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7/11/2020 8:07:34   
  Jay
Marauderator
🧭


@Starflame13: I'm approved, sweet! Your assumptions are correct about the Ultraviolet light beam attacks being small, comparable to a bullet in both speed and size.

I'd also like to make an official amendment; the cannon weapon now corresponds to the orange Prismatic ability, and the scythe weapon now corresponds to the indigo Prismatic ability. No changes to their effects in battle are necessary, this is simply a "visual"/aesthetic change to have the properties of the weapons better align with the size of the wavelengths of visible light. As such, the scale of largest to smallest light beam attack is now Orange -> Yellow -> Ultraviolet -> Prismatic.
DF  Post #: 51
7/11/2020 12:14:13   
Starstruck
Member

Name: Agiara Storm-Eyes, Priestess of the Four Winds
Race: Dragonkin, Dravir, Half-Drake; it matters not what her kind is called
Element: Wind

Appearance: Standing at an intimidating 7 and a half feet tall (228 cm), Agiara is shockingly large even for the few representatives of her kind that drift throughout Lore's mercenary barracks and folk tales. Her brilliant opalescent scales glimmer in the sunlight, curling through spiked ridges to form a natural suit of armor. She wears long, flowing white robes, the traditional garb of her station, unornamented but clean and made of pure silk. Beneath these robes lies tightly-linked chain mail and wicked claws, hidden from sight but always ready for combat. Agiara's wings draw immediate attention. They are a sight to behold; with a wingspan of over fifteen feet (4.5m), tipped with a sharp talon, even fully furled they dominate her silhouette. If her reptilian appearance did not already firmly establish her as a member of a worthy caste of dragons, her wings certainly demand that respect. The gust formed by a single beat of these magnificent wings can knock a grown man to the ground.

Ah, but her eyes - the cruel trickster goddess who, with her left claw, tempted Agiara with the blessing of a true dragon's wingspan, snatched out her eyes with the right and cursed her to a lifetime of complete and total darkness. Since birth, Agiara has been totally blind. Her eyes are cloudy and dark, like a thunderstorm building on the horizon. There is no pupil and no iris to speak of, only a featureless orb in each socket.

Weapons and Equipment: Agiara carries with her the tools of a priestess' trade. Each tool may be used only once, and then its power will fade until Agiara is once again able to perform their sacred rituals.

Her marble censer, filled with sweet-smelling herbs that burn with an eternal flame, confers the blessings of the sturdy and excitable South Wind. When combined with a priestess' prayer, its smoke confers great power and strength into the receiver's limbs...for a time. It is also quite heavy, should Agiara need a bludgeon.

Her pearl amulet, set in silver, channels the capricious spirit of the East Wind. When Agiara whispers her blessing to it, it will grant great speed and agility to its bearer for as long as they hold it in their hand.

Her opal bracers hold the kindly and humble spirit of the life-giving West Wind. When Agiara calls upon the West Wind in sincere, humble prayer, it will heal the injuries of the one who wears it. As the West Wind is exceedingly kind and merciful, each bracer can be used separately to heal injuries. These bracers, though they seem brittle and thin, are actually quite tough, and can block fierce blows without cracking. There is an upper limit to the amount of damage that may be healed by this artifact; it can only heal surface level injury, and cannot regrow lost limbs or lift magical curses.

Her diamond-studded diadem, set in purest platinum, caries with it the cruel essence of the vicious North Wind that howls through the caves of her kin. When Agiara throws her body down in total deference to the North Wind's rage, the diadem will release a furious blast of howling winds, repulsing all attacks and subduing those who seek to harm the Priestess of the Four Winds.

History: The dragonkin who live on the tallest spire of the mountain range to the north are private and solitary folk. Little is known by other peoples about their society. They are a deeply superstitious people who revere a massive pantheon of gods and goddesses, none of which may be referred to by name in speech or in writing except for sacred purposes and times of deepest need. Dragonkin believe that names hold immense power; they give themselves lengthy pseudonyms and deliberately speak in roundabout terms when referring to people, places, and things. As such, "Agiara" is not this dragonkin's name, but instead a prestigious title conferred upon the exceptionally wise, powerful, and persuasive among the priestly order.

Agiara was born totally blind, and has never known the capacity for sight; despite being the only one of her tribe and perhaps her entire species who might have tasted the miracles of flight, she has been cruelly denied its great joy and power. All she wishes for now is to entreat the Avatar of Wind itself, the entity which birthed the Four Winds whom she serves, for the un-making of the terrible curse of blindness that was placed upon her at her birth.
DF MQ  Post #: 52
7/11/2020 13:02:53   
  Starflame13
Moderator


Getting revisions out quickly today so people have time to make corrections before tomorrow! Remember, all NEW bios must be submitted by 11:59pm EDT (AE Server time) tonight - or at the latest before I wake up tomorrow morning. Any bios that have been submitted at that time will have until 11:59pm EDT on Sunday to get the final version submitted.


@Necro-Knight - glad you made it this year! Let's take a look at R'thazz.

To start with, I need a bit more clarity about his physical characteristics since he is a Frozen One, rather than a traditional human. Namely, is his speed/strength/etc. on par with what a human his age would be, or does being Frozen change any of those? Does he feel pain like a human and die to the same injuries as a human would (blood loss, beheading, etc.) or are their protections against those granted to him? While we're on the racial traits, can you also clarify if the tendrils of his right arm act together as a single large appendage, or separately as lots of little ones? This impacts how he would wield the Dagger of the Cold Abyss.

Looking at the abilities, a lot of these have rather long durations for the time frame of an arena battle. With a 15 minute cooldown of Stain of the Depths, this ability will not see much use. You may keep it that way if you prefer, but given how it is not an overly powerful ability, you can also scale the timeframe down to a minute or less of cooldown. Similarly with the Gift of Kathool - having a long build up for phycological impacts is a good balance, but it is highly unlikely anyone will reach the hallucination stage. If you want to shorten this to 5/10 minutes, if only so the victim needs to deal with the shadows and whispers much sooner, that is alright as well.

Additionally, I am assuming that the liquid caused by the abilities like Deep One Protects and Maddened Motion do not have the same psychological impact. Get me version two with those clarifications soon, please!


@Jay - Noted!


@Starstruck - Glad to see another character from you! Agiara is beautiful in her simplicity, but we do need some further details - and I do have a few suggestions as well.

First, blindness without any type of second sight is highly risky. If this is a risk you are willing to take, go for it - but you may want to consider giving Agiara the ability to detect people or projectiles near her - perhaps she can sense disturbances in the wind/air within a close range of her?

Second, for the race of Dragonkin. I am assuming that her other physical properties (strength, speed, etc.) are on par with a humans - if this is incorrect, please let me know. I would also like a bit more clarity on the gusts her wings generate - I assume they travel in a straight line in the direction she beats them, but how far do they travel? It might be a good idea to send anyone within a few feet flying away, but then have them weaken over extended distances.

Now, for the priestess's tools. For both the South and East wind, please clarify how much stronger/faster it makes her - if she starts at human baseline, perhaps double what she naturally is - assuming that only one can be active at a time. Additionally, since Agiara does not have many traditional weapons, I would recommend not limiting these two to single casts. I would give her either a couple casts for these two tools at full strength, or several - with the power granted from subsequent casts weakening until they can boost her no longer.

Lastly, the diadem of the North Wind. A single cast works for this, but please specify a range for how far about Agiara the wind storm reaches (my initial thoughts are in the 20-25 foot diameter with no power drop off, further if you wish to include that). Additionally, please explain how the wind would "subdue" those nearby. While the fierce winds can knock away projectiles and make it extremely difficult to approach, she is not invincible. Do the winds attempt to blow people away, leave gashes on others as if they were cut by the wind itself, or both?

Get me version two by sometime tomorrow please!
AQ DF MQ AQW  Post #: 53
7/11/2020 22:38:35   
Necro-Knight
Member

( OKAY, take two! :D )


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. While these tendrils are capable of all wrapping around an object with considerable force and squeezing, they do so as separate entities, rather than a cohesive limb. 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, 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.

If the horrific appearance does not drive a mortal man to run in terror alone, the stench of rotting sea-life and salt water that seems to hang around the Frozen One surely will. A healthy human is able to pick up on the foul odor from roughly ten feet away and at melee range, the smell is almost invasive to the senses.

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:

Might of the Drowned: Blessed by the Great Dreamer, R'thazz's strength is beyond that of a normal man his age, featuring enough strength to lift a full-sized man off their feet with one arm. This also translated in to a strong resistance to pressure and blunt force, to survive the crushing depths R'thazz often braves to commune with his master. Slashing and cutting damage will still cut through his slimy flesh with relative ease, though.

While durable to crushing blows through reinforced muscles and bones, the Frozen One's sense of pain is dulled by the extreme chill running through his entire form. This allows R'thazz to ignore a smaller wound, such as a slice from a dagger or arrow, but he will still find himself crippled or killed from broken bones or being run-through with a harpoon. His blood would spill a dark, sea-green color over the usual red as well.

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 that has no other magical properties of its own.

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 a solid minute 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.

The slimy liquid left behind in his wake has no other effects besides simply smelling like dead fish and rotten sea-water.

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-fishy slime.

The fumes from this slime will affect the victim’s senses, progressively resulting in rapid whispers in their hearing, as well as slithering shadows at the edge of their vision, if the slime is not cleaned off after a minute or two. If left alone for long periods of time, roughly six minutes, the victim will begin hallucinating strange figures resembling R’thazz’s aquatic species, becoming more numerous the longer they are exposed. These hallucinations will begin to move towards the victim with what appears to be very malicious intent, attempting to smother the viewer with their own delusions.

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 and lets out with an unholy chanting, 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 fish-reeking sleet and cutting ice shards. 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.

This 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 #: 54
7/11/2020 22:51:10   
  Starflame13
Moderator


Very little time remains!
All new entrants need to have bios in by 11:59pm EDT tonight - or at the latest before I wake up early tomorrow morning.

Arenas - with the current rosters - will be revealed momentarily. I will sort any remaining bios into arenas tomorrow. Now is a good time to review the tournament rules in the first post of this thread, as well as to read up on bunnying, meta-gaming, and godmoding - all of which are not allowed in the Elemental Championships.

Arenas will open either at 11:59pm EDT tomorrow, or when the last bio is approved - whichever comes first.

Best of luck!



@Necro-Knight - Changes all look to be in order! Try not to stink up the entire Arena. Approved!
AQ DF MQ AQW  Post #: 55
7/12/2020 2:41:42   
Starstruck
Member

Name: Agiara Storm-Eyes, Priestess of the Four Winds
Race: Dragonkin, Dravir, Half-Drake; it matters not what her kind is called.
Age: Old. Wise. Yet the vigor of youth has not yet left her.
Element: Wind

Appearance: Standing at an intimidating 7 and a half feet tall (228 cm), Agiara is shockingly large even for the few representatives of her kind that drift throughout Lore's mercenary barracks and folk tales. Her brilliant opalescent scales glimmer in the sunlight, curling through spiked ridges to form a natural suit of armor. She wears long, flowing white robes, the traditional garb of her station, unornamented but clean and made of pure silk. Beneath these robes lies tightly-linked chain mail and wicked claws, hidden from sight but always ready for combat. Agiara's wings draw immediate attention. They are a sight to behold; with a wingspan of over fifteen feet (4.5m), tipped with a sharp talon, even fully furled they dominate her silhouette. If her reptilian appearance did not already firmly establish her as a member of a worthy caste of dragons, her wings certainly demand that respect. The gust formed by a single beat of these magnificent wings could knock a grown man to the ground, if he were unprepared and standing upright before her.

Ah, but her eyes - the cruel trickster goddess who, with her left claw, tempted Agiara with the blessing of a true dragon's wingspan, snatched out her eyes with the right and cursed her to a lifetime of complete and total darkness. Since birth, Agiara has been totally blind. Her eyes are cloudy and dark, like a thunderstorm building on the horizon. There is no pupil and no iris to speak of, only a featureless orb in each socket.

Weapons and Equipment: Agiara carries with her the tools of a priestess' trade. Each individual tool may be used only once, and then its power will fade until Agiara is once again able to perform their sacred rituals to charge them with power once more.

Her marble censer, filled with sweet-smelling herbs that burn with an eternal flame, confers the blessings of the sturdy and excitable South Wind. When combined with a priestess' entreaty, its smoke confers great power and strength into the receiver's limbs...for a time, perhaps a minute or more. The blessing lasts for one hundred of Agiara's heartbeats. This holy strength is said to inspire the fervor to lift a hundred extra pounds. The stone censer itself is also quite heavy, should Agiara need a bludgeoning tool in combat. She may also use this censer to curse an enemy, weakening their limbs to a similar degree of one hundred pounds for one hundred of her heartbeats.

Her pearl amulet, set in silver, channels the capricious spirit of the East Wind. When Agiara whispers a blessing to it, it will grant great speed and agility to its bearer for as long as they hold it in their hand. The celerity provided by this blessing slows the world outside to half, appearing as a quickening of the reflexes to observers. She may also use this amulet to curse an enemy, slowing them down for as long as the amulet is touching them (even obliquely, as through armor or weapons). If used to curse, the amulet will stick to whatever surface it is placed on, and must be manually removed before it may fall to the ground.

Her opal bracers hold the kindly and humble spirit of the life-giving West Wind. When Agiara calls upon the West Wind in sincere, humble prayer, it will heal the injuries of the one who wears it. As the West Wind is exceedingly kind and merciful, each bracer can be used separately to heal injuries. These bracers, though they seem brittle and thin, are actually quite tough, and can block fierce blows without cracking. There is an upper limit to the amount of damage that may be healed by this artifact; it can only heal surface level injury, and cannot regrow lost limbs or lift magical curses.

Her diamond-studded diadem, set in purest platinum, caries with it the cruel essence of the vicious North Wind that howls through the caves of her kin. When Agiara throws her body down in total deference to the North Wind's rage, the diadem will release a furious blast of howling winds, repulsing all attacks and subduing those who seek to harm the Priestess of the Four Winds. The gale-force winds will blow generally outwards from her person, diminishing and petering out at a distance of 30 feet. There is only one blast of wind, and its source is the diadem. Those towards the outer edges will find it simple to keep their balance, but those towards the center of the explosion will find it difficult to stay grounded unless very heavy or clinging to something that is not Agiara. If you are able to listen through the tempest, you may hear the derisive laughter of the North Wind.

Her tail-spike, a metal structure ornamented with shards of glass, represents the Calm Wind, the most sacred of all winds, the one who conceals the hunters from their unwitting prey. With a silent call of the Calm Wind's sacred name, this tail-spike can summon an instant shield of hardened air to protect Agiara for exactly the space of one held breath. The glass blades, though arranged decoratively, are both sharp and brittle and could easily tear through skin and break off inside the wound.

History: The dragonkin who live on the tallest spire of the mountain range to the north are private and solitary folk. Little is known by other peoples about their society. They are a deeply superstitious people who revere a massive pantheon of gods and goddesses, none of which may be referred to by name in speech or in writing except for sacred purposes and times of deepest need. Dragonkin believe that names hold immense power; they give themselves lengthy pseudonyms and deliberately speak in roundabout terms when referring to people, places, and things. As an astute reader may have guessed, "Agiara" is not this dragonkin's true sacred name, but instead a prestigious title conferred upon the exceptionally wise, powerful, and persuasive among the priestly order.

Agiara was born totally blind, and has never known the capacity for sight; despite being the only one of her tribe and perhaps her entire species who might have tasted the miracles of flight, she has been cruelly denied its great joy and power. All she wishes for now is to entreat the Avatar of Wind itself, the entity which birthed the Four Winds whom she serves, for the un-making of the terrible curse of blindness that was placed upon her at her birth.

Notes: Agiara's strength, despite a lack of training, is significant, and her claws and have been filed and prepared for ritual combat. True, she is a priestess; true, she is blind; true, she is no seasoned fighter. She is still a Dragonkin. Strong as two men, sharp as a fresh-forged sword, Agiara should be regarded as immediately dangerous in close quarters regardless of her lack of experience.

As is the case for anyone with lifelong blindness, Agiara has experienced a sharpening of her other senses to compensate for her loss of vision. Certainly, it is difficult to strike what one does not see. But Agiara's talons only need to meet flesh once, and well, for a potentially lethal blow. And she will listen, and smell, and feel, and maybe, just maybe...
DF MQ  Post #: 56
7/12/2020 3:14:01   
draketh99
Purple Armadillo


Name: Taria “The Blood Fox”
Age: 24
Race: Human
Element: Wind


Appearance:
To pick Taria out of a crowd purely from height and stature alone would be difficult. Even more so difficult to piece together any differentiating details about her identity, as one would rarely see her outside of her working garb. Clad in a full, dark blue cloak, the slight shine of worked leather and the glint of chainmail underneath betrayed any notion of her being defenseless. A white porcelain fox mask covered her face, adorning itself with small red splatters across the side.

Equipment:
Disposables: Taria carries two smoke bombs on her person at all times, when thrown at the ground or other hard surface, a small smoke cloud with a radius of roughly 5 feet erupts.

Armor: Taria sports dark blue leather armor under her cloak. Woven to the outside of the leather is a blue shining chain shirt. The enchanted blue metal underneath is only as strong as steel, though only has half the weight. Affixed to her forearms and shins are small plates made of the same metal, though smaller in proportion to the shins to keep from restricting her movements by much at all. Though made from porcelain, the mask she wears could be considered a very brittle armor, having no openings or eye slits, if one were to take a close enough look at the painted eyes.

The Singing Twins: The most notable of her equipment would be her twin sabers, each one kept in a hilt at her sides. Both swords are made from the same crystalline material, which sparkles and gleams with a prismatic dance whenever light shines through them. These special blades are designed to be as sharp and as resonant as glass, while remaining as durable as steel. When either blade taps a surface, it produces a tone as if it were a crystal glass full of water or a wind chime.


Abilities:

Keeper of the Chimes: Nearly all of Taria’s abilities fall into line with her acute ability to control the vibrations of anything that she touches, and only things she is currently touching.

Step of the Fox: In line with controlling the vibrations coming off herself and her possessions, Taria can move in complete and nearly unnatural silence.

Trickster’s Howl: Taria can alter her voice to mask it or to mimic others. In order for her to accurately mimic the speech of another, it takes nearly an hour of listening to that person.

Tremorsense and Echolocation: Being sensitive to the vibrations of what she touches, and being able to amplify that which comes towards her, Taria is able to “hear” the locations of things moving on the same surface that she’s currently touching or walking on. At a distance of 60 feet and given an otherwise quiet day, she could sense a bird landing on the ground. At 30 feet a person’s panting or uncontrolled breathing, and at 10, the heartbeat of a person standing before her.

To compensate for not having a sense of what may be in the air around her, Taria has developed a form of echolocation. Modulating the vibrations in her twin swords, she can cause them to “sing” with a specific tone that she specifically uses for echolocation. When she has both swords out and singing, she can be aware of things moving through the air around her up to 15 feet away.

Blade Chime: While modulating the vibrations in her blades, she can control the sounds coming off of them, sometimes using their tone for echolocation, and sometimes to disorient her opponents. She can manipulate the sound coming off of each blade in a way that abuses how most have learned to recognize the doppler effect, causing them to sound as though they’re moving away when they’re slashing closer, or to simply make their sound a half second off tempo with their actual location.

In addition to altering their sound, Taria can cause her swords to vibrate to such an extent that they begin to act almost as a saw. When they vibrate in this way, they produce a high pitched scream, and cut through materials significantly faster, due to the sawing motions of the vibrations. A screaming blade may cut through unenchanted leather as if it were foam, and knick unenchanted steel as if she struck it four times harder.

Shatter: Taria has learned to manipulate the tendency of some materials to collapse under their own vibrations. She is able to cause glass or a similarly brittle stone to shatter, if she is able to place her hands directly on it. This gets more difficult the thicker the material is. Anything thicker than an inch is unlikely for her to be able to shatter without spending significant time focusing on it. In addition, she cannot shatter any magically enchanted material.


Physical Capabilities:


Martial Training: Taria is considered formidable in both swordplay, and hand to hand combat.

Price of the Chimes: Taria is blind.
DF  Post #: 57
7/12/2020 5:01:09   
Riprose123
Member

Name: Argyll of the Flame

Element: Fire

Age: 48

Race: Human

Appearance: Argyll stands just over six feet, and his body is tough and lean from a lifetime of battles and war. His skin is dark from decades under the sun, bearing wrinkles before it's time from the stresses of war. Grey hair intermingles with black here and there, giving him a salt and pepper appearance amid his tight beard and close-cropped fade. Countless scars are apparent on his face, and many more are prominent across his body, popping up where his armor is bare. Dull brown eyes sit above a crooked nose, broken many times in battles long before. Argyll carries himself with an air of sorrow and weariness, something that is quite common among his people that reach the later stages of their lives.

Gear and Equipment: Argyll’s armor is made of interlinked plates of metal that cover his chest, shoulders and parts of his arms and legs, with mail and leather protecting everything else, giving him decent protection while allowing him relatively free movement. The leather is coated with an alchemical reagent to make it resistant to fire, and his armor is made of a steel, adamantium alloy, making it highly resistant to temperatures, but no stronger than normal steel. Argyll’s armaments consist of a three-pronged trident, a large, rounded shield made of the same steel blend as his armor, and a gladius sword. His trident stands about as tall as he is, plainly wrought and razor sharp at the tips. His shield shows a simple emblem of a flame against a black background. His sword is forged from the same metal as his armor and extends about two feet from the hilt.

Abilities, Skills and Spells:

Temperature Manipulation: Argyll is able to affect the temperature in a radius of 6 feet around him, raising or lowering it to limit enemy abilities or cause greater fatigue in enemies. He can sustain this aspect of the ability for about five minutes before he has to discontinue or risk passing out. He can also create small pockets of spontaneous temperature change up to 8 ft away from him, quickly increasing temperature to the point of lighting highly flammable materials or causing first or second degree burns to exposed flesh. This aspect of his ability is less straining on him, but continued use can cause him to become light headed or even pass out completely.

Fire Immunity: Argyll’s skin is immune to the burning effects of fire. His skin will not burn or blister, and his body is able to maintain a normal temperature through extreme heat. However, higher temperatures still cause his body to sweat and Argyll has yet to be able to explain this.

Flammable Body Fluid: Through exposure to open flame, force or heat, fluid’s produced by Argyll’s body, such as blood sweat, or saliva, produce flames of intense heat. These fluids are all incredibly flammable and can be set alight very easily. The fires burn quickly but incredibly hot. This allows Argyll to spit small balls of fire about as far as a normal human can spit, and set flame to anything exposed to these fluids.

Battle Style: Apart from his magical abilities, Argyll is a veteran of many conflicts and years of war. He is a skilled warrior and even more skilled tactician. His mind is tempered from decades of experience at a soldier’s craft, and though he bears injuries from past battles, his body is in incredible shape for his age. His fighting style focuses on mobility, utilizing trident, shield and gladius in a progressive form that allows him to drop gear and adapt to different opponents as needed. Brutality is one of the key components, utilizing his trident to pin and control weapons, his shield to overwhelm offense oriented opponents, and his sword to block and parry quickly in close quarters.
DF MQ  Post #: 58
7/12/2020 7:50:43   
  Starflame13
Moderator


Gooooooooooooooooooood morning! Registration is officially CLOSED! Anyone still needing approval has until 11:59pm EDT TODAY to get it. I will get to balancing now!


@Starstruck - Closer, but we overshot in a few places with numbers. For example, the South Wind's blessing. Adding 100lbs of strength to someone who is already the strength of two men could simply be increasing her strength by a half or a third again, whereas increasing MY strength (average young woman) would be close to tripling it. Since the blessing can technically be conferred on others, stick to ratios. For Agiara, something like 1.5x her starting strength would work. Similarly, cursing someone like Agiara to lose 100lbs exactly will still leave her rather strong - while I could not lift a pencil. Use ratios again, perhaps making people a third weaker (0.67x) their starting strength. I am assuming that both the curse and the blessing may be used once. Additionally, you do not state HOW she can curse someone. If it is just by thought, this is too close to bunnying. Some sort of physical contact - either by Agiara's hands/wings, or by the cistern itself, should be required - and while both blessing and curse may be used once, they may NOT be used simultaneously.

For the East wind, I am assuming the way you phrased this is a flavorful way of doubling her own speed with winds supporting her limbs, rather than actually slowing everything around her by half. If that is not the case, that is what it needs to be. I am assuming the curse slows someone by half too - which is a lot, but since she is physically required to stick something on the target, doable. Add in some sort of weight or chill or aura to the amulet when stuck to someone in this manner so they can sense it.


@draketh99 - Appearance is a little lacking in detail, so when you have time please give the competitors in your arena a description of any exposed skin/hair color and other similar properties. As the rest of the character is well balanced, Approved! RNG has placed you into Forge.


@Riprose123 - Very solid overall, just a couple of clarification points with the Temperature Manipulation. First, I am assuming that the general radius manipulation is always a survivable temperature - nothing so cold or so hot to cause similar effects as the spontaneous pockets. The pockets themselves need some sort of visual tell - Argyll pointing in the direction of their creation and perhaps causing the air in the pocket to shimmer/waver with heat. I am also assuming that the size of these is enough to catch one person, MAYBE two if they're right next to each other. Almost there!

< Message edited by Starflame13 -- 7/12/2020 8:29:06 >
AQ DF MQ AQW  Post #: 59
7/12/2020 12:24:47   
Riprose123
Member

Any additions are bolded. Hope everything is balanced now!

Name: Argyll of the Flame

Element: Fire

Age: 48

Race: Human

Appearance: Argyll stands just over six feet, and his body is tough and lean from a lifetime of battles and war. His grey hair still possesses traces of black here and there, giving him a salt and pepper appearance amid his tight beard and close-cropped fade. Countless scars are apparent on his face, and many more are prominent across his body, popping up where his armor is bare. Dull brown eyes sit above a crooked nose, broken many times in battles long before. Argyll carries himself with an air of sorrow and weariness, something that is quite common among his people that reach the later stages of their lives.

Gear and Equipment: Argyll’s armor is made of interlinked plates of metal that cover his chest, shoulders and parts of his arms and legs, with mail and leather protecting everything else, giving him decent protection while allowing him relatively free movement. The leather is coated with an alchemical reagent to make it resistant to fire, and his armor is made of a steel, adamantium alloy, making it highly resistant to temperatures, but no stronger than normal steel. Argyll’s armaments consist of a three-pronged trident, a large, rounded shield made of the same steel blend as his armor, and a gladius sword. His trident stands about as tall as he is, plainly wrought and razor sharp at the tips. His shield shows a simple emblem of a flame against a black background. His sword is forged from the same metal as his armor and extends about two feet from the hilt.

Abilities, Skills and Spells:

Temperature Manipulation: Argyll is able to affect the temperature in a radius of 6 feet around him, raising or lowering it to limit enemy abilities or cause greater fatigue in enemies. He cannot raise or lower the temperature to such an extreme to physically injure his opponents, instead merely affecting their ability to fight through increased fatigue. He can sustain this aspect of the ability for about five minutes before he has to discontinue or risk passing out. He can also create small pockets of spontaneous temperature change up to 8 ft away from him, quickly increasing temperature to the point of lighting highly flammable materials or causing first or second degree burns to exposed flesh. This aspect of his ability is less straining on him, but continued use can cause him to become lightheaded or even pass out completely. Argyll achieves these pockets through a wave of his hand, snap, or similar physical gesture, using it as a focus so his mind knows where to create the pockets. Each pocket is at max two feet wide, large enough to affect one or maybe two people if they are close, and Argyll can scale them down farther to scorch small parts of items or flesh.

Fire Immunity: Argyll’s skin is immune to the burning effects of fire. His skin will not burn or blister, and his body is able to maintain a normal temperature through extreme heat. However, higher temperatures still cause his body to sweat and Argyll has yet to be able to explain this.

Flammable Body Fluid: Through exposure to open flame, force or heat, fluid’s produced by Argyll’s body, such as blood sweat, or saliva, produce flames of intense heat. These fluids are all incredibly flammable and can be set alight very easily. The fires burn quickly but incredibly hot. This allows Argyll to spit small balls of fire about as far as a normal human can spit, and set flame to anything exposed to these fluids.

Battle Style: Apart from his magical abilities, Argyll is a veteran of many conflicts and years of war. He is a skilled warrior and even more skilled tactician. His mind is tempered from decades of experience at a soldier’s craft, and though he bears injuries from past battles, his body is in incredible shape for his age. His fighting style focuses on mobility, utilizing trident, shield and gladius in a progressive form that allows him to drop gear and adapt to different opponents as needed. Brutality is one of the key components, utilizing his trident to pin and control weapons, his shield to overwhelm offense oriented opponents, and his sword to block and parry quickly in close quarters.
DF MQ  Post #: 60
7/12/2020 12:30:56   
  Starflame13
Moderator


@Riprose123 - Changes appear to all be in order, thank you! Argyll is approved! RNG has placed you in Twilight.
AQ DF MQ AQW  Post #: 61
7/12/2020 14:05:51   
Starstruck
Member

Name: Agiara Storm-Eyes, Priestess of the Four Winds
Race: Dragonkin, Dravir, Half-Drake; it matters not what her kind is called.
Age: Old. Wise. Yet the vigor of youth has not yet left her.
Element: Wind

Appearance: Standing at an intimidating 7 and a half feet tall (228 cm), Agiara is shockingly large even for the few representatives of her kind that drift throughout Lore's mercenary barracks and folk tales. Her brilliant opalescent scales glimmer in the sunlight, curling through spiked ridges to form a natural suit of armor. She wears long, flowing white robes, the traditional garb of her station, unornamented but clean and made of pure silk. Beneath these robes lies tightly-linked chain mail and wicked claws, hidden from sight but always ready for combat. Agiara's wings draw immediate attention. They are a sight to behold; with a wingspan of over fifteen feet (4.5m), tipped with a sharp talon, even fully furled they dominate her silhouette. If her reptilian appearance did not already firmly establish her as a member of a worthy caste of dragons, her wings certainly demand that respect. The gust formed by a single beat of these magnificent wings could knock a grown man to the ground, if he were unprepared and standing upright before her.

Ah, but her eyes - the cruel trickster goddess who, with her left claw, tempted Agiara with the blessing of a true dragon's wingspan, snatched out her eyes with the right and cursed her to a lifetime of complete and total darkness. Since birth, Agiara has been totally blind. Her eyes are cloudy and dark, like a thunderstorm building on the horizon. There is no pupil and no iris to speak of, only a featureless orb in each socket.

Weapons and Equipment: Agiara carries with her the tools of a priestess' trade. Each individual tool may be used only once, and then its power will fade until Agiara is once again able to perform their sacred rituals to charge them with power once more.

Her marble censer, filled with sweet-smelling herbs that burn with an eternal flame, confers the blessings of the sturdy and excitable South Wind. When combined with a priestess' entreaty, its aromatic smoke confers great power and strength into the receiver's limbs...for a time, perhaps a minute or more. The blessing lasts for one hundred of Agiara's heartbeats. This holy strength inspires the strength to lift half again what the receiver normally would be able to do. The stone censer itself is also quite heavy, should Agiara need a bludgeoning tool in combat. She may also use this censer to curse an enemy, weakening their limbs to a similar degree (to 3/4 of their normal strength) for one hundred of her heartbeats. Cursed enemies will feel as though their limbs are numbed and deadened, although this effect will slowly lessen as the curse progresses.

Her pearl amulet, set in silver, channels the capricious spirit of the East Wind. When Agiara whispers a blessing to it, it will grant great speed and agility to its bearer for as long as they hold it in their hand. The celerity provided by this blessing feels like it slows the world outside to half, appearing as a quickening of the reflexes to observers. She may also use this amulet to curse an enemy, slowing them down for as long as the amulet is touching them (even obliquely, as through armor or weapons). Cursed enemies will feel waves of exhaustion and fatigue, emanating from the point of contact of the amulet. If used to curse, the amulet will stick to whatever surface it is placed on, and must be manually removed before it may fall to the ground. Dropping an object attached to the amulet will not remove the amulet from that object, but it will grant reprieve from the curse.

Her opal bracers hold the kindly and humble spirit of the life-giving West Wind. When Agiara calls upon the West Wind in sincere, humble prayer, it will heal the injuries of the one who wears it. As the West Wind is exceedingly kind and merciful, each bracer can be used separately to heal injuries. These bracers, though they seem brittle and thin, are actually quite tough, and can block fierce blows without cracking. There is an upper limit to the amount of damage that may be healed by this artifact; it can only heal surface level injury, and cannot regrow lost limbs or lift magical curses.

Her diamond-studded diadem, set in purest platinum, caries with it the cruel essence of the vicious North Wind that howls through the caves of her kin. When Agiara throws her body down in total deference to the North Wind's rage, the diadem will release a furious blast of howling winds, repulsing all attacks and subduing those who seek to harm the Priestess of the Four Winds. The gale-force winds will blow generally outwards from her person, diminishing and petering out at a distance of 30 feet. There is only one blast of wind, and its source is the diadem. Those towards the outer edges will find it simple to keep their balance, but those towards the center of the explosion will find it difficult to stay grounded unless very heavy or clinging to something that is not Agiara. If you are able to listen through the tempest, you may hear the derisive laughter of the North Wind.

Her tail-spike, a metal structure ornamented with shards of glass, represents the Calm Wind, the most sacred of all winds, the one who conceals the hunters from their unwitting prey. With a silent call of the Calm Wind's sacred name, this tail-spike can summon an instant shield of hardened air to protect Agiara for exactly the space of one held breath. The glass blades, though arranged decoratively, are both sharp and brittle and could easily tear through skin and break off inside the wound.

History: The dragonkin who live on the tallest spire of the mountain range to the north are private and solitary folk. Little is known by other peoples about their society. They are a deeply superstitious people who revere a massive pantheon of gods and goddesses, none of which may be referred to by name in speech or in writing except for sacred purposes and times of deepest need. Dragonkin believe that names hold immense power; they give themselves lengthy pseudonyms and deliberately speak in roundabout terms when referring to people, places, and things. As an astute reader may have guessed, "Agiara" is not this dragonkin's true sacred name, but instead a prestigious title conferred upon the exceptionally wise, powerful, and persuasive among the priestly order.

Agiara was born totally blind, and has never known the capacity for sight; despite being the only one of her tribe and perhaps her entire species who might have tasted the miracles of flight, she has been cruelly denied its great joy and power. All she wishes for now is to entreat the Avatar of Wind itself, the entity which birthed the Four Winds whom she serves, for the un-making of the terrible curse of blindness that was placed upon her at her birth.

Notes: Agiara's strength, despite a lack of training, is significant, and her claws and have been filed and prepared for ritual combat. True, she is a priestess; true, she is blind; true, she is no seasoned fighter. She is still a Dragonkin. Strong as two men, sharp as a fresh-forged sword, Agiara should be regarded as immediately dangerous in close quarters regardless of her lack of experience.

As is the case for anyone with lifelong blindness, Agiara has experienced a sharpening of her other senses to compensate for her loss of vision. Certainly, it is difficult to strike what one does not see. But Agiara's talons only need to meet flesh once, and well, for a potentially lethal blow. And she will listen, and smell, and feel, and maybe, just maybe...
DF MQ  Post #: 62
7/12/2020 14:29:02   
  Starflame13
Moderator


@Starstruck - Approved! Thank you for the quick edits. You have been placed in Fountain to even out the numbers in the arena.


And with that, bios are all Approved! Congratulations! Arenas will be unlocked momentarily - and your 4 day Idle Timer count down will begin at midnight tonight. Remember: You MUST post every 4 days to avoid being disqualified. If you know there is a day in your schedule you do not have time to post, work around it. Ask for extensions in the appropriate OOC thread only when absolutely necessary - an extension for you can cause scheduling issues for others.

Discuss, collaborate, and have fun!

AQ DF MQ AQW  Post #: 63
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