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1/22/2021 1:39:39   
Synthe_
Member
 

Name: Dramiel, Vehement Specter
Alignment: Order
Age: 11 Years, 3 Months

Race: Animated Armor
Dramiel is a suit of armor which has been given sentience by powerful arcane forces. Rather than a body wearing the armor, the space is filled by a sort of magical ectoplasm with a similar consistency to liquid. The armor moves and acts nearly identically to a normal human soldier, with a few important differences. The ectoplasm is not nearly as dense as flesh, meaning Dramiel is much lighter than an armored combatant normally is. Since there is less mass inside, heavy impacts and sudden acceleration can cause severe disorientation as the magic takes time to reform. However, as an arcane automaton, they do not feel pain. Dramiel has the same physical capabilities as a trained human, and the suit can be dented and broken as with any normal armor.

Appearance:
Forged from steel and cobalt, Dramiel’s armor takes the appearance of a lavish suit of plate mail. It is primarily dark grey and features dark blue trim on the edges. Several of the large plates (Chest, Forearms, and Upper Legs) have a cryptic maze-like design of the same blue color covering them. If Dramiel moves quickly, a faint blue trail can be seen following it. If the suit is cracked, they will appear to slowly bleed blue ectoplasm.
When Dramiel summons their sword, a long rift opens in a space nearby. The same maze-like pattern appears in the space of this rift, although it is much brighter than the blue on the armor. Dramiel can reach their hand into this rift to retrieve the greatsword ‘Vehement’, a five-foot long Zweihänder made of the same steel as the armor. The edges of the sword appear to glow blue, becoming brighter when the sword is swung. If moved with sufficient force, a blue trail follows behind the blade.

Equipment and Skills:
Armor - Simply a suit of plate mail, the material is not magically enhanced in any way. Strong forces can dent or crack it, and it is significantly weaker around the joints. Areas such as the shoulder, knee, or neck can be pierced quite easily compared to the chestplate. Although they bleed ectoplasm slowly, Dramiel can still experience effects similar to blood loss and will still die if their torso takes enough damage.

Vehement - The rift to summon the sword can only be created within arm’s reach of Dramiel and cannot intersect other objects. If Dramiel is disarmed, the sword will dissolve into ectoplasm but cannot be re-summoned for at least ten seconds. Despite being an incredibly large greatsword, Vehement is quite easy to maneuver and strike with. Zweihänders are very long and can be used more like a spear in situations where slashing would be too slow. Due to the sword’s size, Dramiel is at a disadvantage in close quarters and prefers to keep at a distance where they can utilize the large striking range of Vehement.

Disorientation - Due to the low density of Dramiel’s body, strong impacts and vibrations cause temporary disorientation. Proportional to the force of impact, they experience blindness, paralysis, and a break in concentration for up to several seconds.

Arcane Barrier - If Dramiel has time to react to an incoming attack, they can raise their forearm and cause a magical barrier to appear in the space above the plate (similar to where one would wear a shield). It takes the appearance of the same maze design on their armor, although much brighter. At the moment it is created, it is a circle of about one foot in diameter, but it expands to three feet over the course of three seconds. Dramiel needs to take one hand off of their weapon to use this ability, and cannot make attacks with only one hand.

Overdrive - In extreme situations, the designs on Dramiel’s armor will glow faintly and blue mist will fall from the plates. This indicates a sharp increase in their physical capabilities, allowing them to move faster and strike with more force. Generally, this is around a 50% increase in speed and power. While this effect is active, Dramiel bleeds ectoplasm much faster and it will even seep through undamaged armor. They can only stay in this state for around a minute before the ‘blood loss’ effects become too strong and cause exhaustion (active bleeding will make this time shorter).

“The traitors call me inhuman, remorseless, murderer. The purpose of my creation has no need for these labels. Perhaps if they did not defy the empire, they would not find themselves the target of my blade”
Post #: 51
1/22/2021 2:25:33   
Synthe_
Member
 

Totally forgot to add one bit about the Arcane Barrier, updated here

Arcane Barrier - If Dramiel has time to react to an incoming attack, they can raise their forearm and cause a magical barrier to appear in the space above the plate (similar to where one would wear a shield). It takes the appearance of the same maze design on their armor, although much brighter. At the moment it is created, it is a circle of about one foot in diameter, but it expands to three feet over the course of three seconds. This is a physical barrier that blocks incoming attacks as any mundane shield would. It is about the strength of a wooden shield and can shatter if it is hit hard enough. Dramiel needs to take one hand off of their weapon to use this ability, and cannot make attacks with only one hand.
Post #: 52
1/22/2021 13:23:47   
  Chewy905

Chromatic ArchKnight of RP


As we enter these final two days I'm going to be doing some rapid-fire balancing, so expect multiple passes per day if I'm able to keep up!



@Synthe_ a new face bringing a faceless suit of armor, welcome!

We clarified in PM that:
Dramiel has basic human senses for sight, smell, hearing, etc, and can speak
Dramiel’s physical state will react to effects on the armor such as heat or cold reducing movement, or electricity making it seize up, though it would not feel the pain associated with these effects.

Beyond that, Dramiel actually seems a bit underpowered, as you are a melee focused character with only a sword, a combat steroid, and a conditional shield. If you wish to tweak the shield or add a gap-closer or ranged option, you may resubmit, otherwise you can confirm that you’re happy with your current state and we can approve Dramiel.
Post #: 53
1/22/2021 21:37:02   
Riprose123
Member

Name/Title: Captain Finn o'Dinnon
Alignment: Chaos
Age Range: 35

Race: Human

"Tie the knot yourself, and you'll have sails for a day. Teach a sailor the knot and soon you'll be the Captain."


Appearance: The Captain stands about 6' even, his lithe body made up of hardened muscle earned from long voyages out to sea and the work that accompanies them. His skin is dark, wrinkled and cracked from long exposure to bright sun and salty sea air. A dark red beard matches long hair poking out from under his kerchief and tricorn hat. A single green eye winks mischievously from the right side of his face while sea stained cloth bandages cover the place where it's twin used to lie. An ugly scar runs across the bridge of his crooked nose, matching a myriad of cuts across both his cheeks. There are many gaps in his ever present smile where teeth used to reside, lost to either scurvy or battles he has been in. Finn is an ugly man with looks to match his reputation. He wears a canvas breeches and a tan linen shirt, both patched and stained from long periods between washes. Leather jackboots keep his feet protected and keep in fashionable on land as well. A leather belt keeps his pants up and allows his weapons to follow him about on his hip. A faded leather waistcoat keeps the sea foam off his back and keeps him warm during some of the more climatic voyages. Lastly, a black bandana keeps the sweaty from his eyes and a leather tricorn matches his coat, marking him as the fearsome Captain he is.

Equipment

Armor: Finn's coat is made of heavy leather which makes it resistant to cuts and slashes. His pants are enchanted to provide the same protection as if they were leather and all of his clothes are treated alchemically to be resistant to fire. Other than that, he relies much more on evasion to avoid damage than armor.

Weapons: Finn's arsenal starts with a seafaring staple; the humble cutlass. His is single edged with a curved blade made of blackened steel. On the base of the blade are a few enchantment inscriptions, giving the blade ever lasting sharpness and superb durability. The hilt is basket shaped, with a thumb ring to help him grip the sword during fiercer weapon conditions. Along with his sword, he carries a dirk of the same material as his sword.

Skills: Finn is a master duelist, being formerly trained in his formative years in traditional sword play and heightening his abilities over a long career plundering merchant and naval ships alike. He is also an accomplished brawler and a proficient knife fighter. He knows all manner of complex sailor knots, as well as navigation based on the heavens. Finn is an adept swimmer and fisher as well.

Abilities

Strong Nor'Easter: Finn can summon strong winds to push or pull objects, items or people with fair accuracy. The larger the target, the less effect the winds will have on them. Normally his winds can make the average sized person stumble. He has used the winds before to return his weapons to his person, with varying results. This ability is often cued by an outstretched hand on Finn's part when pushing, or a grasping motion when pulling something.

"Many tales have been told about mah eye. Let me tell you, tweren't no naval Captain or great shark. Twas mah own fault for missing an easy catch, lads."


Something in the Air: Finn can thin the air around him, simulating oxygen concentrations of much higher altitudes. Finn has trained his body to be well adjusted to said atmospheres so that he suffers no ill effects, but if others without said immunities remain around him for more than a minute, they begin to suffer from symptoms similar to severe altitude sickness; rapid fatigue, light-headedness, nausea, dizziness, headaches, and in more extreme cases, unconsciousness. This ability is summoned, and lasts up to an hour in a 12 foot radius around him, but can be interrupted if he is knocked unconscious or suffers a large enough wound.

"Smell that in the air lads? 'Tis the smell of weakness, 'tis our prey coming to us!"


Fog o' War: Finn can release a fog explosively out around him in a 20 ft radius. This ability requires him to stop and focus for 15 seconds, before the fog emanates out from him and rises to 10 ft above the ground. The fog is thick and vision is limited to about 2 ft in front of a normal person.

"Believe in the winds and you will never fear even the darkest shadow or deepest fog."


Think I Feel Something: Finn can sense disturbances in the air around him. This allows him slight preconisience in combat. This ability is largely affected by how much focus he can maintain on the wind. Given combat with one opponent, he might be able to sense an incoming blow if the movement is heavy enough; out of combat, it rarely fails. That being said, the lighter or slower the movement, the less likely he is to sense it. He may not even sense an arrow or bolt, and the ability is useless against firearms.

"Faith guides me. Faith in cold and heavy ships!"
DF MQ  Post #: 54
1/22/2021 22:50:38   
roseleaf320
Creative!


Changes are underlined. Icarahael now has a bit of a cooldown and a mass limit on her Command, and I've provided a bit more detail on the Tempest to account for possible magic interactions.


Name: Icarahael, Queen of the Cryodrakes
Race: Cryodrakon
Age: 576 seasons
Gender: Female
Alignment: Order


The way of the world is simple. The strong earn their survival: and with it, the right to rule and conquer. The weak must find survival in serving the strong.


Appearance: To all who lay eyes on Queen Icarahael, she is a simple human standing about 6 feet tall. An elegant chestplate wraps her in an almost crystalline shine, lines of dark and light curving slightly to echo her form. Behind her, an opaque cape of thin, light cloth splits into two thin strips, revealing an intricate, metallic spine risen from the back of Icarahael’s armor. Around her waist sits a pleated metal skirt, allowing for diverse movement while still adding protection to the metal armor which covers the rest of her legs and transforms elegantly into strong silver boots. Her shoulders are protected by two silver pauldrons adorned with thin spikes, and her arms are covered with long black gauntlets. Wrapping around from the back of her head is a dark, twisted crown, forged in an open loop with a gap centered on Icarahael’s forehead. Four elegant spikes curl upwards from each side, with the frontmost spikes resting at the very ends of the two sections.

Icarahael’s hair is kept in a long, thick braid, and shines with multiple tones of silver and light blue. Her eyes are a dark shade of amber which can seem to glow if they catch the light. The only indications that Icarahael might not be human are her golden veins, a subtle silver sheen to her skin, and two dark, circular scars that sit on her forehead, risen, jagged, and ugly.



Equipment:

Dress of a Royal: Queen Icarahael’s armor was created by looping many tiny shards of metal together in a chainlike mesh, giving it a crystalline appearance. Her gauntlets, spine, skirt, chest, and lower legs are also covered in solid, yet thin, pieces of metal for extra protection. The ensemble was designed with mobility in mind: thicker or harder materials were sacrificed to promote a lightweight design, and many weak points and cracks were revealed around joints to allow for flexible movement. While it should protect from glancing blows, it can be pierced by 2-3 good strikes around the same spot; while they are hard to crack, the solid metal plates will be easily dented by strong, blunt force, and the chain mesh does little to protect Icarahael from blunt force trauma. A special coating allows for the armor to deflect weaker magics as if they were normal blows, but it is not especially resistant to them: it will melt normally in response to strong fire magic, for example, and will still fail under stress as it would to swords or axes.

Blades of a Ruler: Icarahael possesses two glaives approximately 6 feet in length. Each glaive has a 15 inch blade on one end and a small, sharp spear point on the other. Though Icarahael has spent a relatively small portion of her life training with these weapons, she wields them with incredible grace and smoothness, as if the blades were extensions of herself. They have the relative capabilities of a normal Western glaive, slicing through softer materials easily, but struggling to leave anything more than scratch marks on tougher armors. They seem to remain undamaged when faced with physical force, but can be easily damaged by strong magic, a weakness Icarahael is unaware of.

Northern Waterfalls: When swung, Icarahael’s glaives release streams of water which trace their path and can fly up to 20 feet. This water behaves as one would expect water to, with two exceptions: it seems to be extremely hard to remove, and has an acute tendency to gravitate towards and work under even the slightest cracks or folds in armor.

A Dragon’s Duality: Though many aspects of the two spears are the same, their approach to magic is split. While Icarahael’s right spear flings larger quantities of water around haphazardly, her left glaive’s trail is smaller and more precise.

Return to the Source: If either of Icarahael’s spears is broken or otherwise destroyed, it will dissipate and return to its original form as a 6 foot long tail jutting out from Icarahael’s armor. It is covered in silvery blue scales similar in strength/durability to the rest of Icarahael’s armor, and tipped with a series of long, sharp spikes. Her tails maintain their previous ability to create water, though the movement required to control them is much more difficult. Icarahael is unaware this transformation is possible.


Abilities:

Physical Capabilities: Though she is bound to her human form, Icarahael’s dragon blood still remains, enhancing her speed and agility. Through subtle wind manipulation paired with natural strength, Icarahael is able to wield her heavy glaives with ease, and achieve leaps and flips through the air almost akin to moments of weightlessness. She is practiced in battlefield and threat assessment, but her perception, like most of her other traits save for her agility and magic, is limited by normal human capabilities. Being still unaccustomed to her human size and vulnerabilities, Icarahael is likely to overlook possible threats or incorrectly assess depth and size.

In addition to these, Icarahael’s reaction to the elements reveals her Northern drakonic origin: she is weak to- and fearful of- fire, and feels less pain from cold-based damage. Her human form is not immune to cold or ice attacks, however, and still suffers normally from any other kinds of pain that may accompany them (piercing or blunt force trauma, for example).


Queen’s Command: Icarahael’s eyes and crown alight with a flash of pale, icy blue as she commands up to two cups of water (enough to generously cover an arm) within 20 feet of her to instantly freeze. The ice this creates is an incredibly low temperature, causing minor frostbite symptoms (redness, itching, slight numbness) within seconds if present on exposed skin, increasing in intensity over time and resulting in permanent damage (loss of feeling, movement, and tissue) in about 5 minutes. The ice will cause leather to become tough and immovable, and may cause lesser quality metals to crack. The ice does not melt naturally, though it can be broken with force or melted by magic. After casting, Icarahael must wait a short time (3 seconds) before repeating this ability, as the flash of blue slowly fades and her crown and eyes return to their normal color. Additionally, Icarahael can never freeze more than half the surface area of any sentient being, a weakness she desperately wishes to be rid of.

A Dragon’s Poise: The control and poise of Icarahael’s left glaive reflects itself in a unique ability to channel and control small doses of Icarahael’s freezing magic. If pressed against skin for an extended period of time (a few seconds), a deadly freeze begins to spread from the glaive to the surface it touches. Though nearly impossible to accomplish with a moving target, Icarahael can use this ability in minuscule to cover small wounds, stopping blood loss and effectively cauterizing the area.

Frigid Tempest: In dragon form, Icarahael would have been able to move entire storms with ease and quell or raise typhoons with a simple exhale. Now, she has only a single stormcloud to her name, a mass of vapor created with a year’s worth of breath released on freezing nights. The cloud has a diameter of 15 feet, and is constantly floating about 4ft above Icarahael’s head. At all times, the cloud maintains a frigid storm. The contents and intensity of this can change at Icarahael’s will: it can involve winds, rain, snow, ice, or a combination of the four. At its most intense, the cloud can produce 20mph winds and precipitation at about an inch per hour rate. Controlling this storm drains Icarahael’s concentration and energy, however, and this intense rate can only be maintained for a few seconds before the storm falls back to its neutral state: a slow, calm snowfall.

The Tempest, while magical, is not particularly immune to other magic: if faced with strong gusts, it can be dispersed, but will reform slowly over the course of about 30 seconds.


I, of course, am counted among the strong.

Post #: 55
1/23/2021 0:04:25   
  Chewy905

Chromatic ArchKnight of RP


You have Twenty-Four hours left to submit a new bio and Forty-Eight left to fix a current one!


@Riprose123 - Ahoy there! Captain Finn o’Dinnon brings some fun wind-based abilities to the WPC’s, we just need to tone down a few things and add some limits.

First up, Strong Nor’Easter is good overall, it just needs a range added. I’d say 20ft is probably fine.

Something in the Air feels a tad too strong. You can either make the symptoms weaker, take longer, lower the duration, or make it easier to break by breaking Captain Finn’s concentration easier.

Fog o’War is a tad strong by only limiting to 2 ft, I would raise it to 5 ft visibility and add a set duration. We did confirm over DM’s that the fog is non-magical and can be dispersed through wind and other such effects.


@roseleaf320 - Looking good, Icarahael, Queen of the Cryodrakes, is approved!
Post #: 56
1/23/2021 0:48:10   
Synthe_
Member
 

quote:

Changed some things: added extra details to the race section, changed the warm-up time on the shield from three seconds to one second, and added 'Riftwalker'


Name: Dramiel, Vehement Specter
Alignment: Order
Age: 11 Years, 3 Months

Race: Animated Armor
Dramiel is a suit of armor which has been given sentience by powerful arcane forces. Rather than a body wearing the armor, the space is filled by a sort of magical ectoplasm with a similar consistency to liquid. The armor moves and acts nearly identically to a normal human soldier, with a few important differences. The ectoplasm is not nearly as dense as flesh, meaning Dramiel is much lighter than an armored combatant normally is. Since there is less mass inside, heavy impacts and sudden acceleration can cause severe disorientation as the magic takes time to reform. However, as an arcane automaton, they do not feel pain. They can still feel temperature/electric attacks and is affected by them, but lacks the sensation of pain. They are also more resistant to mental-based attacks, but not immune. Dramiel has the same physical capabilities as a trained human, and the suit can be dented and broken as with any normal armor. Dramiel's senses are the same as a human and they can speak (Although they usually don't).

Appearance:
Forged from steel and cobalt, Dramiel’s armor takes the appearance of a lavish suit of plate mail. It is primarily dark grey and features dark blue trim on the edges. Several of the large plates (Chest, Forearms, and Upper Legs) have a cryptic maze-like design of the same blue color covering them. If Dramiel moves quickly, a faint blue trail can be seen following it. If the suit is cracked, they will appear to slowly bleed blue ectoplasm.
When Dramiel summons their sword, a long rift opens in a space nearby. The same maze-like pattern appears in the space of this rift, although it is much brighter than the blue on the armor. Dramiel can reach their hand into this rift to retrieve the greatsword ‘Vehement’, a five-foot long Zweihänder made of the same steel as the armor. The edges of the sword appear to glow blue, becoming brighter when the sword is swung. If moved with sufficient force, a blue trail follows behind the blade.

Equipment and Skills:
Armor - Simply a suit of plate mail, the material is not magically enhanced in any way. Strong forces can dent or crack it, and it is significantly weaker around the joints. Areas such as the shoulder, knee, or neck can be pierced quite easily compared to the chestplate. Although they bleed ectoplasm slowly, Dramiel can still experience effects similar to blood loss and will still die if their torso takes enough damage.

Vehement - The rift to summon the sword can only be created within arm’s reach of Dramiel and cannot intersect other objects. If Dramiel is disarmed, the sword will dissolve into ectoplasm but cannot be re-summoned for at least ten seconds. Despite being an incredibly large greatsword, Vehement is quite easy to maneuver and strike with. Zweihänders are very long and can be used more like a spear in situations where slashing would be too slow. Due to the sword’s size, Dramiel is at a disadvantage in close quarters and prefers to keep at a distance where they can utilize the large striking range of Vehement.

Disorientation - Due to the low density of Dramiel’s body, strong impacts and vibrations cause temporary disorientation. Proportional to the force of impact, they experience blindness, paralysis, and a break in concentration for up to several seconds.

Arcane Barrier - If Dramiel has time to react to an incoming attack, they can raise their forearm and cause a magical barrier to appear in the space above the plate (similar to where one would wear a shield). It takes the appearance of the same maze design on their armor, although much brighter. At the moment it is created, it is a circle of about one foot in diameter, but it expands to three feet over the course of one second. Dramiel needs to take one hand off of their weapon to use this ability, and cannot make attacks with only one hand.

Riftwalker - By taking one hand off their weapon, Dramiel can raise their palm to create a door-shaped rift in front of it. This rift can only appear an arms-length away from Dramiel and cannot intersect with other objects. The rift matches the appearance as the one used to summon Vehement (Blue maze design on a black background). When Dramiel enters this rift, they instantly materialize in a location up to 10 feet away that is visible from the starting point. Dramiel's momentum and orientation remain the same as it was before the teleportation. If this ability is used more than once within a 10 second period, Dramiel experiences a short period of disorientation.

Overdrive - In extreme situations, the designs on Dramiel’s armor will glow faintly and blue mist will fall from the plates. This indicates a sharp increase in their physical capabilities, allowing them to move faster and strike with more force. Generally, this is around a 50% increase in speed and power. While this effect is active, Dramiel bleeds ectoplasm much faster and it will even seep through undamaged armor. They can only stay in this state for around a minute before the ‘blood loss’ effects become too strong and cause exhaustion (active bleeding will make this time shorter).

“The traitors call me inhuman, remorseless, murderer. The purpose of my creation has no need for these labels. Perhaps if they did not defy the empire, they would not find themselves the target of my blade”
Post #: 57
1/23/2021 0:50:48   
Riprose123
Member

Added limiters, ranges and time durations to a few abilities and edited some typos and flavor text. Changes that matter are bolded!




Name/Title: Captain Finn o'Dinnon
Alignment: Chaos
Age Range: 35

Race: Human

"Tie the knot yourself, and you'll have sails for a day. Teach a sailor the knot and soon you'll be the Captain."



Appearance: The Captain stands about 6' even, his lithe body made up of hardened muscle earned from long voyages out to sea and the work that accompanies them. His skin is dark, wrinkled and cracked from long exposure to bright sun and salty sea air. A dark red beard matches long hair poking out from under his kerchief and tricorn hat. A single green eye winks mischievously from the right side of his face while sea stained cloth bandages cover the place where it's twin used to lie. An ugly scar runs across the bridge of his crooked nose, matching a myriad of cuts across both his cheeks. There are many gaps in his ever present smile where teeth used to reside, lost to either scurvy or battles he has been in. Finn is an ugly man with looks to match his reputation. He wears a canvas breeches and a tan linen shirt, both patched and stained from long periods between washes. Leather jackboots keep his feet protected and keep in fashionable on land as well. A leather belt keeps his pants up and allows his weapons to follow him about on his hip. A faded leather waistcoat keeps the sea foam off his back and keeps him warm during some of the more climatic voyages. Lastly, a black bandana keeps the sweaty from his eyes and a leather tricorn matches his coat, marking him as the fearsome Captain he is.

Equipment

Armor: Finn's coat is made of heavy leather which makes it resistant to cuts and slashes. His pants are enchanted to provide the same protection as if they were leather and all of his clothes are treated alchemically to be resistant to fire. Other than that, he relies much more on evasion to avoid damage than armor.

Weapons: Finn's arsenal starts with a seafaring staple; the humble cutlass. His is single edged with a curved blade made of blackened steel. On the base of the blade are a few enchantment inscriptions, giving the blade ever lasting sharpness and superb durability. The hilt is basket shaped, with a thumb ring to help him grip the sword during fiercer weapon conditions. Along with his sword, he carries a dirk of the same material as his sword.

Skills: Finn is a master duelist, being formerly trained in his formative years in traditional sword play and heightening his abilities over a long career plundering merchant and naval ships alike. He is also an accomplished brawler and a proficient knife fighter. He knows all manner of complex sailor knots, as well as navigation based on the heavens. Finn is an adept swimmer and fisher as well.

Abilities

Strong Nor'Easter: Finn can summon strong winds to push or pull objects, items or people with fair accuracy. The larger the target, the less effect the winds will have on them. Normally his winds can make the average sized person stumble. He has used the winds before to return his weapons to his person, with varying results. This ability is often cued by an outstretched hand on Finn's part when pushing, or a grasping motion when pulling something. The wind has a limited range of 20 ft, and is useless at farther distances.

"Many tales have been told about mah eye. Let me tell you, tweren't no naval Captain or great shark. Twas mah own fault for missing an easy catch, lads."



Something in the Air: Finn can thin the air around him, simulating oxygen concentrations of much higher altitudes. Finn has trained his body to be well adjusted to said atmospheres so that he suffers no ill effects, but if others without said immunities remain around him for more than a minute, they begin to suffer from symptoms similar to severe altitude sickness; rapid fatigue, light-headedness, nausea, dizziness, headaches, and in more extreme cases, unconsciousness. This ability is summoned, and lasts up to 30 minutes in a 12 foot radius around him, but since this ability requires a certain degree of concentration, it can be interrupted if he is knocked off balance, suffers a large enough wound, or is knocked unconscious altogether.

"Smell that in the air lads? 'Tis the smell of weakness! Show them your blades, me boys, and watch them run before you!"



Fog o' War: Finn can release a fog explosively out around him in a 20 ft radius. This ability requires him to stop and focus for 15 seconds, before the fog emanates out from him and rises to 10 ft above the ground. While the fog is thick and vision is limited to about 5 ft, it is non magical and can be dispersed via heat, force, or wind. It will then linger for 20 minutes or until it is dispersed by natural means.

"Believe in the winds and you will never fear even the darkest shadow or deepest fog."



Think I Feel Something: Finn can sense disturbances in the air around him. This allows him slight preconisience in combat. This ability is largely affected by how much focus he can maintain on the wind. Given combat with one opponent, he might be able to sense an incoming blow if the movement is heavy enough; out of combat, it rarely fails. That being said, the lighter or slower the movement, the less likely he is to sense it. He may not even sense an arrow or bolt, and the ability is useless against firearms.

"There be ships out this way me lads, heavy with gold and those that don't need it."
DF MQ  Post #: 58
1/23/2021 12:18:27   
  Chewy905

Chromatic ArchKnight of RP


12 HOURS FOR NEW BIOS 36 FOR BALANCING


@Synthe_ - Dramiel, Vehement Specter, is approved, pending some specifics that I will DM you shortly when I’m no longer on the road.

We clarified via PM that the rifts created by Dramiel can only be used by him, and cannot be passed through by other objects or characters in any way. With that confirmed, Dramiel, Vehement Specter, is approved!


@Riprose123 - the current durations on Fog O’War and Something in the Air are both so long that they would technically last forever the entire combat of not disrupted. I would like these durations shortened. With that done we should be set!

< Message edited by Chewy905 -- 1/23/2021 16:25:32 >
Post #: 59
1/23/2021 13:49:57   
Kooroo
Member

Name: Aurelia

Title: Imperator

Accolades:
  • The Shattered Dream.
  • The Paladin Foregone.
  • Praeco ad novus ordo.

    Gender: Female
    Element: Darkness.
    Age: Looks to be in her late 20s, but has been around for over 40.

    Race: Human; part Light-realm, part Dark-realm... and rather crispy.
    Alignment: Order.

    Language skills:
    Fluent in both Universal/Common Standard and Kougengo, the native tongue of the Light Mountain. Knows very little Pallivian, language of the Darkling Maw.

    Appearance:
    A tall and slim, pale-skinned woman, garbed in an unusual mix of clothes for a brawler/swordswoman. She wears a thick, black longcoat over a navy vest, grey dress pants, and a white silk shirt. Her feet and hands are clad in dark, form-fitting boots and gauntlets, the latter of which are wreathed in aureate energy lines of energy. Neither of them are removable, though some of the upper leg plates are detachable.

    A metal pauldron, trimmed with gold and coupled with another two plates, sit on her right shoulder and bicep, embellished with a golden triangle, framing a single eye. This same emblem is on the top of each hand, as well as the silver pin fastening her golden, collar ribbon.

    The paladin’s armaments are immediately obvious on a first glance. A series of golden belts holds her blades, a pair of pure, white katanas. Further down on Aurelia’s forearm is a small, diamond-shaped blade, strapped onto her forearm’s sleeve.

    Her physical characteristics are a bit unusual, even among the realm’s inhabitants. Aurelia has long, purple hair pulled back into a neat braid, with a single strip of silver-grey hair complementing her fringe. Her eyes shine unusually bright, filled with the same energy that wraps around her gauntlets. Thick, black magical burns mar her body from below the neck, though they look far worse than they actually feel.

  • (Image credit to be provided in the next revision)

    Height: 1.75 cm
    Weight: Clocks in at over 90 kilos without her armour.

    Weapons:
    Daitenmei, The Grand Decrees:
    A pair of crystalline blades that Aurelia apparently ‘found’ during her first few days on Tengamine Mountain. Each katana is roughly a meter long, with the blade making up 75 centimetres of the weapon. As with most Divine armaments originating from the Peak of Heaven, each sword appears to have been forged from a single piece of flawless, quartz-like material, handle and all. Aurelia has made her own addition, however, attaching a black tsuba above the grip of each weapon.

    Each blade possesses a rather keen physical cutting edge, though not quite on a supernatural level. They are especially effective at slicing through magical wards and barriers, though this depends on how quickly and forcibly they are swung. The blades will also ‘sing’, glowing and radiating illusory, golden flames.

    Additionally, they are completely unreactive to magic and feel exceptionally heavy to most, besides their primary wielder or especially magical beings. Aurelia can call her blades to and from their sayas with a mental command, materializing them into her hands with a split second delay. She can also respawn them into their sheathes from any location by gripping them and focusing momentarily.

    Nisekami no Tenohira, Condemned Intervention/__________, ___ _______ ____:
    Both blades can be magically fused to form a much larger, two-handed sword, along with a set of sleek, magically-generated plate armour on the first transformation. There are special requirements the first time the blade is formed, but they can be split and combined fairly freely afterwards.

    For the first formation, Aurelia needs a few seconds of concentration to channel energy from her Spear into the twin blades. The plate armour will materialise on completion of the sword, seemingly linking with Aurelia's existing gauntlets and leg armour, and fitting underneath her coat, but over her shirt and trousers, slightly impairing her mobility and agility. Despite forming over her clothes, the armour feels as though it’s directly on top of her skin. Damage that breaks through might just transfer straight on to her and ignore the layer of clothing in between altogether. It won’t disappear until she’s able to forcibly remove it, which will only be viable in a safe area, away from combat.

    The two-handed sword measures at roughly 1.6 meters long. It becomes double-edged, but loses some sharpness and the anti-magic edge of predecessors. However, the sword does gain an anti-magic aura, radiating from where the crossguard meets the blade. The aura can be called upon to envelop the blade at will, and used to intercept magical attacks.

    Though the armour appears to be the same as Aurelia’s gauntlets and boots, it’s effectively a magically generated facsimile. It will still hold up decently well to most glancing attacks or slashes, but a couple of direct strikes or a powerful blunt blow is enough to damage or even shatter some plates. Additionally, the gaps between the armour plates are vulnerable to nearly anything sharp and pointy; an accurate thrust with a letter opener would be able to break through.

    Equipment:
    Koumetsubou, the Dying of The Light:
    A Divine Weapon of Darkness, stored as a spearhead and strapped to Aurelia’s sleeve. While it is rather sharp and can be weaponised in a traditional sense, its current owner uses it as a battery for both her equipment and herself. She has never used it to stab anyone, nor does she intend to.

    The magical energy that surges from Koumetsubou’s activation is incredibly deadly to your average human. Overexposure, nevermind use, can have incredibly detrimental health effects. Despite her claims that she’s ‘far above average’, the self-proclaimed paladin requires more than an inkling of insulation from the Divine Lance. This manifests itself in the pad that Koumetsubou is bolted to, and the armoured plates on her right arm. The pad itself is fairly simple in appearance and just provides an insulated surface to hold the Lance. It’s rather durable in the sense that it’s very difficult to damage through both traditional and magical means.

    Aurelia’s pauldron is far less durable, but provides a similar function. It has a mild magical dispersion effect and prevents any long term damage to her health. The dispersion effect is not strong enough to have any effect on your standard evocation/damaging spells, such as a fireball or energy bolt. It will have some effect on anything that specially targets Aurelia’s right arm for whatever reason, but otherwise, it’s magical protection in magic is rather negligible. Physical protection is similar to what you’d expect from relatively thin plates of metal; they’ll provide some protection from small arrows and slashing attacks, but more forceful blows will warp and break through them.

    Koumetsubou powers all of Aurelia’s equipment and it can also shore up her stamina in a pinch. Regardless of how it’s used, the sensation is very unpleasant and there are hazardous side effects if its power is abused; nausea, headaches and internal bleeding are only the early symptoms of overexposure.

    (L)Arcturus, Blessings Upon You:
    After channeling energy through her left gauntlet for a half-second, Aurelia floods her body with magic, breaking free from any active magical movement-impeding effects and gaining improved mobility while the device is active. The increase in movement speed is just enough to allow her to gain ground on your average sprinter. However, the improvement in her balance and turning ability is nothing to scoff at, as it’s been able to prevent many near-inevitable groundings and collisions.

    Additionally, a basketball-sized vortex of magic forms itself around her left fist, devouring any non-solid ranged attacks that touch it. In the case of an energy beam, only the part of the attack that touches the vortex will be swallowed, whereas the rest will remain unaffected. Solid projectiles are completely unaffected.

    The device will either deactivate after five seconds, or if Aurelia is struck with sufficient force. It must be activated by turning her left hand into a fist, and she must remain unarmed for Arcturus’ active duration. Fighting while it’s active isn’t totally out of the question, but it may exacerbate the strain that the spear’s magic places on her body. She tends to avoid it if possible, though a quick ‘out-of-my-way’ sucker punch might be necessary to help with a disengagement. There is also a split second after the ability ends where she cannot summon her blades from their sheathes.

    When she’s armoured, Arcturus’ initial channeling time increases to two seconds. Furthermore, the mobility she gains is decreased slightly and the size of the vortex shrinks to that of a handball.

    (R) Polaris, Roar of the War God:
    The device fastened on to the forearm of Aurelia’s right gauntlet. Supercharges her next punch with magical energy, releasing a rough cone of explosive energy. The total range of the blast is roughly four meters, starting from Aurelia’s fist to the tip of the cone.

    The attack is substantially more powerful depending on how close they are to Aurelia. Anything that is towards the sides or end of the cone will probably be thrown backwards a few meters or knocked off their feet, depending on their weight and protection. Anything directly in front or closer to the blast’s origin will be thrown much further and will receive much more damage. A punch from Polaris is capable of crumpling plate and breaking through stone walls. Additionally, mild effects similar to the last projectile eaten by Arcturus will be inflicted to anything struck.

    Like Arcturus, the device will only activate under specific circumstances. In this case, Aurelia has to pull her fist back at least four meters and is unarmed. Aside from Koumetsubou’s effect on her body, each punch also puts immense strain on Aurelia’s right arm through to her lower back and has to be used sparingly. She cannot use the ability while moving or unbalanced, unless she wishes to send herself flying.

    Combat and Physical Ability:
    Physically, the Shattered Dream is a formidable match for any human in close quarters, except when challenged on the racetrack. Aurelia’s both strong and heavy enough to subdue any human with brute force, though the former varies depending on how hectic the situation is. When things get really bad, she’s been known to send people flying across the room. Her speed is nothing to write home about, though. Pretty much anyone capable of running would be able to outpace her in a sprint, and her agility is pretty average, due mostly to her burns and armoured limbs. The paladin’s reflexes appear to be exceptional, though a good part of this is due to her abnormally keen perception.

    She’s very skilled in the use of both her swords and her fists, though she prefers the latter and is better at the former. Her unarmed fighting style is not especially refined; think someone that gets into far too many bar fights and is well versed in street fighting. A particularly skillful and quick martial artist is probably not an ideal matchup for her, presuming that they don’t just get Polaris’d away.

    In direct contrast, her swordplay is especially quick and graceful, allowing her to match the best of the realms when combined with her other strengths. Despite her stellar technique, this where her body and armour fails her, as it doesn’t allow her the speed or agility she’d like. Aurelia can manage a pivot, spin or dashing lunge on occasion, but trying to keep up a breakneck style like that is probably going to make her fall over. That said, she’s well aware of her body’s current limits and resigns herself to taking things much slower, playing defensively against smaller, more agile swordspeople.

    As mentioned, Aurelia’s perception is at a near exceptional level. There’s nothing supernatural about it, however, as it relies purely on her observational skills. To be specific, it’s her auditory and visual perception that are noteworthy; the others are more or less average. When combined with her reflexes, it allows Aurelia to prepare for whatever her does throw at her, even with the exceptionally late notice.

    Abilities:
    (+)Empowering Duress:
    Improves Aurelia’s physical ability as her perceived combat conditions grow harsher. For example, these include factors such as numerical disadvantages, damage taken, battlefield conditions, along with others. In essence, it works similar to a magic-induced adrenaline, increasing her strength and reflexes in response to how stacked the odds are against her.

    One thing to note, however, is that Aurelia is the sort of cookie that loves a good fight. A grazed knee or a petulant opponent throwing sharp objects are unlikely to be enough to activate the ability. The pressure that she’s under will have to be enough for her to feel remotely threatened to have any effect.

    (+)Reforged Shadowborn:
    Compared to people born under the other Signs, shadowborns have the least significant physical boons granted to them. Generally, they gain a slight increase in strength and enhanced durability, at the cost of increased Light-sensitivity and weight. Aurelia’s case is an extreme take on all of this.

    Her base strength has increased slightly beyond that of a normal human, meaning that most people would be ill advised to wrestle with her. In regards to durability, her bones have increased substantially in both density and weight, which has the side effect of slowing her considerably. Tying in with this is her pain tolerance. While most darkborn are good at bearing and continuing through pain, Aurelia’s an outlier. She’s able to get up and continue fighting through wounds that would keep a normal person down. That’s not to say that she can’t be incapacitated or killed; a strong blow to the head is still likely to knock her out, and stabbing her thoroughly through the heart will still kill her. Just reconsider what you would consider a ‘decisive’ strike.

    As mentioned, nearly all of her body from the neck and downwards is covered in black, magically-inflicted burns. Though they do look uncomfortably painful, they aren’t as bad normal burns. They’re far less sore and irritable than normal burns, and they don’t restrict her movement very much. They are incredibly sensitive to magical damage, however, especially Light-based attacks.

    Lastly, her healing potential is far beyond that of most shadowborns. Aurelia’s capable of healing from the vast majority of wounds, some of which would normally cause permanent damage—her burns are a good example of this, as they will heal with enough time. The two downsides are that any healing spells—save Earth or Darkness-aligned magic—will do nothing, with Light magic guaranteed to do more harm than good. The rate that she heals most wounds is also very slow; much faster than a magicless creature, but still taking months or years for a full recovery. Bones are the one exception to this, as they’ll be as good as new in a few days.

    (-)The Dying Light:
    A long-term side effect of Koumetsubou, believed by its fanatical—not to mention impressively misguided—worshipers of old to be the Lance’s Blessing. Results in severely corrupted mental resistances and the inability to feel or sense most other types of magic. Damage inflicted by Light-based magicks is increased significantly, and their projectiles gain a very slight homing effect when aimed in Aurelia’s direction.

    Still, not everything about it is terrible. There are two small upsides.

    The first is that the ability is that it will usually alter how mental attacks will affect her. For example, a spell intended to make its target drowsy might make Aurelia hallucinate instead.
    The other positive effect is that any mental probe will find a slight distortion when reading Aurelia’s thoughts, in a similar fashion to a weak radio signal. While it won’t stop a competent mind reader from gaining access to her thoughts, it will most likely affect how clearly they'll read them.

    The Sacred Spear’s affliction will eventually fade, presuming the affected limits further exposure to its aura. Strapping it to your sleeve, however, is probably not in line with those interests.

    (x)Righteous Authority, (?????):
    Aurelia’s growing authority made manifest, gained by her increasing number of conquests. Powered by Aurelia’s unwavering belief in her ideals and goals, with its intensity based on her resolve. Eligibility of her allies is determined on Aurelia’s accepted standing and ranking. For example, allies that hold little authority in a command structure would gain the biggest benefits, whereas combatants that are of high standing gain none. The latter also applies to entities that oppose any authority or refuse to belong to any form of hierarchy whatsoever.

    Unfortunately, the ability is tied directly to her home realm and has no effect in unknown realms.
  • (+)The Privilege of Command:
  • (-)The Burden of Leadership:


    Likes: Birds, karaoke, rhythm games, and fighting. Especially fighting.

    Dislikes: Eggplant, most types of lizards, choral music, and leopard/animal print.
  • AQW Epic  Post #: 60
    1/23/2021 15:46:07   
    Riprose123
    Member

    Lowered the duration of Something in the Air and Fog o' War, and lowered the range of Something in the Air. Changes are underlined, arrrgh.




    Name/Title: Captain Finn o'Dinnon
    Alignment: Chaos
    Age Range: 35

    Race: Human

    "Tie the knot yourself, and you'll have sails for a day. Teach a sailor the knot and soon you'll be the Captain."




    Appearance: The Captain stands about 6' even, his lithe body made up of hardened muscle earned from long voyages out to sea and the work that accompanies them. His skin is dark, wrinkled and cracked from long exposure to bright sun and salty sea air. A dark red beard matches long hair poking out from under his kerchief and tricorn hat. A single green eye winks mischievously from the right side of his face while sea stained cloth bandages cover the place where it's twin used to lie. An ugly scar runs across the bridge of his crooked nose, matching a myriad of cuts across both his cheeks. There are many gaps in his ever present smile where teeth used to reside, lost to either scurvy or battles he has been in. Finn is an ugly man with looks to match his reputation. He wears a canvas breeches and a tan linen shirt, both patched and stained from long periods between washes. Leather jackboots keep his feet protected and keep in fashionable on land as well. A leather belt keeps his pants up and allows his weapons to follow him about on his hip. A faded leather waistcoat keeps the sea foam off his back and keeps him warm during some of the more climatic voyages. Lastly, a black bandana keeps the sweaty from his eyes and a leather tricorn matches his coat, marking him as the fearsome Captain he is.

    Equipment

    Armor: Finn's coat is made of heavy leather which makes it resistant to cuts and slashes. His pants are enchanted to provide the same protection as if they were leather and all of his clothes are treated alchemically to be resistant to fire. Other than that, he relies much more on evasion to avoid damage than armor.

    Weapons: Finn's arsenal starts with a seafaring staple; the humble cutlass. His is single edged with a curved blade made of blackened steel. On the base of the blade are a few enchantment inscriptions, giving the blade ever lasting sharpness and superb durability. The hilt is basket shaped, with a thumb ring to help him grip the sword during fiercer weapon conditions. Along with his sword, he carries a dirk of the same material as his sword.

    Skills: Finn is a master duelist, being formerly trained in his formative years in traditional sword play and heightening his abilities over a long career plundering merchant and naval ships alike. He is also an accomplished brawler and a proficient knife fighter. He knows all manner of complex sailor knots, as well as navigation based on the heavens. Finn is an adept swimmer and fisher as well.

    Abilities

    Strong Nor'Easter: Finn can summon strong winds to push or pull objects, items or people with fair accuracy. The larger the target, the less effect the winds will have on them. Normally his winds can make the average sized person stumble. He has used the winds before to return his weapons to his person, with varying results. This ability is often cued by an outstretched hand on Finn's part when pushing, or a grasping motion when pulling something. The wind has a limited range of 20 ft, and is useless at farther distances.

    "Many tales have been told about mah eye. Let me tell you, tweren't no naval Captain or great shark. Twas mah own fault for missing an easy catch, lads."




    Something in the Air: Finn can thin the air around him, simulating oxygen concentrations of much higher altitudes. Finn has trained his body to be well adjusted to said atmospheres so that he suffers no ill effects, but if others without said immunities remain around him for more than a minute, they begin to suffer from symptoms similar to severe altitude sickness; rapid fatigue, light-headedness, nausea, dizziness, headaches, and in more extreme cases, unconsciousness. This ability is summoned, and lasts up to 10 minutes in a 6 foot radius around him, but since this ability requires a certain degree of concentration, it can be interrupted if he is knocked off balance, suffers a large enough wound, or is knocked unconscious altogether.

    "Smell that in the air lads? 'Tis the smell of weakness! Show them your blades, me boys, and watch them run before you!"




    Fog o' War: Finn can release a fog explosively out around him in a 20 ft diameter. This ability requires him to stop and focus for 15 seconds, before the fog emanates out from him and rises to 10 ft above the ground. While the fog is thick and vision is limited to about 5 ft, it is non magical and can be dispersed via heat, force, or wind. It will then linger for 60 seconds or until it is dispersed by natural means.

    "Believe in the winds and you will never fear even the darkest shadow or deepest fog."



    Think I Feel Something: Finn can sense disturbances in the air around him. This allows him slight preconisience in combat. This ability is largely affected by how much focus he can maintain on the wind. Given combat with one opponent, he might be able to sense an incoming blow if the movement is heavy enough; out of combat, it rarely fails. That being said, the lighter or slower the movement, the less likely he is to sense it. He may not even sense an arrow or bolt, and the ability is useless against firearms.

    "There be ships out this way me lads, heavy with gold and those that don't need it."


    < Message edited by Chewy905 -- 2/1/2021 17:07:52 >
    DF MQ  Post #: 61
    1/23/2021 16:06:08   
      Chewy905

    Chromatic ArchKnight of RP


    The rush continues!


    @Kooroo - Glad to see you made it! Aurelia is a little over-loaded, but balanced overall!

    So with that in mind, I have a few comments.

    First up: I am assuming she is not only 1.75cm tall and that was a simple typo. I am also assuming that the pull-back for Polaris is not a full 4 meters/12ft.

    Now my warning. Aurelia has a lot in her kit, so I’m worried you won’t have the opportunity to showcase the full breadth of what she can do. However, what you have here is balanced. With that in mind, you can choose to repost a toned down version with less stuff, or choose to keep the current bio. Let me know which one you go with and we will take the appropriate action.


    @Riprose123 - Welcome aboard! Captain Finn o’Dinnon is approved!
    Post #: 62
    1/24/2021 0:00:16   
      Chewy905

    Chromatic ArchKnight of RP


    New Bio submissions for the 2021 Where Powers Collide are now CLOSED!

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

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

    The Arenas have been posted, and their rosters are listed in the first post of this thread. Please note that placements are NOT FINAL at this time and may change depending on if the last two bios get approved or not. Arenas will unlock Sunday, January 24th, at midnight(11:59pm if you're feeling pedantic) or after the last bio gets approved, whichever happens first.
    Post #: 63
    1/24/2021 15:26:38   
    draketh99
    Purple Armadillo



    Chronicles of the Scyon Project,
    Section: 01
    Introduction:

    The following report contains my attempt to chronicle the events surrounding the Scyon Project. Its contents will include technical specifications, historical narratives, and discussions with crystalized memories regarding, particularly, Scyon-01.

    I present these details in hopes that, should the bones of our civilization be unearthed by future generations, they will understand the context, purpose, and consequences of what has been done here.

    An empire is not built without a cornerstone. Likewise, the Great Tree of Civilization cannot be nourished without blood sprinkled upon its roots.

    As such, should future generations decide to follow along the footsteps of The Architects, they must understand the prices which may be demanded of them. In ensuring this, my conscience will be clear.

    - Nicales, Sole Archivist of the Post-Calamitous Era





    Name/Title: Scyon-01 - Gluttony *[1]
    Alignment: Chaos
    Age Range: 20 *[2]
    Race: Magical Construct *[3]


    Appearance:

    On the most notable magical aspects: The Halo

    This shining, magical artifact hovers just over and between Scyon-01’s shoulder blades and appears as if the outer edge of a halo were stretched into a four-pointed star. This relic glows white hot and causes the surrounding air to warp and shimmer.

    On the Irregular Biology of Scyon-01

    Pouring out from the center of The Halo, Scyon-01 possesses four extra pseudo-limbs. Each one nearly 3 meters long and amorphous, resembling a tendril bound in tanned hide. At the end of every such tendril, blood red crystals extrude to form a talon-like structure *[4]. Along the hide of these tendrils, jagged outcroppings of this red crystal can be observed in patterns that can only be explained as scars.

    Aside from these pseudo-limbs, the remainder of Scyon-01’s last known appearance remain to be more unsettling than inhumanoid.

    Long strands of unkempt black hair dangle from this creature’s skull. Underneath this matted hair lies the “crown”. This intricately muraled band of gray iron wraps around their forehead and eyes, and fully encasing their forehead and the back of their skull *[5]. The gray iron lies in sharp contrast to translucently pale skin, practically divulging every blue vein that courses through the Scyon’s body.

    Bands of black steel crisscross back and forth over Scyon-01’s slender form, serving as a makeshift armor. While exposed bits of flesh could be seen from between the bands, it would require a skilled marksman indeed to pierce them. A single of these bands lies around their neck. The crisscrossing pattern continues down along their chest, waist, and primary limbs. The bands align to leave the large eye in the Scyon’s chest uncovered. This eye, roughly the size of an adult human’s fist, bears a similar design to that of a goat’s, with a black and rectangular pupil surrounded by a green iris.

    Their limbs, to note, appear elongated compared to what one would expect from the human form. In addition, the arrangement of muscles appears unnatural. Not that any single one appears grotesquely wrong, simply that the sum of the whole appears wrong.

    Equipment:

    Armor:
    As described above, the Scyon’s armor can be broken into three primary categories, protection for the skull, protection for the neck, and protection for the body.

    The protection for the skull is The Crown, the band of gray iron that sits about an inch thick, wrapping around the top half of the face and back of the skull. Protection for the neck consists of a single black steel band and is to protect the throat and render beheadings difficult. Protection for the body consists of the overlapping black steel bands, creating an unconventional draping and weaving of steel akin to chainmail in nearly all but appearance and lesser range of motion.

    Halo:
    The Halo, a distinguishing mark among every Scyon, is a magical artifact that seems to power the creature entirely. While requiring significant force to break, both magical and physical, the halo is by no means invulnerable. Scyons having had their halo shattered have been noted to enter a twenty second frenzy of uncontrolled fury before withering and dying.

    Abilities:

    Torso Biology: The standard body of Scyon-01 appears to move a bit more slowly and awkwardly than the enlisted military personnel used as a control. While being slower and less coordinated, their grip and static holding strength to be significantly above average.

    Limb Biology: Potentially the most dangerous portion of Scyon-01 are their four pseudo-limbs. A single of these limbs bears the strength equal to an enlisted military personnel. Two of these limbs together displayed the ability to lift and throw an armored personnel several meters. No more than two limbs are ever observed being used at once, however, Scyon-01 displays a preference of reserving two for locomotion *[6]. The crystalline claws at the end of each pseudo-limb are noted to be as sharp as glass and as hard as iron. Cutting through wood and leather appear to be doable tasks, albeit requiring some force. Cutting through any metallic or stone material ranges from unlikely to impossible.

    It is to be noted that the limbs appear to work by means of hydraulics. When punctured, the limbs tend to flail wildly, spraying out a pressurized dark and viscous liquid. This liquid, when exposed to the air, seems to heat rapidly and crystallize into the same prism glass that makes up the claws and scars.

    Magic Suppression: Scyon-01 appears to emit an aura which suppresses magical power out in all directions, up to two meters away. This appears to be a relatively minor aura which reduces all magical effects within its area by a single step.

    Ravenous Wail: At all times, a song of lamenting can be heard emanating from Scyon-01. It is assumed that this song transmits telepathically and does not require a physical medium. Creature’s experiences of this song appear extremely subjective and tend to vary wildly. The universal baseline, however, is that every creature subjected to this song experiences a powerful sense of hunger. This hunger may be literal or metaphorical. Some have described it as suddenly hungering for the position of their superiors, others have been noted to have immediately turned and attempted to overpower a wounded ally. The maximum distance any creature has been recorded hearing this song has been a distance of 15 meters.




    Expositions:

    [1] - “Gluttony” seems to be the common moniker by which informed populace would refer to the Scyon. It is noted to occasionally appear as a title used affectionately by members of the Maegistra Architectura.

    [2] - The age displayed in this report refers to the best possible interpretation based on the Scyon’s level of cognition. It is impossible to determine the aggregate age of the components used to produce a vessel, and the physicality of the thing would only have existed two years to date.

    [3] - Results of the Scyon Project are classified by both the Maegistra Arcana and the Maegistra Legislata as “Magical Constructs” and find them to be closest to Homunculus in terms of physical makeup and required ordinance.

    [4] - These crystals are noted to be the magical substance known as “Prism Glass”. Unlike the purified form, however, this specimen appears to have an impurity that stains it red.

    [5] - The weight of this iron “crown” seems to be the primary reason for the creature’s poor posture, as well as permanent tilting of the neck to either the right or left at any given time.

    [6] - It is to be of note that no one has ever observed Scyon-01 with their feet touching the ground.




    Clarifications:

    Magic Suppression: Something like a fireball could potentially see its intensity within only the affected location being reduced by a tenth to a third. An illusion may seem slightly less real. This is a pretty abstract ability though, and as such I relinquish the interpretation of its effect to the given writer of any magic ability.

    Ravenous Wail: This can be resisted or even ignored through a strong force of will, or serene degree of focus. I also relinquish this ability's interpretation to the writer of any character it affects.
    DF  Post #: 64
    1/24/2021 16:48:10   
      Chewy905

    Chromatic ArchKnight of RP


    @draketh99 - Scyon-01 - Gluttony, is approved! Be prepared to work with other writers for the collaboration your abilities will require/entail! To balance out the numbers, you have been placed in the Field of Crystal!
    Post #: 65
    1/24/2021 20:10:47   
    Kooroo
    Member

    Name: Aurelia

    Title: Imperator

    Accolades:
  • The Shattered Dream
  • The Paladin Foregone
  • Praeco ad novus ordo

    Gender: Female
    Element: Darkness
    Age: Looks to be in her late 20s, but has been around for over 40.

    Race: Human; part Light-realm, part Dark-realm... and rather crispy.
    Height: 1.75 meters.
    Weight: Clocks in at over 90 kilos without her armour.
    Alignment: Order.

    Language skills:
    Fluent in both Universal/Common Standard and Kougengo, the native tongue of the Light Mountain. Knows very little Pallivian, language of the Darkling Maw.

    Appearance:
    A tall and slim, pale-skinned woman, garbed in an unusual mix of clothes for a brawler/swordswoman. She wears a thick, black longcoat over a navy waistcoat, grey dress pants, and a white silk shirt. Her feet and hands are clad in dark, form-fitting boots and gauntlets, the latter of which are wreathed in aureate energy lines of energy. Neither of them are removable, though some of the upper leg plates are detachable.

    A metal pauldron, trimmed with gold and coupled with another two plates, sit on her right shoulder and bicep, embellished with a golden triangle, framing a single eye. This same emblem is on the top of each hand, as well as the silver pin fastening her golden, collar ribbon.

    The paladin’s armaments are immediately obvious on a first glance. A series of golden belts holds her blades, a pair of pure, white katanas. Further down on Aurelia’s forearm is a small, diamond-shaped blade, strapped onto her forearm’s sleeve.

    Her physical characteristics are a bit unusual, even among the realm’s inhabitants. Aurelia has long, purple hair pulled back into a neat braid, with a single strip of silver-grey hair complementing her fringe. Her eyes shine unusually bright, filled with the same energy that wraps around her gauntlets. Thick, black magical burns mar her body from below the neck, though they look far worse than they actually feel.

  • (Image credit - @darjeelingdraws)

    Weapons:
    Daitenmei, The Grand Decrees:
    A pair of crystalline blades that Aurelia apparently ‘found’ during her first few days on Tengamine Mountain. Each katana is roughly a meter long, with the blade making up 75 centimetres of the weapon. As with most Divine armaments originating from the Peak of Heaven, each sword appears to have been forged from a single piece of flawless, quartz-like material, handle and all. Aurelia has made her own addition, however, attaching a black tsuba above the grip of each weapon.

    Each blade possesses a rather keen physical cutting edge, though not quite on a supernatural level. They are especially effective at slicing through magical wards and barriers, though this depends on how quickly and forcibly they are swung. The blades will also ‘sing’, glowing and radiating illusory, golden flames.

    Additionally, they are completely unreactive to magic and feel exceptionally heavy to most, besides their primary wielder or especially magical beings. Aurelia can call her blades to and from their sayas with a mental command, materializing them into her hands with a split second delay. She can also respawn them into their sheathes from any location by gripping them and focusing momentarily.

    Nisekami no Tenohira, Condemned Intervention/__________, ___ _______ ____:
    Both blades can be magically fused to form a much larger, two-handed sword, along with a set of sleek, magically-generated plate armour on the first transformation. There are special requirements the first time the blade is formed, but they can be split and combined fairly freely afterwards.

    For the first formation, Aurelia needs a few seconds of concentration to channel energy from her Spear into the twin blades. The plate armour will materialise on completion of the sword, seemingly linking with Aurelia's existing gauntlets and leg armour, and fitting underneath her coat, but over her shirt and trousers, slightly impairing her mobility and agility. Despite forming over her clothes, the armour feels as though it’s directly on top of her skin. Damage that breaks through might just transfer straight on to her and ignore the layer of clothing in between altogether. It won’t disappear until she’s able to forcibly remove it, which will only be viable in a safe area, away from combat.

    The two-handed sword measures at roughly 1.6 meters long. It becomes double-edged, but loses some sharpness and the anti-magic edge of predecessors. However, the sword does gain an anti-magic aura, radiating from where the crossguard meets the blade. The aura can be called upon to envelop the blade at will, and used to intercept magical attacks. Obviously, the sword will no longer fit in Aurelia’s sayas, but she gains the ability to summon and banish the sword out of thin air. The delay is similar to its twin katana form, being roughly a second either way.

    Though the armour appears to be the same as Aurelia’s gauntlets and boots, it’s effectively a magically generated facsimile. It will still hold up decently well to most glancing attacks or slashes, but a couple of direct strikes or a powerful blunt blow is enough to damage or even shatter some plates. Additionally, the gaps between the armour plates are vulnerable to nearly anything sharp and pointy; an accurate thrust with a letter opener would be able to break through.

    Equipment:
    Koumetsubou, the Dying of The Light:
    A Divine Weapon of Darkness, stored as a spearhead and strapped to Aurelia’s sleeve. While it is rather sharp and can be weaponised in a traditional sense, its current owner only uses it as a magical battery. She has never used it to stab anyone, nor does she intend to.

    The magical energy that surges from Koumetsubou’s activation is incredibly deadly to your average human. Consistent overexposure, nevermind use, will have increasingly potent side effects on effects on one’s health. Despite her claims that she’s ‘far above average’, the self-proclaimed paladin requires more than an inkling of insulation from the Divine Lance. This manifests itself in the pad that Koumetsubou is bolted to, and the armoured plates on her right arm. The pad itself is fairly simple in appearance and just provides an insulated surface to hold the Lance. It’s rather durable in the sense that it’s very difficult to damage through both traditional and magical means.

    Aurelia’s pauldron is far less durable, but provides a similar function. It has a mild magical dispersion effect and prevents any long term damage to her health. The dispersion effect is not strong enough to have any effect on your standard evocation/damaging spells, such as a fireball or energy bolt. It will have some effect on anything that specially targets Aurelia’s right arm for whatever reason, but otherwise, it’s magical protection in magic is rather negligible. Physical protection is similar to what you’d expect from relatively thin plates of metal; they’ll provide some protection from small arrows and slashing attacks, but more forceful blows will warp and break through them.

    Koumetsubou powers all of Aurelia’s equipment and it can also shore up her stamina in a pinch. Regardless of how it’s used, the sensation is very unpleasant and there are hazardous side effects if its power is abused; nausea, headaches and internal bleeding are only the early symptoms of overexposure.

    (L) Arcturus, Blessings Upon You:
    After channeling energy through her left gauntlet for a half-second, Aurelia floods her body with magic, breaking free from any active magical movement-impeding effects and gaining improved mobility while the device is active. The increase in movement speed is just enough to allow her to gain ground on your average sprinter. However, the improvement in her balance and turning ability is nothing to scoff at, as it’s been able to prevent many near-inevitable groundings and collisions.

    Additionally, a basketball-sized vortex of magic forms itself around her left fist, devouring any non-solid ranged attacks that touch it. In the case of an energy beam, only the part of the attack that touches the vortex will be swallowed, whereas the rest will remain unaffected. Solid projectiles are completely unaffected.

    The device will either deactivate after five seconds, or if Aurelia is struck with sufficient force. It must be activated by turning her left hand into a fist, and she must remain unarmed for Arcturus’ active duration. Fighting while it’s active isn’t totally out of the question, but it may exacerbate the strain that the spear’s magic places on her body. She tends to avoid it if possible, though a quick ‘out-of-my-way’ sucker punch might be necessary to help with a disengagement. There is also a split second after the ability ends where she cannot summon her blades from their sheathes.

    When she’s armoured, Arcturus’ initial channeling time increases to two seconds. Furthermore, the mobility she gains is decreased slightly and the size of the vortex shrinks to that of a handball.

    (R) Polaris, Roar of the War God:
    The device fastened on to the forearm of Aurelia’s right gauntlet. Supercharges her next punch with magical energy, releasing a rough cone of explosive energy. The total range of the blast is roughly four meters, starting from Aurelia’s fist to the tip of the cone.

    The attack is substantially more powerful depending on how close they are to Aurelia. Anything that is towards the sides or end of the cone will probably be thrown backwards a few meters or knocked off their feet, depending on their weight and protection. Anything directly in front or closer to the blast’s origin will be thrown much further and will receive much more damage. A punch from Polaris is capable of crumpling plate and breaking through stone walls. Additionally, mild effects similar to the last projectile eaten by Arcturus will be inflicted to anything struck.

    Like Arcturus, the device will only activate under specific circumstances. In this case, Aurelia has to pull her fist back at least four feet and is unarmed. Aside from Koumetsubou’s effect on her body, each punch also puts immense strain on Aurelia’s right arm through to her lower back and has to be used sparingly. She cannot use the ability while moving or unbalanced, unless she wishes to send herself flying.

    Combat and Physical Ability:
    Physically, the Shattered Dream is a formidable match for any human in close quarters, except when challenged on the racetrack. Aurelia’s both strong and heavy enough to subdue any human with brute force, though the former varies depending on how hectic the situation is. When things get really bad, she’s been known to send people flying across the room. Her speed, however, is nothing to write home about. Pretty much anyone capable of running would be able to outpace her in a sprint, and her agility is pretty average, due mostly to her burns and armoured limbs. The paladin also has outstanding reflexes, though a good part of this is due to her abnormally keen perception.

    She’s very skilled in the use of both her swords and her fists, though she is better at the former and prefers the latter. Her unarmed fighting style is not especially refined; think someone that gets into far too many bar fights and is well versed in street fighting. A particularly skillful and quick martial artist is probably not an ideal matchup for her, presuming that they don’t just get Polaris’d away.

    In direct contrast, her swordplay is especially quick and graceful, allowing her to match the best of the realms when combined with her other strengths. Despite her stellar technique, this where her body and armour fails her, as it doesn’t allow her the speed or agility she’d like. Aurelia can manage a pivot, spin or dashing lunge on occasion, but trying to keep up a breakneck style like that is probably going to make her fall over. That said, she’s well aware of her body’s current limits and resigns herself to taking things much slower, playing defensively against smaller, more agile swordspeople.

    As mentioned, Aurelia’s perception is at a near exceptional level. There’s nothing supernatural about it, however, as it relies purely on her observational skills. To be specific, it’s her auditory and visual perception that are noteworthy; the others are more or less average. When combined with her reflexes, it allows Aurelia to prepare for whatever her foes throw at her, even with the exceptionally late notice.

    Abilities:
    (+)Empowering Duress—Kuwaeru Kyouatsu:
    Improves Aurelia’s physical ability as her perceived combat conditions grow harsher. For example, these include factors such as numerical disadvantages, damage taken, battlefield conditions, along with others. In essence, it works similar to a magic-induced adrenaline, increasing her strength and reflexes in response to how stacked the odds are against her.

    As noted above, however, Aurelia is the sort of cookie that loves a good fight. A grazed knee or a petulant opponent throwing sharp objects are unlikely to be enough to activate the ability. The pressure that she’s under will have to be enough for her to feel remotely threatened to have any effect.

    (+)Reforged Shadowborn—Kousei-no-eijin:
    Compared to people born under the other Signs, shadowborns have the least significant physical boons granted to them. Generally, they gain a slight increase in strength and enhanced durability, at the cost of increased Light-sensitivity and weight. Aurelia’s case is an extreme take on all of this.

    Her base strength has increased slightly beyond that of a normal human, meaning that most people would be ill advised to wrestle with her. In regards to durability, her bones have increased substantially in both density and weight, which has the side effect of slowing her considerably. Tying in with this is her pain tolerance. While most darkborn are good at bearing and continuing through pain, Aurelia’s an outlier. She’s able to get up and continue fighting through wounds that would keep a normal person down. That’s not to say that she can’t be incapacitated or killed; a strong blow to the head is still likely to knock her out, and stabbing her thoroughly through the heart will still kill her. Just reconsider what you would consider a ‘decisive’ strike.

    As mentioned, nearly all of her body from the neck and downwards is covered in black, magically-inflicted burns. Though they do look uncomfortably painful, they aren’t as bad normal burns. They’re far less sore and irritable than normal burns, and they don’t restrict her movement very much. They are incredibly sensitive to magical damage, however, especially Light-based attacks.

    Lastly, her healing potential is far beyond that of most shadowborns. Aurelia’s capable of healing from the vast majority of wounds, some of which would normally cause permanent damage—her burns are a good example of this, as they will heal with enough time. The two downsides are that any healing spells—save Earth or Darkness-aligned magic—will have no effect, with Light magic guaranteed to do more harm than good. The rate that she heals most wounds is also very slow; much faster than a magicless creature, but still taking months or even years for a full recovery. Bones are the one exception to this, as they'll be completely mended in a few days.

    (-)The Dying Light—Boshou:
    A long-term side effect of Koumetsubou, believed by its fanatical—not to mention impressively misguided—worshipers of old to be the Lance’s Blessing. Results in severely corrupted mental resistances and the inability to feel or sense most other types of magic. Damage inflicted by Light-based magicks is increased significantly, and their projectiles gain a very slight homing effect when aimed in Aurelia’s direction.

    Still, not everything about it is terrible. There are two small upsides.

    The first is that the ability is that it will usually alter how mental attacks will affect her. For example, a spell intended to make its target drowsy might make Aurelia hallucinate instead.
    The other positive effect is that any mental probe will find a slight distortion when reading Aurelia’s thoughts, in a similar fashion to a weak radio signal. While it won’t stop a competent mind reader from gaining access to her thoughts, it will most likely affect how clearly they'll read them.

    The Sacred Spear’s affliction will eventually fade, presuming the affected limits further exposure to its aura. Strapping it to your sleeve, however, is probably not in line with those interests.

    (x)Righteous Authority—Seigi-no-kenou:
    Aurelia’s growing authority made manifest, gained by her increasing number of conquests. Powered by Aurelia’s unwavering belief in her ideals and goals, with its intensity based on her resolve. Eligibility of her allies is determined on Aurelia’s accepted standing and ranking. For example, allies that hold little authority in a command structure would gain the biggest benefits, whereas combatants that are of high standing gain none. The latter also applies to entities that oppose any authority or refuse to belong to any form of hierarchy whatsoever.

    Unfortunately, the ability is tied directly to her home realm and has no effect in unknown realms.

  • (+)The Privilege of Command—Shuryou-no-kenri:
  • (-)The Burden of Leadership—Tousou-no-kusari:



    Likes: Birds, karaoke, rhythm games, and fighting. Especially fighting.

    Dislikes: Eggplant, scaly animals, and choral music. And animal/leopard print. And pointless questions.

    Pointless Questions:
    If you had to fight 1 elephant-sized turkey or 10 turkey-sized elephants, which would you pick?
    “Who would fight a turkey? You’re a monster.”

    Thoughts on using a fork as a comb in a pinch?
    “Only if it’s clean. ‘The sauce acts as gel’ is never a valid proposition, even for subhumans.”

    What's the best way to hide a body?
    “I prefer to drop my opponents off at the ER, not the morgue. And that’s not my answer, you psychopath.”

    You're tasked to dig a hole as deep as you can in 1 hour. What are you using?
    “Hired help.”

    If you could give any one person the punch of a lifetime with no repercussions, who would you punch?
    “You’re looking mighty tempting right now.”

    When was the angriest someone's ever been at you?
    “How exactly do you determine angriness? Is there a scale or a unit of measurement, or something? Pass, next question.”

    Would you rather wade through a lake of mud or wrestle with 2 crocodiles?
    “Done both. The lizards always had it coming to them.”
  • AQW Epic  Post #: 66
    1/24/2021 21:35:11   
      Chewy905

    Chromatic ArchKnight of RP


    @Kooroo - Aurelia is approved! You have been placed in the Field of Silent Steel to even out the numbers.

    With that, all bios are approved and the battlefields and OOC's will be opened shortly! Good luck everyone, have fun, and show me a good spectacle!
    Post #: 67
    Page:   <<   < prev  1 2 [3]
    All Forums >> [Gaming Community] >> [Role Playing] >> The Championships >> RE: =Where Powers Collide 2021= OOC & Tournament Signups
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