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=Where Powers Collide 2021= OOC & Tournament Signups

 
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1/2/2021 0:00:31   
  Chewy905

Chromatic ArchKnight of RP





There exists in every realm two Powers whose authority exceeds that of all others. Greater than the magic of the Elements, greater than the might of the Gods, greater even than the influence of Good and Evil: the primeval forces of Chaos and Order. Their conflict stretches across eons, each struggling to sway the balance in their favor. One year ago, after calling on pawns and knights from across the realms to battle for them, Chaos won, tipping the scales to their side. For a time.

Now, balance threatens once more as Order pulls at the fringes of the world, tipping the scales until they fall even and the Powers strive against each other. Again, they call out to the realms. The brave, the cowardly, the evil and the good. Any who they deem worthy of fighting for them has been sought out, called forth, and issued a single command: Tip the scales in favor of your Alignment, and be richly rewarded. But those who fail the Trials will find naught but sorrow...



Welcome, writers and poets, fighters and mages, heroes and villains, and everyone in between! Welcome to the place Where Powers Collide!

Similar to the Elemental Championships, Where Powers Collide is a combat-style role-playing tournament. ANYBODY on the AE forums, regardless of prior roleplaying experience, is welcome to participate in the event! I, Chewy905, have the pleasure of being this year's Director and Judge.

In Where Powers Collide, characters are “summoned” from different countries, realms, multiverses, versions of Lore, etc. to serve as Pawns in the ancient war between Order and Chaos. While you do not need to name the specific AE game/location your character is from, their race/abilities/equipment should all be something that would not be unusual to see in one of the AE games. Your character should in some way be aligned with Chaos or Order - either through ability themes, personal beliefs, their role in their own realm, etc. The choice of Alignment does not need to be immediately noticeable or extremely obvious, as there are many different options to explore unique expressions of the two concepts. That said, a character who follows every rule to the letter is unlikely to make a good representative of Chaos, just as someone with absolutely no code (legal, personal, or other) will not fit well in the ranks of Order. Additionally, Good and Evil are on a different scale of Alignment - and you can find characters from any position of the former scale on either side of the line between Order and Chaos.

To sign up, you will need to provide a character biography that passes my inspection and includes the following general requirements:

quote:

Name/Title
Alignment (Order or Chaos)
Age Range
Race
Appearance (Build, hair, skin, clothes, etc.)
Equipment (Armor, Weapons, etc.)
Skills, Spells, Special Abilities
Personality/Backstory (Optional)


Please note that contrary to last year’s competition, character alignments will be public and must be included in your bio. While there are no creation limits like the element-lock in the Elemental Championships, keep in mind that power levels should be similar. Your characters are “the best fighters”, not “invincible, unbeatable, ‘I-can-do-everything’ fighters”.

Any action performed in the tournament itself, including but not limited to spells, special attacks, and magical abilities, must have some reference in your biography. You may use spoiler tags to hide certain abilities, though this does not guarantee other competitors will not peek. I will be reading (and judging) the complete bio, and there will be consequences for those who attempt to pull off actions in the tournament that I was not aware of prior. It is based off of the listed abilities, skills, and so forth that your character will be balanced and admitted to the tournament. If you are new to balancing, I recommend checking out our Balancing 101 Guide.

Applications will be open until 11:59 PM (EST - or AE Server Time) on Saturday, January 23rd. Any bios still under review will then have 24 hours, or until 11:59 PM on Sunday, January 24th, to get their characters approved. Once submissions have completely closed, I will reveal the Battlefields that will be utilized this year, and randomly assign participants to each based off of the number of bios that are approved. Approved bios will be added to a list at the bottom of this post. If your initial submission is not approved, you have until submissions are locked to either re-submit an updated version in a new post, or submit an entirely new character. To assist with re-submissions, characters not approved will be given an explanation why and feedback for future attempts in this thread. Further clarification may be requested via PM. DO NOT edit your bio after posting without express permission. You must submit a new post to correct an error or to update your character, and only the most recent post submitted will be evaluated.

In the Trials of The Fallen, your characters are fighting to earn a spot in the armies of either Chaos or Order. The Trials will begin on Sunday, January 24th and last for approximately three weeks. Currently, the period is expected to end at 11:59 PM EDT on Saturday, February 13th, but I will keep everyone posted of potential date changes. At the end of the Trials, the top four writers from each Alignment will be selected as Knights to move on to partake in the Battle of Order and Chaos. Here, you compete for victory, fighting with your Alignment in the attempt to take down the opposing force. At the end of the final Battle, a single victor will be chosen to receive a blessing from the Power that they follow. As they have fought in this war to tip the scales in favor of their side, upon returning to their own realm, the scales will thus be tipped in their favor in some type of conflict or struggle they are involved in. It will likely take about a day to process decisions and get the Finals thread ready. Anticipated start date of the Finals will be Sunday, February 14th. More information on the Finals and their exact format will be released when they are closer.

Now, the Official Rules:

All normal RP Boards Rules will apply. In particular, please read and be aware of the definitions of Bunnying, God-Modding, and Meta-Gaming. Violators will be immolated, electrocuted, drowned, and pulverized. Survivors will be undone at an atomic level. Lists are kept of violators, and depending on severity, you may be barred from future participation. In addition, by participating in “Where Powers Collide”, you recognize my role as Judge and my say as final.

1. Characters must engage in combat.
This is a combat RP event. Your character must be willing and able to both initiate and take part in combat.

2. You must post regularly.
Consistent activity is required. Please do not enter the tournament if you are not committed to remaining active for the full duration. During the Trials, any fighter who does not post at least once every 4 days (counted from the time of your last post) will automatically be disqualified. Your character will then be considered free for the slaughter - any other character in the battlefield will be allowed to kill him/her/them/it. You are allowed to request up to 36 hours in extension, in 12 or 24 hour increments (so, either one 24 hour extension and one 12 hour extension, or three 12 hour extensions). Make extension requests via a forum post in your Battlefield’s OOC thread. Barring emergencies, no further extensions will be granted. If an emergency does occur, reach out to me via PM.

3. Do not edit your posts (or your bios) once they have been submitted.
You may only edit your posts or your bios with the express written permission of me, myself, and I. Editing of bios or of posts without foreknowledge creates the suspicion of foul play. Proofread and double-check formatting prior to posting, and live with any errors you might have made once a post is submitted.

4. Each entrant is allowed one and only one character.
You may not enter in pairs, squads, platoons, battalions, armies, or swarms.

5. Death has Consequences.
Characters who die in Where Powers Collide are dead in the AE RP forums. This is a Canon event with regards to normal RP Board rules. Characters who die during the Trials are still eligible to be chosen as Finalists, but this is the only free pass to revival. Dying in the Finals is permanent.

6. Have fun!
All these rules and regulations may seem daunting, but while this is a competition, the entire objective is to have some fun. We all like to win, sure, but try to enjoy yourselves along the way!

The penalty for failing to follow the rules may result in immediate disqualification from the tournament. Failure to comply with the direction of the Judge may also result in immediate disqualification from the tournament. While discussion of a ruling may be allowed, as has been stated prior, I have the final say.

General Information, Tips, and the RP Discord:
Though this is a competition, collaboration is still extremely useful and often necessary. Your character is in combat with other characters, but you are not in combat with the other writers. We urge you to discuss combat and options with your fellow contestants. You are free to make collaborative posts, and to work out battle sequences. Please keep records of your discussions for collaboration, as they may be requested depending on how close the competition is! OOC threads will be provided for each arena for the express purpose of communication with your fellow contestants and with us.

Additionally, you may make use of the AEF RP Discord Server - which will also have channels provided for each battlefield. All AEF Rules apply to this server. This server is a privilege, not a right. If you do not follow the AEF rules or are disrespectful to others in the server, you will be banned, and you will need to rely on the forums for communication. The Discord server may be found here!

If you need to reach me directly, you can do so via PM, posting in the OOC threads, or using Discord.

Good luck, writers!

List of Order Entrants: [9]
Caurasou'nabbaie Nabama (499th), created by ChaosRipjaw!
He who bears the weight (Heehoe), created by nield!
Vigil, the Storm's Spire, created by deathlord45!
Gabriel, the Empty, created by Sylphe!
Ginevra "Eva" Kyralis, created by kavyraya!
Tear, created by Dragonknight315!
Icarahael, Queen of the Cryodrakes, created by roseleaf320!
Dramiel, Vehement Specter, created by Synthe!
Aurelia, created by Kooroo!

List of Chaos Entrants: [7]
Daiyu, created by Anastira!
Sam "Smashmouse", created by San Robin!
Kunze, Flame of the Forest, Third Prince of T'Rea, created by Starflame13!
Pendulum, created by Apocalypse!
Krehgor, created by Necro-Knight! Withdrawn
Captain Finn O'Dinnon, created by Riprose123!
Scyon-01 - Gluttony, created by draketh99!

Master List of Accepted Entrants:
Daiyu, created by Anastira, fighting for Chaos!
Sam "Smashmouse", created by San Robin, fighting for Chaos!
Caurasou'nabbaie Nabama (499th), created by ChaosRipjaw, fighting for Order!
He who bears the weight (Heehoe), created by nield, fighting for Order!
Vigil, the Storm's Spire, created by deathlord45, fighting for Order!
Kunze, Flame of the Forest, Third Prince of T'Rea, created by Starflame13, fighting for Chaos!
Gabriel, the Empty, created by Sylphe, fighting for Order!
Ginevra "Eva" Kyralis, created by kavyraya, fighting for Order!
Tear, created by Dragonknight315, fighting for Order!
Pendulum, created by Apocalypse, fighting for Chaos!
Krehgor, created by Necro-Knight, fighting for Chaos! Withdrawn
Icarahael, Queen of the Cryodrakes, created by roseleaf320, fighting for Order!
Captain Finn O'Dinnon, created by Riprose123, fighting for Chaos!
Dramiel, Vehement Specter, created by Synthe, fighting for Order!
Scyon-01 - Gluttony, created by draketh99, fighting for Chaos!
Aurelia, created by Kooroo, fighting for Order!

Total: 16

Rosters by Battlefield

Field of Silent Steel
He who bears the weight (Heehoe), created by nield, fighting for Order!
Sam "Smashmouse", created by San Robin, fighting for Chaos!
Dramiel, Vehement Specter, created by Synthe, fighting for Order!
Daiyu, created by Anastira, fighting for Chaos!
Aurelia, created by Kooroo, fighting for Order!

Field of Crystal
Caurasou'nabbaie Nabama (499th), created by ChaosRipjaw, fighting for Order!
Pendulum, created by Apocalypse, fighting for Chaos!
Ginevra "Eva" Kyralis, created by kavyraya, fighting for Order!
Gabriel, the Empty, created by Sylphe, fighting for Order!
Scyon-01 - Gluttony, created by draketh99, fighting for Chaos!

Field of The Current
Icarahael, Queen of the Cryodrakes, created by roseleaf320, fighting for Order!
Captain Finn O'Dinnon, created by Riprose123, fighting for Chaos!
Vigil, the Storm's Spire, created by deathlord45, fighting for Order!
Krehgor, created by Necro-Knight, fighting for Chaos! Withdrawn
Tear, created by Dragonknight315, fighting for Order!
Kunze, Flame of the Forest, Third Prince of T'Rea, created by Starflame13, fighting for Chaos!


< Message edited by Chewy905 -- 1/29/2021 9:56:51 >
Post #: 1
1/2/2021 0:06:53   
Anastira
Member

Name / Title
Daiyu

Alignment (Order or Chaos)
Chaos

Age Range
444 passings of the Lunar New Year

Race
Nian (or were-nian, as it were)

Appearance (Build, hair, skin, clothes, etc.)
Daiyu appears as a kind of fury, more a force of nature than an individual. Most of the time, her slitted, angled eyes are a pitch black with no iris; if you look closely into them, they are like frothing, swirling smoke. Instead of hair she has a lion’s mane, dark green like jade and swirling with white-clouded accents. Her face is something halfway between a lioness’s and a woman’s, and she has thick mane-like brows of cloudy green. A single horn curves from her forehead, carefully carved with symbols and characters, deep black. However, on rare occasions her horn flames golden, the green of her fur turns a brilliant orange, and the black of her eyes flicker with the light of a smoldering forge.

Equipment (Armor, Weapons, etc.)
The Four Familiars
As the number four is an unlucky one, so anyone who incurs the wrath of Daiyu and her familiars will be unlucky in their fates. Each of Daiyu’s four weapons is possessed by a spirit or familiar, but these spirits are not independently conscious; they are aspects of Daiyu’s being. None of the spirits may change targets once they have been summoned; they are locked onto whatever being Daiyu engages with their specific weapon. Also, all of the spirits are dissipated into mist if they take enough damage, and cannot reappear until Daiyu uses their weapon again to resummon them. This means if Daiyu loses that weapon or is disarmed, she cannot summon that spirit again until she has recovered the weapon.

1. Azure Dragon (of the East; Spring)
In her hand, Daiyu holds a long glaive with a crescent blade (or guandao) with a dark silvery dragon coiled around its length; the dragon’s head has two brilliant star sapphire eyes. As an ordinary glaive, it is very sturdy and impossible to break, although in all other ways its effectiveness relies on the skill of its wielder. However, when called upon, the Azure Dragon may uncoil itself as a spirit and fly towards one target, wrapping itself around the target in an attempt to constrict them.

2. Black Tortoise (of the North; Winter)
The Black Tortoise manifests itself as a meteor hammer (or liuxing chui) - two spiked metal balls connected by a chain. As Daiyu spins it around herself in defense, the spirit of the Black Tortoise gives the ends of the weapon extra strength, fortifying the spiked balls with all the power of its great shell.

3. White Tiger (of the West; Fall)
Daiyu carries a pair of butterfly swords (or dao); when she wields them, the spirit of the White Tiger appears, and its claws become the swords. When Daiyu fights with the swords, the tiger will attempt to defend her with its claws and bite.

4. Vermilion Bird (of the South; Summer)
The Vermilion Bird takes its form in that of a great wooden longbow (or gong) of brilliant mahogany. The bird itself is the arrow, wraithlike, which nocks itself to the longbow. Daiyu must nock the bird and release it for it to fly of its own volition; however, once free it may attack that opponent until dissipated.

Skills, Spells, & Special Abilities
Seeing Red
If Daiyu sees too much of her own blood spilt, she turns rabid, like a wild animal. She drops to all fours; her fur and mane turn red. She no longer uses her weapons, which dissipate into spirits which mist around her and attempt to defend her, and instead uses her horn and claws to fight. Her claws are like a tiger’s, big enough to hurt but nothing exceptional. She is unable to think logically or rationally, and is overcome by anger and survival instinct; she has the brainpower of an ordinary starving animal in this form.

Firecracker
If a firecracker-like sound (including gunshots or fast banging of drums; it can be a rough estimation) is sounded near Daiyu, she grows very frightened. She becomes her nian, four-legged form and loses her ability to think or reason. Her weapons will dissolve into the spirits. She will do whatever she can to put herself as far from the sound as possible, and her spirits - who, again, do not have minds of their own - will follow suit. This includes attacking the opponent until it gives her enough leeway to run, if she is cornered; whatever the easiest and fastest means of escape is, she will take.

In Death I Stand Still
If Daiyu is killed, she will become a statue of green jade in her nian form. She can be revived by the sacrifice of a child (of any race, but it must be murdered and given to her as a gift), and the weeping tear of a mother, both given on the Lunar New Year. Until then, she will be forever encased in her stone prison, unable to break free.


Personality / Backstory (Optional)
It is dark on the edge of the village. The moon waxes overhead, growing large in the spilt-ink black of the sky, laying its veil of light across the stepped land. A flower blossoms in a man’s hands, blooming on borrowed tears. The flower becomes a girl and the girl grows into a woman, beautiful with her long black hair and her alabaster skin and her pure, dark eyes.

The nian watches the man every day. She sees in his eyes the love he has for this miracle daughter of his, this borrowed life. She sees other things, too: the honesty in his smile, the strength in his shoulders, the compassion in his eyes. She is immortal, and yet she craves the beauty of what he is - his humanity.

She hates the girl. Hates the girl for stealing this life, for stealing all of these joys, all of this humanity, and hates the girl most for stealing this man. She paces on the edge of the fields, waiting for her day.

The Lunar New Year comes. The nian enters the village. The people are ready, as always: the firecrackers crackling like drums in the streets, the red paper lanterns strung from house to house, the people laughing. But today the nian has taken something, too, and she enters as a woman with flowing jade hair and pure black eyes, and the man stares. He has never seen something so beautiful; so heavenly. In middle of the night he tells her he loves her, and her stone heart begins to crack, lines spreading across the black jade of her soul. She surrenders to his love, lets herself go, and it is this that finally kills her.

He wakes in the morning to a statue of a nian in the town square. But he does not celebrate her death with the villagers. He recognizes her by her eyes, and weeps. That night, his tears bring her back to life.

Daiyu escapes into the wilderness, cursing her broken heart, cursing her love, cursing her envy. And she vows to have vengeance on these humans that have hurt her beyond repair.
AQW  Post #: 2
1/2/2021 8:40:53   
  San Robin
Modzerella


Name: Sam
Title: Smashmouse
Age Range: 20
Height: 5’5”
Race: Vurrman (https://forums2.battleon.com/f/tm.asp?m=6636931)

Appearance: Sam is a regular Vurrman, but he’s wearing a leather jacket and an axe-guitar (Still no pants though)

Equipment: A leather Jacket, An Axe Guitar, sunglasses.

Weapons, armors and sick tunes:

Leather jacket: His leather jacket is enhanced with a defensive magic, it can absorb blunt hits and protect from light slashes, while still subtle and the same weight as a regular leather jacket, the defensive properties are the same as a metal armor would grant. with enough force, it still can get shredded, burned, disintegrated, etc~.

Axe-Guitar: This weapon puts the axe in “Axe-guitar” when people get too close to Sam, he can use this sharp guitar to hack and slash at them, it’s enchanted to be as sturdy as a steel axe would be and the strings are unbreakable.

Practiced hands: Sam’s hands are full of calluses because of his many hours of practicing his craft. This makes him able to use his elemental guitar skill without damaging himself (It doesn’t do much against elemental attacks from others though)

Sam’s singing: Sam starts singing. This is however by far the worst thing he can do to someone. whoever is standing close and has functioning hearing will suffer damage to their ears. The further away they are the less (if any) damage they’ll take, the singing is bad enough that it may leave people in shock and awe (Unless they have terrible taste in music). Max range is 30 feet.

Powerchord: Sam strikes a sick power chord, creating a shockwave around him that can blow away weaker spells and topple people near him (about 3 feet ) who are not standing sturdily.

Elemental guitar: While being used as a melee weapon, Sam’s guitar can be imbued with the power of one of the following elements: Fire, Electricity or wind
Electricity: The Electric guitar is by far the most well-known. however its use may shock you. Sam can use this function to electrocute whoever he smashes with his guitar
Fire: The Fire Guitar is one hot instrument, it can burn people and melt thick ice. While not strong enough to melt steel, it can heat it up quite well.
Wind: The Wind Guitar can blow you away! literally! With a good swing of the wind guitar Sam can create a small whirlwind that can blow away light things (Or people for about 3 feet of distance on a direct hit)


All that glitters is gold: with another chord, Sam can summon a flash of light from his guitar, anyone who is looking at him or his guitar during this time will be temporarily blinded.

spoiler:

Only shooting stars can break the mold: This special chord can summon a small localized meteor shower. Flaming rocks rain down in a small area dealing bludgeoning and fire damage to whoever is unlucky enough to be targeted by this.


Personality/Backstory:
when Sam was young. Somebody once told him, the world was gonna roll him.
He ain't the sharpest tool in the shed.
But she was looking kinda dumb, with her finger and her thumb in the shape of an L on her forehead.

Of course Sam didn’t take that provocation and he took his guitar with him into the wide world. Despite him not being the sharpest tool in the shed, he had a knack for magic and taught himself how to perform some with his trusty guitar in hand, his sick leather jacket on and his cool sunglasses to shield his eyes from the evil daystar.
There was so much to do, so much to see! So what’s wrong with taking the backstreets?
Sam had no idea where he was going, but he was hoping it was somewhere good.
After an unknown time of wandering around, he found himself in a strange town. where apparently a tournament would soon be held...
AQ DF MQ AQW  Post #: 3
1/2/2021 9:17:47   
  San Robin
Modzerella


Forgot to edit in the allignment (had it ready way early and forgot to add it)
Allignment: Chaos
AQ DF MQ AQW  Post #: 4
1/2/2021 10:39:12   
ChaosRipjaw
How We Roll Winner
Jun15





Name: Caurasou'nabbaie Nabama (499th), also known as Youd'dhau Saupa (the Warrior Snake)
Gender: Gods are beyond such mortal concerns. Thus its pronouns are merely “it,” for lack of a better term.
Race: Durdaunta Saupa (Saupan for "Great Snake")
Alignment: Order

spoiler:

It was once known as Kuvox.





Appearance:
499th resembles an extremely large anaconda. Its scales are dark purple, with black armor plates tinged with crimson. Its blazing yellow eyes stare unblinking with both the assessing gaze of a deified ruler and the cold scrutiny of a predator. On 499th's upper half, it dons a relic known as Mauthau Theukaunou --- the Legged One's Head. From the slim armor of the Mauthau protrudes an effigy of a warped human head, one that seems half snake.

---------------------------------------Durdaunta Saupa Physiology:
Durdaunta Saupas are a sentient race similar to anacondas. As a Durdaunta Saupa though, 499th's senses are even more refined than a typical anaconda.

-------------Vision: Like anacondas, Saupas have an amazing sense of taste and smell which combined with their infrared vision, make them the best of trackers. Although their infrared vision makes them sensitive to intense light as well as effectively blind them in same-temperature environments, they are also acutely sensitive to motion.

-------------Body: The body of a Saupa is incredibly powerful, able to bind and crush even the mighty boars that roam the Dark Jungle. Even relying on their bites alone, they can take chunks of flesh off a grown man, enough to leave him faint from shock. However, despite their strength and speed, they are vulnerable in exposed areas without trees to hide in.

499th is approximately 25 feet long. It keeps 9 feet of its body upright, acting as its “upper” body, while the remaining 16 feet remain in coils along the ground. At times, it will slither along the ground but will never stretch out its body to full length, and will never use more than the 9 feet upright to lunge to attack.
It can raise 6 feet of its tail to strike, though it will never lunge with both its head and tail at the same time.
It is covered in scaly hide that resembles black armor plates, which makes it difficult to injure. Its twisting body is also quite agile, allowing it to maneuver in unexpected ways to dodge attacks.

------Kousa: 499th is able to quickly sprout a torso and arms, making it resemble a snake man. These two extra arms and enlarged chest are the result of a strange organ called the Prabauhitathali (or simply Kousa). From the Kousa flows what can only be described as "liquid muscle," which is simultaneously as malleable as water yet unyielding as stone.

It should be noted that this liquid muscle generated by the Kousa is only a “torso” and “arms” in the loosest sense of the term. They are grossly misshapen, with the arms resembling tentacles more than arms, twisting and churning to adapt to their required positions.

The liquid muscle is slightly stronger than the muscle of a typical warrior. They are ill-suited for fighting; 499th only uses these arms to wield its Devious Twins swords. (see Weapons below)
The arms technically have “shoulder” and “elbow” joints so they are not entirely flexible. However, these joints might as well be omnidirectional.
499th does not feel any pain from blows dealt to the liquid muscle, although it can feel that it was dealt a blow.
The muscle cannot be truly damaged with melee weapons, as slashes simply deform the muscle’s shape before it reforms. However, it can be severed if the slash is strong and quick enough. In this case, 499th loses muscle mass, which cannot be regenerated or reabsorbed.
The Kousa is vulnerable to fire, which can cause the muscle to “clot” when it burns.

------Aulinngana: A Saupan word that means “embrace,” it is a technique the Guardian Snakes use to train their Priests and Priestesses. 499th is long enough to wrap around a human’s torso, arms, and legs while allowing them almost full freedom of movement. When it does this, it can use its sensitivity to movement and vibrations to greatly enhance the person’s physical abilities, while also acting as both shock absorber and armor.

-------------Communication: Durdaunta Saupas have multiple methods of communicating.
The first, eyespeak, is communicated through the changing colors of 499th's eyes. This is inherently understood by all sentient creatures and even machines, due to their fundamental roots in nature. It is represented :::like this:::.
The Saupa’s eyespeak tends to incite conversation, though this effect can be easily ignored.
499th can understand a person's intent simply by using its senses, as the body reacts unconsciously to the mind's thoughts. Furthermore, due to the vast amount of sensory information received by its eyes, tongue, and thermal sensing, it can accurately predict an opponent's state of mind, such as the presence of a lie.
499th does not have ears, but it feels vibrations very well and can translate these to sound.




Weapons and Armor:

-------------Mauthau Theukaunou: On 499th's upper half, it dons a relic known as Mauthau Theukaunou --- the Legged One's Head. From the slim armor of the Mauthau protrudes an effigy of a warped human head, one that seems half snake.
The Mauthau consists of interlocking plating located about 3 feet down from 499th’s head. The head effigy is located on one side of this armor. Using the Kousa, 499th can rotate the Mauthau so that the head can be either on its underside, back, or sides.
When 499th attacks, the Mauthau allows it to retain his vision due to Saupas using their heads to strike.

Along with the Mauthau, 499th possesses two pairs of weapons.

-------------Devious Twins: The first, named the Devious Twins, are two talwars thin and whippy as eels. Due to their nature, they are difficult to break but are practically useless for parrying. Each blade is approximately 3 feet long.

-------------Diamondbacks: The second, named the Diamondbacks, are a pair of slim, triangular shields that can be connected into a larger shield in the shape of an elongated diamond. When 499th unleashes the Kousa, the Diamondbacks unfold from the Mauthau to resemble rudimentary wings. They are light and tough, made out of a material similar to polycarbonate.

Both pairs of weapons can be folded and hidden along 499th's armored scales.




Root Ability:
Unknowingly infected with a subtle strain of the Root called the Stoneroot, 499th possesses the ability to harden, i.e. turn into stone in a sense. 499th can trigger the Stoneroot at any time, even in the middle of motion, which hardens and freezes it into place. When petrified, 499th turns into a substance that appears to be gray stone.

When the Stoneroot wears off, 499th continues its motion, its momentum preserved by mysterious means.

Magic fizzled out in the infection’s presence and it seemed to defy the laws of nature …


The Stoneroot is capable of freezing 499th motionless in midair.
When the Stoneroot activates, 499th is impervious to practically all attacks of any kind. It cannot be moved from its position, no matter how much kinetic energy is behind an attack.

The Stoneroot has a cooldown period before it can be used again (roughly 5 seconds).
In addition, it can only negate blows in a short amount of time.
However, if 499th is untouched when petrified, it could theoretically stay petrified indefinitely.
AQ DF MQ AQW Epic  Post #: 5
1/2/2021 18:05:00   
Anastira
Member

Alright, here we go...draft 2! For convenience, a Changelog:

- Clarified that familiars may attack independent of commands but may not react to opponent fighting back unless commanded by Daiyu. Otherwise, familiars will continue to attack the opponent with the same tactic while the opponent is still within the familiar’s line of sight. (Imagine a robot that hacks and whacks, dumbly tracking its opponent visually and giving up if the opponent disappears, hides, does something unexpected, etc.)
- Familiars are intangible/incorporeal in appearance, but they are very easily hit and can’t take all that much damage before they are dissipated. They are not intended as “forces of nature” or anything mysterious; the “spiritlike” look is for effect.
- Total number of familiars active at any one time is capped at two (if more than two are summoned, whichever familiar was first summoned will dissipate).
- Daiyu can only consciously control one familiar at a time.
- During the Seeing Red and Firecracker abilities, the four familiars will be summoned, but cannot perform offensive attacks or prolonged attacks. During Firecracker, they merely act as a kind of shield to swat aside incoming attacks, if those attacks land within their radius of reach (e.g. they cannot move to swat aside an attack). During Seeing Red, Daiyu may use her conscious control to command one familiar to block/parry the attack. For both abilities, the familiars cannot react to, or defend from, attacks that Daiyu herself does not sense or see.
- The In Death, I Stand Still ability has been modified to note that under normal circumstances she would revert to jade; this rewording is to clarify that she can, indeed, still be permanently deceased, per forum rules.

Hopefully I managed to grab everything we talked about! Updated bio below...
_________________________________________________________________________________________________________________________________


Name / Title
Daiyu

Alignment (Order or Chaos)
Chaos

Age Range
444 passings of the Lunar New Year

Race
Nian (or were-nian, as it were)

Appearance (Build, hair, skin, clothes, etc.)
Daiyu appears as a kind of fury, more a force of nature than an individual. Most of the time, her slitted, angled eyes are a pitch black with no iris; if you look closely into them, they are like frothing, swirling smoke. Instead of hair she has a lion’s mane, dark green like jade and swirling with white-clouded accents. Her face is something halfway between a lioness’s and a woman’s, and she has thick mane-like brows of cloudy green. A single horn curves from her forehead, carefully carved with symbols and characters, deep black. However, on rare occasions her horn flames golden, the green of her fur turns a brilliant orange, and the black of her eyes flicker with the light of a smoldering forge.

Equipment (Armor, Weapons, etc.)
The Four Familiars
As the number four is an unlucky one, so anyone who incurs the wrath of Daiyu and her familiars will be unlucky in their fates. Each of Daiyu’s four weapons is possessed by a spirit or familiar, but these spirits are not independently conscious; they are aspects of Daiyu’s being. None of the spirits may change targets once they have been summoned; they are locked onto whatever being Daiyu engages with their specific weapon, and cannot change tactics or react without Daiyu’s conscious command.

The spirits appear ethereal/intangible, but they are very corporeal in nature and can easily be hit. They cannot take a large amount of damage before dissipating, and cannot reappear until Daiyu uses their weapon again to resummon them. This means if Daiyu loses that weapon or is disarmed, she cannot summon that spirit again until she has recovered the weapon. Only two familiars can be active at one time (if a third is summoned and the other two have not been killed, the first familiar will automatically dissipate), and Daiyu can only consciously command one at a time.

- Azure Dragon (of the East; Spring)
In her hand, Daiyu holds a long glaive with a crescent blade (or guandao) with a dark silvery dragon coiled around its length; the dragon’s head has two brilliant star sapphire eyes. As an ordinary glaive, it is very sturdy and impossible to break, although in all other ways its effectiveness relies on the skill of its wielder. However, when called upon, the Azure Dragon may uncoil itself as a spirit and fly towards one target, wrapping itself around the target in an attempt to constrict them.

- Black Tortoise (of the North; Winter)
The Black Tortoise manifests itself as a meteor hammer (or liuxing chui) - two spiked metal balls connected by a chain. As Daiyu spins it around herself in defense, the spirit of the Black Tortoise gives the ends of the weapon extra strength, fortifying the spiked balls with all the power of its great shell.

- White Tiger (of the West; Fall)
Daiyu carries a pair of butterfly swords (or dao); when she wields them, the spirit of the White Tiger appears, and its claws become the swords. When Daiyu fights with the swords, the tiger will attempt to defend her with its claws and bite. Note: changing from claws to bite, or vice versa, constitutes a change of tactic, and is only possible if commanded by Daiyu specifically.

- Vermilion Bird (of the South; Summer)
The Vermilion Bird takes its form in that of a great wooden longbow (or gong) of brilliant mahogany. The bird itself is the arrow, wraithlike, which nocks itself to the longbow. Daiyu must nock the bird and release it for it to fly of its own volition; however, once free it may attack that opponent until dissipated.

Skills, Spells, & Special Abilities
Seeing Red
If Daiyu sees too much of her own blood spilt, she turns rabid, like a wild animal. She drops to all fours; her fur and mane turn red. She no longer uses her weapons, which dissipate into spirits which mist around her and attempt to defend her, and instead uses her fangs, horn, and claws to fight. Her claws are like a tiger’s, big enough to hurt but nothing exceptional. She is unable to think logically or rationally, and is overcome by anger and survival instinct; she has the brainpower of an ordinary starving animal in this form. Her spirits cannot do anything unless she consciously commands them, one at a time (which is limited in its specificity given her primal animal mind). As a result, these spirits can only react to attacks Daiyu consciously knows are coming, and she must be able to command them exactly where, when, and how to react. As a result, in this form Daiyu normally lets the spirits hover around her as a visual deterrent but relies on her own nian body to fight.

Firecracker
If a firecracker-like sound (including gunshots or fast banging of drums; it can be a rough estimation) is sounded near Daiyu, she grows very frightened. She becomes her nian, four-legged form and loses her ability to think or reason. Her weapons will dissolve into the spirits. She will do whatever she can to put herself as far from the sound as possible, and her spirits - who, again, do not have minds of their own - will follow suit. This includes attacking the opponent until it gives her enough leeway to run, if she is cornered; whatever the easiest and fastest means of escape is, she will take. During this, if Daiyu sees or senses an attack coming (she must be able to easily detect and know exactly where it is coming from), her familiars may parry or block the attack, so long as they do not have to move to do so (the attack is within their radius of reach). Note that the familiars are not large enough to shield all of her large nian form, so this leaves major openings in Daiyu’s defenses as she runs.

In Death I Stand Still
Under normal circumstances, if Daiyu is killed, she will become a statue of green jade in her nian form. She can be revived by the sacrifice of a child (of any race, but it must be murdered and given to her as a gift), and the weeping tear of a mother, both given on the Lunar New Year. Until then, she will be forever encased in her stone prison, unable to break free.


Personality / Backstory (Optional)
It is dark on the edge of the village. The moon waxes overhead, growing large in the spilt-ink black of the sky, laying its veil of light across the stepped land. A flower blossoms in a man’s hands, blooming on borrowed tears. The flower becomes a girl and the girl grows into a woman, beautiful with her long black hair and her alabaster skin and her pure, dark eyes.

The nian watches the man every day. She sees in his eyes the love he has for this miracle daughter of his, this borrowed life. She sees other things, too: the honesty in his smile, the strength in his shoulders, the compassion in his eyes. She is immortal, and yet she craves the beauty of what he is - his humanity.

She hates the girl. Hates the girl for stealing this life, for stealing all of these joys, all of this humanity, and hates the girl most for stealing this man. She paces on the edge of the fields, waiting for her day.

The Lunar New Year comes. The nian enters the village. The people are ready, as always: the firecrackers crackling like drums in the streets, the red paper lanterns strung from house to house, the people laughing. But today the nian has taken something, too, and she enters as a woman with flowing jade hair and pure black eyes, and the man stares. He has never seen something so beautiful; so heavenly. In the middle of the night he tells her he loves her, and her stone heart begins to crack, lines spreading across the black jade of her soul. She surrenders to his love, lets herself go, and it is this that finally kills her.

He wakes in the morning to a statue of a nian in the town square. But he does not celebrate her death with the villagers. He recognizes her by her eyes, and weeps. That night, his tears bring her back to life.

Daiyu escapes into the wilderness, cursing her broken heart, cursing her love, cursing her envy. And she vows to have vengeance on these humans that have hurt her beyond repair.
AQW  Post #: 6
1/2/2021 19:22:10   
  Chewy905

Chromatic ArchKnight of RP


And the day one arrivals are here! We've got a mythical beast, a Vurrman, and a Snake God so far; quite the bunch! Let's begin the balancing!


@Anastira - Good to see you again! You got a second wave up addressing my concerns before I was able to make those concerns public, but that's fine! We clarified via PM that the Tiger fights separate from Daiyu herself, similar to the bird, and that if a spirit is slain it will become resummonable after a short time as long as Daiyu uses its corresponding weapon as normal. With those notes down, I welcome Daiyu as the first WPC competitor for this year, nice job adapting a summoner-type character to work well. Approved!



@San Robin - Welcome back! And you brought a cheese-loving friend this time! Sam is really well balanced already, I only have a single point that requires more detail, and of course uploading a new bio to fix that whole alignment thing.

For Sam’s singing, I’d just like an explanation of what the “damage” is in this case. Is it just deafening for a duration, does it actively damage their ability to hear even once the singing stops, or is it physically damaging their ear itself because it’s just that terrible?

Simple enough!



@ChaosRipjaw - Welcome back to you as well! Caurasou'nabbaie Nabama (499th) is one heck of a snake god! You have a lot going on here, and as a result there’s a lot we need to cut back on and define better so let’s get to it!

Just a small reminder that an age range is helpful for me to determine general "maturity" of a character as its entered. In this case, since 499th is a god of some sort, I'm just assuming its "ancient".

First up, the details on body. For one, I would like details on the diameter of the snakes body, and for two, 25 feet is just way too long. The average female anaconda is 15 feet, so I’m willing to allow a max of 18 feet long, provided the proportions of your different lengths for combat change accordingly. You mention that 499th has a very deadly bite but don’t detail the fangs at all, so just a brief description of those would be helpful. On that topic, having both an incredibly powerful binding/crushing strength on top of such a strong bite is too much. It would help to clarify if the bite is only as strong as described when striking only flesh, and thus would be heavily mitigated by even cloth or leather, and to possibly tone down the crushing strength (more on that in the next line).

In addition to that, you describe armored scales, incredibly strong crushing strength, and high mobility/agility. Being this large, while also highly proficient in strength, defense, and agility, is too much at once. A character should have areas where it is flawed, so I would pick one of these to make it far less skilled at, and possibly tone down another as well.

Alright onto Kousa. This section feels really unclear as to what you are actually going for here, as it seems uncertain if you were going for something more rigid, tough, and jointed, or something malleable and flexible. I would hone-in and focus on one idea: either make them tough and harder to maneuver with or make them freely flexible and usable. In either case, making them almost invulnerable to melee weapons is too strong, just allow them to take damage as normal. After you’ve cleaned up this section we can tackle it with a heavier balancing brush.

For Aulinngana, I like what you have here, but would like either clarification on the weight of 499th (not everyone can carry an entire anaconda by themselves) or add a clause that it’s reducing its weight in some way.

In the communication section, I’m considering eyespeak to be similar to telepathy with the added complication of requiring eye-contact, which with a giant snake may be uncommon in combat. Also confirm that it requires actual permission for the receiver to get a message so you aren’t just beaming forced thoughts into their heads.

If the “understanding intent” section is about a heightened ability to read body-language then it’s fine. If it’s reading intent as in reading their mind, then I’ll have to nix that. To follow up, if the detecting a lie bit is similar in that he is reading them off of body (and thus someone well trained could mask a lie) then it’s fine. If you want it to be more powerful and fully able to detect lies, then I would rule that it requires full attention rather than being a passive ability.

Equipment seems fine overall, though I would ask if the shields and swords can be used at the same time or not. Additionally I don’t fully see the need for shields when you have the armored scales, but if you tone down on the defensive scales to keep the mobility then it makes more sense.

Finally, Root. First off, you state 499th is unknowingly infected, but can trigger the ability at any time. Does 499th know they have this ability? For the ability itself it’s too powerful in its current state as a repeatable, possibly endless form of near-invulnerability. Firstly, I would either make the cooldown significantly longer, or make it riskier/far weaker if used again in a shorter period. Second, I would give it a base amount of blows it can block before either the entire effect ends, or a section breaks off and 499th is vulnerable there. Finally, you can either give it a base duration that it keeps, or make it nigh-endless with the stipulation that the longer it stays active the weaker the stoneskin becomes.

Let’s get some of this stuff trimmed down and controlled and then we can swing through Caurasou'nabbaie Nabama for another round if necessary!



And those are our entrants for day one! To anyone new lurking about, see how it's normal to have some resubmissions needed. As long as you work with me, we can get something fun up there easily! Feel free to reach out to me about any questions, and chat with others in the discord server for any other points or brainstorming sessions!
Post #: 7
1/2/2021 19:40:12   
  San Robin
Modzerella


Name: Sam
Title: Smashmouse
Age Range: 20
Height: 5’5”
Race: Vurrman (https://forums2.battleon.com/f/tm.asp?m=6636931)
Allignment: Chaos

Appearance: Sam is a regular Vurrman, but he’s wearing a leather jacket and an axe-guitar (Still no pants though)

Equipment: A leather Jacket, An Axe Guitar, sunglasses.

Weapons, armors and sick tunes:

Leather jacket: His leather jacket is enhanced with a defensive magic, it can absorb blunt hits and protect from light slashes, while still subtle and the same weight as a regular leather jacket, the defensive properties are the same as a metal armor would grant. with enough force, it still can get shredded, burned, disintegrated, etc~.

Axe-Guitar: This weapon puts the axe in “Axe-guitar” when people get too close to Sam, he can use this sharp guitar to hack and slash at them, it’s enchanted to be as sturdy as a steel axe would be and the strings are unbreakable.

Practiced hands: Sam’s hands are full of calluses because of his many hours of practicing his craft. This makes him able to use his elemental guitar skill without damaging himself (It doesn’t do much against elemental attacks from others though)

Sam’s singing: Sam starts singing. This is however by far the worst thing he can do to someone. whoever is standing close and has functioning hearing will suffer damage to their ears, If damage is suffered it will make the listener's ears bleed and they might suffer temporary hearing loss. The further away they are, the less (if any) damage they’ll take, the singing is bad enough that it may leave people in shock and awe (Unless they have terrible taste in music). Max range is 30 feet.

Powerchord: Sam strikes a sick power chord, creating a shockwave around him that can blow away weaker spells and topple people near him (about 3 feet ) who are not standing sturdily.

Elemental guitar: While being used as a melee weapon, Sam’s guitar can be imbued with the power of one of the following elements: Fire, Electricity or wind
Electricity: The Electric guitar is by far the most well-known. however its use may shock you. Sam can use this function to electrocute whoever he smashes with his guitar
Fire: The Fire Guitar is one hot instrument, it can burn people and melt thick ice. While not strong enough to melt steel, it can heat it up quite well.
Wind: The Wind Guitar can blow you away! literally! With a good swing of the wind guitar Sam can create a small whirlwind that can blow away light things (Or people for about 3 feet of distance on a direct hit)


All that glitters is gold: with another chord, Sam can summon a flash of light from his guitar, anyone who is looking at him or his guitar during this time will be temporarily blinded.

spoiler:

Only shooting stars can break the mold: This special chord can summon a small localized meteor shower. Flaming rocks rain down in a small area dealing bludgeoning and fire damage to whoever is unlucky enough to be targeted by this.


Personality/Backstory:
when Sam was young. Somebody once told him, the world was gonna roll him.
He ain't the sharpest tool in the shed.
But she was looking kinda dumb, with her finger and her thumb in the shape of an L on her forehead.

Of course Sam didn’t take that provocation and he took his guitar with him into the wide world. Despite him not being the sharpest tool in the shed, he had a knack for magic and taught himself how to perform some with his trusty guitar in hand, his sick leather jacket on and his cool sunglasses to shield his eyes from the evil daystar.
There was so much to do, so much to see! So what’s wrong with taking the backstreets?
Sam had no idea where he was going, but he was hoping it was somewhere good.
After an unknown time of wandering around, he found himself in a strange town. where apparently a tournament would soon be held...
AQ DF MQ AQW  Post #: 8
1/3/2021 9:00:17   
kavyraya
Member
 

Name: Ginevra “Eva” Kyralis
Age Range: 94 human years old- Looks around 27 years old
Race: Former human; Cursed Dragon-shifter
Alignment: Order
------------------------------------------------------------------------------------------------------------------------
Appearance:
Eva stands at 5’5, with long dark brown hair that shines almost bronze under the sun. Although she has a petite frame, her body is finely toned from weightlifting and military service. She has a small tattoo at the base of her back: a red beret on a heart with wings, with the number ‘11’ stamped in the middle, not that this is usually talked about or shown. She has a heart shaped face and gently drooping brown eyes that often ends up being the reason why her military background is dismissed or disbelieved, much to her chagrin. She usually wears combat boots, cargo pants and a black tank top with a turtleneck underneath her bulletproof vest.

Apart from looking as normal as any human can be, she has a large scar across her chest, directly where a heart should be. Where there should be normally healing skin tissue, the scar is filled with crystal, pulsing a soft gold. If anyone were to look closer, the pulsing would be out of sync with Eva’s heartbeat. This is Eva’s close-kept secret as she covers it up with chest-wrap despite the self induced heat.

In Half-shifted form, Eva’s eyes flare molten gold. Black opalescent scales line her cheekbones, chest and across her shoulders. Thin, leathery and batlike wings sprout from her back. Her talons become even more accentuated by the scales that run up her arms like bracers; however, the scales coverage only reaches up until her forearms. She is also able to breathe fire and has a bite strong enough to tear through metal.
------------------------------------------------------------------------------------------------------------------------
Equipment:
Bulletproof vest - this is just a normal but personalized military body armor to fit her tiny torso size.
Kukri pointed hunting knife - 8.5 inches long; it is a well-used blade, evident with its scratches and faint rust stains across the sharp metal.

Spelled Gold Armbands - These two gold bands etched with alchemical and runic symbols adorn both Eva's forearms, spelled to hide her blackened, glowing-rune carved lower arms and already protruding talons, making them appear as human, "normal" arms. No matter how hard she tried, Eva can never remove these bands: it is embedded deep in her skin no matter how hard she's tried to even carve them out.

There is, however, one advantage: slamming these two bands together will create a shockwave that throws people or objects away from Eva in a 25ft. radius, however, with her at the center, she bears most of the brunt, making her temporarily deafened and half blinded for a duration of time.

In the aftermath of slamming the bands together, Eva loses her self to the creature roiling underneath her skin. Sometimes she interacts with it, other times she ignores it— but it chatters incessantly and growls at her, at its imprisonment, murmuring its fury that they still aren’t one, whispering its wrath to the very depths of what keeps Eva’s soul apart from its grasp.

On normal times, this creature is quiet, if not serving as Eva’s other subconscious. She acknowledges this other part and both are indeed able to make decisions together, but not as a violent interaction as after making Eva’s bands too close to each other. This creature has since introduced itself as Xylmaelyth.

Unbeknownst to her, the bands are both Seal and Key from preventing her from ever shifting into the fully formed dragon...except she doesn't know about this.
------------------------------------------------------------------------------------------------------------------------
Skills, Spells, Special Abilities:
Enhanced Strength - Apart from her military (air force) training, Eva is strong enough to slam holes through concrete walls, and upturn or even tear apart tanks and break planes. Her capability to make her fists burn hot enough to combust, along with her talons, may help in how metal just turns to putty in her hands. Being part of the airborne force also diminished any fear she had when jumping: either out of planes or to travel long distances, leaving tiny craters in her wake.

Thermal Vision - Eva’s eyes enhance once natural daylight fades away, concentrating on the heat presences of any living thing as night grows.

Burning Fists - As is mentioned above; coupled with melee and hand-to-hand combat. Sometimes she can control this, sometimes she can’t. Don’t ever ask her to arm-wrestle with you.

Heat Whirl - Being within 10 ft. of Eva, the heat shimmers; it whirls. It feels like you're next to a burning oven on an already sweltering sunny day. However this can intensify– she can make it hot enough for fire to whirl around like a mini tornado wrapping around herself from a 15 to 20 ft. radius. To reach the full extent of this fiery whirl, she has to be half shifted again, or else it would burn her too.

*Less Used Abilities:
Fire Breath - like any normal dragon, Eva can breathe gouts of fire in a 15 ft. cone, though she can't continually do this. She often does have smoke coming out of her mouth if she gets real annoyed. This ability needs her to be in her half shifted form or she'll burn her throat and mouth from inside out.

Flight - This ability is very limited to staying aloft in short bursts, gliding, swerving and slowing her fall when jumping out of planes. Eva’s wings, as only a half-shifter, aren’t fully developed or strong enough to sustain full flights for very long.

She is strong but not invincible; not immune to bullets or stabbing. She tires out, even if she stays up longer than the human body can push its limits. She needs to eat too, and sleep. She is not immune to poisoning either or resistant to illusions.

------------------------------------------------------------------------------------------------------------------------
Backstory:

Seafoam swirled around her mudstained boots, soaking and sinking it further into the sand. The sun bathed the shore gold, the skies already darkening as twilight slowly settled in. Behind her, the remains of the transport jet she and her comrades had arrived in was burning, broken from being cleaved in half, the smell of sulphur and gasoline staining the lovely hues of the evening. She fell to her knees, steam emanating from her skin as the scales faded away, the heaviness of her useless wings breaking back into her bones and settling.

She hardly felt the pain of shift now; she held three half-burnt berets in her claws. Her accursed claws. Her jaw ached, she longed to scream. The rest of the craft lay in bare tatters, already slowly being washed away by the waves lapping against her knees. Screams still rang in her ears, the rush of air, the flare of the fire that was not her own. How stupid of her to think that she would not be followed, even as far from there that was.

A searing tear sped down her ashen cheek. She reached up to brush it away- then stopped. Her human hand, tapered with the sharp talons belonging to a serpent, closed into a fist. The gold bands on her forearms winked in the remaining light, and her talons itched to rake them off, to take them off, take them off, take them off take them off-

There was a metallic taste in her mouth as she sobbed quietly, clutching the berets back to her chest, her scar glowing brighter as the day ebbed away.

“Move, child.”

Eva gasped as if a hand had plunged into her chest and wrapped around her heart, giving it a painful squeeze. The fresh pain made her cry out, lurching over her quarry.

“You cannot control what is already done. Move.”

Eva Kyralis stumbled away from the shore, slipping on the tattered remains of her uniform as shouts of men and the lights from fishing boats swept across where she had knelt.

Post #: 9
1/3/2021 11:14:12   
Gradius the Guide
Member

*deleted*

< Message edited by Gradius the Guide -- 1/4/2021 8:21:42 >
AQ  Post #: 10
1/3/2021 11:39:12   
  Chewy905

Chromatic ArchKnight of RP


@Gradius the Guide - Unfortunately, we have a problem. As per rule 3 of Where Powers Collide:

quote:

3. Do not edit your posts (or your bios) once they have been submitted.
You may only edit your posts or your bios with the express written permission of me, myself, and I. Editing of bios or of posts without foreknowledge creates the suspicion of foul play. Proofread and double-check formatting prior to posting, and live with any errors you might have made once a post is submitted.


Editing your bio is prohibited without my direct approval as Director. Bio revisions MUST be made as a separate post unless told otherwise. Please be sure to read the entire first post and all rules, and ask questions for additional clarification as necessary.

As a result, Bobbie Pope is officially rejected from this years Where Powers Collide. You are free (and encouraged!) to enter a new character instead.

Please note that if you were to edit a post during the actual combat stages of this competition, it would result in immediate disqualification without second chances.
Post #: 11
1/3/2021 16:38:42   
ChaosRipjaw
How We Roll Winner
Jun15




Round 2!
Editing notes (changes in the bio made in bold):

Age range added.
499th is now 18 feet long and 1 foot wide, with combat proportions scaled accordingly.
Anacondas have small hooked teeth not fangs, which don’t really do much to armor/cloth/leather.
Added details concerning the armored scales, crushing power, and mobility/agility.
Clarified Kousa characteristics. Essentially, they are flesh tentacle arms.
For Aulinngana, it constantly shifts itself to hold up the person it’s wrapped around.
Clarified eyespeak as being akin to a universal sign language through the eyes, which necessitates eye contact.
The “understanding intent” section is about a heightened ability to read body-language, there’s no telepathy or mental powers about this nor eyespeak.
Trashed the shields, just made it a cosmetic feature of the Mauthau.
499th does not know, or perhaps is in denial (it’s hard to tell how a snake thinks) about the source of the Stoneroot, although it recognizes its ability to use it.
Stoneroot cooldown is approximately 30 seconds.
Stoneroot can block one or two blows before it wears off.
Staying in Stoneroot has consequences, hampering its movement and making its scales brittle.




Name: Caurasou'nabbaie Nabama (499th), also known as Youd'dhau Saupa (the Warrior Snake)
Gender: Gods are beyond such mortal concerns. Thus its pronouns are merely “it,” for lack of a better term.
Age Range: As old as the trees, and like an old tree, it can be quite … stubborn.
Race: Durdaunta Saupa (Saupan for "Great Snake")
Alignment: Order

spoiler:

It was once known as Kuvox.





Appearance:
499th resembles an extremely large anaconda. Its scales are dark purple, with black armor plates tinged with crimson. Its blazing yellow eyes stare unblinking with both the assessing gaze of a deified ruler and the cold scrutiny of a predator. On 499th's upper half, it dons a relic known as Mauthau Theukaunou --- the Legged One's Head. From the slim armor of the Mauthau protrudes an effigy of a warped human head, one that seems half snake.

---------------------------------------Durdaunta Saupa Physiology:
Durdaunta Saupas are a sentient race similar to anacondas. As a Durdaunta Saupa though, 499th's senses are even more refined than a typical anaconda.

-------------Vision: Like anacondas, Saupas have an amazing sense of taste and smell which combined with their infrared vision, make them the best of trackers. Although their infrared vision makes them sensitive to intense light as well as effectively blind them in same-temperature environments, they are also acutely sensitive to motion.

-------------Body: The body of a Saupa is incredibly powerful, able to bind and crush even the mighty boars that roam the Dark Jungle. Even relying on their bites alone, they can take chunks of exposed flesh off a grown man, enough to leave him faint from shock. Since anacondas bite only to grip and swallow rather than tear, its small hooked teeth do not fare well against armor, and even thicker cloth and leather.

499th is approximately 18 feet long and 1 foot wide. It keeps 6 feet of its body upright, acting as its “upper” body, while the remaining 12 feet remain in coils along the ground. At times, it will slither along the ground but will never stretch out its body to full length, and will never use more than the 6 feet upright to lunge to attack.
It can raise 5 feet of its tail to strike, though it will never lunge with both its head and tail at the same time.

It is covered in scaly hide that resembles black armor plates, which makes it difficult to injure. Its twisting body is also quite agile, allowing it to maneuver in unexpected ways to dodge attacks.

Despite their strength and speed, they are vulnerable in exposed areas without trees to hide in. On the ground, it can maneuver its upper body quickly but has difficulty moving its entire mass, like a slow tank with a rapidly rotating turret.
Its armored scales do not protect its underside, which is only covered with ordinary scales.
Although it has a strong crushing strength, it must devote all its power to crush a single target, which in itself is a rather lengthy process. It has to retract its Kousa, latch on to the victim with its head, and slowly slither its entire body around them to properly bind them.


------Kousa: 499th is able to quickly sprout a torso and arms, making it resemble a snake man. These two extra arms and enlarged chest are the result of a strange organ called the Prabauhitathali (or simply Kousa). From the Kousa flows what can only be described as "liquid muscle," which is simultaneously greatly flexible and solid as flesh.

It should be noted that this liquid muscle generated by the Kousa is only a “torso” and “arms” in the loosest sense of the term. They are grossly misshapen, with the arms resembling tentacles more than arms, twisting and churning to adapt to their required positions. When extended, they retain a firm length of a little longer than 2 feet, like a typical human arm, and do not change size except when being fully retracted.

The liquid muscle is slightly stronger than the muscle of a typical warrior, but are ill-suited for bare “handed” combat. 499th only uses these arms to wield its Devious Twins swords. (see Weapons below)


Despite outwardly appearing to be fluid as slime, the flesh can be damaged with melee weapons, and if severed 499th loses muscle mass, which cannot be regenerated or reabsorbed.

The Kousa is vulnerable to fire, which can cause the muscle to “clot” when it burns.

------Aulinngana: A Saupan word that means “embrace,” it is a technique the Guardian Snakes use to train their Priests and Priestesses. 499th is long enough to wrap around a human’s torso, arms, and legs while allowing them almost full freedom of movement. When it does this, it can use its sensitivity to movement and vibrations to greatly enhance the person’s physical abilities, while also acting as both shock absorber and armor. As it is a living being and not simply dead weight, it constantly shifts its great mass and extends a balancing “tail” to aid in supporting itself upon them.

-------------Communication: Durdaunta Saupas have multiple methods of communicating.
The first, eyespeak, is communicated through the changing colors of 499th's eyes. It is similar to sign language and is inherently understood by all sentient creatures and even machines, due to their fundamental roots in nature. It is represented :::like this:::.
The Saupa’s eyespeak tends to incite conversation, though this effect can be easily ignored.
499th can understand a person's intent simply by using its senses, as the body reacts unconsciously to the mind's thoughts. Furthermore, due to the vast amount of sensory information received by its eyes, tongue, and thermal sensing, it can accurately predict an opponent's state of mind, such as the presence of a lie. In essence, it is a greatly enhanced form of body-language reading.
499th does not have ears, but it feels vibrations very well and can translate these to sound.




Weapons and Armor:

-------------Mauthau Theukaunou: On 499th's upper half, it dons a relic known as Mauthau Theukaunou --- the Legged One's Head. From the slim armor of the Mauthau protrudes an effigy of a warped human head, one that seems half snake.
The Mauthau consists of interlocking plating located about 3 feet down from 499th’s head. The head effigy is located on one side of this armor. Using the Kousa, 499th can rotate the Mauthau so that the head can be either on its underside, back, or sides. In addition when the Kousa is unleashed, two slim plates unfold from the Mauthau to resemble rudimentary wings
When 499th attacks, the Mauthau allows it to retain his vision due to Saupas using their heads to strike.

Along with the Mauthau, 499th possesses a single pair of weapons.

-------------Devious Twins: The Devious Twins are two talwars thin and whippy as eels. Due to their nature, they are difficult to break but are practically useless for parrying. Each blade is approximately 3 feet long.

The Twins can be folded and hidden along 499th's armored scales.




Root Ability:
Unknowingly infected with a subtle strain of the Root called the Stoneroot, 499th possesses the ability to harden, i.e. turn into stone in a sense. Although it isn’t certain of the ability’s source, it does recognize its ability to use this power.
499th can trigger the Stoneroot at any time, even in the middle of motion, which hardens and freezes it into place. When petrified, 499th turns into a substance that appears to be gray stone.
Note that this means it literally turns into stone, not just gains a stone shell. In addition, what it is using as weapons and armor also turns into stone with it when the Stoneroot is triggered.

When the Stoneroot wears off, 499th continues its motion, its momentum preserved by mysterious means.

Magic fizzled out in the infection’s presence and it seemed to defy the laws of nature …


The Stoneroot is capable of freezing 499th motionless in midair.
When the Stoneroot activates, 499th is impervious to practically all attacks of any kind. It cannot be moved from its position, no matter how much kinetic energy is behind an attack.

The Stoneroot has a cooldown period before it can be used again, at least 30 seconds.
In addition, it can only negate at most one or two blows, after which the petrification effect fades immediately.
However, if 499th is untouched when petrified, it could theoretically stay petrified indefinitely. This does not come without drawbacks however. Past 5 seconds of petrification, the infection will begin taking firmer hold, hampering 499th’s mobility and making its scales more brittle for a few seconds after it fades, increasingly longer the more time it remains petrified. (Its weapons and equipment are unaffected.)
Should 499th be petrified for too long, it will remain so forever.

AQ DF MQ AQW Epic  Post #: 12
1/3/2021 20:42:56   
  Chewy905

Chromatic ArchKnight of RP


Today adds a “Cursed Dragon-shifter” to the list of hopefuls, and brings the Vurrman and the Snake God onto the list officially! Let’s begin.


@San Robin - Looks great, excited to see Smashmouse become an All-Star! Approved!


@Kavyraya - A new face, nice to meet you! Ginevra “Eva” Kyralis is a really fun package, we just gotta tone her down a bit so she doesn’t go tearing people apart instantly

And to start with that, her base strength is too high. Highly enhanced strength is fine, but being able to punch holes through walls would translate to being able to punch holes through people, which is too much. Bring that down a bit so her opponents have a fighting chance, perhaps by making it require multiple blows to fully punch through, but still able to dent and damage initially. Same goes for her bite, it can be enough to damage or tear after repeated contact but not remove in one chomp.

For the burning fists. Localized combustion is fine, but instantly turning metal to putty is too hot, though I’m fine with allowing it to melt metal after extended contact, which would mean it can still cause severe burns to flesh on initial contact. For her jump strength, we clarified over PM that she can jump 30 ft up, which I am going to ask be stated and lowered to 20ft so her gliding/controlled descent doesn’t leave her out of reach entirely. Causing tiny craters is fine, though you may need to reach out to me after battlefield placement to see if it impacts it at all, since not all battlefield will allow being defaced in such a way.

Final point is on Heat Whirl. The 10ft radius for intense heat and shimmering air is fine, but 15 to 20 ft for the fire tornado is too high, so just shorten that to 10 to 15 ft radius instead, and give it a max duration so we aren’t left with a permanent fire tornado on the battlefield.


@ChaosRipjaw - Lookin good! Keep your characters large size/length in mind as you work with it, but beyond that, Caurasou'nabbaie Nabama (499th) is approved!


Two more approvals and one more newcomer, let’s keep the bios coming!
Post #: 13
1/4/2021 13:11:09   
kavyraya
Member
 

Revision 2 of Eva Kyralis, Cursed Dragon-shifter

Name/Title: Ginevra “Eva” Kyralis
Alignment: Order
Age Range: 94 human years old- Looks around 27 years old
Race: Former human; Cursed Dragon-shifter
—————————————————————————————————————————————————————
Appearance:
Eva stands at 5’5, with long dark brown hair that shines almost bronze under the sun. Although she has a petite frame, her body is finely toned from weightlifting and military service. She has a small tattoo at the base of her back: a red beret on a heart with wings, with the number ‘11’ stamped in the middle, not that this is usually talked about or shown. She has a heart shaped face and gently drooping brown eyes that often ends up being the reason why her military background is dismissed or disbelieved, much to her chagrin.

Apart from looking as normal as any human can be, she has a large scar across her chest, directly where a heart should be. Where there should be normally healing skin tissue, the scar is filled with crystal, pulsing a soft gold. If anyone were to look closer, the pulsing would be out of sync with Eva’s heartbeat. This is Eva’s close-kept secret as she covers it up with chest-wrap despite the self induced heat.

In Half-shifted form, Eva’s eyes flare molten gold. Black opalescent scales line her cheekbones, chest and across her shoulders. Thin, leathery and batlike wings sprout from her back. Her talons become even more accentuated by the scales that run up her arms like bracers; however, the scales coverage only reaches up until her forearms. She is also able to breathe fire and has a mean bite.

—————————————————————————————————————————————————————
Equipment (Armor, Weapons, etc.):
Bulletproof vest - this is just a normal but personalized military body armor to fit her tiny torso size.
Kukri pointed hunting knife - 8.5 inches long; it is a well-used blade, evident with its scratches and faint rust stains across the sharp metal.

Spelled Gold Armbands - These two gold bands etched with alchemical and runic symbols adorn both Eva's forearms, spelled to hide her blackened, glowing-rune carved lower arms and already protruding talons, making them appear as human, "normal" arms. No matter how hard she tried, Eva can never remove these bands: it is embedded deep in her skin no matter how hard she's tried to even carve them out.

There is, however, one advantage: slamming these two bands together will create a shockwave that throws people or objects away from Eva in a 15 ft. radius, however, with her at the center, she bears most of the brunt, making her temporarily deafened and half blinded for a duration of time.

*First, nearest to center blast 5 ft.: this first destructive force can push or throw back even well-grounded targets away from Eva.
*2nd 5ft. (If you’re standing 10 ft.away from her): Is heavily damaging and can knock back/down unprepared targets.
*3rd 5ft. (If you’re standing 15 ft. away from her): Errant; this can be resisted by having steady footing.

In the aftermath of slamming the bands together, Eva loses her self to the creature roiling underneath her skin. At this time, she could be unresponsive to her outer surroundings, leaving her almost vulnerable to any attack.

Despite the fact that she and this creature interact on a more positive note on normal days, there is a high-pitched ringing noise that makes the creature forget every civility it has with Eva and turns it feral: it chatters incessantly and growls at her, at its imprisonment, murmuring its fury that they still aren’t one, whispering its wrath to the very depths of what keeps Eva’s soul apart from its grasp.

It is once more subdued after the ringing is gone- becoming quiet and observant and Eva is restored to normal. This presence has also been recognized as Eva’s other subconscious. She acknowledges this other part and both are indeed able to make decisions together. This creature has since introduced itself as Xylmaelyth.

Unbeknownst to her, the bands are both Seal and Key from preventing her from ever shifting into the fully formed dragon...except she doesn't know about this, or is made ignorant of it.

She is very less likely to use this ability from the armbands, and only refers to it as a last resort for anything dire.

—————————————————————————————————————————————————————
Skills, Spells, Special Abilities:
Enhanced Strength - Apart from her military (air force) training, Eva is strong enough to slam dents into metal and upturn small army tanks. When flung from a very high up place, she’s more likely to break surfaces but little of her bones. She also has a bite that can tear off metal after repeated contact.

Thermal Vision - Eva’s eyes enhance once natural daylight fades away, concentrating on the heat presences of any living thing as night grows.

Burning Fists - Her capability to make her fists burn hot enough to combust, along with her talons, may help in how metal melts after roughly an hour of extended contact. Pummels from her can also leave severe burns to flesh. This is coupled with melee and hand-to-hand combat. Still, don’t ever ask her to arm-wrestle with you.

Heat Whirl - Being within 10 ft. of Eva, the heat shimmers; it whirls. It feels like you're next to a burning oven on an already sweltering sunny day. However this can intensify– she can make it hot enough for fire to whirl around like a mini tornado wrapping around herself from a 10 to 15 ft. radius. To reach the full extent of this fiery whirl, she has to be half shifted again to avoid getting burnt herself; and if there is enough heat from herself or her surroundings for her to combust and leave burning- but only for a duration of 30 minutes at most.

*Eva usually uses this ability to regulate her own temperature to adapt quickly to any environment. However, she has to be conscious to keep her heat up.

Less Used Abilities:
Fire Breath - like any normal dragon, Eva can breathe gouts of fire in a 15 ft. cone, though she can't continually do this. She often does have smoke coming out of her mouth if she gets real annoyed. This ability needs her to be in her half shifted form or she'll burn her throat and mouth from inside out.

Flight - This ability is very limited to staying aloft in short bursts, gliding, swerving and slowing her fall when jumping out of planes. Eva’s wings, as only a half-shifter, aren’t fully developed or strong enough to sustain full flights for very long. Instead, to take off into the air, she jumps to a limit of 20 ft. high; though jumping doesn’t require her to be half-shifted to be able to do so.

*She is strong but not invincible; not immune to bullets or stabbing. She tires out, even if she stays up longer than the human body can push its limits. She needs to eat too, and sleep. She is not immune to poisoning either.

*However, having Xylmaelyth as part of her subconscious makes Eva resistant to mind illusions. Having a dragon govern and protect a mind proved to be an almost impossible challenge to break, enchant or even possess.

spoiler:


And I saw one of thine heads, where the crown has been struck, there left a wound. From this wound your blood has seeped, glittering and golden, and here shall the earth welcome you for it is now yours to dwell in. But this sword that has felled thine jewel from thine brow, shall strike again and again at thy image. Live, for he that killeth with the sword must be killed with the sword, and only then you will find thine peace.
Remains of a book by a spanish friar, ‘La Visiones Oscuridad desde Silmalit’


(**No big changes added to backstory, so I opted not to add it in again.)
Post #: 14
1/4/2021 16:54:22   
Sylphe
Member

Name/Title: Gabriel, the Empty

Alignment: Order

Age Range: Thirties, despite looking older

Race: Human

Appearance: The word one would think while looking at this person would be disheveled. A man of standard height and weight. His face would be one of a madman if it didn’t retain a spark of something, a knowing spark of how deep one has fallen. Hair that might have once been black falls into his face, unkept and grayed, making it hard to see his eyes in the first place. Similarly, whatever colour they once had been replaced with almost transparent irises and their ghastly, light blue glow. Pitch-black spider eyes poke out of the skin just under his eyes, and gray scales grow from under and behind his eyes. And just a little further, from under the wild hair three arthropod legs grow on each side, almost like some sort of twisted horns. Lifeless, not even twitching.

The robes of this man appear to have once been a beautiful Chaosweaver coat, pulled together with soulthreads. Deepest black and accented with silver and perhaps even gems of aquamarine. What remains is gray fabric, blackened silver, a ragged cape, and one last gem resting in what once was a noble spiritloom with a soul blade. What remains of it is bits and pieces held together by the same ethereal glow. The once ornate soul blade appears broken and see-through, almost like a ghostly signature of what it once was. He wears a fingerless glove on the other hand, though that appears to be more aesthetic than protective.
Just as shattered as his gauntlet are the spider limbs growing out of his back. A crude combination of solid and ethereal, they appear to hold completely still only to twitch every once in a while, almost as if they moved on their own.

Those limbs share their light blue glow with a menacing scar on the man’s chest, the light visible even through clothing. Whatever struck him should have been enough to kill, that’s for sure.

Equipment (Armor, Weapons, etc.):

Most of Gabriel’s clothes can’t be exactly classified as armor. It is mostly cloth, with the only exceptions being his pretty thick coat, and his spiritloom, which is reinforced with metal. He keeps his coat open, making the thin layer of cloth on his chest with a glowing scar a pretty easy target.

The spiritloom’s claw itself holds the ability to phase through armor, but only so long as it's not filled with essence. Once it is, it holds the capabilities of steel. It is two thin blades bound together, resembling the chelicera of the spider design of the loom.

Gabriel’s soulbound weapon is a scythe. It is about as tall as a regular scythe would be, with only its blade being just a little larger. Whatever black metal it was made of is cracked, broken and mostly lost, leaving the weapon unusable until someone else’s essence can finish the blade. Its pole is also made of this black metal, and accented with gems and silver. It is more durable than steel, but it carries the rest of its capabilities.

Gabriel’s spider limbs also count as a weapon, as each of the eight features a slightly curved blade at its very end, as sharp and durable as steel, despite being a strange combination of the organic and ethereal.

Skills, Spells, Special Abilities:

Arthra’s Emptiness:
In this form, Gabriel’s soul is severely damaged and hungering to be whole, resulting in a more wild and vicious style of battle.

Pedipalps: Eight spider limbs jut out of Gabriel’s back. They are controllable just as normal limbs would, though it is obvious that Gabriel is not a spider. He is therefore unable to control all of them in synchronicity like an arthropod would. Once he controls more than two spider limbs, it becomes hard to control his own human body as well, resulting in slower and less coordinated movement. He is also capable of using his spider legs to move around faster.

Each of those legs ends with a blade as sharp and durable as steel, and about as long as a dagger.

Silk: Gabriel is capable of generating a durable, sticky spider silk rope from his loomed hand, to be used to snare enemies or to pull himself towards surfaces.

Atrophy: Gabriel is unable to call upon his scythe in this form.

Cuticle: Using four or more of his spiderlike limbs, Gabriel can take cover and dampen a hit. This does not block the hit fully, and he is immobile during the duration.

Essence drain: While Gabriel’s spiritloom blade is ethereal and not usable for harming the body in this form, Gabriel can use it to impale a being’s soul and absorb some of their essence to fuel his own soul and allow him to transform into his other form. What this form looks like depends on the person’s feelings at the time, as well as them as a person. While this attack does not injure the target, it might cause discomfort or even stun them, as it causes them to feel a rush of the emotion that the essence stolen is accented with.


Gabriel’s Sorrows:
Once Gabriel has stolen essence from another being, he enters his Whole form. Depending on the essence he has taken, his form will shift in appearance, most likely in his glow, and perhaps even in small aesthetic changes that do not have an effect on combat. The scales around his eyes and the legs protruding from his skull are affected by this aesthetic change, as well as the scar on his chest, and his eyes.

With his mind cleared of unending hunger and emptiness, Gabriel’s mind is much more clear, allowing him to move and attack with finesse worthy of a Chaosweaver. Unfortunately, the thoughts and memories he may have taken with the essence of another person can disturb his focus and affect his personality.

This transformation takes a few seconds to complete, and lasts a few minutes. How long depends on how much time Gabriel’s blade spent in contact with the other’s soul. Summoning threads and especially using Ascension’s Crescent consumes this essence, shortening the time he can spend like this.

Tatters of light:
While entering this form, Gabriel’s spider limbs will break, twist and shudder in pain until all that happens are tatters of light, changing their appearance depending on the essence he collected. Those are no longer controllable and only serve as a light show. This transformation takes a few seconds, during which Gabriel will have a problem responding to threats.

Soulthread: Gabriel’s silk is no longer sticky and durable. This time, it is a couple of thin, sharp glowing strings Gabriel is capable of using as a whip or to wrap around someone and cause them pain by cutting into them, or make their next attack stronger - if they perform it with the arm or appendage the thread is tied around. It will dissipate after this action.

Ascension: In this form, Gabriel is capable of calling upon Ascension, his soul-bound scythe. It is made of unknown black metal, and appears to be more durable than steel, while also being pretty light for such a weapon. Its pole is black and appears to be made from an unknown metal, accented with silver and a few gems. The blade seems to have broken in two, leaving only a fragment of the original blade. The rest of it is filled in with a hardlight blade made from the essence he has taken, though its appearance varies in details from essence to essence, its shape and properties remain the same.

Crescent: Gabriel is able to engulf Ascension’s blade with energy, either to empower a strike or to launch a crescent-shaped projectile. The projectile carries the size of his scythe’s blade, which is just barely above a standard scythe.

Soulclaw: During this time, the empty parts of Gabriel’s spiritloom fill with essence and form an actual physical hardlight blade. This time it will injure both soul and body, as well as give the pierced a tiny rush of the emotion Gab’s current essence is based on with their pain.

DF  Post #: 15
1/4/2021 18:49:35   
nield
Creative!


Name/Title: He who bears the weight, usually allows people to call him ‘Heehoe’

Age: 86

Race: Kaereyo, The Weight Bearers

Alignment: Order

Appearance:

Heehoe is an old man and looks the part, sporting a thin, yet lithe and muscular frame that is covered in wrinkles, with his body maintaining a pale orange tone. Thick silver hair flows from his head, falling down around his waist and his braided silver beard also reaches that length. Two mismatched orbs peer out from his face, one a fierce burning red, the other a soft, calm grey. He is garbed in a simple light-brown robe that is tied at the waist.

Equipment:

Heehoe does not carry particularly much with him, just a wisened, yet sturdy oaken staff and a satchel filled with rocks of various shapes, sizes and material.

Capabilities:

Heehoe is a very fit fighter, capable of holding his own using only hand-to-hand against most conventional armed warriors, though usually he engages using his staff.

Gravity Manipulation: Like all Kaereyo before him and all those yet to come, Heehoe can alter the gravitational pull affecting objects he is in contact with. He is capable of imparting a gravitational force of up to 10 Gs in any direction of his choosing and even reducing an object to Zero G conditions. Regular gravity will return to an object if it is more than 100 metres away from him and he can only be affecting 6 discrete objects at a given time.
AQ DF MQ AQW Epic  Post #: 16
1/4/2021 23:25:43   
  Chewy905

Chromatic ArchKnight of RP


So today we’re looking at what should be one last round for the Dragon-shifter, a Chaosweaver, and something brand new; a Kaereyo!


@Kavyraya - Looking good, almost there! Just one final change. Heat Whirl’s duration is far too long. Keep in mind combat can last anywhere from a few minutes to less than a minute. With that in mind, and the fact that the tornado does require a sufficiently heated environment to maintain, you can drop this down to half a minute as long as you keep the heat requirement in mind. I would also like this denoted for the fire breath, though you did note it can’t be held continually anyways. I also noticed the new resistance to illusions, which is fine. Once that change is done in a new post, we should be good to go!


@Sylphe - Hello again! Good to see a Chaosweaver get thrown into the mix. Gabriel is overall in a good place, I just have a few points of clarification and balancing.

First, I need just a few more details on the spider legs, namely just how long they are. I assume they reach from his back to the ground since he can move with them, so if I’m wrong on that let me know, and include it regardless. Additionally, what do the spider legs do if Gabriel isn’t actively controlling them?

For Essence Drain, just to avoid bunnying, the emotional rush should be resistable/ignorable in some way, such as by someone strong-willed or in full control of their emotions.

For the appearance change in both Gabriel’s Sorrow and Ascension, I’m willing to allow the varying, undetailed appearances because they are cosmetic only, just don’t do anything crazy with it.

In Tatters of Light it states the spider legs break and twist. Does this mean they are unusable once Gabriel returns to Arthra’s Emptiness? Or do they get repaired?

Ascension and Soulclaws both use blades made out of essence. What is the strength of these blades? Are they the same as the black metal; durable as steel, and light? Finally, what exactly does injuring the soul do to a person?

I’m super excited to see a Chaosweaver get adapted for one of these contests, so once we get those details in line we can get him swingin!



@Nield - Welcome back, and you’re bringing another new race with you! With that comes a few confusions, and there are a few numbers that are too high, so let’s get to work.

First up, when you work with a new race, I’m left lacking a lot of information. Due to the base description I am assuming it is humanoid and lacks distinguishing racial characteristics outside of the listed details. I would like to know a Kaereyo’s physical traits in comparison to a humans, since I am assuming they are not simply as frail and weak as a regular human man of 86. Please provide these details.

For equipment, I would like some details on the minimum and maximum size of the types of rocks he has, as well as what materials are available, and what array of shapes there are, since those details could be relevant for both attack properties and other characters abilities.

For Gravity Manipulation; first I want to clarify if “in contact” requires physical contact between Heehoe and the object. Second, I want to clarify that object means it won’t work on other characters themselves. Finally, this is a really strong ability that is capable of messing with other character’s armor and weapons while they are holding and wearing them, so I suggest changing this to only work on free-standing objects that are not being held or worn by another person.

For the numbers themselves, both 10 Gs and 100 metres are incredibly high values (10 times the strength of gravity and 3 times the size of last year’s battlefields respectively). Lowering the gravitational force to 2 Gs will be enough, as this will allow objects to still accelerate and reach dangerous speeds quickly. For the range, the way you change it will depend on how objects act after leaving it. When an object leaves Heehoe’s range, does it maintain its momentum, or immediately stop and fall normally? If it maintains momentum, lower this range to 30 ft, but if it stops cold once it’s out of range you push this higher within reason as it is your primary form of combat.

I like how you’ve been able to build a character around a single concept, let’s just make sure that concept is properly in-line.


Lots of characters in these early days, let’s keep em comin!
Post #: 17
1/5/2021 8:06:16   
nield
Creative!


Take two. And since apparently it requires clarification, no, other characters do not count as objects so far as Heehoe's Gravity Manipulation is concerned.

Name/Title: He who bears the weight, usually allows people to call him ‘Heehoe’

Age: 86

Race: Kaereyo, The Weight Bearers. Beyond their physical appearance and their relationship with gravity, Kaereyo bear only one other obvious difference from humans, that being that they do not physically age; They leave the world looking much as they did when they entered it.

Alignment: Order

Appearance:

Heehoe bears the form of an old man, sporting a thin, yet lithe and muscular frame that is covered in wrinkles, with his body maintaining a pale orange tone. Thick silver hair flows from his head, falling down around his waist and his braided silver beard also reaches that length. Two mismatched orbs peer out from his face, one a fierce burning red, the other a soft, calm grey. He is garbed in a simple light-brown robe that is tied at the waist.

Equipment:

Heehoe does not carry particularly much with him, just a wisened, yet sturdy oaken staff and a satchel filled with rocks of various shapes, sizes and material.

Capabilities:

Heehoe is a very fit fighter, capable of holding his own using only hand-to-hand against most conventional armed warriors, though usually he engages using his staff.

Gravity Manipulation: Like all Kaereyo before him and all those yet to come, Heehoe can alter the gravitational pull affecting objects he is in physical contact with. He is capable of imparting a gravitational force of up to 2 Gs in any direction of his choosing and even reducing an object to Zero G conditions. In order to affect objects under another’s control, i.e. worn clothes or held and sheathed weapons, Heehoe requires the consent of the controlling party. Such consent can also be freely rescinded by the party at any time.

Regular gravity will return to an object if it is more than 10 metres away from him, maintaining the momentum the object held at the time it leaves that range. Heehoe can only be affecting 6 discrete objects at a given time and can cease manipulation of objects still in his range at will.
AQ DF MQ AQW Epic  Post #: 18
1/5/2021 17:45:10   
nield
Creative!


Once more, with feeling.

Name/Title: He who bears the weight, usually allows people to call him ‘Heehoe’

Age: 86

Race: Kaereyo, The Weight Bearers. Beyond their physical appearance and their relationship with gravity, Kaereyo bear only one other obvious difference from humans, that being that they do not physically age; They leave the world looking much as they did when they entered it.

Alignment: Order

Appearance:

Heehoe bears the form of an old man, sporting a thin, yet lithe and muscular frame that is covered in wrinkles, with his body maintaining a pale orange tone. Thick silver hair flows from his head, falling down around his waist and his braided silver beard also reaches that length. Two mismatched orbs peer out from his face, one a fierce burning red, the other a soft, calm grey. He is garbed in a simple light-brown robe that is tied at the waist.

Equipment:

Heehoe does not carry particularly much with him, just a wisened, yet sturdy oaken staff and a satchel filled with rocks of various shapes, sizes and material. Most of the rocks are common granite rocks as one would expect to find lying at the bottom of a river, he also has a few pyramoid basalt rocks and a single perfectly cuboid piece of obsidian.

Capabilities:

Heehoe is a very fit fighter, capable of holding his own using only hand-to-hand against most conventional armed warriors, though usually he engages using his staff.

Gravity Manipulation: Like all Kaereyo before him and all those yet to come, Heehoe can alter the gravitational pull affecting objects he is in physical contact with. He is capable of imparting a gravitational force of up to 2 Gs in any direction of his choosing and even reducing an object to Zero G conditions. In order to affect objects under another’s control, i.e. worn clothes or held and sheathed weapons, Heehoe requires the consent of the controlling party. Such consent can also be freely rescinded by the party at any time.

Regular gravity will return to an object if it is more than 10 metres away from him, maintaining the momentum the object held at the time it leaves that range. Heehoe can only be affecting 6 discrete objects at a given time and can cease manipulation of objects still in his range at will. Though there is no theoretical limit to the size of an object Heehoe can affect, the fact he can only affect discrete objects does provide a practical limitation.
AQ DF MQ AQW Epic  Post #: 19
1/5/2021 23:09:59   
  Chewy905

Chromatic ArchKnight of RP


Slow day, but that's alright!


@Nield - Round 2! Almost done, just one final point to tone down.

Since there is always the chance of someone entering some way to create massive discrete boulders and the like, there should be a size limit for Heehoe’s ability so we don’t hit any insane shenanigans. Either making the maximum size or weight of each object he manipulates be as large/heavy as an average person should be fine.

This should be the last thing needed!


I know there are wheels turning in the background out there! Waiting excitedly to see the results!
Post #: 20
1/5/2021 23:32:05   
nield
Creative!


Name/Title: He who bears the weight, usually allows people to call him ‘Heehoe’

Age: 86

Race: Kaereyo, The Weight Bearers. Beyond their physical appearance and their relationship with gravity, Kaereyo bear only one other obvious difference from humans, that being that they do not physically age; They leave the world looking much as they did when they entered it.

Alignment: Order

Appearance:

Heehoe bears the form of an old man, sporting a thin, yet lithe and muscular frame that is covered in wrinkles, with his body maintaining a pale orange tone. Thick silver hair flows from his head, falling down around his waist and his braided silver beard also reaches that length. Two mismatched orbs peer out from his face, one a fierce burning red, the other a soft, calm grey. He is garbed in a simple light-brown robe that is tied at the waist.

Equipment:

Heehoe does not carry particularly much with him, just a wisened, yet sturdy oaken staff and a satchel filled with rocks of various shapes, sizes and material. Most of the rocks are common granite rocks as one would expect to find lying at the bottom of a river, he also has a few pyramoid basalt rocks and a single perfectly cuboid piece of obsidian.

Capabilities:

Heehoe is a very fit fighter, capable of holding his own using only hand-to-hand against most conventional armed warriors, though usually he engages using his staff.

Gravity Manipulation: Like all Kaereyo before him and all those yet to come, Heehoe can alter the gravitational pull affecting objects he is in physical contact with. Within the realms of the Chequered City and the Battlefields he is capable of imparting a gravitational force of up to 2 Gs in any direction of his choosing and even reducing an object to Zero G conditions. In order to affect objects under another’s control, i.e. worn clothes or held and sheathed weapons, Heehoe requires the consent of the controlling party. Such consent can also be freely rescinded by the party at any time.

Regular gravity will return to an object if it is more than 10 metres away from him, maintaining the momentum the object held at the time it leaves that range. Heehoe can only be affecting 6 discrete objects at a given time and can cease manipulation of objects still in his range at will. Though there is no theoretical limit to the size of an object Heehoe can affect, the fact he can only affect discrete objects does provide a practical limitation. Additionally, within these realms the maximum size of an object he can affect is defined, being only objects of mass less than 80 Kg
AQ DF MQ AQW Epic  Post #: 21
1/6/2021 21:15:51   
  Chewy905

Chromatic ArchKnight of RP


Simple enough day!


@nield - We're there, thanks for holding through all the changes! He who bears the weight is officially approved!







Post #: 22
1/7/2021 9:07:07   
Sylphe
Member

- Clarified the length of the spider leggys
- Made Essence Drain's rush resistible, granted the prey is mentally strong enough
- Added that the spider leggys do come back once the Remains of Arthra form is assumed once more
- added what the spider legs do (well, not do, to be more clear) while not being controlled
- Thank you for the green on the apearance changes! Promise I won't go overboard, it's all for the aesthetics and being dramatic
- Added what injuring the soul meant, ready to have a go at fixing that if its inadequate

And hello hello! I'm so happy someone is as excited about Ravenloss as me!!!



Name/Title: Gabriel, the Empty

Alignment: Order

Age Range: Thirties, despite looking older

Race: Human

Appearance: The word one would think while looking at this person would be disheveled. A man of standard height and weight. His face would be one of a madman if it didn’t retain a spark of something, a knowing spark of how deep one has fallen. Hair that might have once been black falls into his face, unkept and grayed, making it hard to see his eyes in the first place. Similarly, whatever colour they once had been replaced with almost transparent irises and their ghastly, light blue glow. Pitch-black spider eyes poke out of the skin just under his eyes, and gray scales grow from under and behind his eyes. And just a little further, from under the wild hair three arthropod legs grow on each side, almost like some sort of twisted horns. Lifeless, not even twitching.

The robes of this man appear to have once been a beautiful Chaosweaver coat, pulled together with soulthreads. Deepest black and accented with silver and perhaps even gems of aquamarine. What remains is gray fabric, blackened silver, a ragged cape, and one last gem resting in what once was a noble spiritloom with a soul blade. What remains of it is bits and pieces held together by the same ethereal glow. The once ornate soul blade appears broken and see-through, almost like a ghostly signature of what it once was. He wears a fingerless glove on the other hand, though that appears to be more aesthetic than protective.
Just as shattered as his gauntlet are the spider limbs growing out of his back. A crude combination of solid and ethereal, they appear to hold completely still only to twitch every once in a while, almost as if they moved on their own.

Those limbs share their light blue glow with a menacing scar on the man’s chest, the light visible even through clothing. Whatever struck him should have been enough to kill, that’s for sure.

Equipment (Armor, Weapons, etc.):

Most of Gabriel’s clothes can’t be exactly classified as armor. It is mostly cloth, with the only exceptions being his pretty thick coat, and his spiritloom, which is reinforced with metal. He keeps his coat open, making the thin layer of cloth on his chest with a glowing scar a pretty easy target.

The spiritloom’s claw itself holds the ability to phase through armor, but only so long as it's not filled with essence. Once it is, it holds the capabilities of steel. It is two thin blades bound together, resembling the chelicera of the spider design of the loom.

Gabriel’s soulbound weapon is a scythe. It is about as tall as a regular scythe would be, with only its blade being just a little larger. Whatever black metal it was made of is cracked, broken and mostly lost, leaving the weapon unusable until someone else’s essence can finish the blade. Its pole is also made of this black metal, and accented with gems and silver. It is more durable than steel, but it carries the rest of its capabilities. The same goes for the essence blade this weapon assumes once Gabriel steals some.

Gabriel’s spider limbs also count as a weapon, as each of the eight features a slightly curved blade at its very end, as sharp and durable as steel, despite being a strange combination of the organic and ethereal.

Skills, Spells, Special Abilities:

Arthra’s Emptiness:
In this form, Gabriel’s soul is severely damaged and hungering to be whole, resulting in a more wild and vicious style of battle.

Pedipalps: Eight spider limbs jut out of Gabriel’s back. They are controllable just as normal limbs would, though it is obvious that Gabriel is not a spider. He is therefore unable to control all of them in synchronicity like an arthropod would. Once he controls more than two spider limbs, it becomes hard to control his own human body as well, resulting in slower and less coordinated movement. He is also capable of using his spider legs to move around faster, as they can reach all the way to the ground. While the limbs aren't being controlled, they cannot act on their own, and remain still and tense, only with tiny involuntary twitches every once in a while.

Each of those legs ends with a blade as sharp and durable as steel, and about as long as a dagger.

Silk:
Gabriel is capable of generating a durable, sticky spider silk rope from his loomed hand, to be used to snare enemies or to pull himself towards surfaces.

Atrophy: Gabriel is unable to call upon his scythe in this form.

Cuticle: Using four or more of his spiderlike limbs, Gabriel can take cover and dampen a hit. This does not block the hit fully, and he is immobile during the duration.

Essence drain: While Gabriel’s spiritloom blade is ethereal and not usable for harming the body in this form, Gabriel can use it to impale a being’s soul and absorb some of their essence to fuel his own soul and allow him to transform into his other form. What this form looks like depends on the person’s feelings at the time, as well as them as a person. While this attack does not injure the target, it might cause discomfort or even stun them, as it causes them to feel a rush of the emotion that the essence stolen is accented with. Being of strong will or in control of one's emotions helps resist this rush and not becoming overwhelmed with emotions.

Gabriel’s Sorrows:
Once Gabriel has stolen essence from another being, he enters his Whole form. Depending on the essence he has taken, his form will shift in appearance, most likely in his glow, and perhaps even in small aesthetic changes that do not have an effect on combat. The scales around his eyes and the legs protruding from his skull are affected by this aesthetic change, as well as the scar on his chest, and his eyes.

With his mind cleared of unending hunger and emptiness, Gabriel’s mind is much more clear, allowing him to move and attack with finesse worthy of a Chaosweaver. Unfortunately, the thoughts and memories he may have taken with the essence of another person can disturb his focus and affect his personality.

This transformation takes a few seconds to complete, and lasts a few minutes. How long depends on how much time Gabriel’s blade spent in contact with the other’s soul. Summoning threads and especially using Ascension’s Crescent consumes this essence, shortening the time he can spend like this.

Tatters of light: While entering this form, Gabriel’s spider limbs will break, twist and shudder in pain until all that happens are tatters of light, changing their appearance depending on the essence he collected. Those are no longer controllable and only serve as a light show. This transformation takes a few seconds, during which Gabriel will have a problem responding to threats. Once the essence runs out and Gabriel enters Remains of Arthra once more, the spider limbs will come back, with a change less abrupt than the last - the tatters of light fluidly yet painfully shifting into the repaired limbs.

Soulthread: Gabriel’s silk is no longer sticky and durable. This time, it is a couple of thin, sharp glowing strings Gabriel is capable of using as a whip or to wrap around someone and cause them pain by cutting into them, or make their next attack stronger - if they perform it with the arm or appendage the thread is tied around. It will dissipate after this action.

Ascension: In this form, Gabriel is capable of calling upon Ascension, his soul-bound scythe. It is made of unknown black metal, and appears to be more durable than steel, while also being pretty light for such a weapon. Its pole is black and appears to be made from an unknown metal, accented with silver and a few gems. The blade seems to have broken in two, leaving only a fragment of the original blade. The rest of it is filled in with a hardlight blade made from the essence he has taken, though its appearance varies in details from essence to essence, its shape and properties remain the same. Just as the black metal of the pole and of what once made up its original blade, its essence blade is lighter than steel, yet just as durable.

Crescent: Gabriel is able to engulf Ascension’s blade with energy, either to empower a strike or to launch a crescent-shaped projectile. The projectile carries the size of his scythe’s blade, which is just barely above a standard scythe.

Soulclaw: During this time, the empty parts of Gabriel’s spiritloom fill with essence and form an actual physical hardlight blade. This time it will injure both soul and body, as well as give the pierced a tiny rush of the emotion Gab’s current essence is based on with their pain. This weapon, being also made out of essence, carries the same capabilities as Ascension's blade - lighter than steel, yet just as durable.

As for injuring the soul: Attacks caused by this weapon cause more pain, pain that feels somewhat deeper. Those attacks are not severe enough to threaten one's soul, though if hit by the soulclaw many times, the victim may start feeling as if their own soul is slightly torn and emptier than it used to be.

DF  Post #: 23
1/7/2021 9:20:43   
Necro-Knight
Member

Name/Title: Norix - Disgraced Drinker of Sin

Alignment: Order.

Age Range: 120 years old.

Race: Vampire.

Appearance: Reaching a healthy six foot, Norix spots the traditional pale and ghostly skin of a typical vampire, though due to his saturation of sin energy and tainted blood, crimson light pulses visibly through the veins across his body and face. This light is brightest over his dead heart. Short, black hair is smoothed back tight on his narrow skull and his eyes flicker with the same sinful power that beats through his body. Heavy scars run across the left side of his cheek, resembling those inflicted by serious burns. His musculature is sharp in an almost artistic way, ridges more carved into his body than defined over time.

Subtle fangs are visible when speaking, though only fully extend when feeding and his ears are pointed towards the back of his skull.

Equipment: Norix is garbed in gothic, obsidian-black armor that shows the decades of abuse. The thin, form-fitting plates seem to have been fashioned with solely Norix in mind, allowing him to twist and make full use of his vampiric agility without being restricted. While his movement is further aided by an assembly of plates missing from over his right ribs and the left arm entirely, he does risk the defensive weakness costing him in battle. His remaining pauldron resembles a sharpened bat’s wing, sweeping back over his shoulder.

A tattered, crimson cloak is draped over his exposed shoulder, the heavy fabric too cumbersome for a mortal’s frame, but hardly noticed by the vampire and falling towards his ankles, covering his unarmored left arm.

Beneath his armor are mismatched leathers of various colors, ranging from black, to crimson, to a worn brown. If the armor once had chain-mail over that, it has long since been abandoned or broken beyond repair.

Weapons:

Sin-Piercer Rapier: A thin and mercilessly sharp blade reaching about four feet from its ornate silver hand-guard, the Sin-Piercer sword has been at Norix’s side since his holy inauguration as a SinDrinker and was kept when he fled from the Fall of Soelbrek. While his armor has been abused and battered, the Sin-Piercer has maintained its wickedly-sharp bite and with sufficient force, its obsidian blade could pierce through chain-mail and dent heavier plate armor.

Sanguine Shawl: A tattered, bloodied cloak, sewn from a heavy cloth that wraps around the vampire’s neck and hangs over Norix’s left shoulder, offering protection where his failing armor no longer can. The twisting folds and thick material are about 5 feet in length and roughly 3 feet in width when fully spread.

Skills, Spells, Special Abilities:

Feast of Sin: Stepping beyond the boundaries of SinDrinker virtues and sparking the fire that burned Soelbrek to the ground, Norix’s final Holy Feeding left nothing of the woman behind to redeem. Her blood and soul both were consumed and blended within the vampire’s dead being, saturating his already-existing abilities to a point never before witnessed in the centuries of the Order.

The drawback of this power is that this evolved sin is always seeking to break free from its vessel; drawing upon the tainted darkness in his core will allow it to lash inward at its captor, risking severe injury if Norix can not wrestle the power back into control. The consumption of pure life energy also grants the SinDrinker resistance to light and silver, though not a complete immunity and focused application of either will still weaken him.

As his blood is also tainted with sinful energy as well, all hemomancy spells also pose the same risk as the spells that draw on the burning power itself, preventing rapid casting.

Vampiric Endurance: While young by Soelbrek’s vampiric standards, Norix’s strength and speed were initially enhanced to the usual level of a “fledgling” vampire during his years of service. After the Fall of Soelbrek and the knight himself, the dark energy he’d consumed initially burned at his insides, stopping both the evolution of his strength and his natural healing traits. Feeding will repair wounds over time and his strength/speed is roughly on par with a newborn vampire, forcing Norix to rely even more heavily on his dark curse in battle.

Swordplay: Trained for decades by Soelbreak nobility in the way of lethal swordplay and merciful execution, Norix prefers to use the Sin-Piercer to its fullest potential, keeping his foes right at the blade’s tip for thrusts and slashes built to sever arteries and pierce organs. Combined with his elongated gait, the fallen SinDrinker excels at range as opposed to close combat where he will attempt a distraction or grapple with his cloak before disengaging to a more comfortable distance.

Blessing of the FoulBlood: Baptized with the foul blood of hunted sinners, the twisted energies of its wearer allow the Sanguine Shawl to dampen basic magical assaults or be shaped by Norix’s will, the cloak glowing a bright crimson while doing either. Its bloodied wards defend against attacks such as a fireball or bolt of simple lightning, though concentrated assaults or exotic magicks will still tear through its guard. The cloak also demands all of Norix’s will to prevent the wrathful Sin from running rampant, rendering him unable to cast other spells while either projecting its magical ward or manipulating its movements.

Wrathful Wave: Dragging his rapier tip across the ground, Norix focuses a moderate amount of energy through his blade and sweeps the weapon upward, causing the wave of burning sin-stuff to race across the ground to a maximum distance of 15 feet. The wave grows as it travels, reaching a total height of about 5 feet and a width of 3 feet. The spell unleashes an explosion of fiery energy when impacting a surface or being. If not, the wave will dissipate harmlessly.

Circulum Sanguinas: Raising his left hand making a horizontal throwing motion, Norix draws on the tainted blood of his body and unleashes a violent disc of enchanted blood, the edges sharp enough to cut through heavy leathers and flesh with ease. Plate armor or shields would clash against the energy but not be breached by it. Typically used to try and cripple his prey early into a fight, the disc measures roughly a foot in diameter and travels straight for a maximum of 20 feet before the blood’s power fades and it becomes inanimate.

Hallowed Fangs: Calling blood through the pores of his exposed left hand, Norix forms a set of three fang-like projectiles over his head, before unleashing the missiles at his target, to a maximum distance of 20 feet. The spell can only target one foe at a time and aims to pierce the target in vital locations on the body. While a powerful tool, it demands a large amount of both blood and sin for the desired result, as well as featuring no way to track an agile target.

Harrowed Hymn of the Night: A congregation shielding spell perverted by the SinDrinker in his time wandering his world, Norix turns this once-holy enchantment upon his foe, unleashing as much of his hateful energy and inhuman blood as possible, often suffering painful back-lash as he does so. The Sin-Piercer gathers this power and extends to form the staff of the Holy Soelbrek Bishop, a long ornamental tool with a screeching bat placed upon the crimson orb at its top.

After about ten seconds to create the weapon, the vampire slams the staff onto the ground in front of him to unleash the energy. The power around the weapon bursts free, forming a swarm of roughly 8-10 bats from fiery sin and dripping sanguine fluid. This swarm of perverse, hungering energy will seek towards the victim of the ritual, to a maximum of 25 feet away. Upon contact, the bats will explode, soaking Norix’s sin-fouled blood onto the victim and seeking to poison them with burning veins and seizing muscles.

Due to the extreme amount of focus needed for the entirety of the ritual, Norix is rendered both immobile and unable to perform any other spells until the ritual is complete and all the bats have faded, successful or not. The bats are solid coalescences of energy and can be destroyed with weapons or magic before reaching their target, though they will still explode as usual.
DF MQ AQW  Post #: 24
1/7/2021 9:24:26   
Sylphe
Member

Waddup! I'm Jared, I'm 19, and I never learned how to read!

Turns out I have accidentally skipped over a sentence in Ascension's description that made what I added contradictory. Here's the affected sections, now fixed:



Ascension: In this form, Gabriel is capable of calling upon Ascension, his soul-bound scythe. It is made of unknown black metal, and appears to be more durable than steel, while also being pretty light for such a weapon. Its pole is black and appears to be made from an unknown metal, accented with silver and a few gems. The blade seems to have broken in two, leaving only a fragment of the original blade. The rest of it is filled in with a hardlight blade made from the essence he has taken, though its appearance varies in details from essence to essence, its shape and properties remain the same. Just as the black metal of the pole and of what once made up its original blade, its essence blade is lighter than steel, and slightly more durable.

Soulclaw: During this time, the empty parts of Gabriel’s spiritloom fill with essence and form an actual physical hardlight blade. This time it will injure both soul and body, as well as give the pierced a tiny rush of the emotion Gab’s current essence is based on with their pain. This weapon, despite also made out of essence, does not carry the same capabilities as Ascension's blade - it is just as light and durable as blades of steel would be.



changed parts bolded so no eyes are hurt. Thank you!
DF  Post #: 25
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