staying around for a good while, thanks to our artificial preservatives!!
Rarity: Uncommon. Yes, despite them being a staple, the issue is that the initial bean itself is also slippery, so it takes a firm grip and a little luck to wrangle it out of the can before you telekebeanis kicks in.


Refried Fruit- Everyone knows that beans are the magicalist of all fruit! However, some don’t actually like that side effect if you eat too much. Wouldn’t that make a great way to escape? Just send this bean to your foe, and on contact, a loud and smelly cloud will appear that’s guaranteed to offend someone! Those with weaker constitutions are advised to stay away as it may induce vomiting.
Rarity: Uncommon. Odd to be sure, but only the finest refried beans are used for the stinkiest of aromas. As such, only so much can be put inside a Can.


Iron Beans- Ever been hit by a rampaging bull at full speed? Kicked in the teeth by a bucking bronco? Imagine that but in the form of a bean. Bean flingers have no need for bullets with these lovely beauties, though they’re not really good at penetrating heavy armor.
Rarity: Rare. Iron Beans are one of the most sought after beans for their natural hardness, as they make great bean flinger equipment in addition to a nifty spell. Until we hit that promised motherlode that our old coot guaranteed us, these should be used sparingly, as we only put a few in each Can.


Personality / Backstory: Way out west in Lore, is a wild wild west. Where it is located, is slightly unknown, as the wildness may slightly move things around outside of the area. Out there, folks talk a bit differently, do things a bit differently, and most importantly, cook a bit differently.

Foodmancy is a common occurrence in this part of Lore, growing food naturally is a bit more difficult in the middle of a desert area. Bean flingers are one of the more common occupations for foodmancers, as there’s a lot of hardy bean plants out there, and it’s quite easy to stuff a bunch of beans into a can.

Piper is a hearty lass who’s fed up with the staleness of the food around her hometown and has made it to the big city to discover the local cuisine. It just so happened that Bren was the nearest big city, and has been having a grand old time there. When word came of the Elemental Championships, Piper lit up like a matchstick at the opportunity to meet other magic users who didn’t use food while showing off her own skills. After all, what city slicker magic can compare to down-home cooking magic?
AQ DF MQ  Post #: 38
7/8/2020 15:36:29   
Sylphe
Member

Thanks for the feedback! And sorry it took so long!
- Edited Helia into a cutlass, cut out the second part about wielding the sword in both hands since a cutlass is one handed
- Removed the seagull feathers, gotta keep the pockets clean for the ec's
- added a specification on the type of damage of the different potions
- added clearer wording on the barrier duration and specified
- specified the Bottle of Noon, its damage type and effects.


Name / Title: Mia, Witch of the Lighthouse
Element: Light
Age Range: Early sixties
Race: Human

Appearance: Mia is a short, elderly lady clothed in what appears to be either a worn down coat or robe with many, many pockets, holes and patches. Not often do you get the chance to see what’s under her hood, her coat, or her gloves, but when you do, what you see is a cheery, wrinkled face with a crooked nose and blue-tinted sea glass glasses resting on it. Her hair is white, long and untamed, with beads and seashells braided in between the wild strands that seem to have a mind of their own.
Despite this gentle look, Mia is in no way a helpless, delicate woman. Her body is full of scars and especially burns both magical and chemical, out of which one stretches across a solid half of her face. Despite being small, she is well in shape and packs enough muscle to match. It was a good thing she didn’t stop swimming on her own when she befriended a sea spirit. Their name is Thousand or Thu, and they do not plan to fight. They will just be a moral support. A big, levitating, spirit whale shark of a moral support, in the stands.

Equipment: Mia wears a pair of protective gloves that are strong enough to withstand magic-infused chemicals. In a similar fashion, her glasses allow her to stare directly at her explosions without becoming blinded. They also make up lovely reading glasses. Her rob eis not as resistant as her gloves, though in the many layers and pockets it has, many things are hidden, and those things appear as if she is pulling them out of nowhere. No way so many bottles could fit into such tiny pockets.

(Bottles, their effects and amounts explained in abilities)

Helia, the blade of dawn and dusk
One bottle she keeps outside of her coat, though. It hangs on her belt, and is made of clear, scratched glass, and full of shimmering liquid. The bottle’s neck is adorned with thin rope and an ornate guard, as when this bottle is opened, its contents form a cutlass. It is durable enough to not be broken, and its blade shimmers with the colours and light of dawn in darkness, and darkens into the soft tones of dusk in sharp sunlight. It is not otherwise enchanted.


Skills, Spells, & Special Abilities:

Swordfighting: Mia is an experienced fighter with her sword, Helia. She’s able to use her sword in one hand, as she needs the second hand to be able to use her potions.

Pocket dimensions… in… pockets?
Mia carries countless pockets on her coat, many of which appear way too shallow to contain anything more than a few coins. Despite this, she is able to pull any of the following items out of any pocket at any time, given she has some left.

Alchemy: Mia’s beloved craft, the ability to use alchemic circles and her knowledge to create potions and bombs out of light itself. Though, since circles ar time consuming and sloppy work is worse than none at all, she has prepared all of her potions to use in advance.
Those are:
x 10: Starlight bombs: Little glass balls filled with starlight, they are small and fast to throw, but only deal weak chemical burn damage to the target. If enough of them is used in a short span of time, the target will be dotted with little stars, making it harder for Mia to lose sight of them.

x 4: Reflection Flask: A flask full of light reflected by the sea, it deals moderate chemical burn damage, is slower to throw, and produces a flash of light that will hopefully blind the enemy for a short amount of time.

x 4: Shimmering barrier: A clear bottle filled with the light Mia stole from sailors’s lanterns, it has the ability to form a protective barrier around Mia should she smash it against the ground, protecting her from a single heavy or several smaller attacks. Alternatively, she is able to throw it against an enemy attack in order to block it.

x 2: A bottle of Noon: A heavy flask of sea glass, bulky, and slow, but dealing high damage and causing UV burns to the poor soul that gets hit with the full power of sunlight collected on a beach during noon. The sheer force of the light erupting out of the glass is strong enough to knock the enemy back, as well as burn even through armor, so long as they are within a few feet of the blast, or get directly hit.

x 1: Luminescent liquor: A jar of glowing deepsea jellyfish lights Mia can drink to restore some of her energy. They’re not actual jellyfish, just their lights. No jellyfish were harmed in the making of this potion.
DF  Post #: 39
7/8/2020 20:40:21   
Kooroo
Member

Name: Syn.

Honours:
  • The First
  • The Hollow Knight
  • The Bleached Arbiter
  • She who lived in the Dark
  • “She who has absolutely no chill”

    Titles that matter:
  • Syn

    Gender: Female.
    Element: Darkness
    Age: Judging by her coat and armor, she’s seen her fair share of combat. Her face is always hidden, but her skin is top notch, hinting at either youth or a consistent skincare routine.

    ”Uh, no. I’m pretty sure that operating a tube of moisturiser is beyond her. Unless it has something like… holy water in it.”


    Race: Human, with additional accessories.
    Height: 1.77m
    Weight: A preposterously large number. Far too many rocks to carry.

    Appearance: A tall and lithe woman, clad from head to toe in scuffed, alabaster armor. The marked and stained, onyx trench coat she wears over it is just as worn, looking in severe need of mending or retiring. She wears a thick, triangular-shaped plate over her face instead of a helmet. The makeshift mask is almost featureless, save a couple of purple, pulsing lines that bisect it vertically, horizontally, and diagonally. Her waist-length, dark-slate mane is usually left loose and unkempt, unless someone is charitable enough to do it up for her.

    ”Note: Consider hairbrush for next birthday present. Find out when birthday is.”


    Armour and Clothing:
    The Lord’s Intervention:
    The bone-white armor that covers Syn from neck-to-toe. Sleek and relatively form-fitting, it comprises of a mix between diamond plates and triangular scales, linked together almost seamlessly. The plates appear to be made of an opaque ivory-material, while the triangular plates have the appearance of dark granite. A large diamond sits in the center of her torso, effectively acting as a chestplate, with dozens of increasingly smaller plates spreading out from that center armorpiece, like an advanced form of mail. There’s a similar arrangement going on for the other plated parts—namely along her limbs and pelvis, the latter from which hangs a skirt of faulds. Her joints are somewhat in-between, housed by thin, overlapping layers of alabaster plate, forming makeshift knee and elbow guards. A tight and rigid neck guard rings Syn’s collar.

    As mentioned, most of the armor is fairly sleek in appearance, with exception to the gauntlets and boots. The gauntlets bear thick, rigid guards along the top of the forearm. The boots bear small intakes and thrusters on the front and back respectively. A single, much larger thruster is on the armor’s back, sealed behind a shutter when it's not in use.

    In terms of defensive capabilities, the armor’s plates are thicker and far stronger than your average knight’s plate armor, while the triangular scales make for a fancy looking set of mail. Although both are quite adept at dealing with slashing attacks, the tiny gaps between are vulnerable to yielding to well-placed stabs. This is especially true for the plates around her waist. The armor’s breastplate is by far the strongest and thickest part, as it houses her Umbral Engine.

    Energy drawn from the Engine can be used to drastically improve her strength, though doing this puts strain on her muscles and components. The armor overall is magically inert and incredibly difficult to manipulate with magic, though its protection against damaging magics (eg. a lightning bolt) are minimal. Although she and the armor might appear fine on the surface (depending on where you hit her), there’s a good chance that whatever’s underneath that spot of armor will be slightly fried. Due to the cooling requirements of the Engine, the gaps between the plates around her torso are able to contract and expand at will, and the plates themselves are incredibly good at heat dispersion.

    His Holy Raiment:
    A dark, loose and incredibly worn trench coat with scuffed, gunmetal clasps. Two graphite coloured plates are held in place by its button-up epaulettes. Many mysterious stains cover the coat’s surface, like a DIY camo pattern. Most of the edges are either torn or frayed, and the deep base color has started to fade, leaving it splotchy in many areas.

    Regardless of its haggard appearance, the jacket's stitching still holds together quite well. There is a rather large gap tailored into the back of the coat to accommodate the exhaust on Syn’s armor, under the back vent.

    In terms of physical and magical properties, the coat’s thick weave is still able to withstand off-center stabs and slashes from your average blade with the slightest of scarring. It’s magical defences are diminished to the point of being nonexistent, though it does not conduct electricity, nor will it ignite or freeze without excessive effort.

    The care label is torn, but it’s obvious to anyone that this garment is a dry clean only item.

    ”I bet you she tried to machine wash it. And yes, I still stand by my statement; I don’t think she knows what a washing machine is, but a friendly reminder that lawn mowers are also machines. Don’t discriminate.”

    Equipment:
    Umbral Engine Mk II: Prototype Photon Oppressor:
    A magitech generator that’s housed within Syn’s chest cavity. The mechanics and science behind the Engine are lost on her (”What isn’t lost on her?”), but all Syn knows is that it works and provides more than enough energy for her needs. In reality, the Engine draws Divine energy from an unknown source and converts it into Dark elemental magic that can be used to fuel her body, armor and weapon. Aside from the recommended decennial service, the Engine is capable of healing and repairing Syn, although this takes a considerable amount of time, similar to the human body’s own healing processes.

    The device is responsible for sustaining nearly all of Syn’s bodily functions. It performs the function of a heart in her circulatory system, replaces the need for a digestive system, and acts as a pseudo immune system. It is always running at a baseline level to keep all of these running, but will slowly rev up and increase her magical energy pool as Syn exerts herself, though the charging process can be started at will. This means that she does take a little bit of time to get into peak performance. At low charge or baseline levels, her general combat performance is lowered very slightly, though she is still considerably stronger than any human.

    It requires at least half charge before the thrusters on the armor can be engaged to propel rapidly forward in a mostly straight line. Very minor course corrections of a degree or two are possible, though with her speed and weight, such changes are barely noticeable. Engaging them allows Syn to engage a very slight hovering effect, making her soles levitate up to four centimeters off the ground. It also draws practically all resources from the Engine and doesn’t allow the use of any other skills, aside from the force brakes attached on to the heel of each boot. Using these immediately shuts off her boosters, kills the hover effect, and cuts her velocity significantly. This is usually enough to allow her to stop without too much additional effort.

    The maximum size of the energy pool is ‘considerable’, to put it lightly. It is also constantly replenishing, although there are a few reasons as to why Syn doesn’t start demolishing things at max output.

    The first is heat; drawing large amounts of energy from the Engine generates a fair bit of heat which can be quite unpleasant for extended periods. Heat will be vented from the Engine and her armor in jets of black smoke, but that can only do so much. The main heat generating culprits are the armor’s thrusters and various stages of Pax Deorum. The second is the Engine’s side-effects, which can be experienced if Syn draws on too much of the Engine’s power at one time. Nausea, headaches, burning, bleeding, general pain and slight soul dissolution; these and more are all potential consequences if she exceeds the ‘safe’ levels of the Engine, which are around 75% at full output.
    It should be noted that exceeding the Engine’s safe levels requires a certain degree of willpower and self-focus; which Syn is not capable of, so long as she’s wearing the Ode. Additionally, drawing significant amounts of energy for abilities will result in the Engine spinning down and lowering its output momentarily.

    Ode To Faith: Ever Forward as He Dictates:
    The full face mask that covers Syn’s face. Fastened at her temples, the Ode to Faith is a triangular sheet of repurposed plate, with a bone-white band clamped over its surface. Three shining, royal purple streaks crisscross this white shroud, meeting in its center. Despite its lack of eye, nose or mouth holes, Syn is able to see, speak and breathe as though it’s not there.

    Aside from granting the blessing of plate protection over her face, the purpose of the Ode is to help imbue a sense of drive and purpose into the supposedly-lacking Syn. A hybrid of Divine Artifact and magitech engineering, it possesses very limited, non-sentient programming to usher her in a metaphorically ‘forward’ facing direction and helps to nullify any stray, independent, self-serving or ‘distracting’ thoughts when it is functioning properly.
    As a result, it becomes incredibly easy to predict what she will do in any situation. For example, if she were surrounded in a field of enemies, it can almost be guaranteed that the swordswoman will keep fighting until she is downed or the entire area is cleared of life.

    The Ode also contains fairly potent emotional and memory suppressing capabilities, as well as an experimental repair function, though what it’s supposed to repair is nearly anyone’s guess. Mind altering/affecting magics are severely dampened at the cost of creativity and apparent changes to her sword form. The aforementioned programming is useful for pain negation, though this also results in decreased self-preservation. As mentioned above, the Ode also prevents her from exceeding the safe limits of her Umbral Engine.

    However, Syn is completely in the dark to the true nature of the Ode. To her, the Ode is simply one of His Gifts to her, and helps her enact His Will, no matter where in the realms she may be. Whatever she hears is the voice of His Messengers and is all part of His Grand Plan.

    On the off chance that the Ode is somehow damaged, there is a fair chance that there will be some interference from the mask’s programming will be disrupted and possibly mixed in with whatever influences the Divine part of the artifact holds. This may result in some strange behaviour from the Ode, which may eventually be replicated in misdirection and bizarreness from Syn.

    Combat Prowess/Physical Ability:
    Three S’s: Strength, Swordsmanship and Stamina. These are the main areas that Syn excels in.

    Due to both a combination of her strength, weight, and her Engine, it’s incredibly unlikely that Syn will ever lose a wrestling match to any normal human. The armoured woman is able to throw a man across a room with relative ease,

    Her swordsmanship alone is formidable enough to match the most seasoned of knights. With little regard to form or grace, Syn tends to focus on simply blocking and then overwhelming her foes with powerful, overbearing strokes. You can probably thank the Ode for that.

    Swifter or more aggressive foes tend to fare better than defensive ones, as the Ode’s influence causes her to fall into a loop of blocking, followed up with more blocking, and a side helping of blocking. However, her sound and adept defensive technique hints at a deeper understanding of swordplay, all buried under the stoic and simple exterior that she portrays.

    Thanks to her Engine, her stamina is also boosted considerably. As long as the Engine is operational, Syn is able to continue running all day.

    Which is where the fourth S comes in; she’s remarkably slow.

    Her speed is impressively lacklustre. A relatively fit adult could comfortably jog to keep pace with her top running speed. This is usually where the afterburner on her armour comes in handy, but that has many limitations. If she gets close enough, she is able to lunge or dash a meter or two, but anything further is basically beyond her.

    Her flexibility and agility is slightly under than that of a similarly sized human, but not noticeably so. She knows only basic techniques for other weapons, putting her skill at that of a novice. Unarmed, she is surprisingly capable; with a workable knowledge of blocking and strikes.

    ”I thought the Fourth S was going to be ‘stupid’, but slow works.”


    Weapon:
    Providence: The Guiding Hand:
    A large, oversized claymore, made from what seems to be black and smoky quartz. A white device made from the same material as Syn’s armor has been fused onto one side of the guard, which pulses in time with the purple veins under the blade’s surface. In the very center of Providence’s guard is a pitch black singularity, which constantly releases a dark, sweet-tasting smoke. Black, ashy motes occasionally drift from this magical anomaly, though they leave no residue when they land on a surface.

    Measuring at over 160 centimeters long and with a rather thick blade, the sword is incredibly heavy in this form; far too heavy for the average human. Syn, however, has no trouble swinging it around with one hand. Its edge is slightly keener than that of your average steel blade and it is capable of blocking magical projectiles.

    Providence is also capable of shifting to a smaller, katana-shaped form, in which it trades its active magical abilities for a much sharper cutting edge. Form shifting takes a mere second, but cannot be done midswing.

    Pax Deorum:
    With a mere thought, Providence can be empowered by Syn, granting it several additional effects depending on how much energy is imparted into it. These are as follows:

  • Stage 1: Dark energy surges from the singularity in the sword’s guard. The blade glows and is now capable of blocking and deflecting more potent projectiles. Does not draw any energy from Syn’s Engine and can be maintained fairly easily.

  • Stage 2: Additional power is continuously diverted from Syn’s Umbral Engine, shrouding the sword’s blade in a purple energy. Effectively increases blade’s length and width slightly, allowing it to block streams of energy. Each swing creates a glowing aftertrail in the air, which will explode into a concussive burst if Syn follows through without interruption. If the swing is blocked or interrupted, then there is additional force imparted through the blow instead of an aftershock. Each burst and swing in this stage lowers the Engine energy level slightly.

  • Stage 3: Floods the sword with energy, enveloping the entire weapon in purple flame; this might lead to some slight damage of Syn’s gauntlets, depending on how long Providence is held in this stage. The blade length and width are effectively doubled for one strike. A more potent version of Stage 2, though the concussive blast is now magically charged. Cuts Engine capacity by over half of max and generates a lot of heat; from both the Engine and the sword. Providence cannot be charged to this level mid-motion; it has to be held completely still.

    The Parting:
    Put simply, The Parting is a magically empowered, charging thrust. It uses only the latent energy within Providence and requires none from Syn’s Engine. At the direction of its wielder, the blade projects an enormous amount of dark energy from the tip of its blade, with some magical run-off fanning out from around it. With a full-motion thrust and a vocal evocation, the sword will surge forward with terrifying speed, converting the magical fallout into a spiraling, conical barrier of solid blacklight.

    Anything that is directly in front of the charge will be struck by the energy being emitted from the sword’s tip, whereas anything to the side is more likely to be hit by the blacklight barrier or a magically-generated shockwave. As logic dictates, the apex of the cone is the deadliest; as the energy being projected there is incredibly potent, capable of rapidly breaking down most materials. The magical barrier is incredibly dense and solid to the touch.

    Additionally, the armor’s main afterburner can be activated to make the charge even faster. Doing so requires more energy expenditure than they would normally require, however.

    The ability will pick up more speed the further it travels. Its course cannot be altered once begun, though it can be cancelled at will; all Syn has to do is pull on the sword and swipe it to disperse the barrier and grind to an almost immediate halt (brakes will be necessary). However, the shorter the charge, the more residual waste energy will be left in the sword’s blade. Waste energy prevents the use of Providence’s other abilities, unless extra ‘clean’ energy is siphoned from the Engine to remove the excess residue. Note that there is always a hard cooldown period that will prevent The Parting from being used again.

    ”I’m sorry, what? Did I just read speed? I just read ‘speed’, didn’t I? There, ‘terrifying speed’. Now hol’ up a damn sec—”


    Skills and Abilities:
    By His Grace:
    Due to the Engine in her chest, Syn needs slightly less oxygen than a normal person to survive and her bones are considerably stronger and heavier than any human’s. This is partially due to her armor; some parts are simply bonded to her flesh, whereas other segments replace those body parts entirely. If you were to somehow dissect her, it’d be very difficult to tell where the knight ends and the armor starts, but there are some certainties; everything below the knee and in her chest is synthetic. These areas are also the strongest and most heavily armored parts of her. Despite this, Syn can still feel pain in any location if an attack penetrates her armor or has sufficient force behind it.

    Assuming that her Engine is running at baseline levels, she is noticeably stronger than any human. More energy can be drawn from the Engine to further increase this, though this puts strain on her body and means she is at risk of injuring herself.

    Her blood is a mix of red and black, as though someone had spilled a pot of ink in it. Blood is less vital to her in terms of survival, but it is required to offset the side effects of her Umbral Engine.

    She has a very very slight resistance to most elements, though her heat and fire resistance is much higher, so she can withstand the heat from her Umbral Engine. Light magic, however, is incredibly effective against her.

    Personality:
    “Brilliant woman, never argues or questions anything. Not a single payment or invoicing dispute. Highly recommended, incredibly easy to get along with. Four stars.”

    ”I bet you forty-Four dollars that every now-and-then she wakes up on the wrong side of the bed, picks herself off the floor and goes “Time for a crusade.” This is why I’m an atheist.”

    ”I have a sneaking suspicion that she doesn’t like me. As I’ve always said, she has poor taste.”


    Strengths:
    ”Great listener and a walking comedy show. Seriously, the closest thing I’ve seen to a militarised Roomba. Antique vase or foul-smelling bad guys; doesn’t matter. She’ll knock ‘em over or knock ‘em dead. Just keep her out of my apartment.”

    ”She lifts. She most definitely lifts.”

    ”She has an amazing smile. Have you seen it? I don’t know if you’ve seen more perfect teeth, other than mine.”


    Weaknesses:
    “Not gonna lie, I’ve had more scintillating conversations with a lobotomised mime. Doesn’t always respond to questions either. Hard of hearing, sweet pea?... I rest my case.”

    ”I doubt that even a full facial reconstruction could get her to smile. Not sure if she even has a mouth.”

    ”There was this one time where she tried to bring that sword on the plane. I told her that it was check-in luggage, but she’s stubborn.”

    ”She has this aura of…. edginess, don’t you think? Like, if you walk too close to her, you’re going to cut yourself or lose all your hair… Or is that radiation? Maybe I’m getting the two mixed up.”
  • AQW Epic  Post #: 40
    7/8/2020 23:34:34   
      Starflame13
    Moderator


    3 days remain!


    @Fionnes - Welcome back to the EC's! Circa is well thought through on the whole, but we're missing a few key points of clarification and one major balancing spot.

    I will first note that you have a couple places where you're close to the line for cross-elemental powers - for example, in how water can strengthen Circa's sand body. Since that specific case is explaining how an EXTERNAL source would impact her, this is ok, but you also state that "other elements which provide excitatory energy can buff Circa’s elemental powers by up to 20%" under Sand Buffer. If Circa is drawing upon any element other than Earth directly, it is considered a cross-elemental ability. I would remove this entirely, but you could get away with stating that she can draw from earth-type magics only.

    For a few general notes in the abilities: First, I am assuming that Circa still feels pain when her torso/mana core is damaged, and that destruction of the core entirely results in death. Second, you make a brief reference to being able to manipulate earth-based environments, but give no further detail. Teraforming of any sort is extremely powerful, even if not all of the arenas are found in Earth-based environments. If you intend this to be used in combat, I need much more detail about its limits. If this is more for flavor (which is my suggestion since Circa has many other strong abilities), I would reword this to stating she can manipulate the environments of her home, rather than of the places she travels.

    Now, specific abilities! Starting with Body Morph. You reference age being a factor in this, and we discussed on Discord that Circa is considered fairly young for a Sandcat, so I am assuming a full Body Morph (like the aforementioned pile of sand) lasts merely a moment and uses a fair bit of mana. How much of her body does she typically morph to avoid attacks? A limb's worth or so seems a good baseline spot, with mana scaling upwards the more she morphs. I will also note that while I understand the purpose of being able to rebuild her body via passive healing, this should not be something she can use while in the middle of fighting. Perhaps it requires a steady/still contact with the earth, which you can take advantage of in quieter moments of a battle, but not while Circa is jumping about like a cat on a hot tin roof.

    Onto Mirage Figure, which is my biggest balancing concern. As described, Circa's clone appears to behave entirely autonomously - which even with the time limit, I would consider multiple characters due to having two completely independent Circas. There are two paths I see to maintain this: First, which is my typical suggestion with summon-types, to summon the clone with a specific directive, such as "Target X", or "Run to Y". That said, given how this seems to be more of a distraction than an offensive attack, I could see allowing it to maintain autonomy over it's actions if it remains tied to the ground/earth upon which it is formed - i.e., its feet are locked in place, but the sand replicas of her arms/weapons could attack as desired. If you see a third option, I will consider it - but remember that the clone should never be able to independently influence the battlefield.

    Now, the weapons - starting with Bandage Serpent. Given how this character relies heavily on mana, I am ok with a slight mana drain/absorption - but I would like the clarification that the whip must come into physical contact with its target, as well as that just casual contact isn't enough to significantly drain the target's mana. For Cupris, you state that it can charge an earth based attack - what exactly is this attack? Does that just make the sword itself stronger, or does that mean it just counts as a magical attack via the Earth element rather than a standard sword swing?

    I really enjoy this character on the whole, so looking forward to the next iteration!


    @Ultrapowerpie - Round 2! We talked a bit through the abilities prior to going live, and I'm happy with how most of them turned out. Keep in mind that the Green Beans aren't going to be restraining the average person for more than the time it takes to get a solid whack in with the Bean-spatula, so strike quickly. Approved!


    @Sylphe - Happy to give feedback, and happy to see Mia again! All the changes are in order. Looking forward to hearing Thu cheering from the stands. Approved!


    @Kooroo - Well. That's definitely a bio! I can see where you're going with for the most part, and all the different abilities/equipment weave together in a way that's rather clever - but there's a lot here to work through. So, let's get started!

    First, the basic armor: For the Lord's Intervention, where exactly do the vents open up around the torso area, and where are the more vulnerable points? Generally those are around the joints, but you mention extra protection around those as well - and these will be places your opponents will be looking for. For the Holy Raiment - you already have very strong armor. You don't need MORE physical protection to turn away casual blade strikes - though I can understand wanting to keep the coat for the aesthetic.

    Now, the Umbral Engine (UE). First, is destruction of the UE required for Syn to die, or can she still be killed by typical human things like blood loss or caving the skull in? Now, the charge/power levels (power is a bit better of a word than energy in the case here, I believe). The amount of strength Syn still has at low/baseline levels is an issue. Draining your charge is the best way for opponents to weaken this character, so there must be SOME risk/handicap to being forced into a weak charge, some reason that Syn needs to remember to conserve charge. Being on-par with the average human while at baseline is a good start to that, since that would severely hamper her movement with her heavy armor and weaponry. (This will impact part of the By His Grace ability as well). Additionally, what happens if she runs OUT of power entirely? You do mention that the power is constantly replenishing, so I can see why that was not originally a concern, but this in itself is goes against the point of having a risk to using high-power abilities, since she could gain it right back. If she starts at baseline energy, how long until she's fully charged? At the least, her replenishment must be slow enough NOT to outpace the consumption during combat - even with the other limitations included.

    Looking at Propulsion - if she starts at full power, how far can she propel herself until it hits the half-power cut off? In this vein of power levels, what exactly do you mean by exceeding a safe level? Can Syn not charge higher than 75%, is it an issue if she drops below 25% power (meaning that would be her baseline level)? Please clarify.

    Moving on to Ode to Faith: I need to know what the repair function is. If this was just a passing line for flavor, make that more clear - but if it DOES repair something, either add it normally or in spoiler tags. Also, when you state that mind altering magics are dampened - are these magics that others cast upon her, or something inherent to the mask? Either way, I'm not certain how this plays into the different forms of Providence - whether it allows them or enables them. Lastly, can the mask be fully removed/destroyed, and what happens if it is?

    Skipping ahead to Providence - this needs some work. Generally, Claymores are a two-handed weapon. While I'm ok with Syn being able to swing it one-handed while powered up, this is too much for a baseline or low-powered ability - especially since we're lowering her base strength at that stage. Additionally, this character is a big bruiser. She does not need a lighter katana version of the weapon - it does not fit with her blocking style. If you want to have a smaller travel version, I can understand that - but it should not be able to swap between forms during combat at all. Lastly, can you clarify whether Providence deflects or absorbs the magical attacks it blocks, and give a baseline for the strength of attack it can do this with? The baseline is needed for the later stages - as Stage 1 states that it blocks higher potency projectiles.

    Speaking of the stages! Stage 1 is ok with the above clarification, and with the assumption that it takes power to enter, but not additional power to maintain. Stage 2 is too much with the addition of both an even GREATER deflection and the concussive blasts - choose one. My instinct is that the latter fits the character better - in which case I'd like more clarity on the strength and knockback of the concussive blasts - especially since this needs to scale to stage 3. I will note that Stage 3 teeters a bit on the edge of cross-elemental, what with the combination of flames and heat expulsion, so try to re-flavor that slightly. Again, more clarity on what the power of the concussive blast (does it send the average person flying several feet?), and what it means that the strikes are magically charged (cause disorientation? Just as a way to get around shields that block only physical attacks?).

    Lastly, Parting. I'm going to start by saying this makes the most sense if the sword-charge is always used in tandem with the UE propulsion system - which helps with the balancing as using the UE in addition for more speed would be too much. I would also like clarity on what her speed is - are we talking a standard sprint? Shot-out-of-a-cannon? Give us something to put it in context. Depending on what you want this speed to be, picking up speed while travelling may be a hard no - though it should be ok if she starts slower. As for the effects of the cone itself - disintegrating everything in your path is a hard no. This character reads less like a piercing lance, and more like a boring drill. People caught in the edges of the cone are sent stumbling, while those closer to the point have a more serious knockback, and those caught at the tip directly run the risk of being pinned. If you want to try to work this to keep a piercing aspect, let me know. Regardless, this remains a one time use ability.

    Let's get version two up and go from there!

    AQ DF MQ AQW  Post #: 41
    7/9/2020 7:51:16   
      Jay
    Marauderator
    🧭


    This is my first time doing something like this; I hope I haven't done "too much", but I didn't want anything to come across as ill-explained or ambiguous. I know it's very close to the deadline, but I'm happy to tweak or completely re-write anything if need be!



    Abbi Pryzumn
    Light - 21 - Human - Prismancer

    About Abbi
    As the light of dawn finds Bren, so too does the light emanating from young Abbi Pryzumn, signifying the impending completion of her ambitious journey from Lhe'Shyiac. Smothered by the darkness of her home continent, Abbi was forced to learn the art of battle from a very young age. Born the daughter of a disgraced Paladin who fled Smocha Gwova to begin a new life with a Soulkeeper, Abbi was raised in the small mountainous village of Beinn Aotrom, centralized within a mountain range colloquially known as the Light Mountains. While this mountain range provides protection from the sun for several villages and towns further south that'd rather remain in the comfort of their shadow-stained streets, many still travel up to Beinn Aotrom for its plentiful deposits of illumite; an extremely precious and unique mineral sometimes erroneously referred to as "crystalized light". With clarity akin to glass, yet strength that could rival a diamond, even just a handful of illumite would be an undeniable victory for any Lhe'Shyiac adventurer. As such, the people of Beinn Aotrom remain in constant defense of their homes and serve as protectors of the mountains.
      Properties of Illumite
      Illumite is a mineral found exclusively deep within the Light Mountains of Lhe'Shyiac. While it is perhaps best known for being very clear and remarkably strong, it is also surprisingly malleable... under the correct conditions, that is; Illumite is naturally found in small crystals, however when introduced to a very strong and direct source of light magic, the crystals seemingly merge into a single structure. Being one of only a few communities on Lhe'Shyiac that practice light magic, the people of Beinn Aotrom are the only ones who know how to truly utilize illumite to its fullest, remodeling, recycling, or even returning their illumite to the mountains whenever no longer required.
    Appearance & Attire
    As Abbi continues towards Bren against the backdrop of the rising sun, her shoulder-length silver locks appear to beckon to the breeze, while her eyes—one ruby, one amethyst—dart to and fro, searching for the quickest path to the action. Standing at just 5'2, one might not consider Abbi a formidable opponent at a glance; an assumption she welcomes and often utilizes. Abbi's basic attire consists of a simple, lightweight, and highly breathable white bodysuit, almost camouflaged by her pale skin. It offers little-to-no protection, however it allows Abbi to be extremely agile. Abbi can almost feel Bren pulling her closer now, as her illumite powder encrusted boots glisten across the grassy terrain. In her left hand Abbi holds a large, triangular-shaped shield, approximately 1.5 metres (5') high and 1.2 metres (4') wide (at its widest point), while her right hand and forearm are encased in a clawed gauntlet; both are crafted from remodeled illumite, and serve as Abbi's main source of offense and defense in combat. Finally, around her neck, a small crystal pendant of illumite hangs from a simple yet elegant silver chain; most assume it to be a simple piece of jewelry, but like Abbi herself, it is not to be underestimated.

    Abilities
    Fundamental Abilities
    Abbi's typical combat style allows her to nimbly navigate her opponents, using her illumite shield for defense, her illumite powder encrusted boots to kick, and her clawed illumite gauntlet to strike. This clawed illumite gauntlet isn't particularly powerful, but provides a suitable close-combat offensive option without drawing on any mana; the boots are similarly effective for close-combat kicking. The illumite shield is very strong, but not impenetrable, and prolonged exposure to excessive or extreme forces may cause the shield to 'splinter', causing crystals of illumite to fall to the ground, reducing the shield's relative size and effectiveness over time. Abbi's gauntlet and boots however entirely encompass a part of Abbi's body, and this direct connection to her light magic makes them impenetrable; only if this connection is somehow severed may these begin to 'splinter'. Abbi may recover crystals she loses during combat, taking a half second to recover each one, however will be unable to rejoin them to her shield, gauntlet, or boots, as merging them to such large objects would require a plethora of mana, and leave her completely vulnerable. Instead, Abbi may use 1% of her mana and take an additional half second per crystal to merge them onto her small pendant of illumite for safekeeping until she is able to remerge them elsewhere. Abbi's pendant may merge with crystals equivalent to 10% of her shield before reaching maximum capacity, and any other 'splinters' will be lost to the battlefield.

    Prismatic Abilities
    While Abbi's gauntlet and shield may provide excellent defense and adequate offense, Abbi's true prowess can be observed through her 'Prismatic' states. Instead of using her gauntlet for offense, Abbi may focus her light magic through the gauntlet, directing her open palm into the shield; her light magic will undergo total internal reflection within the gauntlet until it hits the shield, at which point only a single color will be refracted. This refracted, visible light magic has enough power to remodel Abbi's shield into a weapon in 1-3 seconds, offering extreme offensive abilities at the cost of most of the shield's defense and 10% of her mana. Additionally, Abbi may still use her boots for close-combat kicking during a 'Prismatic' state. The weapons Abbi may remodel from the shield based on the refracted, visible light magic are as follows:
      Orange: A large, ornate scythe with an extremely sharp and durable blade, ergonomically crafted for speed and balance; must be held at all times or will revert to shield; requires at least 90% of shield to remodel; requires 3 seconds to remodel
      Yellow: A long, tapered minerva which may be used to cast rapid, momentarily blinding beams of light with its orbed end, or pierce with its tapered, spear-like end; will retain its shape if dropped; requires at least 50% of shield to remodel; requires 2 seconds to remodel
      Green: A small but versatile dagger; may be used at close range or thrown a maximum of 20 feet with extreme accuracy; if thrown, Abbi must physically locate and retrieve the dagger; requires at least 20% of shield to remodel; requires 1 second to remodel
      Blue: A moderate-sized sword, designed for healthy amounts of damage and accuracy; will retain its shape if dropped; requires at least 40% of shield to remodel; requires 2 seconds to remodel
      Indigo: A large, ornate cannon which projects intense beams of light that may injure, blind, and deafen momentarily; cannot be disarmed; Abbi cannot move while this is being wielded; requires at least 80% of shield to remodel; requires 3 seconds to remodel
    If there are any unused shield illumite crystals, they will be drawn to Abbi's other sources of illumite, but will not fully merge with them, and will return to the shield once Abbi leaves the 'Prismatic' state—for example, if Abbi has 50% of her shield left and wishes to use her dagger, the remaining 30% of shield crystals will be attracted and evenly distributed to her gauntlet, boots, and pendant, providing a thin, additional layer of protection to those while in the 'Prismatic' state. If Abbi ceases focusing her light magic through her gauntlet by either closing her fist or losing her concentration due to excessive force, the illumite will revert to its shield form, in the same amount of time the weapon took to form. The illumite is most vulnerable while it is shifting states, however the illumite shield is still strong enough to endure a healthy amount of force before even losing 5% of its total size if struck during a remodeling.

    Infraultra Abilities
    Alternatively, Abbi may choose to keep her shield for defense and gauntlet for offense, and utilize her light magic internally to enter one of two 'Infraultra' states. Doing so will require only 5% of Abbi's mana, and she is able to switch between 'Fundamental' and 'Infraultra' states in a fraction of a second, however Abbi's agility suffers due to the internalized light magic reflection while in these states. Undergoing complete internal reflection outside of the visible light spectrum, Abbi may enter the 'Infrared' or 'Ultraviolet' state:
      Infrared: Enables 'Midnight Vision'; vision in dark, murky, foggy, or otherwise difficult to see locations; Abbi cannot hear during this state; Abbi's ruby eye will glow for a fraction of a second while entering this state.
      Ultraviolet: Enables 'Midday Precision'; allows Abbi to blast targeted beams of light through her shield at opponents, causing severe damage; Abbi's shield will lose 2% of its total size per beam blasted though it during this state; Abbi's amethyst eye will glow for a fraction of a second while entering this state.
    Abbi cannot use her shield as anything but a shield during either 'Infraultra' state, and any damage dealt to the shield or mana used will impact their use during future 'Prismatic' states. Abbi cannot enter an 'Infraultra' state directly from a 'Prismatic' state, and vice versa. Additionally, Abbi may still use her boots for close-combat kicking during an 'Infrared' state.

    Iridescent Ability
    Once Abbi's shield has been reduced to less than 20% of its original size and she has less than 20% of her mana available to draw on, Abbi may utilize one final ability; 'Iridescent Replenishment'. Abbi may completely focus her light energy to remodel what's left of her shield and pendant into a swirling, high-speed mass of individual illumite crystals surrounding her body; these rotating crystals will create a pull, attracting up to 50% of the remaining 'splinters' back to Abbi—for example, if 15% of Abbi's shield remains, and she carries 10% with her pendant, 50% of the missing 75% of shield, i.e. 37%, will return to Abbi, replenishing her total shield crystals to 62%—this combined mass of swirling, high-speed crystals then refract highly concentrated light at different, random angles, injuring and momentarily blinding anyone within 10 feet of Abbi, while healing any of Abbi's minor injuries, and reflecting and replenishing Abbi's mana to (9x-2y)%, where x is the number of times Abbi used a 'Prismatic' ability and y is the number of times Abbi used an 'Infraultra' ability—for example, if Abbi used a 'Prismatic' ability 6 times (-60% mana) and an 'Infraultra' ability 4 times (-20% mana) before using 'Iridescent Replenishment', she would recover 46% mana (totaling 66% mana), ensuring diminishing mana with each subsequent use—this is Abbi's only form of health and mana replenishment, and requires selective usage of 'Prismatic' and 'Infrared' states in order to maximise replenishment and continual battle. This entire process takes 10 seconds, and has a rather large drawback; while the swirling, high-speed mass of illumite crystals provides a suitable shield from direct attacks, protection from well-targeted ranged attacks and spells is not so likely. During this 10 second process, Abbi is completely immobile and reliant on the swirling, high-speed mass of crystals to protect her and prevent anyone from coming within a 10 foot radius of her; as such, this ability can and will only be used if deemed absolutely essential to survival.

    Aim
    Abbi Pryzumn reaches Bren with a smile, knowing that while this is the end of her travels, it is also the beginning of something new. Live or die, Abbi's only aim is to shine a light on Prismancy, and the beauty and power that light possesses, for the world shall bask in its illumination; a far cry from the whispers of malevolence and misunderstanding she often hears from the mountains of Lhe'Shyiac.
    DF  Post #: 42
    7/9/2020 10:17:47   
    Starstruck
    Member

    Name: Tiure Stradivaski
    Age: 23
    Race: Human
    Element: Wind

    Appearance: Tiure is a tall, lanky young man with a bright scruff of sandy blonde hair. His gaze is piercing, wary, and intelligent, though his expression is calm, unperturbed, and gently smirking, the image of relaxed confidence. All he carries with him into battle is a bow and violin. Tiure’s clothing is ramshackle and homemade, the image of awkward innocence, but the instrument he carries is immaculate. Polished to gleaming, it appears to be better cared for than the rough and wiry musician who plays it.

    Skills, Spells, and Abilities: Tiure's magical violin carries more than just a tune. It (and the bow that comes with it) is a nigh-indestructible ancient artifact, said to be enchanted by the elemental Avatars themselves. The songs that Tiure plays can control the air around him with incredible precision, reacting to Tiure's emotions and needs. While Tiure is an excellent improviser, there are a few songs that he has practiced for the momentous occasion of the Elemental Championships. These songs are hardly more than snippets, short 15-second pieces filled with magical energy. If interrupted, either by force or by distraction, all of their effects will drop abruptly. If Tiure plays a given song twice (whether in a row or spread out), he will not be able to help himself from improvising, which will alter the way the spell forms in minor ways.

    Heartfelt Cantabile- A sweet, nostalgic song that conjures thoughts of home. When played, it makes Tiure and any allies more resistant to harmful magic, particularly the secondary effects of spells like blinding, deception, or paralysis. It ends with a sweet, sustained chord that sticks in the hearts and minds of its listeners, healing their injuries some and indefinitely conferring upon them a weaker version of the protective enchantment.

    Scherzo Tarantelle - A wild and catchy tune that makes you want to get up and dance. When played, it gives Tiure and any allies a great boost of speed, making the world appear to move slower around them. Because of this speed boost, the wild and crazy fiddling appears to get even faster, and lasts only 10 seconds. This alacrity only intensifies as the song proceeds. It finishes with a single high note, which seems to ring out across the battlefield and will sustain the speed boost for another five seconds. If Tiure begins another song during this time, the speed boost will end, so as not to affect the performance.

    Cadenza Sforzando in C# Major - A violent, emotional piece with a pulse-pounding rhythm. When played, it sends condensed bursts of wind like knives that are sharp enough to draw blood. It finishes with a dramatic sting that elicits a huge burst of sonic energy.

    Tempest Sonatina - A high-intensity song that would not be out of place at the high moment of a tragic play. Listening to it seems to put your heart in your throat. When played, a gentle wind begins to blow in a 20m radius of Tiure, gradually narrowing and increasing in intensity until it becomes a howling tornado centered at Tiure's location. It ends with a sharp second of complete silence, followed by a sharp bowstroke that directs the tornado to travel in whichever direction Tiure chooses. This twister is relatively minor when compared with ones that are more natural, but it’s still dangerous.

    Without his violin and bow, Tiure has only basic sound manipulation at his disposal. While he's far from powerless, he certainly isn't capable of the impressive feats of sorcery that he can perform with his instrument in hand.

    History: A mage by training, a bard by trade, and a Muse by birthright, Tiure stands as a unique figure even among the Championships’ legendary participants. 8 years ago, Tiure was killed in the Arena’s judgment, and deemed worthy for return by the Elemental Avatar of Water. This experience, and the harrowing fight that followed in the Finals Arena, have left a profound impact on his psyche. His youthful arrogance, built up and encouraged by the master wizard who trained him, has given way to the true humility of those bards who work for the price of a meal and rarely stay in one place for too long. He has wandered, thither and yon, the prodigal prodigy, and now found himself standing before the Avatars once more.

    < Message edited by Starstruck -- 7/9/2020 10:27:46 >
    DF MQ  Post #: 43
    7/9/2020 10:28:26   
    Starstruck
    Member

    Name: Tiure Stradivaski
    Age: 23
    Race: Human
    Element: Wind

    Appearance: Tiure is a tall, lanky young man with a bright scruff of sandy blonde hair. His gaze is piercing, wary, and intelligent, though his expression is calm, unperturbed, and gently smirking, the image of relaxed confidence. All he carries with him into battle is a bow and violin. Tiure’s clothing is ramshackle and homemade, the image of awkward innocence, but the instrument he carries is immaculate. Polished to gleaming, it appears to be better cared for than the rough and wiry musician who plays it.

    Skills, Spells, and Abilities: Tiure's magical violin carries more than just a tune. It (and the bow that comes with it) is a nigh-indestructible ancient artifact, said to be enchanted by the elemental Avatars themselves. The songs that Tiure plays can control the air around him with incredible precision, reacting to Tiure's emotions and needs. While Tiure is an excellent improviser, there are a few songs that he has practiced for the momentous occasion of the Elemental Championships. These songs are hardly more than snippets, short 15-second pieces filled with magical energy. If interrupted, either by force or by distraction, all of their effects will drop abruptly. If Tiure plays a given song twice (whether in a row or spread out), he will not be able to help himself from improvising, which will alter the way the spell forms in minor ways.

    Heartfelt Cantabile- A sweet, nostalgic song that conjures thoughts of home. When played, it makes Tiure and any allies more resistant to harmful magic, particularly the secondary effects of spells like blinding, deception, or paralysis. It ends with a sweet, sustained chord that sticks in the hearts and minds of its listeners, healing their injuries some and indefinitely conferring upon them a weaker version of the protective enchantment.

    Scherzo Tarantelle - A wild and catchy tune that makes you want to get up and dance. When played, it gives Tiure and any allies a great boost of speed, making the world appear to move slower around them. Because of this speed boost, the wild and crazy fiddling appears to get even faster, and lasts only 10 seconds. This alacrity only intensifies as the song proceeds. It finishes with a single high note, which seems to ring out across the battlefield and will sustain the speed boost for another five seconds. If Tiure begins another song during this time, the speed boost will end, so as not to affect the performance.

    Cadenza Sforzando in C# Major - A violent, emotional piece with a pulse-pounding rhythm. When played, it sends condensed bursts of wind like knives that are sharp enough to draw blood. It finishes with a dramatic sting that elicits a huge burst of sonic energy.

    Tempest Sonatina - A high-intensity song that would not be out of place at the high moment of a tragic play. Listening to it seems to put your heart in your throat. When played, a gentle wind begins to blow in a 20m radius of Tiure, gradually narrowing and increasing in intensity until it becomes a howling tornado centered at Tiure's location. It ends with a sharp second of complete silence, followed by a sharp bowstroke that directs the tornado to travel in whichever direction Tiure chooses. This twister is relatively minor when compared with ones that are more natural, but it’s still dangerous.

    Without his violin and bow, Tiure has only basic sound manipulation at his disposal. While he's far from powerless, he certainly isn't capable of the impressive feats of sorcery that he can perform with his instrument in hand.

    History: A mage by training, a bard by trade, and a Muse by birthright, Tiure stands as a unique figure even among the Championships’ legendary participants. 8 years ago, Tiure was killed in the Arena’s judgment, and deemed worthy for return by the Elemental Avatar of Water. This experience, and the harrowing fight that followed in the Finals Arena, have left a profound impact on his psyche. His youthful arrogance, built up and encouraged by the master wizard who trained him, has given way to the true humility of those bards who work for the price of a meal and rarely stay in one place for too long. He has wandered, thither and yon, the prodigal prodigy, and now found himself standing before the Avatars once more.
    DF MQ  Post #: 44
    7/9/2020 21:10:21   
      Starflame13
    Moderator


    2 days remain!


    @Jay - always good to see new faces, and always fun to give something new a try! Abbi is a really neat character, just missing some clarification in a few spots. The one major thing I note now is you rely a bit heavier on the math side of things than I encourage - which is likely due to you background work in DF/on the pedia. The math is pretty solid, so we can probably keep most of it, but something to keep in mind for future characters since you will be the one responsible keeping track of your mana usage. In general, the fewer numbers the better. For example, there are a few times I ask you the speed of a projectile. Stating "crossbow bolt" or "average baseball throw" makes more sense in context than something like "52.3 miles per hour".


    Let's start with Abbi's Prismatic abilities. You mention at the end how she needs to focus her light magic - is this just for the formation, or for the entire time the weapons are in use? Reading through, it seems like most of these would need to be in her gauntleted hand so I would assume the former, but let me know if I've misread anything. In this vein, can she have multiple weapons out at once - for example, summoning and throwing multiple daggers? Since the percentages add up that I don't need to worry about Abbi dual-wielding scythes, this is ok - just make it clear if it is the case. Additionally, swords, daggers, scythes, etc. all have different fighting styles - Abbi cannot be a master in all of them. Pick one that she truly excels at, and then have the rest be decent.

    In looking at the visible light magic specifically, I need more details for Yellow and Indigo. For Yellow - I actually haven't heard of a weapon called a "minerva" before. I know the Minerva, Goddess of Wisdom carried a spear - is this what you are referring to? If not, can you describe the weapon or else include an image? For both Yellow and Indigo, I need more details about the light beams - specifically a range, speed, and clarification on damage type (light speed is not allowed). Indigo has a greater "cost"/drawback potential than Yellow, so it is ok if its beams are stronger/larger - but in either case, the greater the damage dealt, the shorter the range or the slower the beam (or vice versa). In terms of damage types, these could be things like a hammer-blow (bruising), minor to major burns, or even slashes as if from shards of glass. Choose what fits best, and reach out if you have questions! For the blinding effect, to the beams need to strike the face of the target, or just enter visual range? In the latter case, the blindness should be MUCH more temporary - a moment or two at most.

    Onto the Infraultra Abilities - the same questions about damage, range, and speed of light beams need to be answered for the Ultraviolet mode as for Yellow and Indigo. This is also true for the concentrated light "strikes" caused by those within 10 feed of Abbi during her Iridescent ability. Iridescence itself is strong, but I like the balance of risk and reward to it - so since it requires Abbi to be at low ammo/mana to activate, I think it can mostly be left as-is.

    Feel free to ask or look at other bios to get ideas on where to balance damage vs. speed vs. range, and looking forward to version two!


    @Starstruck - it has been stated multiple times that editing bios is against the rules. I understand that you were exciting about posting the character, but that is not an excuse for actions that I have made clear are not allowed. As such, Tiure Stradivaski is DQ'd from this years EC. If you have another character in reserve or wish to create one, you are welcome to submit them - and Tiure can try again in another event.

    AQ DF MQ AQW  Post #: 45
    7/10/2020 6:40:26   
      Jay
    Marauderator
    🧭


    @Starflame13: Thank you for the detailed feedback! I have attempted to clarify the following;
    • Math Overload: Even I was thinking this was a bit convoluted, I've attempted to simplify a lot of the math without compromising the ratios too much and keeping things balanced.
    • Prismatic Abilities: Abbi uses her gauntlet (right hand) to direct specific bands of visible light into her illumite shield (left hand) to remodel it into a weapon. She must continually direct her light magic into the weapon whether she is holding it in either hand, or in case of the dagger, if it is thrown. The size of the weapon does impact how close or remote her magic can be directed; for example, the scythe cannot withstand losing contact with any part of Abbi's body and will revert to its shield form if disarmed, yet the small dagger is able to be thrown a maximum of 20 feet so long as Abbi continues to direct her light magic into it (effectively guiding it towards a specific target). I've properly expanded on this in the updated bio.
    • Master of Weapons: No, Abbi cannot wield multiple weapons at once. But, I'll admit, part of me just wanted to have a weapon or ability for each color of the spectrum; I've refined this and noted which weapons she prefers to use in the updated bio.
    • Minerva Mystery: I'll be honest too, I didn't realise this wasn't a common name for this kind of weapon at first, but it apparently is not. Alas, it was referred to as this in DragonFable many years ago now (see: Lilka) and I just assumed it was a "thing". I guess I'll just refer to it as a spearstaff; the general concept is it can be used for magical or ranged attacks.
    • Light Beams: I've clarified the effects of the various light beams Abbi is able to utilize.
    Changes are in bold!



    Abbi Pryzumn
    Light - 21 - Human - Prismancer

    About Abbi
    As the light of dawn finds Bren, so too does the light emanating from young Abbi Pryzumn, signifying the impending completion of her ambitious journey from Lhe'Shyiac. Smothered by the darkness of her home continent, Abbi was forced to learn the art of battle from a very young age. Born the daughter of a disgraced Paladin who fled Smocha Gwova to begin a new life with a Soulkeeper, Abbi was raised in the small mountainous village of Beinn Aotrom, centralized within a mountain range colloquially known as the Light Mountains. While this mountain range provides protection from the sun for several villages and towns further south that'd rather remain in the comfort of their shadow-stained streets, many still travel up to Beinn Aotrom for its plentiful deposits of illumite; an extremely precious and unique mineral sometimes erroneously referred to as "crystalized light". With clarity akin to glass, yet strength that could rival a diamond, even just a handful of illumite would be an undeniable victory for any Lhe'Shyiac adventurer. As such, the people of Beinn Aotrom remain in constant defense of their homes and serve as protectors of the mountains.
      Properties of Illumite
      Illumite is a mineral found exclusively deep within the Light Mountains of Lhe'Shyiac. While it is perhaps best known for being very clear and remarkably strong, it is also surprisingly malleable... under the correct conditions, that is; Illumite is naturally found in small crystals, however when introduced to a very strong and direct source of light magic, the crystals seemingly merge into a single structure. Being one of only a few communities on Lhe'Shyiac that practice light magic, the people of Beinn Aotrom are the only ones who know how to truly utilize illumite to its fullest, remodeling, recycling, or even returning their illumite to the mountains whenever no longer required.
    Appearance & Attire
    As Abbi continues towards Bren against the backdrop of the rising sun, her shoulder-length silver locks appear to beckon to the breeze, while her eyes—one ruby, one amethyst—dart to and fro, searching for the quickest path to the action. Standing at just 5'2, one might not consider Abbi a formidable opponent at a glance; an assumption she welcomes and often utilizes. Abbi's basic attire consists of a simple, lightweight, and highly breathable white bodysuit, almost camouflaged by her pale skin. It offers little-to-no protection, however it allows Abbi to be extremely agile. Abbi can almost feel Bren pulling her closer now, as her illumite powder encrusted boots glisten across the grassy terrain. In her left hand Abbi holds a large, triangular-shaped shield, approximately 1.5 metres (5') high and 1.2 metres (4') wide (at its widest point), while her right hand and forearm are encased in a clawed gauntlet; both are crafted from remodeled illumite, and serve as Abbi's main source of offense and defense in combat. Finally, around her neck, a small crystal pendant of illumite hangs from a simple yet elegant silver chain; most assume it to be a simple piece of jewelry, but like Abbi herself, it is not to be underestimated.

    Abilities
    Fundamental Abilities
    Abbi's typical combat style allows her to nimbly navigate her opponents, using her illumite shield for defense, her illumite powder encrusted boots to kick, and her clawed illumite gauntlet to strike. This clawed illumite gauntlet isn't particularly powerful, but provides a suitable close-combat offensive option without drawing on any mana; the boots are similarly effective for close-combat kicking. The illumite shield is very strong, but not impenetrable, and prolonged exposure to excessive or extreme forces may cause the shield to 'splinter', causing crystals of illumite to fall to the ground, reducing the shield's relative size and effectiveness over time. Abbi's gauntlet and boots however entirely encompass a part of Abbi's body, and this direct connection to her light magic makes them impenetrable; only if this connection is somehow severed may these begin to 'splinter'. Abbi may recover crystals she loses during combat, taking a half second to recover each one, however will be unable to rejoin them to her shield, gauntlet, or boots, as merging them to such large objects would require a plethora of mana, and leave her completely vulnerable. Instead, Abbi may use 1% of her mana and take an additional half second per crystal to merge them onto her small pendant of illumite for safekeeping until she is able to remerge them elsewhere. Abbi's pendant may merge with crystals equivalent to 10% of her shield before reaching maximum capacity, and any other 'splinters' will be lost to the battlefield.

    Prismatic Abilities
    While Abbi's gauntlet and shield may provide excellent defense and adequate offense, Abbi's true prowess can be observed through her 'Prismatic' states. Instead of using her gauntlet for offense, Abbi may focus her light magic through the gauntlet on her right hand, directing her open palm into the shield held in her left hand; her light magic will undergo total internal reflection within the gauntlet until it hits the shield, at which point only a single color will be refracted. This refracted, visible light magic has enough power to remodel Abbi's shield into a weapon in 1-3 seconds, offering extreme offensive abilities at the cost of most of the shield's defense and 10% of her mana. Additionally, Abbi may still use her boots for close-combat kicking during a 'Prismatic' state. Abbi must continue to direct this concentrated light magic into the weapon to some degree, relative to its size. The weapons Abbi may remodel from the shield based on the refracted, visible light magic are as follows:
      Orange
      A large, ornate scythe with an extremely sharp and durable blade, however its sheer size makes it an unpredictable option for Abbi; must be in contact with Abbi's body at all times or will revert to shield; requires at least 90% of shield to remodel; requires 3 seconds to remodel

      Yellow
      A long, tapered spearstaff which may be used to cast rapid beams of light with its orbed end that can't injure, but blind targets for 3 seconds when directed at the eyes, or pierce with its tapered, spear-like end; a favorite of Abbi's, especially the orbed end; will retain its shape if dropped/disarmed so long as Abbi directs her light magic into it; requires at least 50% of shield to remodel; requires 2 seconds to remodel

      Green
      A small but versatile dagger; may be used at close range or thrown a maximum of 20 feet with extreme accuracy so long as Abbi directs her light magic into it; if thrown, Abbi must physically locate and retrieve the dagger; not Abbi's first choice as throwing requires concentration over long distances, and eventual retrieval; requires at least 20% of shield to remodel; requires 1 second to remodel

      Blue
      A moderate-sized sword, designed for healthy amounts of damage and accuracy; will retain its shape if dropped/disarmed so long as Abbi directs her light magic into it; a comfortable size for Abbi, however she prefers magical and ranged attacks to melee combat; requires at least 40% of shield to remodel; requires 2 seconds to remodel

      Indigo
      A large, ornate cannon which projects intense beams of light with the relative speed of a cannonball that may injure with minor burns at close range (5 feet or less), blind for a few moments upon entering visual range (10 feet or less), and deafen for a few moments upon entering sonic range (20 feet or less); cannot be disarmed; Abbi cannot move while this is being wielded; Abbi's favorite weapon, only if she feels secure enough to use it; requires at least 80% of shield to remodel; requires 3 seconds to remodel
    Abbi may only remodel a single weapon from the illumite shield at any given time; if there are any unused shield illumite crystals, they will be drawn to Abbi's other sources of illumite, but will not fully merge with them, and will return to the shield once Abbi leaves the 'Prismatic' state—for example, if Abbi has half of her shield left and wishes to use her dagger, the remaining shield crystals will be attracted and evenly distributed to her gauntlet, boots, and pendant, providing a thin, additional layer of protection to those while in the 'Prismatic' state. If Abbi ceases focusing her light magic through her gauntlet by either closing her fist or losing her concentration due to excessive force, the illumite will revert to its shield form, in the same amount of time the weapon took to form. The illumite is most vulnerable while it is shifting states, however the illumite shield is still strong enough to endure a healthy amount of force before losing a noticeable portion of its total size if struck during a remodeling.

    Infraultra Abilities
    Alternatively, Abbi may choose to keep her shield for defense and gauntlet for offense, and utilize her light magic internally to enter one of two 'Infraultra' states. Doing so will require only 5% of Abbi's mana, and she is able to switch between 'Fundamental' and 'Infraultra' states in a fraction of a second, however Abbi's agility suffers due to the internalized light magic reflection while in these states. Undergoing complete internal reflection outside of the visible light spectrum, Abbi may enter the 'Infrared' or 'Ultraviolet' state:
      Infrared
      Enables 'Midnight Vision'; vision in dark, murky, foggy, or otherwise difficult to see locations; Abbi cannot hear during this state; Abbi's ruby eye will glow for a fraction of a second while entering this state.

      Ultraviolet
      Enables 'Midday Precision'; allows Abbi to blast targeted beams of light with the relative speed of a bullet through her shield at opponents up to 30 feet away, causing severe damage in the form of major burns up to 15 feet away, and minor burns thereafter; Abbi's shield will lose 2% of its total size per beam blasted through it during this state; Abbi's amethyst eye will glow for a fraction of a second while entering this state.
    Abbi cannot use her shield as anything but a shield during either 'Infraultra' state, and any damage dealt to the shield or mana used will impact their use during future 'Prismatic' states. Abbi cannot enter an 'Infraultra' state directly from a 'Prismatic' state, and vice versa. Additionally, Abbi may still use her boots for close-combat kicking during an 'Infrared' state.

    Iridescent Ability
    Once Abbi's shield has been reduced to less than or equal to 20% of its original size and she has less than or equal to 20% of her mana available to draw on, Abbi may utilize one final ability; 'Iridescent Replenishment'. Abbi may completely focus her light energy to remodel what's left of her shield and pendant into a swirling, high-speed mass of individual illumite crystals surrounding her body; these rotating crystals will create a pull, attracting half of the remaining 'splinters' back to Abbi, rounded down. This combined mass of swirling, high-speed crystals then refract highly concentrated light at different, random angles mimicking projectiles emitted from an explosive blast, injuring by causing small, laser-like burns and blinding anyone for a few moments within 10 feet of Abbi, while healing any of Abbi's minor injuries. These crystals also reflect and replenish Abbi's mana based on her use of 'Prismatic' and 'Infraultra' abilities; a base mana recovery of 50%, +5% per 'Prismatic' ability used, -5% per 'Infraultra' ability used. This is Abbi's only form of health and mana replenishment, and requires selective usage of 'Prismatic' and 'Infrared' states in order to maximise replenishment and continual battle. This entire process takes 10 seconds, and has a rather large drawback; while the swirling, high-speed mass of illumite crystals provides a suitable shield from direct attacks, protection from well-targeted ranged attacks and spells is not so likely. During this 10 second process, Abbi is completely immobile and reliant on the swirling, high-speed mass of crystals to protect her and prevent anyone from coming within a 10 foot radius of her; as such, this ability can and will only be used if deemed absolutely essential to survival.

    Aim
    Abbi Pryzumn reaches Bren with a smile, knowing that while this is the end of her travels, it is also the beginning of something new. Live or die, Abbi's only aim is to shine a light on Prismancy, and the beauty and power that light possesses, for the world shall bask in its illumination; a far cry from the whispers of malevolence and misunderstanding she often hears from the mountains of Lhe'Shyiac.
    DF  Post #: 46
    7/10/2020 6:58:41   
    Fionnes
    Member

    >Thanks for the tips! All corrections have been underlined.

    Demographic
    Name: Circa
    Nickname: -
    Race: Sandcat Elemental
    Age: ~300 years (visually looks 24)
    Class: Morphing Sand
    Element: Earth

    Appearance

    Although Circa appears as a 1.9m tall, female human with an athletic build, she is actually a Sandcat Elemental, with the ability to mould and change her physical structure. Due to this limited ability, Circa can physically take on many forms; she can even disintegrate down to a pile of sand for a brief moment of time if needed. Of course, she prefers to look like a human as it allows her to integrate better into human society. Although she is “made of sand” Circa, weighs the same as an average female human.
    Sandcat Elementals (from henceforth referred to as “Sandcats”) are humanoid creatures that possess the abilities to mould with sand. They look mostly human, aside from a cute fluffy cat-tail, a pair of cat-like ears which enhances their aural alertness and range. These two features match her dark-red hair colour and have matching darker-toned “fur” as well. Although Sandcats may morph their body at will, they are limited by both their mana pool, and by their age; older Sandcats who have trained for longer can hold their morphed shapes a greater period of time and vice versa. As a young Sandcat (as most Sandcats can live up to 1,500 years), Circa has a moderate mana pool compared to elder, more experienced members of her cohort. Although this power can be deadly, Sandcats mostly use this skill for camouflage or protection; this is because most Sandcats lead a nomadic lifestyle, away from combat. This tendency to avoid engaging in combat has meant most Sandcats put an emphasis on mobility, speed and stealth in their combat training. Various tattoos adorn her body, and are unique markings upon individual Sandcats.

    Gear and Equipment

    Circa’s design focuses on reds, blues and greys. With her crimson-red hair and dark-coloured attire, she finds that it aligns better with her more-serious demeanour. This is also why she dresses with a combination of cloth and armour for protection on commonly-hit areas, whilst improving overall mobility.
    In addition to her unusually-tall stature, Circa wears a crimson set of thick, steel plate armour, which only covers specific parts of her body: the knees, ankles, waist and part of her chest. This allows some protection whilst still optimising her freedom of movement. Other apparel include a pair of grey shorts and a grey wrap-around top, with blue-grey accents, along with a dark-grey turban that she wears as a neck garter. Various grey bandage-like bindings wrap around her body as well; these act as additional mana capacitors which can fuel her elemental-based attack and defence, though they are slightly more delicate and prone to damage. These bindings can also be unravelled to form long whips.
    Circa keeps a pair of nunchaku on her waist, beside a unique katana, “Cupris”, shaped with ridges along the top of the blade. Whilst the lower side of the blade is the main slicing apparatus, the top of the blade is not only sharp, but the ridges assist in catching any incoming weapons, like a sai, and if effectively used, can disarm the opponent’s weapon. The carbon-steel manufacturing makes this particular katana lethal, but in the hands of Circa, even more so.

    Abilities

    Circa minimises her mana usage and aims to drag any combat situation for as long as possible. Endurance from her physical composition of sand as well as quick mobility help her to eke out her ability to survive in harsh situations, much like sand in the desert will last forever. Her magic revolves around protecting herself from damage, but can also be used to manipulate Earth-based environments in her home environment, or to spread sand to parts of the battlefield to aid her combat, disguise or mobility. These are survival tactics that Sandcats have learnt and practised since time immemorial.

    Body Morph: The ability for her to morph allows Circa to dodge attacks that may otherwise hit her. In most combat situations, a simple morph of her limb requires little mana, but a complete body structure alteration, or complete disintegration into a pile of sand, would expend a large portion of her mana pool. As her body has the general texture of sand, it is prone to certain external factors. Wind can slowly erode her body and gradually reduce her health, water can solidify her body and reduce her ability to morph, and extremely high temperatures can turn her body to glass and make her brittle. However, Circa, like most Sandcats, learn to extract as much power as they can from the earth and can rebuild their body with nearby earth in a passive form of healing. This would only be possible when Circa is staying still, with at least both her hands and feet flat on the earth surface (the minimum required body surface area for this ability to take effect), and would not be possible during combat due to the concentration required to focus her mana. Despite water solidifying their body structure, increased moisture results in trading increased defences at the cost of mobility.

    Sand Buffer: Circa’s body structure, which appears human but is mostly composed of sand, can absorb most physical blows, and can even allow swords to penetrate her body. However, her health can still be affected if her torso is directly damaged, as this contains her elemental core. Destruction of this core would result in death. The sand component can be gradually weathered down during combat, and is especially exacerbated by wind and turbulence. Water can temporarily toughen her exterior, but drastically slows her movement down; fire is generally not an issue unless Circa is directly exposed to flames for long periods of time, whereby her body can form into glass, which can be fatal. In most instances, Earth-based environments can buff Circa’s elemental powers by up to 20%, which can temporarily improve her combat and defensive capabilities.

    Feline Reflexes: As a Sandcat, Circa often attacks in a cat-like prowling position, on all four limbs. Pouncing and jumping attacks are commonly used, which makes use of Circa’s quick movement. When dodging attacks, she can remould her body to avoid the attack, though this will eventually stress her body system if done continuously; eventual tiredness can be seen by incomplete transformation or movement, or the appearance of sand gradually flowing off her body: this indicates her elemental cohesion with the sand is weakening.

    Mirage Figure: Circa has the ability to form a replica of herself using sand for around ten seconds before it takes a heavy toll on her mana stores. The physical properties of that replica are identical to Circa at the time that she “summons” forth the mirage figure, but this apparition is completely rooted to the surface of the area on which it has been summoned from. Movement is restricted to the upper torso only. After the time limit, the mirage figure shatters into a cloud of sand and dust, creating a temporary distraction and can cloud up to an area of 3m in radius. The resulting sand on the floor can be collected up later by Circa as she walks over it, but may stay on the battle surface indefinitely, as it is no longer part of Circa’s “structure”.

    Bandage Serpent: The many dark-grey bandages that wrap around Circa’s body not only act as a mana capacitor, but they can also be unravelled and be used as whips to drain mana and physically attack enemies from a distance of up to 2m. This “whip” would effectively need to wrap around the enemy’s appendage and be able to sustain contact for at least 2 seconds for this mana drain to take effect. The bandages are made of a flexible thin silicon-based material, and are extremely durable. However, prolonged use in combat and complete mana depletion of these bandages can accelerate cracking and degradation of the bandages, which can snap under sufficient stress.

    Nunchaku: Essentially two wooden sticks connected by a short chain. She carries this on her waist and uses it for situations or locations where her sword may be unsuitable or disabled.

    Cupris: Circa’s unique blue-grey and silver katana. As the blade charges for an attack, ancient glyphs glow with a copper-coloured tone along the length of the blade. The blade is of carbon-steel manufacturing and has been enchanted to be highly resistant to wind- and water-based attacks, of which Circa is most vulnerable to. Circa can mould herself to the blade to increase its resistance to physical damage, making it less likely to weather and erode upon repeated combat. If it is shattered or damaged, up to 75% of its former integrity can be restored if she focuses her Earth-based magic on its fragments. This will be dependent on her current mana and concentration levels at the time.

    Seismic Rumble: Circa’s connection with the earth allows her to mimic the tremor of an earthquake for a maximum of 5 seconds, which can briefly disorient surrounding foes. The effective radius is up to 5m, though the intensity of the tremor will drop to around 30% at the outermost edge of said radius. Circa can only use this tactic every minute or so, or until her mana is depleted.
    DF  Post #: 47
    7/10/2020 13:40:47   
    Kooroo
    Member

    Name: Syn

    Honours:
  • The First
  • The Hollow Knight
  • The Bleached Arbiter
  • She who lived in the Dark
  • “She who has absolutely no chill”

    Titles that matter:
  • Syn

    Gender: Female.
    Element: Darkness
    Age: Most likely around her 30s. Judging by her coat and armor, she’s seen her fair share of combat. Her face is always hidden, but her skin is top notch, hinting at either youth or a consistent skincare routine.

    ”Yeah, no. I’m pretty sure that operating a tube of moisturiser is beyond her.”


    Race: Human, with additional accessories.
    Height: 1.77m
    Weight: A preposterously large number. Far too many rocks to carry.

    Appearance: A tall and lithe woman, clad from head to toe in scuffed, alabaster armor. The marked and stained onyx trench coat she wears over it is just as worn, looking in severe need of mending or retiring. She wears a thick, triangular-shaped plate over her face instead of a helmet. The makeshift mask is almost featureless, save a couple of purple, pulsing lines that bisect it vertically, horizontally, and diagonally. Her waist-length, dark-slate mane is usually left loose and unkempt, unless someone is charitable enough to do it up for her.

    ”Note: Consider hairbrush for next birthday present. Find out when birthday is.”


    Armour and Clothing:
    The Lord’s Intervention:
    The bone-white armor that covers Syn from neck-to-toe. Sleek and relatively form-fitting, it comprises of a mix between diamond plates and triangular scales, fitting together seamlessly. The plates appear to be made of an opaque ivory-material, while the triangular plates have the appearance of dark granite. Its chestplate is a pair of large diamond plates that wrap around the front and back of her torso, with dozens of increasingly smaller plates ringing them like an advanced form of mail. There’s a similar arrangement going on for the other plated parts—namely along her limbs and pelvis, the latter from which hangs a skirt of faulds. Her joints are somewhat in-between, housed by thin, overlapping layers of alabaster plate, forming makeshift knee and elbow guards. A tight and rigid neck guard rings Syn’s collar.

    As mentioned, most of the armor is fairly sleek in appearance, with exception to the gauntlets and boots. The gauntlets bear thick, rigid guards along the top of the forearm. The boots bear small intakes and thrusters on the front and back respectively. A single, much larger thruster is on the armor’s back, sealed behind a shutter when it's not in use.

    In terms of defensive capabilities, the armor’s plates are thicker and far stronger than your average knight’s plate armor, while the triangular scales make for a makeshift set of mail. Although both are quite adept at dealing with slashing attacks, the scales are not above withstanding well-placed piercing attacks. A well-placed stab with a decently sharp weapon will either break through the scales or push between their edges. The scales around Syn’s waist are especially vulnerable to the latter; they are larger and stronger, but the edges are more obvious and the gaps are easier to target. The armor’s breastplate is by far the strongest and thickest part, as it houses her Umbral Engine.

    Energy drawn from the Engine can be used to drastically improve her strength, though doing this puts strain on her muscles and components. The armor overall is magically inert and incredibly difficult to manipulate with magic, though its protection against damaging magics (eg. a lightning bolt) are minimal. Although she and the armor might appear fine on the surface (depending on where you hit her), there’s a good chance that whatever’s underneath that spot of armor will be slightly fried. Due to the cooling requirements of the Engine, the gaps between the plates and scales surrounding the chestplate can contract and expand at will, and the plates themselves are incredibly good at heat dispersion.

    His Holy Raiment:
    A dark, loose and incredibly worn trench coat with scuffed, gunmetal clasps. Two graphite coloured plates are held in place, over the shoulders by the button-up epaulettes. Many mysterious stains cover the coat’s surface, like a DIY camo pattern. Most of the edges are either torn or frayed, and the deep base color has started to fade, leaving it splotchy in many areas.

    Regardless of its haggard appearance, the jacket's stitching still holds together quite well. There is a rather large gap tailored into the back of the coat to accommodate the exhaust on Syn’s armor, under the back vent.

    In terms of physical and magical properties, the coat’s thick weave is water resistant and is shown to dry relatively quickly. It’s magical defences are diminished to the point of being nonexistent, though it does not conduct electricity, nor will it ignite or freeze without excessive effort.

    The care label is torn, but it’s obvious to anyone that this garment is a dry clean only item.

    ”I bet you she tried to machine wash it. And yes, I still stand by my statement; I don’t think she knows what a washing machine is, but a friendly reminder that lawn mowers are also machines. Don’t discriminate.”

    Equipment:
    Umbral Engine Mk II: Prototype Photon Oppressor:
    A magitech generator that’s housed within Syn’s chest cavity. The mechanics and science behind the Engine are lost on her (”What isn’t lost on her?”), but all Syn knows is that it works and provides more than enough power for her needs. In reality, the Engine draws Divine energy from an unknown source and converts it into Dark elemental magic that can be used to fuel her body, armor and weapon. Aside from the recommended decennial service, the Engine is capable of healing and repairing Syn, although this takes a considerable amount of time, similar to the human body’s own healing processes.

    The device is responsible for sustaining nearly all of Syn’s bodily functions. It performs the function of a heart in her circulatory system, replaces part of her digestive system, and acts as a pseudo immune system. It has a minimum baseline 10% power to keep all of these running and will never go below this level unless damaged. Stopping the Engine is akin to stopping several of her organs and will kill her. During combat or on command, it will slowly rev up and increase Syn’s magical energy pool as she exerts herself, meaning that she takes time to reach peak combat capacity.

    At lowish power, her general combat performance is lowered slightly, so she is basically on par with a human. It requires at least half power before the thrusters on the armor can be engaged to propel rapidly forward in a mostly straight line. Very minor course corrections of a degree or two are possible, though with her speed and weight, such changes are barely noticeable. Engaging them allows Syn to engage a very slight hovering effect, making her soles levitate up to four centimeters off the ground. It also draws practically all resources from the Engine and doesn’t allow the use of any other skills, aside from the force brakes attached on to the heel of each boot. Using these immediately shuts off her boosters, kills the hover effect, and cuts her velocity significantly. This is usually enough to allow her to stop without too much effort. At a full 75% power, she is able to travel up to 15 meters at roughly one-and-a-half times human running speed.

    The maximum size of the energy pool is ‘considerable’, to put it lightly. It is also constantly replenishing, although there are a few reasons as to why Syn doesn’t start demolishing things at max output. Power generation is halted whenever she draws actively on the Engine to use an ability and regains shortly after.

    The first is heat; drawing large amounts of energy from the Engine generates a fair bit of heat which can be quite unpleasant for extended periods. Heat will be vented from the Engine and her armor in jets of black smoke from the gaps between her torso armor, but that can only mitigate so much. The main heat generating culprits are the armor’s thrusters and various stages of Pax Deorum. The second is the Engine’s side-effects, which can be experienced if Syn draws on too much of the Engine’s power at one time. Nausea, headaches, burning, bleeding, sharp pains and slight soul dissolution; these and more are all potential consequences if she exceeds the ‘safe’ levels of the Engine, which are around 75% at full output.

    It should be noted that exceeding the Engine’s safe levels requires a certain degree of willpower and self-focus; which Syn is not capable of, so long as she’s wearing the Ode. Additionally, drawing significant amounts of power for certain abilities will result in the Engine spinning down and lowering its output momentarily.

    Ode To Faith: Ever Forward as He Dictates:
    The full face mask that covers Syn’s face. Fastened at her temples, the Ode to Faith is a triangular sheet of repurposed plate, with a bone-white band clamped over its surface. Three shining, royal purple streaks crisscross this white shroud, meeting in its center. Despite its lack of eye, nose or mouth holes, Syn is able to see, speak and breathe as though it’s not there. It can be removed, though it’s not particularly easy to do and Syn has never personally removed it.

    Aside from granting the blessing of plate protection over her face, the purpose of the Ode is to help imbue a sense of drive and purpose into the supposedly-lacking Syn. A hybrid of Divine Artifact and magitech engineering, it possesses very limited, non-sentient programming to usher her in a metaphorically ‘forward’ facing direction and helps to nullify any stray, independent, self-serving or ‘distracting’ thoughts when it is functioning properly.
    With a bit of observation, this makes it incredibly easy to predict what she will do in any situation. For example, if she were surrounded in a field of enemies, it can almost be guaranteed that the swordswoman will keep fighting until she is downed or the entire area is cleared of life. This also grants her strong resistances to mind-altering/affecting magics targeting her.

    The Ode also contains fairly potent emotional and memory suppressing capabilities, as well as an inactive psych repair function. Mind altering/affecting magics targeting Syn are severely dampened at the cost of her creativity and sword form. The aforementioned programming is useful for pain negation, though this also results in decreased self-preservation. As mentioned above, the Ode also prevents her from exceeding the safe limits of her Engine, making keeping its operational range around 10-75% power.

    However, Syn is completely in the dark to the true nature of the Ode. To her, the Ode is simply one of His Gifts to her, and helps her enact His Will, no matter where in the realms she may be. Whatever she hears is the voice of His Messengers and is all part of His Grand Plan.

    Though part of the Ode is made from a Divine artifact, there’s a manufactured portion of the mask which is far less durable. If the Ode is damaged, there is a fair chance that it's innate programming will be disrupted and there will be more influence from the Divine part of the artifact. This may result in some strange behaviour from the Ode, which may eventually be replicated in misdirection and bizarreness from Syn.


    Combat Prowess/Physical Ability:
    Three S’s: Strength, Swordsmanship and Stamina. These are the main areas that Syn excels in.

    Due to both a combination of her strength, weight, and her Engine, it’s unlikely that Syn will lose a wrestling match to any normal human. The armoured woman is able to throw a man across a room with relative ease when she’s above base Engine power. When below 25% power, her strength is considerably lower, being within standard human ranges. This doesn’t change her weight, though, which makes it much harder for your average man to throw her.

    Her swordsmanship alone is formidable enough to match the most seasoned of knights. With little regard to form or grace, Syn tends to focus on simply blocking and then overwhelming her foes with powerful, overbearing strokes. You can probably thank the Ode for that.

    Swifter or more aggressive foes tend to fare better than defensive ones, as the Ode’s influence causes her to fall into a loop of blocking, followed up with more blocking, and a side helping of blocking. However, her sound and adept defensive technique hints at a deeper understanding of swordplay, all buried under the stoic and simple exterior that she portrays.

    Thanks to her Engine, her stamina is also boosted considerably. As long as the Engine is operational, Syn is able to continue running all day.

    Which is where the fourth S comes in; she’s remarkably slow.

    Her speed is impressively lacklustre. A relatively fit adult could comfortably jog to keep pace with her top running speed. This is usually where the afterburner on her armour comes in handy, but that has many limitations. If she gets close enough, she is able to lunge or dash a meter or two, but anything further is basically beyond her.

    Her flexibility and agility is slightly under than that of a similarly sized human, but not noticeably so. She knows only basic techniques for other weapons, putting her skill at that of a novice. Unarmed, she is surprisingly capable; with a workable knowledge of blocking and strikes.

    ”I thought the Fourth S was going to be ‘stupid’, but slow works.”


    Weapon:
    Providence: The Guiding Hand:
    An oversized claymore, made from what seems to be black and smoky quartz. A white device made from the same material as Syn’s armor has been fused onto one side of the guard, which pulses in time with the purple veins under the blade’s surface. In the very center of Providence’s guard is a pitch black singularity, which constantly releases a dark, sweet-tasting smoke. Black, ashy motes occasionally drift from this magical anomaly, though they leave no residue when they land on a surface.

    Measuring at over 160 centimeters long and with a rather thick blade, the sword is incredibly heavy in this form; far too heavy for the average human. Syn has no trouble swinging it around with one hand, though this is mainly due to the attachment on the guard. It draws dregs of power from her Engine and makes it slightly lighter for her to wield. Its edge is slightly keener than that of your average steel blade and it is capable of nullifying magical projectiles up to your basic fireball.

    Pax Deorum:
    With a mere thought, Providence can be empowered by Syn, granting it several additional effects depending on how much energy is imparted into it. These are as follows:

  • Stage 1: Dark energy surges from the singularity in the sword’s guard. The blade glows and is now capable of blocking and deflecting more potent projectiles. Energy drawn is purely from the magical source in the sword’s guard—nothing is taken from Syn’s Engine and can be maintained fairly easily.

  • Stage 2: Additional power is continuously diverted from Syn’s Umbral Engine, shrouding the sword’s blade in a purple energy. Effectively increases blade’s length and width slightly, allowing it to block larger projectiles due to surface area. Each swing creates a glowing aftertrail in the air, which will explode into a concussive burst if Syn follows through without interruption. If the swing is blocked or interrupted, then there is additional force imparted through the blow instead of an aftershock. Each burst and swing in this stage lowers the Engine energy level slightly, with the bursts powerful enough to make a man stumble.

  • Stage 3: Floods the sword with dark energy, enveloping the entire weapon in surging, violet energy; this might lead to slight damage of Syn’s gauntlets, depending on how long Providence is held in this stage. The blade length and width are effectively doubled for one strike. A more potent version of Stage 2, though the concussive blast is more powerful and imparts a slight flaying effect on detonation. Cuts Engine power by over half of max and generates a lot of Engine heat. Providence cannot be charged to this level mid-motion; it has to be held completely still and with two hands.

    The Parting:
    Put simply, The Parting is a magically empowered, charging thrust. At the direction of its wielder, the blade syncs up with her Engine and projects an enormous amount of dark energy from the tip of its blade, with some magical run-off fanning out from around it. With a full-motion thrust and a vocal evocation, the sword will surge forward with terrifying speed, converting the magical fallout into a spiraling, conical barrier of solid blacklight.

    The main deadliness of the charge comes from the sheer force of the charge combined with the sharp point of the barrier. Anything to the side of the charge is more likely to be hit by the blacklight barrier, or the magically-generated aftershock around its edges. The aftershock is capable of making an ordinary person stumble, whereas getting struck by the barrier is akin to being hit by a fast-and-heavy solid.

    The charge is roughly twice as fast as a human’s sprinting speed. Its course cannot be altered once begun, though it can be cancelled at will; all Syn has to do is pull on the sword and swipe it to disperse the barrier and grind to an almost immediate halt (brakes will be necessary). It can travel up to 30 meters before it automatically stops, dispersing the barrier into the air. There is a hard cooldown period after that will prevent The Parting from being used for another hour.

    ”I’m sorry, what? Did I just read speed? I just read ‘speed’, didn’t I? There, ‘terrifying speed’. Now hol’ up a damn sec—”


    Skills and Abilities:
    By His Grace:
    Due to the Engine in her chest, Syn needs slightly less oxygen than a normal person to survive and her bones are considerably stronger and heavier than any human’s. This is partially due to her armor; some parts are simply bonded to her flesh, whereas other segments replace those body parts entirely. If you were to somehow dissect her, it’d be very difficult to tell where the knight ends and the armor starts, but there are some certainties; everything below the knee and in her chest is synthetic. These areas are also the strongest and most heavily armored parts of her. Despite this, Syn can still feel pain in any location if an attack penetrates her armor or has sufficient force behind it.

    When her Engine is running at a low power (ie. 10 - 25%), her strength is within the same levels of a human being. After this capacity is exceeded, however, she becomes far stronger. More energy can be drawn from the Engine to further increase this, though this puts strain on her body and means she is at risk of injuring herself, in the same way that a person can pull or tear a muscle.

    Her blood is a mix of red and black, as though someone had spilled a pot of ink in it. Blood is less vital to her in terms of survival, but it is required to offset the side effects of her Umbral Engine.

    She has a very very slight resistance to most elements, though her heat and fire resistance is much higher, so she can withstand the heat from her Umbral Engine. Light magic, however, is incredibly effective against her.

    Anything that can kill a normal human is effective against Syn.

    Personality:
    “Brilliant woman, never argues or questions anything. Not a single payment or invoicing dispute. Highly recommended, incredibly easy to get along with. Four stars.”

    ”I bet you forty-Four dollars that every now-and-then she wakes up on the wrong side of the bed, picks herself off the floor and goes “Time for a crusade.” This is why I’m an atheist.”

    ”I have a sneaking suspicion that she doesn’t like me, which backs up what I’ve been saying: she has lousy taste.”


    Strengths:
    ”Great listener and a walking comedy show. Seriously, the closest thing I’ve seen to a militarised Roomba. Antique vase or foul-smelling bad guys; doesn’t matter. She’ll knock ‘em over or knock ‘em dead. Just keep her out of my apartment.”

    ”She lifts. She most definitely lifts.”

    ”She has an amazing smile. Have you seen it? I don’t know if you’ve seen more perfect teeth—other than mine.”


    Weaknesses:
    “Not gonna lie, I’ve had more scintillating conversations with a lobotomised mime. Doesn’t always respond to questions either. Hard of hearing, sweet pea?... I rest my case.”

    ”I doubt that even a full facial reconstruction could get her to smile. Not sure if she even has a mouth.”

    ”There was this one time where she tried to bring that sword on the plane. I told her that it was check-in luggage, but she’s stubborn.”

    ”She has this aura of…. edginess, don’t you think? Like, if you walk too close to her, you’re going to cut yourself or lose all your hair… Or is that radiation? Maybe I’m getting the two mixed up.”
  • AQW Epic  Post #: 48
    7/10/2020 22:17:19   
      Starflame13
    Moderator


    1 day remains!


    @Jay - Things are looking good!! One note I have is that I am assuming the beams of light from the Ultraviolet ability are MUCH smaller than the size of the shield - more akin to the thin beams of Yellow than the cannon beams of Indigo. Let me know if you had something else in mind and we'll chat sizes. Otherwise, Approved!


    @Fionnes - Looking good as well! We clarified via PMs that Circa's armor/equipment do/do not morph with her body - which works fine. Approved!


    @Kooroo - Thank you for working closely with me on this character! I see a few spots in the bio where typos cause the wording to be a bit muddled, but per our discussions in PM's I am able to understand the root point. Play Syn carefully - if I feel that she is abusing the power-regeneration of the Umbral Engine to ignore the detrimental effects at lower power levels, I will remove it. Try not to charge of the end of any of the arenas! Approved.

    AQ DF MQ AQW  Post #: 49
    7/11/2020 1:30:23   
    Necro-Knight
    Member

    Name / Title: R’thazz - Peter Roldrin formerly.

    Element: Ice

    Age Range: 59

    Race: A Frozen One – formerly human.

    Appearance/Traits: With a hunched posture and horrifying silhouette standing roughly six feet tall, the Cryomancer formerly known as ArchMage Peter Roldrin has since ceased resembling anything called human. His skin now a pale and slimy texture, like that of a frog and riddled with shimmering dots of bio-luminescence across the forearms and legs, R’thazz’s body alone is as brilliant of a light show as his magic, the lights flickering in mad patterns. His right arm ends in a mass of webbed tendrils lined with fang-tipped suckers and are constantly in motion, rolling raw frost magic in between the coiling limbs in an almost nervous habit. His left arm ends in a large lobster-esque claw, the hard shell engraved with circular and spiraling, bright blue runes, though none recognized by any human mage.

    While the Frozen One’s legs are relatively unchanged from his human days, his webbed feet are often left bare and leave a print of foul-smelling, icy slime behind with each step. Protruding from the hunched figure’s back are a wide set of wings somewhere between those of a bat and a fish’s fins, with thick spines at each joint and a webbed, slick membrane between them. Reaching a total wingspan of eight feet from one tip to the other, these wings may be versatile enough to be reach forward and around the Frozen One’s form, they lack the proper structure for flight and are instead used to typically traverse the icy waters of his master. The membrane between the strong bones is tattooed with similar runes and tracings to those found on R’thazz’s claw and glow just as bright.

    The most monstrous part of the Frozen One’s appearance is what was once a handsome face of sharp features and deep eyes. Now, wide, bulbous eyes stare out without blinking from a wrinkled face and a neck rippling with gills. Starting around the cheek-bone area, tentacles drape over R’thazz’s bottom jaw, reaching nearly down to his chest in length. A mouth full of sharp teeth hidden behind wide lips open and closes without words occasionally, as if like a fish drawing in water.

    A ragged, torn robe of dark green hangs from his form, almost resembling the last remnants of humanity that still cling to the bones of what he has become. A crude belt of seaweed and rope drapes around his waist, while a hood can be pulled up to shield his eyes from the harsh light of the surface world.

    Equipment:

    Deep-Claw: While not a “tool” by the usual definition, R’thazz’s left arm and claw is durable enough to with-stand repeated strikes from steel weaponry or arrows. The limb also features enough strength to crush the bones of a normal man or animal, though breaking steel is still out of the question.

    Dagger of the Cold Abyss: A twisted dagger formed from what appears to be tendrils frozen into a singular blade, this short, wickedly sharp weapon is typically used for ritualistic purposes. Despite this, R’thhazz will not hesitate to carve the flesh of non-believers should he be unable to bring his magic to bear.

    Skills, Spells, & Special Abilities:

    Cold-Tongue: As he abandoned the kingdom of man decades ago, R'thazz no longer communicates through any recognized tongue. His new language is guttural and twisted, often resulting in less understanding the more someone may try to decipher it. Fortunately, the Frozen One is able to impart of shred of cold wisdom on those he chooses, letting the word's true meanings be heard through their mind instead of their hearing.

    Dweller of the Dark: Residing in the usually frozen northlands of Lore and her oceans, R’thazz has a potent resistance to ice and the cold, though this also comes at the cost of an extreme weakness to light, fire and pure electricity, as his slick form is very conductive.

    The Deep One Protects: Bringing his wings forward around his body, R’thazz channels a twisted wave of ice magic through the membrane of his wings, hardening the occultist magic into a sickly cyan-green inch of ice. This shield can resist weapon strikes, as if the attacker was striking against a glacier, but R’thazz is unable to take any other actions while holding the spell. A powerful enough heat source, be it magical or physical, could shatter the ice as well and potentially damage the wings if the force was great enough. This risk also applies to an extreme amount of kinetic force applied to the barrier, such as from a large war-hammer. Once he either decides the threat has passed or the spell threatens to drain the Frozen One’s mana, the crystal melts away into a foul-smelling liquid.

    Claws of the Sleeper: Using an offensive version of “The Deep One Protects”, R’thazz channels his magic up to the tips of his wings’ thumbs, forming a pair of sharp, curved blades out of the same sickening ice. Reaching about a foot in length from their initial creation, the Frozen One can twist and slash with his shoulders, sending the blades cutting at his victims with wide, sweeping motions. This is a cheap and quick spell to use, and therefore has a low mana cost, though the blades can be shattered with enough force or a sudden spike of heat.

    Stain of the Depths: Spreading the mass of tentacles surrounding his mouth wide, R’thazz ejects a mouthful of freezing ink from his mouth, to a maximum distance of about ten feet. Upon impacting a hard surface, be that the environment or a victim, the ink will begin to freeze slowly once exposed to the air. If stuck to an organic being, hypothermia-esque damage is extremely likely if the black ice is not removed. If a victim acts quick enough, they can scrape the black liquid away before it crystallizes or melt it away with a source of heat. As this is born of the black tar that runs through the Frozen One’s body, this attack has no mana cost, but instead must be resupplied by R’thazz’s own body. Typically, it takes around fifteen minutes for another mouthful to be made available.

    Maddened Motion: Freezing the slime that coats his feet, R’thazz can beat his wings in a quick, strong motion and slide either forward or back across the ice, using it as both a means of escape and closing the distance on a victim for an attack. Given the anatomical limitations of this technique, R’thazz can’t slide left or right with his wings. With the small amount of slicked surface on his feet, the Frozen One can slide roughly 6-8 feet before the ice melts away due to friction.

    Gift of Kathool: Collecting the frost magic in his right hand after about three seconds of preparation and a substantial application of mana, R’thazz launches a roughly 7-inch long shard of hollow ice at his foe. If the shard impacts its target, traveling for a maximum distance of twenty feet, the frozen crystal will shatter and coat the victim in a sticky, obscenely smelling slime.

    The fumes from this slime will affect the victim’s senses, progressively resulting in whispers in their hearing, as well as shadows at the edge of their vision, if the slime is not cleaned off with enough speed. If left alone for long periods of time, roughly 20 minutes or so, the victim will begin hallucinating strange figures resembling R’thazz’s aquatic species, becoming more numerous the longer they are exposed.

    Storm of Frozen Hysteria: The most powerful spell in the Frozen One’s arsenal, he spreads his wings to their full length and draws on the power stored in their runic tattoos, taking roughly five-to-six seconds to fully do so. Once the power has been awakened, the area around R’thazz erupts into a whirling blizzard of stinking sleet and cutting ice. While the cryomancer is rendered immobile while he channels this spell for its full ten-second duration, the slime in its wake will apply the same mental affects to its victims as with the Gift of Kathool, unless properly cleaned or burned away. The sudden drop in temperature is also dangerous, if a victim were caught in the storm’s twelve-foot radius.

    Yhis spell demands a massive amount of R’thazz’s mana, often leaving him too drained to manage anything besides physical attacks while his magical pool of power recovers.
    DF MQ AQW  Post #: 50
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