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RE: =Where Powers Collide 2022= OOC & Tournament Signups

 
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1/21/2022 8:38:46   
  Chewy905

Chromatic ArchKnight of RP


@GodJank We have an issue. 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, Shen is officially rejected from this year's 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.

I have also edited your post myself to remove inappropriate content.

Post #: 26
1/21/2022 19:42:14   
Oddball
Member

Hoo boy it's time to shake off the rust.

Name/Title: Serihl O’las,
Age: Biologically late 20’s, early 30’s (Actually 121, spent a millenia in ‘stasis’)
Race: Human
Alignment: Order


“I’m good at two things. Fightin’ and surviving, and you can bet that I’ll be walkin’ out of here doing both.”

Appearance:Serihl stands at an intimidating 6’4”, with dark brown hair that is, mostly, tied into a top-knot ponytail with the rest falling down just past her chin. Notably, one of her eyes is glazed over with a deep scar running horizontally from the bridge of her nose, to her temple, while the other is a deep violet colour.
spoiler:

When using her limited lightning powers, the glazed-over eye flashes violet for a brief second


In terms of protection, she wears none, save for the pair of black gloves she wears. Instead, Serihl’s usual attire consists of a white dress shirt and a dark red suit jacket that she always leaves open. On the breast pocket of the jacket, sits a strange crest that when brought up to one’s ear, you can hear the faint sound of rumbling thunder.


Skills and Abilities: Other than the ones noted, Serihl has no other abilities. No last resorts and no Hail Mary. She is, also, moderately slower than most to counterbalance her other enhanced physical traits

Enhanced Strength - Living in a place like The City, it’s rarer to see those who are completely normal humans than not. As such, Serihl is used to fighting a monstrously wide range of foes ranging from expert marksman, to killer robots, to mutated animals, to large mounds of people fused together with a shared conscience, to.. You get the idea.

During this time, Serihl somehow, either through the constant struggle put on her body or through some genetic screwery, managed to break past the normal limits for a human. She is capable of punching holes through metal in just a couple of blows, and can lift objects several times her size and weight.

This strength does, obviously, have its limits, and there are plenty of things that she doesn’t have the strength to do. Tearing a large chunk of rock out of the Earth, to give an example.

“The Diamondskin” - A fancy title for what is, essentially, just the ability to shrug off injury. Again, The City is a very dangerous place, and being one of the heads of a crime syndicate doesn’t net Serihl any favours, either. Through multiple attempts on her life from different sources, her body has gotten used to pain and she is fully capable of powering through some fairly dangerous wounds.

Of course, this comes at its limit. While the ability to shrug off, and not feel pain is quite an upside, it does come with a very large flaw. Serihl isn’t able to feel when her body is about to give out, and is fully incapable of knowing how close to passing out, or even death, she is.

Due to this combination, Serihl never bothered to learn a proper fighting style, and tends to just throw out punches in hopes that one will eventually land.

Minor Lightning Control - The only true “Ability” Serihl has is that she is able to channel a small amount of lightning through her hands. This effect is linked to her directly, and it is not possible for her to launch a ranged attack using this lightning directly. This lightning is not deadly, but is more than capable of causing major discomfort, or a very short half-second long paralysis if Serihl happens to catch a vital part of a body.

Equipment: A set of Five Throwing Knives: This is the only ranged option in Serihl’s loadout, vastly preferring the feeling of melee combat.. That, and she doesn’t have the patience to properly aim, leading her to be the only Head without a form of firearm.
These Throwing Knives are unique, in that Serihl is able to channel her lightning through them and have the knives keep the charge. If any of the thrown knives hit their target, they release the electricity stored. Though, with Serihl’s limited amount of control, this shouldn’t feel any worse than a sudden jolt through the system.

Additional Info: Serihl is one of four “Heads” of a criminal syndicate with no name, whose influence spreads across the Backstreets. Her name is known, and feared, in every location that knows it, and her physically appearing somewhere is usually seen as a bad omen, with most shying away from that exact location.
AQ DF AQW Epic  Post #: 27
1/21/2022 19:46:18   
deathlord45
Member

Name & Title: Leciel, the Resplendence

Alignment: Chaos

Age Range: Unknown but reckoned to be in the several thousands

Race: Fallen Goddess

Appearance: Prismatic shimmering hair set above eyes the colors of sunset frames a face whose features are both soft yet sharp as if they are near ever shifting like clouds on a windy day. Skin as white as said clouds rests in harsh contrast beneath a flowing dress as dark as the night sky, that twinkles with the colors of the rainbow. Standing at 6’5” (195 cm) coupled with both her athletic build and the eternally pristine silver bow that never leaves her grip imposes a sense of dread upon most who see her.

Equipment:

Silver Lining: A gift from her father, a divine bow of marginal power on its own. Once used to bring forth rainbows to impart peace to the mortal realms, now only bring death to all who pass beneath the gaze of it’s master. It needs no ammo so long as it is wielded by Leciel as she can manifest arrows for it.

Dewdrop Rainbow Dress: A divinely created dress commissioned by Leciel’s mother for her daughter. In ancient days it shone with the same radiance as her hair still does when she still brought hope to the downtrodden, the raiments are now and forever stained with her sins. The dress will always fit Leciel and it will repair itself if it suffers any damage if she stands in the light of dawn. The dress also assists Leciel in using one of her innate defensive powers.

Powers:

Physical:
Inhuman Physiology: Leciel’s physical strength sits naturally close to the human adrenal response level and only because she ultimately isn’t human that it doesn’t harm her internally. She can easily go for multiple days between rests and meals. Her reflexes allow her to catch projectiles shot at her.

Storm’s Child: Leciel as the daughter of the Sky is an excellent electrical conduit with little worry to herself as lightning doesn’t harm her much. She is also unimpeded and unharmed by winds of any speed though not from the objects those winds may carry .

Sun Kissed Eyes: She can see in the dark as well as any person sees in the light and her eyes emit a soft glow at all times though normally only noticed in low light settings.

Mystical:
Prism Arrows: Leciel creates arrows of light that are the colors of the rainbow.

Double Trouble: An illusory duplicate overlaps with her to confuse attacks aimed at her. The image appears solid for all intents and purposes lasting only a few seconds. She must see the attacker aiming at her to use it and it takes a few minutes before she can use it again.

History: Daughter of the God of the Sky and Storms and the Goddess of the Sun, her original duties were to bring love, hope and peace to the desperate, downtrodden, or miserable. Loved all peoples rich to poor and was loved in return by those people. Though noting that those in the worse situations responded the most to her power she began experimenting. Causing larger and larger tragedies and then applying her power as a balm. She eventually created a small place that could be called utopia but then even it became lesser, and corrupt. This led her to the conclusion that the only way to create a perfect world of togetherness is to cause boundless eternal strife, tragedy, cataclysm. Her parents finally seeing what their daughter had become cast her from the heavens, this has not stopped her plan only slowed it considerably as she now longer has full power though she still remains utterly inhuman.
AQ DF MQ AQW  Post #: 28
1/21/2022 20:45:24   
Gabby1903
Member

Name and Title: Vome, the Cosmic Huntress

Race: Human

Alignment: Order

Gender: Female

Age: 25

Appearance: Vome is a tall and athletic lady with long, flowy hair parted in the middle with dividing colors - pale white on the left side and dark brown on the right.
Similarly, her eyes are marked with lunar tattoos, one white and one black, accentuated by the golden rings pierced into her left eyebrow.

She wears a chest plate painted dark-blue with filigree gold star ornaments, honoring the connection with the cosmos that blessed her with the weaponry, skills and determination necessary to hunt her enemies.

A horned skull of the first beast that dared to attack the village of her birth now sits on her left shoulder pad - a warning and a reminder to any creature who thinks that they can fight against Order.

Padded greaves and leather boots compose the rest of her armor.

Equipment:

Spear of Scuti - A medium sized silver staff with a starmetal lance at the top, held together by a plasmatic orb that can be activated by the wielder to extend the size of the spear and reveal a blade at the bottom, turning it into a double bladed polearm at the detriment of turning it into a two handed weapon, requiring the wielder to drop whatever they’re holding on their off-hand to make full use of the weapon.

Aegis of Ganymede - A heavy tower shield that offers great protection but slows down the wearer, making it almost impossible to outright dodge or parry blows, depending solely on taking the hit and absorbing the impact.

The outer part of the shield is enchanted with fire protective magic, resisting up to two fire based attacks, though it is still vulnerable to armor piercing weapons and projectiles.
The enchantment can only be renewed through prayer, which takes 30 minutes of full concentration from Vome.

Traits and Abilities

Strength of Cygni: The wielder of the Spear of Scuti is blessed with above-average (for a human) strength and better eyesight if they are also wielding the Aegis of Ganymede.
These blessings are lost if, for any reason, the wielder is no longer touching the weapons.

Antumbra: the Aegis of Ganymede may be put on the ground, destroying the fire protective enchantment to create a 6ft diameter shadow circle around it that weakens fire and dims light, but also creating a smaller outer circle that ignites any flammable material that touches it, also empowering fire and solar based attacks when the caster is standing on it.

Starfall: The wielder of the Spear of Scuti may use it to launch themselves up to 15ft into the air and strike the ground after they fall.









Post #: 29
1/22/2022 0:58:29   
  Chewy905

Chromatic ArchKnight of RP


Woah, talk about a second wind! Here's a bunch of those faces that were hiding in the shadows, good to see y'all!

YOU HAVE JUST UNDER 24 HOURS TO SUBMIT A NEW BIO. EXISTING BIOS HAVE 48 HOURS TO BALANCE



@Oddball - Welcome, it’s been a while since we’ve seen you!

Serihl is a nice and simple punching gal! We noted that Diamondskin generally means that she does not feel pain. This is fine, just be aware of tracking her physical damage and how it might impact her ability to move. We also clarified that she needs to be putting effort into her attacks to get that enhanced strength behind her blows. As a result, a normal punch will do as much as an average punch would unless she’s pushing it.

With those clarifications made, Serihl is approved!



@deathlord45 - Welcome back! Leciel is a menacing character that’s simple enough overall!

We clarified in PMs that her Silver Lining and her Prism Arrows are equal to a high-quality bow and arrow, lacking other special properties. We also clarified that her reflexes will allow her to catch projectiles traveling up to about the speed of a professional fastball pitch.

With those, Leciel is approved!



@Gabby1903 - A new face, hello! Fun to see a second twist on the night/day dynamic in the same competition! Vome is well balanced overall, I just need a few small clarifications added.

For the Aegis of Ganymede, I am assuming that Vome is usually carrying it on her anyways, and is thus usually impacted by its weight and slowness. Please correct me if I’m wrong, otherwise no change is needed.

For Antumbra, you detailed the size of the main circle but not the full details on the outer circle. I am assuming it is just a layer surrounding the main circle, again, correct me if I’m wrong.

Finally for Starfall. Does Vome experience the physical impact/damages of taking a 15 foot fall, or is she unharmed by this ability? Also, is she able to activate it while in midair/subsequently? If so, the height will need to be lowered, otherwise it’s fine.

As these are mostly smaller clarifications, you can either repost the bio with these added details or you can simply make a reply clarifying the answers and details. Approval is pending those.

Post #: 30
1/22/2022 10:06:51   
  Chewy905

Chromatic ArchKnight of RP


As Grimm Jester does not yet have forum access, I am copy-pasting his bio here in his stead.



quote: "You see, chuba, ain't nothin' needs buyin new if we just fix what we got eh?"

Title/Name: "Patchwork" Gith
Alignment: Chaos
Age: 27
Race: Rat-folk
Appearance: Standing at an impressive 3'2" Gith is short even among his diminutive race. Rat-folk in general being a fair bit smaller and less physically strong than most humans, though making up for their shortcomings with dexterity and cleverness where they lack the muscle and endurance. On the upside they are equipped with a scaly, mostly prehensile tail, as well as cheek pouches useful for storing extra snacks, or grenades if you're into that sort of thing. With large round ears, a pointed snout, mottled grey fur and singed whiskers the ratfolk man makes an all around less than impressive visage, most of his clothes worn ragged hand-me-downs or scavenged fare from some back alley outfitter. Around his neck hangs a pair of black tinted goggles and around his waist a belt full of various heavily modified tools for specialized tasks. He always seems to be stained with various types of oil, grease or soot, even though he grooms well it just seems he's always finding new ways to get himself dirtied down!
Equipment:
Armor: A leather duster! Will it offer any significant protection? Probably not, but it's better than going out there in the nude is the way he tends to look at it.

Weaponry: A plasma welding torch, it's primary use in welding metal it's short range and quite unwieldy but it'll singe more than hair should it ever come to that
A Red Star Plasma pistol containing a battery containing five charges, a last resort medium range firearm for the most dire circumstances, firing fast moving condensed balls of pure plasma after a short audible wind-up, capable of burning flesh and through repeated hits even capable of punching through metal.

Combat Ready Artificial Behemoth (C.R.A.B): If anyone was left wondering why a seemingly otherwise rather mundane rat man would stand a chance in this kind of tournament, C.R.A.B is the answer! A hulking seven foot tall, seven foot long and ten foot wide mechanical metal monstrosity of Gith's own design (Mostly because he wouldn't pay for any of the high quality mechs on the market) which he controls through an implanted neural link, though since it takes most of his concentration he prefers to stay within the safety of the hull for the most part. Control from outside of the cockpit, while possible at short range (no more than five feet) does mean he cannot move or take any other actions, which seems far too much of a good way to make yourself a target, it is however a valid last resort should he find himself captured or incapacitated outside of the machine.

True to it's name the mechanical beast most closely takes inspiration from what earthlings would call crabs! Six slender mechanical legs power it's slow arduous movement!
Equipped with a front arch containing a huge crab like hydraulic manipulator claw and a buzz saw arm each extendable to nearly ten feet of reach, though with limited sideways maneuverability, each only capable of around 60 degrees of motion, leaving it's back half rather low on protection.

Atop it's carapace sits a swivel mounted heavy weapons array currently equipped with a long range, automatically loaded rail-gun, hurling metallic projectiles at terrifying speeds after a long wind up of magnetic coils that makes it glow bright and white hot during the period. Unfortunately because of the energy required to move matter that rapidly and having a lack of any form of coolant system ("Listen, chuba, I could not spring for one okay? Do you kno' what they charge for coolant on the station?!") It requires a long period of inactivity between firing.

All tolled C.R.A.B makes for a rather terrifying visage, capable of laying down devastating close range damage as well as providing some manner of limited long range ordinance. The main body of the beast made mostly from thick metallic plating keeping it's pilot quite secure within it's hull, though the complicated nature of which to make something like that move, especially on over complicated hexapedal legs means to reduce weight it's underside is made mostly out of softer plastic polymers, a soft underbelly if you will! Though if you do get under there be vary of pointy hydraulic metal legs. In addition, the main cockpit features a very small reinforced glass window, a failsafe only required should the stalk like swivel mounted cameras that make up the machine's "eyes" suffer damage, as to leave the pilot with a very narrow field of vision as opposed to completely blind.

Ramshackle! Due to its cobbled together nature, long since exceeded maximum runtime hours and scavenged or discount parts C.R.A.B has a terrible habit of breaking down at the most inopportune times or from the most mundane types of damage. An errant ricochet severing a main hydraulic line or unfortunate gravel kicked up into poorly dust shielded servos rendering it nigh unusable, forcing the rat-folk engineer to dash out and hurriedly try to patch whatever damage has been caused to the tune of blaring claxons and flashing warning lights, leaving him far more exposed and vulnerable than he would like to be at any given moment.
Unstable Proton Power Core! Located within the center of Gith's machine is it's ticking heart. ***DO NOT TOUCH, FIDDLE OR MESS WITH UNDER ANY CIRCUMSTANCES!*** You have been warned.

Skills, Spells, Special Abilities:
Field repairs! Through many years of experience working with his own tech Gith does have a knack for making quick patches to broken down gear! (For as long as the patch holds!)

Average Marksmanship! By no means a great shot but he has been known to hit the broadside of a barn on occasion

Cowardice! When forced outside of the safety that C.R.A.B provides, the man has no qualms about falling into his rat like nature, better run and live than die like a fool!
Post #: 31
1/22/2022 11:06:42   
Gabby1903
Member

quote:

For the Aegis of Ganymede, I am assuming that Vome is usually carrying it on her anyways, and is thus usually impacted by its weight and slowness. Please correct me if I’m wrong, otherwise no change is needed


Yes, she is impacted by the weight and slowness at all times unless she drops the shield or uses the Antumbra ability (which needs the shield to be put on the ground anyway)

quote:

For Antumbra, you detailed the size of the main circle but not the full details on the outer circle. I am assuming it is just a layer surrounding the main circle, again, correct me if I’m wrong.

It is just a small layer surrounding the main circle, yes.

quote:

Finally for Starfall. Does Vome experience the physical impact/damages of taking a 15 foot fall, or is she unharmed by this ability? Also, is she able to activate it while in midair/subsequently? If so, the height will need to be lowered, otherwise it’s fine.


She is not harmed by the ability and she cannot activate it while in midair (or anywhere that's not solid ground, like waist-deep water for example) since it's a leap.

Post #: 32
1/22/2022 11:21:55   
  Chewy905

Chromatic ArchKnight of RP


About 12 hours remain for new bios, with 36 hours to balance existing bios!


@Grimm Jester - Welcome to the new face! (Woah, I’m like, responding to myself, weird)

Mech characters can be a bit difficult to balance, but you’ve done a great job covering most of the basics and giving it proper downsides and wind-ups! I’ve just got a few details I need added, and a little scaling down to do.

Starting with Gith’s gear, I would like a comparison for the plasma pistol. Is that fast as in bullet fast or arrow fast? With the wind-up and charge limit, either one will be fine. I would also like a max range on the shots, and what happens to them if they reach that range.

Moving on to C.R.A.B. It’s a little too large. The largest competitor we had previously (also similar in that it was a small creature riding inside a larger one) was 8ft x 6ft x 6ft (including legspan), so something more akin to that would work better. I would also cut down the reach of the arms, bringing its effective melee range to something around 10-15 feet total. It may also be interesting to explore damage to the crab having an impact on Gith himself via the neuro-link as pain or other feelings, though this is merely a suggestion and not something you have to actually add.

I would like some details on that buzzsaw, as those can be extremely dangerous. What kind of impact does different types of armor, such as metal or leather, have on its cutting power? About how long does it take to cut through these materials? I don’t need exact times, just a general “Takes significantly longer” or “swiftly tears through” as appropriate.


For the railgun, I am presuming with the long wind up time this thing would only be able to get off one or two shots per phase, which is appropriate given its power. If I’m incorrect and it can fire more than that, it will need to be pulled back a bit. I would also like the max range the railgun can fire, and the general blast radius of its shots.

Finally for the power core, is it visible from outside the mech, and what exactly happens if it’s touched or messed with? If you would like to keep those secret from other writers, you can place it inside a spoiler tag with [“spoiler][/spoiler”] (without quotes).

With those changes made we should be able to get Gith and his C.R.A.B into the battlefield to see how they do.



@Gabby1903 - Perfect, Vome is approved!
Post #: 33
1/22/2022 12:57:19   
markthematey
Member

Name: Lune
Order: Chaos
Age: Looks to be somewhere in 20s, actual age is thousands of years old
Race: Aetherian
Gender: Genderless (They/Them)


Appearance: Lune appears to be short, androgynous and mostly human-looking. They are around 5’4 ft tall. Upon closer look, their entire body is made of some sort of metal. Lune’s face is colored to match a tan skin color. Their hair and the back of their head swirls into flowing liquid metal. Lune’s body is made of silver metal vines that entangle to create their androgynous form. They look as if they are wearing a suit and tie but it’s all silver.



Physical Attributes:

Lune is slightly faster and stronger than your average human warrior. They don’t need food, water, or air to live. Their metallic body has a hard surface which is hard to cut or slice, but can chip or break under blunt force. Over multiple days, cracks and damages can be regenerated.

They possess slight combat abilities and mainly use their violin or fists.


Equipment
Lune has a violin that they use as their instrument and main combat weapon. The back of the bow is sharpened and can be used as a blade if needed. The violin is made out of a metal that is extremely resistant and is difficult to break.



Philharmonic of the Abyss

Looking at Lune causes most people a deep feeling of unease and discomfort. This feeling is intensified when they hear their music. They play on the move. The song and its effects don't end unless it’s interrupted for more than 10 seconds.

Lune can play a variety of music from their repertoire. They each have different illusory and emotional effects on everyone nearby. The music is intended to be played in order but can be skipped if wanted. The effects of all of them can be resisted and the effects are lessened if they can’t hear it. The closer you are to the player the worst the effects are but the further away the less the effects are. For instance, if a person isn’t focusing on Lune and is beyond 40 ft the effects are negligible:

Cosmic Overture: An introductory song to their concert, used to set the tone for the rest of the performance. This causes all listeners to have a deep feeling of unease that emanates from the performer. Looking at Lune during the overture distorts their vision, making it difficult to attack them. The more Lune is the center of focus the more the colors blend and they become harder to observe.

Visio Symphony: The main chorus of their music. People who listen to the symphony can feel creeping despair that can grow the more they listen to it. There is something clearly unnatural about this symphony, something unearthly. It isn’t that it is just hard to understand, it is that it can’t be. People under its effect can feel a large presence watching them, something beyond this realm, and unfathomable in power. In the edges of a listener's vision they may think they can see it but they can’t be sure. One thing is certain, Lune is calling this being forth and the longer they play the more maddening this despair gets. Looking at the player once under the effect will make them appear otherworldly. Their form is constantly shifting and distorting from its normal form almost like reality is rejecting them being there. This shifting can make it hard to track them in a fight or in close quarters combat.

Reminiscent Sonata: This slow moving, emotional sonata provides a calm point in an otherwise unnerving repertoire. Despair dissipates but the feeling of unease grows. The listener begins to see visual and auditory hallucinations. No two people see the same thing but most people recall seeing people from their past but horribly changed. People that have hard emotional scars may be affected much more than others. The listener can see glimpses of past events in their life. Rejecting the illusions or ignoring are proven effective to lessen their effect.

Cadenza: The speed picks up once more as Lune approaches the end of his performance. This particular song is performed for an audience of one. This person hears a personalized song that affects only them. They will see vestiges of their deepest, darkest fears, secrets they can’t understand, and horrors that only haunt their dreams. These illusions will look, feel, and sound real but aren’t there. They don’t completely overtake their senses but will grow stronger as the song continues. Rejecting their fears seems to only worsen the effects but embracing them nullifies the effect completely.

Formido Finale: The finale is the apex to the performance, anyone who hears this gets the urge that this song can’t be allowed to end naturally. Whatever unspeakable horrors this orchestra could summon shouldn’t be allowed to surface. The listener feels this but is not forced to act upon it. No harm is caused if the song is allowed to finish and there are no other effects.


Personality/Backstory

Lune is a bubbly interactive person that seems almost childish in their curiosity of the people around them. They clearly don’t know or understand what the music they play causes, but they enjoy playing it. They love to make music and share it to everyone they meet. Nothing brings more of a smile to their face than to see everyone move to their melodies they made. The worst type of music to them is music that invokes no reaction from the audience at all.

They lack a moral compass and can’t understand what is normal and what isn’t. They assume everything that happens is the norm and that people’s reaction to their music is normal. They are curious about the world but can’t understand what makes every living thing special. The only difference between a person and a rock is that a person can listen to their music and a rock can’t. Once someone has listened, they aren’t anymore important than the rock.

Thousands of years ago, Lune wondered about the planet spreading their music to anyone that could hear. A trail of madness followed wherever they went. After many attempts, the people of the world were successful at shunting Lune off the world, to the ends of time and space, hopefully to never return. As the countless number of years passed, Luned longed for a way to return to their audience and play once again; creating a new setlist while wandering in space. They’ve never heard it themselves but are eager to play. They wish to return to an audience.

Post #: 34
1/22/2022 13:06:54   
Synthe_
Member
 

Name: Dahlia
Name: Ephemera
Alignment: Order
Age: 284


Race - Seraph
Fiercely aggressive in their devotion to the Lord Protector, Seraphs are angelic creatures with an appearance quite similar to humans. In fact, it is believed that they are the descendants of humans who were chosen by the Lord Protector centuries ago. Seraphs have pale skin and gray eyes both devoid of hue, the only distinguishing feature being their hair which can exhibit a wide range of colors. They are measurably stronger than the average human by around 40%, though they are not any more durable or agile. High-ranking warriors who have been further graced by The Lord Protector ascend to levels of exceptional physical capabilities and acquire a pair of feathered wings, though Ephemera has had these blessings revoked and is merely a normal Seraph now.

Appearance + Visuals
Ephemera wears the armor of the Justicars, a full set of heavy plate mail which covers her entirely. The weight is meant to be offset by the use of wings which she no longer possesses, leaving her slower and less mobile. Its hard cobalt plating is painted a bright white, with a marbled gray overtop. The edges and details are trimmed with a darkened silver, clearly reflective unlike the matte marble coloration. Silver fabric tassels hang from the backs of her shoulders and waist, forming a fragmented cloak and skirt overtop the armor. The helmet is by far the most decorative piece, with silver-trimmed flourishes covering the marbled plates. It’s form is reminiscent of 17th century English armor, with a small slit granting vision for the wearer. While the helmet is structurally rather simple, a glowing white halo adorns the top of Ephemera’s head, hovering above the top of her helm.

Beneath her armor, Ephemera wears a set of white silk clothing, with medium-length sleeves protecting her skin from the rough armor plating. Plain and undecorated, it is not meant to be worn without the armor overtop. Her hair barely reaches down to her shoulders, and is a deep navy blue color, dark enough that any tint is barely noticeable. Her eyes are a cold light-gray, generally squinted in inquisition or anger. She speaks with a strong sense of authority and purpose, coming across as accusatory with the intensity of her words. While her face is almost always hidden behind a helmet, Ephemera’s voice very often tends to give away her emotions, whether that be hostility or contempt.

Equipment Details
The armor of the Justicars is nothing more than full plate, offering impressive protection against melee attacks, though enough force at a single point can puncture the metal relatively easily. The high quality of craftsmanship leaves range of movement mostly unhampered, meaning weight is the main concern for the wearer. It takes a noticeable amount of effort to get oneself moving at any reasonable speed, making dodging impractical. Ephemera much prefers to block attacks with her own weapon, or will even willingly take a hit in order to follow through on her own attack.

Ephemera's weapon is a massive Claymore-styled greatsword, nearly 65 inches (5.4 ft.) long. The blade itself is wider than usual, making the overall weight noticeably higher than most swords. Crafted from steel with a vein of cobalt running down the center, it retains a cutting edge even after prolonged combat with armored opponents. The dark gray coloration of the blade reflects light very easily compared to the deep blue separating the two halves, and the hilt itself is unremarkable apart from the black leather strips wrapped around the handle. She carries no scabbard to protect her blade, as it seems to be very difficult to damage.

Divine Blessings of the Lord Protector
While Ephemera may be a shadow of the Justicar she once was, her blessings have not been entirely ripped away. After a short prayer and a moment to focus, she can call on a fragment of her old power. However, such a disgraceful warrior would never be given such generous gifts without a price. The Lord Protector demands a sacrifice of devotion in place of generosity, taken as payment for a taste of former glory.

Any blessing will require an ‘equivalent’ sacrifice, based on the perception of Ephemera (and discussed in more detail underneath the blessings). Furthermore, gaining a second blessing while already under the effects of one requires a much higher sacrifice, and a third is not possible. Blessings last for a maximum of one minute, but can be revoked by the Lord Protector or given up by Ephemera herself. Once a blessing is gone, it will take another minute or so for the sacrifice to return (assuming the effects are not permanent).

Possible Blessings:
Divine Enhancement: Regain some of the strength of the Justicars, still beautiful despite its restriction. A portion of the body is infused with holy energies, becoming twice as strong and agile. A bright light indicates what has been enhanced, peering through the small gaps in her armor.
Feathered Ascent: Manifest the wings of the Ascendant, feathered extensions of the body stretching 5’ in either direction. Can be used for flight, though an armored soldier is clunky and slow in the air. On the ground, the wings can be used to increase speed and mobility, assisting normal movement. (Because of her heavy armor, she can comfortably fly ~5ft off the ground for extended periods of time, but any higher takes considerable effort and cannot be sustained).
Sharpened Senses: The air grows thin and colors diffuse as the mind acclimates to a heightened sensation of its surroundings. The five senses and overall mental capacity expand, noticeably enhancing one’s ability to perceive and react in a combat environment. While it may not let you move your sword any faster, it may instead help you get moving sooner.
Riftmaker: Cobalt-reinforced steel glows a searing white, the entire blade seeming to take on an otherworldly sheen. Her claymore leaves transparent scars where it cuts through the air as holy energy makes its home within the metal. When the empowered blade strikes, it releases some of this energy with explosive force. With enough power to leave a considerable dent in plate armor, repeated strikes will eventually degrade and break through a tough opponent. An unarmored fighter will need to make a serious attempt to prevent themselves from falling over.
Fire of Heaven: The sky splits and searing light rains down at the command of The Lord Protector. A blazing white fissure opens in the sky ~100ft above a point that Ephemera can see, widening over the course of a second or two. After growing to full size, a pillar of holy energy 10ft in diameter strikes the ground, heavily burning anyone inside. A sacrifice made for this blessing is permanent.

Possible Sacrifices (Not Exhaustive):
Lethargy: A portion of the body is drained of energy and drive, dragging behind the rest as it becomes nearly useless. For example, a leg can still be stood on, but will severely impede movement. The severity of energy drain can vary, and completely sacrificing a body part will render it permanently useless.
See No Evil: A bright flash of white removes vision entirely, making the sense entirely useless. While Ephemera is somewhat used to fighting with limited sight due to her helmet, she is not at all prepared to fight blind.
Torpor: Mental speed and overall capacity is diminished, noticeably slowing decision-making and reaction time. Comparable to sleep deprivation, Ephemera becomes sluggish and indecisive, unable to effectively block attacks or target a speedy opponent.
Anguish: Unrelenting, searing pain envelops the body as tribute for a taste of the divine. While a driven fighter can resist pain with adrenaline for a short time, divine anguish cannot be ignored for long. Overall slowed movement and an inability to remain standing are the most basic effects that can be experienced.
Autonomy: As vision glows red with the rage of The Lord Protector, all emotions other than devotion are ripped away. Without any form of self-preservation or calm calculation, Ephemera devolves into nothing other than pure aggression. She cannot make any attempt to defend herself, wait for an opening, or even stave off exhaustion.
Unmade: Relinquishing one’s weapon in a fight to the death is a truly powerful sacrifice, one that would be used only as a last resort. Ephemera's blade grows incredibly hot in her hands, the steel glowing bright red with radiant heat. Even with her armored gauntlets, holding it becomes impossible and she will be forced to drop it. (This heat only affects her and cannot be used as an attack).

It is important to note that some of these blessings and sacrifices have a range of severity associated with them, for example the degree of pain felt by Anguish or the area of the body affected by Divine Enhancement. In general, a blessing should be paid by a sacrifice of equal value, or The Lord Protector will refuse to grant Ephemera’s request. Below are a few examples to give an idea of an “Equivalent trade”:

The right arm is empowered with Divine Enhancement, in exchange for the left arm being stricken with Lethargy
Feathered Ascent is granted in exchange for Torpor taking ~1/3rd of mental speed
Blade is enhanced with Riftmaker in exchange for Autonomy
Fire of Heaven is used at the cost of Unmade or See No Evil

And with that the fifteen winged justicars descended from the shattered sky, liquid light seeping from their blades. Though the city burned at the foot of the steps, resolve wavered not for a second as they carried out their duty.
---
And with that the fourteen winged justicars returned from whence they came, leaving a trail of blood and a stream of tears behind. Hundreds of bodies now without life, only one found itself devoid of purpose.
Post #: 35
1/22/2022 16:36:37   
  Chewy905

Chromatic ArchKnight of RP


Just under 8 hours to get new bios in!



@MarktheMatey - Welcome back! Glad the EC’s caught you enough for you to try your hand here as well!

Lune is a very interesting character, whose abilities are impactful despite themselves not truly meaning to be. You did a good job creating a character that messes with mental states and illusions while still having those effects be avoidable and resistable. With that being said, I would still request that the max range of their songs drop down to 30ft rather than 40ft, and have the effects lessened if one is focusing hard on resisting them. I am also wondering how long each song lasts for if Lune does not switch, or if they simply loop until Lune switches to the next, which is fine.

For Cadenza, as it only targets a single person. Does Lune simply mentally choose the target of it? Do others that have not been targeted hear or feel anything, or do they simply see Lune playing with no sound produced?

I will warn that when running a character that uses these types of mental-based powers, you will need to be prepared to be flexible, and likely do a lot of collaboration with the other writers in your arena, but with those changes Lune should be tuned up and ready to perform to the adoring crowds!



@Synthe - Welcome back, you’ve officially been here for a year!

Ephemera is a very complex character with a lot of moving parts, but you’ve done a good job overall at keeping those in line. I have a few notes to add, and some things to pull back on, so let’s begin!

First up; you did well including the comparison of Ephemera’s race to a human, but you forgot to include an actual size and height for her.

Moving to the meat of your bio; the divine blessings. Overall, I have concerns about the large amount of information you will have to keep track of, as you can end up having a lot of sacrifices along with two blessings. To control this, I would remove the ability to stack blessings, and cut the trailing duration of the sacrifices so they do not last for the full minute after a blessing is finished. This should allow you some more flexibility with blessing use. I am also curious about the “removed by the Lord Protector”, and what exactly would cause that to occur.

The only specific blessing I’d like clarification on is Fire of Heaven. I am assuming that the first sentence is primarily for flavor, and the ability is not creating a large storm of raining light, instead just the full pillar described. Some details on the rift itself would also be nice; is it larger, and then projects the 10-ft pillar? Or is it also only 10ft in diameter. I would also like a maximum distance from Ephemera that she can open the rift at, rather than just “point she can see”. We discussed in PMs that this requires the full 100 ft of open air above, and may not be usable in enclosed locations.

My final note is that since you are being more freeform for the sacrifices, there may be some concern on what actually constitutes an equivalent exchange here. I trust you to work well with your fellow writers and possibly myself if necessary, and will be keeping an eye on it. With those things brought in line and detailed, Ephemera should be set to rain divine fire upon her foes!

Post #: 36
1/22/2022 16:50:19   
GrimmJester
Member

quote:

"You see, chuba, ain't nothin' needs buyin new if we just fix what we got eh?"


Title/Name: "Patchwork" Gith
Alignment: Chaos
Age: 27
Race: Rat-folk
Appearance: Standing at an impressive 3'2" Gith is short even among his diminutive race. Rat-folk in general being a fair bit smaller and less physically strong than most humans, though making up for their shortcomings with dexterity and cleverness where they lack the muscle and endurance. On the upside they are equipped with a scaly; mostly prehensile tail, as well as cheek pouches useful for storing extra snacks or grenades if you're into that sort of thing. With large round ears, a pointed snout, mottled grey fur and singed whiskers the ratfolk man known as Gith (or Patch to his friends) makes an all around less than impressive visage, most of his clothes are worn ragged hand-me-downs or scavenged fare from some back alley outfitter. Around his neck hangs a pair of black tinted goggles and around his waist a belt full of various heavily modified tools for specialized tasks. He always seems to be stained with various types of oil, grease or soot, even though he grooms well it just seems he's always finding new ways to get himself dirtied down!

Equipment!
Armor:
A leather duster! Will it offer any significant protection? Probably not, but it's better than going out there in the nude is the way he tends to look at it.

Weaponry: A plasma welding torch, it's primary use being welding metal means it's short range and quite unwieldy but it'll singe more than hair should it ever come to that
A Red Star Plasma pistol with a battery containing five charges, a last resort medium range firearm for the most dire circumstances, firing condensed balls of pure plasma after a short audible wind-up at a pace just a bit slower than your average bullet, capable of searing flesh and through repeated hits even able to punch through metal. It's effective range sitting at around 30 feet, the condensed plasma dispersing over the distance and losing power until eventually fizzling out into nothingness.

Combat Ready Artificial Behemoth (C.R.A.B): If anyone was left wondering why a seemingly otherwise rather mundane rat man would stand a chance in this kind of tournament, C.R.A.B is the answer! A hulking five foot tall, six foot long and eight foot wide mechanical metal monstrosity of Gith's own design (Mostly because he wouldn't pay for any of the high quality mechs on the market) which he controls through an implanted neural link, though since it takes most of his concentration he prefers to stay within the safety of the hull for the most part. Control from outside of the cockpit, while possible at short range (no more than five feet) does mean he cannot move or take any other actions, which seems far too much of a good way to make yourself a target, it is however a valid failsafe should he find himself captured or incapacitated outside of the machine. Controlling your mechanical constructs through an implant directly connected to your cerebral cortex does however come at a cost, impossible to connect to the motor function of the brain without also connecting it to the sensory area meaning that Gith does, in a sense, feel what C.R.A.B "feels", of course this doesn't correlate to physical damage, but the brain does experience pain when critical systems are damaged to a point that it'll register on the machine's sensors.

True to it's name the mechanical beast most closely takes inspiration from what earthlings would call crabs! Six slender mechanical legs power it's slow arduous movement, the lumbering behemoth needing time to do just about everything from turning to swinging it's huge weapon arms. Slow at the outset but with enough momentum capable of some rather horrifying feats of both speed and power. (The problem then becomes stopping them without catastrophic joint failure...)
Equipped with a front arch containing a huge crab like hydraulic manipulator claw and a swing arm equipped with a large buzz saw, not capable of shearing through metal (Still making for a rather powerful cudgel. Might dull some saw-teeth though!) but absolutely devastating to things of lesser hardness such as wood, leather and fabric which it tears through quickly. Each arm extendable to about six feet of reach, though with limited sideways maneuverability, only capable of around 60 degrees of motion, leaving it's back half rather low on protection.
Atop it's carapace sits a swivel mounted heavy weapons array currently equipped with a long range, automatically loaded rail-gun, hurling metallic projectiles at terrifying speeds after a long wind up of magnetic coils that makes it glow bright and white hot during the period. Unfortunately because of the energy required to move matter that rapidly and having a lack of any form of coolant system it requires a long period of inactivity between firing, as shooting it too rapidly will most likely result in a breakdown. "Listen, chuba, I could not spring for one okay? Do you kno' what they charge for coolant on the station?!"

All tolled C.R.A.B makes for a rather terrifying visage, capable of laying down devastating close range damage as well as providing some manner of limited long range ordinance. The main body of the beast made mostly from thick metallic plating keeping it's pilot quite secure within it's hull, though due the complicated nature of which to make something like that move, (especially on over complicated hexapedal legs) means that to reduce weight it's underside is made mostly out of softer plastic polymers, a soft underbelly if you will! Though if you do get under there be vary of pointy hydraulic metal legs. In addition, the main cockpit features a very small reinforced glass window, a failsafe only required should the stalk like swivel mounted cameras that make up the machine's "eyes" suffer damage, as to leave the pilot with a very narrow field of vision as opposed to completely blind.

Ramshackle!
Due to its cobbled together nature, long since exceeded maximum runtime hours and scavenged or discount parts C.R.A.B has a terrible habit of breaking down at the most inopportune times or from the most mundane types of damage. An errant ricochet severing a main hydraulic line or unfortunate gravel kicked up into poorly dust shielded servos rendering it nigh unusable, forcing the rat-folk engineer to dash out and hurriedly try to patch whatever damage has been caused to the tune of blaring claxons and flashing warning lights, leaving him far more exposed and vulnerable than he would like to be at any given moment.

Unstable Proton Power Core! Located within the center of Gith's machine is it's ticking heart, a highly volatile core seated in the most secure and armored location, nearly impossible to access from anywhere but the cockpit (or a very well calculated piercing strike from below, but don't tell anyone). DO NOT TOUCH, FIDDLE OR MESS WITH THE POWER CORE UNDER ANY CIRCUMSTANCES! You have been warned.
spoiler:

Should the unstable proton core be ruptured, or rigged to suffer any kind of failure it will go into rapid meltdown, exploding with terrifying force and destroying C.R.A.B entirely, as well as anyone located within. This explosion would send shrapnel of burning hot metal, pistons cogs and gears flying in every direction and leave what little managed to remain in place a smoldering melted heap of slag.


Skills, Spells, Special Abilities:
Field repairs! Through many years of experience working with his own tech Gith does have a knack for making quick patches to broken down gear (For as long as the patch holds!) this particular skill earning him the moniker of "Patchwork"

Average Marksmanship! By no means a great shot but he has been known to hit the broadside of a barn on occasion

Cowardice! When forced outside of the safety that C.R.A.B provides, the man has no qualms about falling into his rat like nature, better run and live than die like a fool!
Post #: 37
1/22/2022 17:26:16   
markthematey
Member

Name: Lune
Order: Chaos
Age: Looks to be somewhere in 20s, actual age is thousands of years old
Race: Aetherian
Gender: Genderless (They/Them)


Appearance: Lune appears to be short, androgynous and mostly human-looking. They are around 5’4 ft tall. Upon closer look, their entire body is made of some sort of metal. Lune’s face is colored to match a tan skin color. Their hair and the back of their head swirls into flowing liquid metal. Lune’s body is made of silver metal vines that entangle to create their androgynous form. They look as if they are wearing a suit and tie but it’s all silver.



Physical Attributes:

Lune is slightly faster and stronger than your average human warrior. They don’t need food, water, or air to live. Their metallic body has a hard surface which is hard to cut or slice, but can chip or break under blunt force. Over multiple days, cracks and damages can be regenerated.

They possess slight combat abilities and mainly use their violin or fists.


Equipment
Lune has a violin that they use as their instrument and main combat weapon. The back of the bow is sharpened and can be used as a blade if needed. The violin is made out of a metal that is extremely resistant and is difficult to break.



Philharmonic of the Abyss

Looking at Lune causes most people a deep feeling of unease and discomfort. This feeling is intensified when they hear their music. They play on the move. The song and its effects don't end unless it’s interrupted for more than 10 seconds.

Lune can play a variety of music from their repertoire. They each have different illusory and emotional effects on everyone nearby. The music is intended to be played in order but can be skipped if wanted. Each song can last as long as the performer decides but normally they don’t last more than a few minutes. The effects of all of them can be resisted and the effects are lessened if they can’t hear it. The closer you are to the player the worst the effects are but the further away the less the effects are. Furthermore, the effects are also lessened if the listener focuses on resisting the song. If a person isn’t focusing on Lune and is beyond 30 ft the effects are negligible:

Cosmic Overture: An introductory song to their concert, used to set the tone for the rest of the performance. This causes all listeners to have a deep feeling of unease that emanates from the performer. Looking at Lune during the overture distorts their vision, making it difficult to attack them. The more Lune is the center of focus the more the colors blend and they become harder to observe.

Visio Symphony: The main chorus of their music. People who listen to the symphony can feel creeping despair that can grow the more they listen to it. There is something clearly unnatural about this symphony, something unearthly. It isn’t that it is just hard to understand, it is that it can’t be. People under its effect can feel a large presence watching them, something beyond this realm, and unfathomable in power. In the edges of a listener's vision they may think they can see it but they can’t be sure. One thing is certain, Lune is calling this being forth and the longer they play the more maddening this despair gets. Looking at the player once under the effect will make them appear otherworldly. Their form is constantly shifting and distorting from its normal form almost like reality is rejecting them being there. This shifting can make it hard to track them in a fight or in close quarters combat.

Reminiscent Sonata: This slow moving, emotional sonata provides a calm point in an otherwise unnerving repertoire. Despair dissipates but the feeling of unease grows. The listener begins to see visual and auditory hallucinations. No two people see the same thing but most people recall seeing people from their past but horribly changed. People that have hard emotional scars may be affected much more than others. The listener can see glimpses of past events in their life. Rejecting the illusions or ignoring are proven effective to lessen their effect.

Cadenza: The speed picks up once more as Lune approaches the end of his performance. This particular song is performed for an audience of one. Lune will point their bow at the intended target of the song and call out to them. This person hears a personalized song that affects only them. They will see vestiges of their deepest, darkest fears, secrets they can’t understand, and horrors that only haunt their dreams. These illusions will look, feel, and sound real but aren’t there. They don’t completely overtake their senses but will grow stronger as the song continues. Rejecting their fears seems to only worsen the effects but embracing them nullifies the effect completely. Other people listening to the song won’t get affected besides feelings of unease or discomfort.

Formido Finale: The finale is the apex to the performance, anyone who hears this gets the urge that this song can’t be allowed to end naturally. Whatever unspeakable horrors this orchestra could summon shouldn’t be allowed to surface. The listener feels this but is not forced to act upon it. No harm is caused if the song is allowed to finish and there are no other effects.


Personality/Backstory

Lune is a bubbly interactive person that seems almost childish in their curiosity of the people around them. They clearly don’t know or understand what the music they play causes, but they enjoy playing it. They love to make music and share it to everyone they meet. Nothing brings more of a smile to their face than to see everyone move to their melodies they made. The worst type of music to them is music that invokes no reaction from the audience at all.

They lack a moral compass and can’t understand what is normal and what isn’t. They assume everything that happens is the norm and that people’s reaction to their music is normal. They are curious about the world but can’t understand what makes every living thing special. The only difference between a person and a rock is that a person can listen to their music and a rock can’t. Once someone has listened, they aren’t anymore important than the rock.

Thousands of years ago, Lune wondered about the planet spreading their music to anyone that could hear. A trail of madness followed wherever they went. After many attempts, the people of the world were successful at shunting Lune off the world, to the ends of time and space, hopefully to never return. As the countless number of years passed, Luned longed for a way to return to their audience and play once again; creating a new setlist while wandering in space. They’ve never heard it themselves but are eager to play. They wish to return to an audience.

Post #: 38
1/22/2022 19:52:49   
Synthe_
Member
 

Name: Dahlia
Name: Ephemera
Alignment: Order
Age: 284


Race - Seraph
Fiercely aggressive in their devotion to the Lord Protector, Seraphs are angelic creatures with an appearance quite similar to humans. In fact, it is believed that they are the descendants of humans who were chosen by the Lord Protector centuries ago. Seraphs have pale skin and gray eyes both devoid of hue, the only distinguishing feature being their hair which can exhibit a wide range of colors. They are measurably stronger than the average human by around 40%, though they are not any more durable or agile. High-ranking warriors who have been further graced by The Lord Protector ascend to levels of exceptional physical capabilities and acquire a pair of feathered wings, though Ephemera has had these blessings revoked and is merely a normal Seraph now.

Appearance + Visuals
Ephemera wears the armor of the Justicars, a full set of heavy plate mail which covers her entirely. The weight is meant to be offset by the use of wings which she no longer possesses, leaving her slower and less mobile. Its hard cobalt plating is painted a bright white, with a marbled gray overtop. The edges and details are trimmed with a darkened silver, clearly reflective unlike the matte marble coloration. Silver fabric tassels hang from the backs of her shoulders and waist, forming a fragmented cloak and skirt overtop the armor. The helmet is by far the most decorative piece, with silver-trimmed flourishes covering the marbled plates. It’s form is reminiscent of 17th century English armor, with a small horizontal slit granting vision for the wearer. While the helmet is structurally rather simple, a glowing white halo adorns the top of Ephemera’s head, hovering above the top of her helm. She stands at just over 5’6”, though the bulk of her armor adds another inch or two.

Beneath her armor, Ephemera wears a set of white silk clothing, with medium-length sleeves protecting her skin from the rough armor plating. Plain and undecorated, it is not meant to be worn without the armor overtop. Her hair barely reaches down to her shoulders, and is a deep navy blue color, dark enough that any tint is barely noticeable. Her eyes are a cold light-gray, generally squinted in inquisition or anger. She speaks with a strong sense of authority and purpose, coming across as accusatory with the intensity of her words. While her face is almost always hidden behind a helmet, Ephemera’s voice very often tends to give away her emotions, whether that be hostility or contempt.

Equipment Details
The armor of the Justicars is nothing more than full plate, offering impressive protection against melee attacks, though enough force at a single point can puncture the metal relatively easily. The high quality of craftsmanship leaves range of movement mostly unhampered, meaning weight is the main concern for the wearer. It takes a noticeable amount of effort to get oneself moving at any reasonable speed, making dodging impractical. Ephemera much prefers to block attacks with her own weapon, or will even willingly take a hit in order to follow through on her own attack.

Ephemera's weapon is a massive Claymore-styled greatsword 65 inches (5.4 ft.) long, nearly matching her own height. The blade itself is wider than usual, making the overall weight noticeably higher than most swords. Crafted from steel with a vein of cobalt running down the center, it retains a cutting edge even after prolonged combat with armored opponents. The dark gray coloration of the blade reflects light very easily compared to the deep blue separating the two halves, and the hilt itself is unremarkable apart from the black leather strips wrapped around the handle. She carries no scabbard to protect her blade, as it seems to be very difficult to damage.

Divine Blessings of the Lord Protector
While Ephemera may be a shadow of the Justicar she once was, her blessings have not been entirely ripped away. After a short prayer and a moment to focus, she can call on a fragment of her old power. However, such a disgraceful warrior would never be given such generous gifts without a price. The Lord Protector demands a sacrifice of devotion in place of generosity, taken as payment for a taste of former glory.

Any blessing will require an ‘equivalent’ sacrifice, based on the perception of Ephemera (and discussed in more detail underneath the blessings). Only one blessing may be active at a time, as the Lord Protector will refuse any additional pleas for power. Blessings last for a maximum of one minute, but can be revoked by the Lord Protector or given up by Ephemera herself. Once a blessing is gone, the associated sacrifice will return unless stated otherwise.

Possible Blessings:
Divine Enhancement: Regain some of the strength of the Justicars, still beautiful despite its restriction. A portion of the body is infused with holy energies, becoming twice as strong and agile. A bright light indicates what has been enhanced, peering through the small gaps in her armor.
Feathered Ascent: Manifest the wings of the Ascendant, feathered extensions of the body stretching 5’ in either direction. Can be used for flight, though an armored soldier is clunky and slow in the air. On the ground, the wings can be used to increase speed and mobility, assisting normal movement. (Because of her heavy armor, she can comfortably fly ~5ft off the ground for extended periods of time, but any higher takes considerable effort and cannot be sustained).
Sharpened Senses: The air grows thin and colors diffuse as the mind acclimates to a heightened sensation of its surroundings. The five senses and overall mental capacity expand, noticeably enhancing one’s ability to perceive and react in a combat environment. While it may not let you move your sword any faster, it may instead help you get moving sooner.
Riftmaker: Cobalt-reinforced steel glows a searing white, the entire blade seeming to take on an otherworldly sheen. Her claymore leaves transparent scars where it cuts through the air as holy energy makes its home within the metal. When the empowered blade strikes, it releases some of this energy with explosive force. With enough power to leave a considerable dent in plate armor, repeated strikes will eventually degrade and break through a tough opponent. An unarmored fighter will need to make a serious attempt to prevent themselves from falling over.
Fire of Heaven: The sky splits and searing light rains down at the command of The Lord Protector. A blazing white fissure opens in the sky ~100ft above a point that Ephemera can see within 50ft, widening to a massive rift over the course of one second. After growing to full size, a pillar of holy energy 10ft in diameter strikes the ground, heavily burning anyone inside. A sacrifice made for this blessing is permanent.

Possible Sacrifices (Not Exhaustive):
Lethargy: A portion of the body is drained of energy and drive, dragging behind the rest as it becomes nearly useless. For example, a leg can still be stood on, but will severely impede movement. The severity of energy drain can vary, and completely sacrificing a body part will render it permanently useless.
See No Evil: A bright flash of white removes vision entirely, making the sense entirely useless. While Ephemera is somewhat used to fighting with limited sight due to her helmet, she is not at all prepared to fight blind.
Torpor: Mental speed and overall capacity is diminished, noticeably slowing decision-making and reaction time. Comparable to sleep deprivation, Ephemera becomes sluggish and indecisive, unable to effectively block attacks or target a speedy opponent.
Anguish: Unrelenting, searing pain envelops the body as tribute for a taste of the divine. While a driven fighter can resist pain with adrenaline for a short time, divine anguish cannot be ignored for long. Overall slowed movement and an inability to remain standing are the most basic effects that can be experienced.
Autonomy: As vision glows red with the rage of The Lord Protector, all emotions other than devotion are ripped away. Without any form of self-preservation or calm calculation, Ephemera devolves into nothing other than pure aggression. She cannot make any attempt to defend herself, wait for an opening, or even stave off exhaustion.
Unmade: Relinquishing one’s weapon in a fight to the death is a truly powerful sacrifice, one that would be used only as a last resort. Ephemera's blade grows incredibly hot in her hands, the steel glowing bright red with radiant heat. Even with her armored gauntlets, holding it becomes impossible and she will be forced to drop it. (This heat only affects her and cannot be used as an attack).

It is important to note that some of these blessings and sacrifices have a range of severity associated with them, for example the degree of pain felt by Anguish or the area of the body affected by Divine Enhancement. In general, a blessing should be paid by a sacrifice of equal value, or The Lord Protector will refuse to grant Ephemera’s request. Below are a few examples to give an idea of an “Equivalent trade”:

The right arm is empowered with Divine Enhancement, in exchange for the left arm being stricken with Lethargy
Feathered Ascent is granted in exchange for Torpor taking ~1/3rd of mental speed
Blade is enhanced with Riftmaker in exchange for Autonomy
Fire of Heaven is used at the cost of Unmade or See No Evil

And with that the fifteen winged justicars descended from the shattered sky, liquid light seeping from their blades. Though the city burned at the foot of the steps, resolve wavered not for a second as they carried out their duty.
---
And with that the fourteen winged justicars returned from whence they came, leaving a trail of blood and a stream of tears behind. Hundreds of bodies now without life, only one found itself devoid of purpose.
Post #: 39
1/22/2022 20:46:07   
  Chewy905

Chromatic ArchKnight of RP


JUST OVER 3 HOURS REMAIN TO GET A NEW CHARACTER IN!



@Grimm Jester - Gith and his C.R.A.B are lookin combat ready! Approved!



@MarktheMatey - Looking good, Lune is approved!



@Synthe_ - We discussed in PMs that for blessings, “Revoked by the Lord Protector” is a flavor reason for stripping Ephemera of a blessing, rather than a set condition. We also noted that the first sentence of the blessings are primarily for flavor, and the following detailed descriptions are what to follow for actual function.

With those clarifications and the changes made to how blessings are handled, Ephemera is approved!

Post #: 40
1/22/2022 23:25:29   
Necro-Knight
Member

Name: Erabis

Alignment: Chaos

Race: Human

Appearance: A man in his early twenties, Erabis’ skin is paler than what would appear healthy and is more akin to that of a corpse. His eyes are a brilliant minty green, flickering whenever they catch the light. Besides the odd gaze, his round face is nearly flawless, as if sanded free of its imperfections until the pinnacle of his visage was all that was left. Black hair is typically combed over his left brow and a streak of white pierces the obsidian locks.

His garments consist of black leather traveling gear, the heaviest straps buckled securely around his torso, shoulders and forearms, while his feet are protected on long voyages by a pair of sailor boots. Pinned over his left clavicle, a worn black cloak and hood protects its owner from judging stares and the fury of nature. Strapped across his hips is a dark metallic blasting rod and a worn hilt that appears to have been separated from its blade.

Equipment:

Blasting Rod: A dark metallic rod measuring roughly ten inches in length and adorned with runes carved into its surface. While not as focused as a full staff, a personalized blasting rod can aid a mage with directing raw magical force with less effort and precision than a bare-handed cast. Erabis’ differs slightly from a typical rod, its runes increasing the draw on the wielder’s mana to release the energy or spell more quickly.

Phantom Blade: A silver sword hilt hanging on his belt that is missing its blade. Besides its leather grip being worn soft from extended use, the hilt itself seems completely harmless on its own. When Erabis is empowered with the power of the original owner’s phantom, the hilt erupts with a ghostly-green long-sword blade. The blade, if struck with enough force or Erabis is stunned with sufficient trauma, will dissipate as his willpower releases the summoned soul fueling it.

Soul Pendants: Three oval-shaped emeralds that are adorned around his left gauntlet, worked into the leather straps and protected from thievery, the jewels pulse in an almost heartbeat-like pattern with the same spectral green as Erabis’ eyes. When called upon by their owner, each bauble releases the power of the soul within and allows the Phantom Knight to wield that soul’s personal weapon, armor and understand the individual’s fighting style. Besides being formed of a spectral green energy, this equipment behaves as normal weapons or tools would. After summoning a soul, Erabis must wait roughly a minute before changing his focus, so as not to exhaust himself.

Terin’thar the Paladin: Closest friend to Erabis before his death, this soul’s shining power adorns the Phantom Knight with the power of his longsword and a razor-edged circle-shield on his right arm. Formed around the Knight’s leather gear, a spectral suit of armor protects his former friend from basic bladed weaponry, though can buckle from blunt force and will fade with a sufficient break of Erabis’ focus.

Illusia the Fighter: Quick of tongue and fist both, Illusia’s fiery soul strengthens Erabis’ body to that of peak fitness, as well as forming a pair of ghostly heavy gauntlets laid with studded iron across the fingers. Unlike the soul of Terin’thar, Illusia did not believe in a defensive approach and therefore offers Erabis no armor or additional defensive assistance. Like all the souls at his call, if Erabis’ will fails, the gauntlets and enhanced physical strength will recede back into its soul jewel.

Oraghan the Sorcerer: Aged and quiet, Oraghan spent decades mastering his arcane knowledge, but death still arrives for even the powerful. While hosting Oraghan’s soul, Erabis’ blasting rod extends into a full staff adorned with a ghastly skull, allowing him to unleash far more focused spells while his cloak wraps around him to form a tattered set of black robes. While now vulnerable beneath the thin, ghostly attire, the Phantom Knight’s spells are provided with a surplus of mana to wield. While perhaps the most destructive of all of his souls, it is also the most difficult to maintain due to the lack of protection from attacks and increased risk of his will faltering.

Abilities:

Physicality: Without any souls empowering him, Erabis' strength is lacking, as if some chronic illness keeps him from fully reach peak health and instead is always in a form of recovery. While wielding either Illucia's soul for the strength of a well-rounded fighter or Terin'thar's soul for the endurance of a trained knight, this below-average physicality is replaced with a temporary enhancement relating back to the soul he is playing host to.

Terin’thar’s Smite:While wielding the Paladin’s Soul, Erabis is able to swing the sword of his deceased friend and unleash a wave of screaming spectral energy roughly ten feet with enough force to knock a grown man onto his back. Should the magic impact, the chilly-ache of death will soak into the victim’s body, lasting thirty seconds from the point of impact before fading. This spell drains minimal mana, but deals minimal damage to the victim and is meant more for disruption of attack.

Ghostly Guard: While wielding Terin’thar’s shield, the Phantom Knight is forced down on to one knee from the focus and heavy mana required to form the aegis a half-spherical shield.This fifteen-foot tall ward is capable of withstanding an attack equal to that of a gunpowder cannon shot. Once the shield has served its purpose, Erabis is forced to release it after one attack or risk losing enough of his own mana and losing the grip on Terin’thar’s soul. Should the barrier be shattered, this will also cause Terin’thar’s soul to be forced back into its bauble.

Illucia’s fury: Condensing air and the fury of his former party’s brawler in his lungs, Erabis is able to explode with a scream akin to that of a banshee’s wail, echoing for a conal area roughly 20 feet in front of him. While the wail lacks little physical force, the ear-splitting scream is typically used as a stunning tool before the Phantom Knight moves in on a staggered target with Illucia’s fists. As a basic spell, the scream takes little mana from its user.

Oraghan’s Onslaught: Wielding the staff and ocean of mana of his fellow mage, Erabis is able to direct a ghastly green bolt of fire from the skull a-top his staff at a distance of fifteen feet. Powerful and noticeably demanding on his deepened mana, the Phantom Knight is also immobilized during and a few seconds after the spell as he focuses his will to form the attack.

Necromantic Bolt: A simple shot of chilling shadow magic, this is Erabis’ most basic attack when not wielding one of the souls at his disposal and is channeled from the end of his blasting rod with little to moderate mana needed, depending on the speed needed for the spell’s formation.

Windows to the Soul: Drawing upon all three of his retrieved souls at once, Erabis wields them all in unison. Similarly to how he draws upon his former party normally, Erabis’ own soul risks being drowned in the resulting chaos of souls and memories are mixed in unholy ways. The Phantom Knight is only able to withstand the onslaught of madness and wrestle for control of his own body for roughly 30 seconds, a time in which he is unable to use any other spell beyond a powerful set of soul beams unleashed from his flickering mint-green eyes. These beams scorch metal and melt flesh at a distance measuring 25 feet before dissipating.

Once Erabis cuts the connection and banishes the souls back into their crystals, he is exhausted beyond the point of being able to wield any of his magic for many minutes.
DF MQ AQW  Post #: 41
1/22/2022 23:34:11   
Riprose123
Member

Name/Title: Brauen of the Whistling Stone
Alignment: Chaos
Age: 30
Race: Human
Appearance: Brauen stands at an 6' and his body is composed of tight, lanky muscle. His skin is covered in places by burn and cut scars, showing a history of general diregard for his own safety. His brown hair is singed shaved close on the sides and front, with what grows down from the top of his head pulled into a tight ponytail. His eyes shine a bright green, scars crisscrossing both above and below them as is common all along his body. His muscles are well developed, even if he is on the thinner side for his height. His face shows the consequences of losing sleep, with bags falling below his eyes. He sports a fine goatee, with the bare spots of his cheeks and lower neck cleanly shaven. His nose is crooked, having been obviously broken and reset many times, to the point that it no longer knows exactly how it is supposed to be. His clothes and armor are of earthern tones, matching the satchel, belt and bandolier he carries with him.
Equipment:

Armor: Brauen's armor is a relic of his service as a skirmisher in the King's employ. Though he has long deserted his post, his armor has been kept and cared for. It is made of soft studded leather, covering him in vital areas on his torso, legs and arms, without sacrificing mobility. His clothes are simple cloth, letting him wear his armor comfortably without causing discomfort.

Weapons: Brauen carries very few weapons. His prized and most effective weapon is a very simple leather sling. To complement his sling, he carries on his belt at all times a sizeable pouch of forged steel ball bearings. The pouch holds about 50 balls, all the size of a normal sling rock. Barring a lack of specialized ammunition, Brauen will use rocks he finds on the ground. The only other weapon Brauen carries is a standard short sword tied to his belt, in case of a need for melee combat.

Alchemical compounds: As an alchemist, Brauen carries a large number of alchemical compounds. He carries them on his belt, bandolier and satchel, with those in bottles being designed to be launched from his sling. Listed below are how many, what they are, and their effects.

Forrest Fire: Looking into this bottle, one can see a swirling mass of flames. Fitted into a breakable bottle, this compound will stick to most surfaces and combust. Burning extremely hot, it will quickly catch to flammable material and consume that as well. The fire burns quickly, and can be put out by means of smothering. Brauen usually carries at least six bottles of these, located on his bandolier and belt.

Entropy Special: Another breakable bottle, peering at the contents shows the image of bubbling goo. The name is slightly misleading, as the compound itself is actually a potent acid, covering a small area where it hits. Once it lands it will begin to wear through just about anything, with the type of material determining how much damage is done before the acid is rendered inert. If exposed to bare skin, the victim will feel severe pain and suffer chemical burns to the affected area, though the damage will mainly be superficial once the pain subsides. It will do significant damage to cloth and leather, while weakening the structure of metal and stone without burning all the way through. The acid is easily washed away by water, but barring that, it acts for about 15 seconds before it is rendered inert by exposed air. Brauen carries about four of these bottles on his belt and bandolier.

I Saw The Light: Another bottle, this one radiats a bright white light. Once broken, the contents will explode in a bright flash of light and sound. This will breiefly blind and deafen normal humans, with those more sensitive to light and sound feeling the affects longer. Bruaen carries only three of these bottles on his bandolear, using them sparringly in combat.

Kiss of Life: Brauen's favorite flask, it is filled with a substance that takes the taste of whatever the drinker loves. When ingested it will briefly heal the drinker, having the power to close all but the deepest wounds and knit together at most two broken bones. Being extremely costly to make, Brauen is only able to carry three on his belt.

Dulling Feeling: This flask contains a numbing agent, letting Brauen ignore pain for up to 10 minutes. It is a crude substitute to healing, and is used only when wounds are too painful to ignore but too superficial to heal. He carries two of these flasks in his satchel.

Stone Skin: This flask contains a mixture that when ingested turns Brauen's skin to something that resembles rock. His movement slows and he is much less mobile, but his skin dulls blades and turns away arrows. He can still be hurt by blunt force in this state, and the effects only last about 5 minutes. Brauen carries three of these flasks in his satchel.

Bottle o' Rage: Brauen's specialty. This flask contians a concoction that sparks a dramatic change in Brauen. He grows to the size of 8', his muscle structure increases dramatically and his eyes become crazed. In this state, his physical strength is greatly increased, and he is able to use pain to fuel his ongoing rage. This state lasts 10 minutes and while he loses most inhibitions, his new found physical prowess more than makes up for it. Once the effects wear off, he is weakened physically and sluggish for another 10 minutes before he is back to his normal shape. With how costly and time consuming the brewing process is for this potion, he only ever carries one on hi.

Skills: Brauen was trained in combat from a early age. He is a master with a sling, rarely missing shots with a wide variety of ammunition. He is naturally atheletic and has a physical endurance that is above average for most humans. He is skilled in woodsmanship and stealth, as well as tactics and small unit organization. He is skilled with blades and shields, though his true skill is in slings and he would likely not be able to hold his own in extended melee combat with more skilled combatants. His alchmical expertise allows him to identify plants and ingrediants quickly, and is able to fashion many different mixtures if given the right set of tools and ingrdiants, though it is nearly impossible for him to do so while in combat. Finally, Brauen is well versed in medicine and anatomy, being able to quickly treat trauma victims and administer long term care if needed.
DF MQ  Post #: 42
1/22/2022 23:42:33   
TripleChaos
Member

APPLICATION FOR GUARDIANSHIP OF A CHOSEN MORTAL

ASPIRING GUARDIAN ANGEL, INSCRIBE YOUR LIGHT UPON THESE VOIDS

NAME OF GUARDIAN ANGEL: Naathiel [Somehow, these characters shine with a holy light]
NAME OF CHOSEN MORTAL: Kynes Tanner

BASIS FOR PROMOTION TO GUARDIAN: Outstanding performance guiding souls to their next life. Performed consistently well for the duration of a particularly destructive conflict between a large volume of mortals.

DESCRIPTION OF MORTAL: Born in a village as the son of a lame leatherworker, grew to the age of 19 with no outstanding achievements… Before completing his apprenticeship under his father, was drafted into the military… Upon examination, latent talent for magic was discovered, prompting separation into a division for training mages… Part-way through training, his company was needed for support in an unavoidable assault.

BASIS FOR REQUIRING GUARDIANSHIP: An exceptional mortal… For unknown reasons is being pursued by a… [A small section is scratched off in frustration, what resembles the start of a few different words]... evil spirit, requires divine protection… A remarkable mortal with a… strong moral compass and… a desire to do good. Without protection, the life of such a… important person remains at risk.



Name: Kynes Tanner
Gender: Male
Age: 20
Race: Human
Alignment: Chaos
Appearance:
Kynes is a rugged-looking young man with a face that always wears his unease. With brown hair, dim gray eyes, and a shorter than average stature, it would be hard to pick him out in a crowd. To be frank, even divine intervention probably couldn’t make him seem any more ordinary.



Equipment:
Besides his shirt and his trousers, all of his equipment is standard issue from the military. Not that there was much anyhow. Despite most illustrations of mages consisting of people wearing pointed hats and flowing robes, it is entirely impractical to enchant that many clothes for a bunch of mages sitting so far from a battle that the soldiers they’re aiming at might as well be specks of stray paint on a canvas. The closest thing to any kind of protective gear would be the boots he wears.

The shortsword at his hip is a sorry-looking weapon; calling it second-hand would be a kindness. It must have been handed down at least a dozen times before it could get all the nicks and occasional spots of rust that leave it in such a pitiable state. It might as well be a club with how well it can cut, and any kind of reckless handling would probably split the sword in two. The only redeeming quality that makes up for its shoddy condition is the sequence of runes that are stamped on both sides of the blade. Though they do nothing on their own, they improve the sword’s affinity for magic, making it an invaluable tool for a mage.

Kynes also still follows the advice his father gave him when he was still an apprentice, and keeps a dagger in his boot. It was made for cutting leather, but would still make a fine weapon if ever he finds himself in a pinch. (While the thought wouldn’t cross the mind of someone playing the cornered animal, Kynes has not done any significant training with this dagger)



Skills & Abilities:
Most techniques he learned were meant to be used in a formation with a dozen other mages, so the most destructive spells he knows are unavailable to him. The rest of the magic he knows would be for last-resorts, since any situation where a mage has to fight on their own would be the fault of the one commanding them.

Strengthening Magic:
The first magic Kynes was taught is strengthening magic. There are many varieties that exist, but the one he learned is intended to be used on a sword. Tracing one’s offhand across the length of the blade covers it in a prismatic sheen, increasing its durability to surpass even the strongest of steel. A master in this magic could also sharpen the magic enveloping the blade to the point of cleaving anything into two clean pieces, but a mage like Kynes who has trained less than a year would only be able to bring a blade up to par with any other well-maintained sword.
The blade can be traced again to add another even sharper coating of magic, but each additional trace layered upon the blade will take exponentially longer (think of tracing as trying to forcefully drag your hand across various materials. With Kynes’ skill, the first trace would have as much resistance as smooth metal; the second, like dragging across sandpaper; the third, like tire rubber; a fourth attempt would feel futile, like trying to force two magnets together). This increase in sharpness, while valuable, is never as great as the first, and would only provide a noticeable improvement with the third trace, allowing a well-executed strike to penetrate a plate of armor (emphasis on “well-executed”; Kynes may have gotten used to using a sword with this magic, but he is still a mage, not a swordsman).

As convenient as this magic seems, there are a few more limitations. The most glaring is the fact that each layer of magic can only be sustained for the duration of a single strike, slash, bash, or parry. It’s such a delicate spell that even a particularly forceful splash of water could do the same. Furthermore, attempting to use this magic on any living thing is not possible, and it is only practical to use it on materials imbued with the proper runes. While it is still possible to use the magic on a weapon lacking runes, the first trace on a runeless weapon would feel as hard as the third trace on one with runes (though a shorter weapon, like a dagger, would be easier to trace than a sword, simply because there is less to trace).
Also, wasting time on a battlefield is obviously dangerous, but if a mage takes too long on a trace and allows their magic to be interrupted the spell will become unstable. All the magic on the sword will be released at once and the caster will experience the energy recoil. This would feel like a nice mix of staring at the sun for a minute and getting punched in the face, varying in duration depending on how many traces are lost (1 second for a single trace; 3 seconds for a double; a triple could last as long as 10 seconds and may cause Kynes to lose his footing). Any sane mage would try to avoid this if they can help it. Being forced to feel it as a part of practice helps make sure of that.

Little Flare:
While leveling entire fields with a barrage of hellfire is well and good, sometimes it is important to provide support that will avoid blasting your allies with the full power of an array of artillery magic. This is where flare magic becomes practical. Thoughtfully nicknamed “Little Flare”, this magic creates a ball of mostly pure light after channeling it for a few (5) seconds. About the size of a person’s head, it floats just above the skin of a caster’s hand. Its first use is obvious: It’s really bright. Not bright enough to blind anyone who looks at it, it wouldn’t be good making the sun jealous after all. One would be able to squint through it, but it would certainly be distracting. The sort of thing that makes it hard to see details, like a spear coming through a crack in a shield wall (I want to make it clear, this is a normal light).
This spell would make for a great lamp, if it weren’t for the energy it contains, which would be frankly unreasonable to be used just for shedding light. After it leaves the caster’s hand and comes into contact with something, all the magic within it is released in a burst of colors. While this doesn’t create any fires or craters, it still releases enough force to knock back a normal person a few feet and leave them winded, depending on distance to the point of impact and if they were caught off guard (5 feet radius, knockback wouldn’t exceed 5 feet as well, this won’t be launching any human-sized creatures). If they happened to be looking at the bright thing when it detonates they will be properly blinded (for 3 seconds, same as the second trace of strengthening magic above). Most mages would prefer that this unpleasant experience happens far rather than close, so throwing the ball of light is usually the best way to use it. The ball feels weightless for the caster holding it, but throwing it would be similar to lobbing a volleyball (with a good arc it could probably get 30 feet of distance; like a volleyball, it doesn’t move through the air fast).

Just like the strengthening magic before, interrupting the casting of this spell will make the caster experience the same backlash as if it had just detonated in their hand, regardless of how long the magic had been channeled. Once the magic is complete and the ball of light is fully formed, the spell is as stable as the traces of strengthening magic. That is to say, not stable at all. The caster holds onto the ball, but they aren’t touching it directly, as it floats just above the surface of their hand. If someone bumps into them and they lose their grip on it, it will explode when it hits the floor. If they try to grab it with their other hand, it will explode. If they try to scratch their head and accidentally let it fall to the ground, it will explode. The thing is honestly just looking for an excuse to blow up. A good mage makes sure all the excuses it can find are nowhere near themselves.

Magic, Overall
Practice casting magic as a team results in significantly increased casting efficiency, to the point where a single formation can deliver a large number of artillery strikes. This, however, does not substantially improve an individual mage’s efficiency when casting magic. Trying to use magic in rapid succession will quickly lead to exhaustion. Even with proper pacing, prolonged usage will still deplete a mage of their strength.
The strengthening magic can be used with the least effort, though that can change based on how carelessly it is used (using a single trace would hardly break a sweat; performing a series of traces rapidly, one after the other, would leave Kynes panting; Tracing the blade thrice three separate times in a short time would be enough to wind him).
The flare magic is comparatively harder to use. Infrequent use would be sustainable for a longer period of time, at Kynes’ level that would be twice every minute for an hour. Constant use without any break will quickly drain his stamina (using it as often as possible, once every 5 seconds, for a full minute would leave Kynes gasping for air; just fighting normally at that point would be challenging).

Casting two spells simultaneously would take a great deal of focus and would be extremely exhausting. Attempting this would typically be foolish, with all the effort spent doing something that can be done significantly easier with just a little more time. It should be noted that any magic that has already been cast does not affect the casting of any other magic. That said, it would be very challenging to trace a sword while holding onto a volatile ball of magic, so this mainly means that a flare can be made after a sword is traced.



Brooch of the Iconoclast:
After delivering artillery strikes from a number of locations for over a week, Kynes and his squad were ordered to hike without an escort to an isolated spot to provide support for yet another skirmish a distance away. Once they arrived and began preparing their magic, they were ambushed by a small enemy force. If he and his squad were properly trained soldiers it would have been a simple victory with the numbers they had. In reality, they were unprepared for this type of engagement, and the members of the ambush were extremely skilled. The entire squad was wiped out. Including Kynes.
As life slowly left his body, a vague, human figure walked up to him, appearing from nowhere. For an instant, it looked as though it had been looking at someone else who was also lying on the ground, before casting its gaze down upon Kynes. It stood like a statue for a moment, and then began to speak. Except no sound came out, even as what should have been lips moved. Kynes could only think that he was already dead, and the words just couldn’t reach him. When it finished speaking, he heard the words it should have said, ringing in his head from all directions.
“It is your time to move on. Close your eyes and accept this.”
Who? Why would someone be…? Kynes struggled to look up. He saw, further above where its eyes should be, a ring of light circling its head. The sight of it made him realize, with his slowly fading mind, exactly what was going on. He wanted to call out for help, but his voice was gone. He could only look around desperately. The thing standing over him somehow cleared its throat and continued to speak in the same uncanny manner.
”I am not here to tell you that life is fair. It is not, has not ever been, and will never be fair. There is nothing left for you in this world. It is the natural course of all things to…” Its voice, lacking any human tone, Kynes could hear more distinctly now. It was his own voice.
No, no, I can’t… Clinging to life with the last of his strength, a flash of red suddenly caught his eye. It was a brooch that shined crimson, the same color as the blood of the person who wore it. It bore the likeness of a wolf, surrounded by thorns. It was so close to him, how could he have missed it? With a strange feeling of hope, Kynes reached out and clutched the brooch.
Nothing changed. He was still lying in the dirt, dying slowly. He was ready to close his eyes for good when he saw the angel that had come to collect him start moving frantically. It was now holding a slate, and was tracing lines with a finger into part of it while muttering to itself. This time, it was clear that they were speaking with its own voice as a real person would, and not however it had been. Kynes could scarcely make out a few of the words.
“No, no, no… Oh no. That isn’t right. That isn’t right!... His thread was cut. CUT!... He should be dead. He is dead! How can he be here still…”
It noticed Kynes’ gaze and tore its attention away from the slate it held. Now that it was looking at him, Kynes could see its face again. Its face, which now appeared more human than it had before, showed a look of disbelief mixed with anger.
The moment passed, and it turned back towards its slate. Just as it had appeared, the angel vanished without warning, leaving Kynes alone. All at once, a potent fatigue washed over him. His eyes felt as though weighed down by lead, but before they closed shut he could faintly hear voices nearby shouting about medics. Finally, his fading consciousness gave in.


The Brooch of the Iconoclast. The brooch that Kynes held onto after his near-death experience. He thought he heard the name of it from one of his squadmates. It may have been the night before the bloodshed, a whisper heard from a fervent dream. It may have been from the brooch itself. He has been trying not to think about it too hard. At the present, the brooch gives Kynes a degree of resistance to pain, even when it isn’t near. Despite not having experience taking blows, he is able to continue fighting for far longer than his average physique should allow him. Strangely, ever since he picked up the brooch, his own hands started to feel different, as if they were someone else’s. Even though he lacks experience with a sword, he finds his abilities more effective than they have any right to be. He can fight with his dull sword and strengthening magic, using techniques as if he had been training with it most of his (relatively brief) life. It is as if he’s been possessed by the spirit of a warrior. Though, the one cleric he’s asked about it told him his soul is free from any and all evil spirits that may haunt these lands. Perhaps almost dying does something special to some people. Another thing he has been trying hard not to think about.
Post #: 43
1/22/2022 23:58:08   
ShinyDiamond
Member

Name/Title: Dust Hokori

Alignment: Chaos

Age Range: 25

Race: Human

Appearance: Dust sits at 5'7" with an above average build, with scars surrounding his body. He has pale skin with a small mole on his right cheek. Most of his scars are covered by his clothes, save for the ones on his arms as he usually goes sleeveless, & around his stomach. His long hair is a bit messy, tying it into a ponytail. His red eyes can be a bit scary, especially with no light reflecting off his eyes.

Equipment: Dust isn't one for big or fancy armor, opting for more loose clothing, to move as he see's fit. He sports a sleeveless white coat with a black undershirt that shows his stomach. He wears dark brown pants with brown shoes, a small yellow decal around the shoes. He also wears a black leather mask around his mouth, which bears gnashing teeth with fangs, to strike fear into his enemies. Dust doesn't carry around weapons, he opts for a more hands on approach.

Skills, Spells, Special Abilities

Acrobatic: Dust is nimble on the battlefield, & with no heavy armor slowing him down, he's able to move however he wants. He's better moving than standing in one place. The lack of armor does leave him more open to attacks, though.

Darkness Manipulation: Dust has an unusual ability to control the darkness in him. It's more apparent when the white around his eyes turn black, showing of a more demonic appearance. He can cover his arms in the dark element, turning them into deadly claws. This also makes his arms more durable, allowing him to block & deflect attacks as needed. His strength, stamina & speed increase while he uses his ability of darkness. While he's more of a close combat kind of guy, should he need to fight from a distance, he can slice dark blades from his claws at his opponents.

Should he have taken too much damage & on his last legs, he can let the darkness take over him, covering nearly his entire body. His abilities double in an attempt to make himself stronger or get out of a sticky situation, though at the cost of his lifespan & control. His sense of awareness diminishes the longer he uses this ability, & it deactivates the moment he uses up his remaining stamina.

Personality/Backstory:
"In this world, you either survive...
...Or die."


Dust is definitely not a social person, not because he's shy or anything. He just doesn't like people. Can't stand them. He can come off as rude, regardless who he's talking to. What he does look forward to is fighting. It's exciting & gets his blood pumping. If you can't solve anything with words, you can always count on your fists.

While he doesn't get close to anyone, he tends to open up a little to those that show a good heart. That isn't very often in his life, unfortunately, but those that he considers a friend, they're a friend for life, & is willing to protect them as needed. He doesn't know much about social interaction, or what activities they do to pass the time, but that doesn't mean he's willing to give it a try. He tends to adventure solo often, but isn't above teaming up with others, if he can stand them that is.
DF MQ AQW  Post #: 44
1/23/2022 0:43:19   
  Chewy905

Chromatic ArchKnight of RP


That's that! I am no longer accepting new bios for Where Powers Collide 2022! The remaining bios have just under 24 hours to get balanced and approved! I will be releasing balance notes rapidly when I am able, and will be pinging in the discord as usual!
Post #: 45
1/23/2022 11:23:16   
  Chewy905

Chromatic ArchKnight of RP


12 hours to get these changes made!



@Necro-Knight - Welcome back! Erabis is an intriguing character, I just need a few more details on some things and am pulling back on the ultimate.

First up, how tall/large is he? Then moving on to abilities, having the minute minimum on your soul pendants might limit how many you actually get to use, so I would cut that to 30 seconds. I would like a small cooldown period on the individual abilities so that Erabis isn’t just spamming banshee screams and smites. Speaking of those smites, what exactly does the “Ache of Death” consist of, and do these do any additional damage beyond the described impact?

For both Oraghan’s Onslaught and the Necromantic Bolt, I would like descriptions on what exactly the projectiles do to a target, as well as speeds of both projectiles and the max range of the Necromantic Bolt.

Finally, Windows to the Soul is currently too powerful. I would drop the duration to 15-20 seconds, and add an obvious wind up (maybe brighter glowing of the eyes) to the lasers so we aren’t immediately melting anyone we catch. I would also like to know how long those lasers last; are they full beams or is it individual shots? The latter would be ideal, if they’re full beams I would probably cut the duration a bit more.



@Riprose - Welcome back!! For a character with such a wide variety of alchemical options, Brauen is actually quite well balanced, I just need a few clarifications and a few suggestions.

For all of the bottles, I am assuming they are smaller, being around the size of a sling rock so they can be used by the sling. Please correct me if I’m wrong.

First, for both Forrest Fire and Entropy Special, you list “at least 6” and “about 4” for their amounts. I would like these locked to the hard “has 6” and “has 4” like you did with the other potions to avoid confusion.

Kiss of Life is too powerful. If you would like to keep three flasks of it, I would drop it to healing minor wounds quickly. If you would like to keep the current strong-healing, I would drop it to a single flask.

Dulling Feeling, Stone Skin, and Bottle o’Rage are all balanced in their effects, but last too long (drinking any of these would likely result in the effect being permanent for the entire phase; combat moves quick). I would drop Dulling Feeling and Stone Skin both down to 30 seconds at most, and Bottle o’Rage to a minute at most. I would also like it confirmed that none of these three can be used simultaneously with each other.



@TripleChaos - Welcome back, glad to see ECs kept you roped in as well! Kynes Tanner is a very detailed, balanced character, if a little on the weaker side. Because of this, I have reached out to you in PMs asking if you would like to bump anyone up, as well as a clarification that their "last resort-magic" is not anything functionally available. If you do want to add some power to this, we can go for another swing. Otherwise, barring that clarification, Kynes is approved!



@ShinyDiamond - Hello! A new face skirting in right at the end! If you missed it in the main post, we have a Discord Server here that will allow for easier communication with the other writers and with me, I highly recommend joining it!

Now onto Dust Hokori. You made him nice and simple, I just need actual details on his Darkness Manipulation. Does maintaining it drain any of his stamina naturally? Since they are basic abilities overall, I don’t think it needs to, so I would just like that stated.

I am assuming the formed claws act as gauntlets, covering up to the forearm, and are the strength of steel. If this is correct, please list as such, otherwise correct me and list their actual durability and capabilities. Same with the dark blades that he slashes out, I need descriptions of what those actually act like/what they do on impact, the maximum range they can reach (I recommend 30ft), and the speed the travel at (I recommend arrow speed), as well as how quickly Dust can fire them off in succession, if possible at all. Finally, I would like to know approximately how much of an increase his strength, stamina, and speed get while he’s using his ability. If it’s placing him above average or on par with an athlete, it should be okay. Any higher and we’ll need a duration limit on the ability.

Finally for when Dust lets the darkness take him over, I want to know if this creates a full protective “suit” with the same durability as his claws, and if the “doubled abilities” refers to the strength, stamina, and speed or something else.

Please make these additions and clarifications via a new post of the bio.
Post #: 46
1/23/2022 11:48:33   
Riprose123
Member

Reposting with requested clarifications/changes. Changes are underlined




Name/Title: Brauen of the Whistling Stone
Alignment: Chaos
Age: 30
Race: Human
Appearance: Brauen stands at an 6' and his body is composed of tight, lanky muscle. His skin is covered in places by burn and cut scars, showing a history of general diregard for his own safety. His brown hair is singed shaved close on the sides and front, with what grows down from the top of his head pulled into a tight ponytail. His eyes shine a bright green, scars crisscrossing both above and below them as is common all along his body. His muscles are well developed, even if he is on the thinner side for his height. His face shows the consequences of losing sleep, with bags falling below his eyes. He sports a fine goatee, with the bare spots of his cheeks and lower neck cleanly shaven. His nose is crooked, having been obviously broken and reset many times, to the point that it no longer knows exactly how it is supposed to be. His clothes and armor are of earthern tones, matching the satchel, belt and bandolier he carries with him.

Equipment:

Armor: Brauen's armor is a relic of his service as a skirmisher in the King's employ. Though he has long deserted his post, his armor has been kept and cared for. It is made of soft studded leather, covering him in vital areas on his torso, legs and arms, without sacrificing mobility. His clothes are simple cloth, letting him wear his armor comfortably without causing discomfort.

Weapons: Brauen carries very few weapons. His prized and most effective weapon is a very simple leather sling. To complement his sling, he carries on his belt at all times a sizeable pouch of forged steel ball bearings. The pouch holds about 50 balls, all the size of a normal sling rock. Barring a lack of specialized ammunition, Brauen will use rocks he finds on the ground. The only other weapon Brauen carries is a standard short sword tied to his belt, in case of a need for melee combat.

Alchemical compounds: As an alchemist, Brauen carries a large number of alchemical compounds. He carries them on his belt, bandolier and satchel, with those in bottles being designed to be launched from his sling. The bottles themselves are about the size of a sling bullet. Listed below are how many, what they are, and their effects.

Forrest Fire: Looking into this bottle, one can see a swirling mass of flames. Fitted into a breakable bottle, this compound will stick to most surfaces and combust. Burning extremely hot, it will quickly catch to flammable material and consume that as well. The fire burns quickly, and can be put out by means of smothering. Brauen carries six bottles of these at a time, located on his bandolier and belt.

Entropy Special: Another breakable bottle, peering at the contents shows the image of bubbling goo. The name is slightly misleading, as the compound itself is actually a potent acid, covering a small area where it hits. Once it lands it will begin to wear through just about anything, with the type of material determining how much damage is done before the acid is rendered inert. If exposed to bare skin, the victim will feel severe pain and suffer chemical burns to the affected area, though the damage will mainly be superficial once the pain subsides. It will do significant damage to cloth and leather, while weakening the structure of metal and stone without burning all the way through. The acid is easily washed away by water, but barring that, it acts for about 15 seconds before it is rendered inert by exposed air. Brauen carries four of these bottles on his belt and bandolier.

I Saw The Light: Another bottle, this one radiates a bright white light. Once broken, the contents will explode in a bright flash of light and sound. This will briefly blind and deafen normal humans, with those more sensitive to light and sound feeling the affects longer. Brauen carries only three of these bottles on his bandoleer, using them sparingly in combat.

Kiss of Life: Brauen's favorite flask, it is filled with a substance that takes the taste of whatever the drinker loves. When ingested it will briefly heal the drinker, having the power to close all but the deepest wounds and knit together at most two broken bones. Being extremely costly to make, he is only able to carry one on his belt.

Dulling Feeling: This flask contains a numbing agent, letting Brauen ignore pain for up to 30 seconds. It is a crude substitute to healing, and is used only when wounds are too painful to ignore but too superficial to heal. He carries two of these flasks in his satchel.

Stone Skin: This flask contains a mixture that when ingested turns Brauen's skin to something that resembles rock. His movement slows and he is much less mobile, but his skin dulls blades and turns away arrows. He can still be hurt by blunt force in this state, and the effects only last about 30 seconds. Brauen carries three of these flasks in his satchel.

Bottle o' Rage: Brauen's specialty. This flask contains a concoction that sparks a dramatic change in Brauen. He grows to the size of 8', his muscle structure increases dramatically and his eyes become crazed. In this state, his physical strength is greatly increased, and he is able to use pain to fuel his ongoing rage. This state lasts a minute and while he loses most inhibitions, his new found physical prowess more than makes up for it. Once the effects wear off, he is weakened physically and sluggish for another 2 minutes before he is back to his normal shape. With how costly and time consuming the brewing process is for this potion, he only ever carries one on him at any time.

It should be noted that alchemical compounds that alter one's physiology are incredibly hazardous to one's health. This being the case, Brauen is only able to be under the effects of one of his flasks at a time, lest his heart stop and his brain begin to melt.

Skills: Brauen was trained in combat from a early age. He is a master with a sling, rarely missing shots with a wide variety of ammunition. He is naturally athletic and has a physical endurance that is above average for most humans. He is skilled in woodsman ship and stealth, as well as tactics and small unit organization. He is skilled with blades and shields, though his true skill is in slings and he would likely not be able to hold his own in extended melee combat with more skilled combatants. His alchemical expertise allows him to identify plants and ingredients quickly, and is able to fashion many different mixtures if given the right set of tools and ingredients, though it is nearly impossible for him to do so while in combat. Finally, Brauen is well versed in medicine and anatomy, being able to quickly treat trauma victims and administer long term care if needed.
DF MQ  Post #: 47
1/23/2022 11:58:31   
  Chewy905

Chromatic ArchKnight of RP


Two down, two to go!



@Triplechaos has confirmed in PMs that they are fine with the lower power level, and that the "last resort magic" line is referring to the spells that are listed. Approved!



@Riprose - Looking good! Approved
Post #: 48
1/23/2022 12:16:10   
  Chewy905

Chromatic ArchKnight of RP


Battlefields and their rosters have been revealed! The IC threads will unlock at 11:59pm EDT tonight! or when the final bio is approved, whichever occurs first. Regardless of when they open, all writers first deadline is January 27th at 11:59pm EDT!

Any remaining bios will be sorted into the open Fields as necessary. Please use this opportunity to review the tournament rules in the first post of this thread, including details on bunnying, meta-gaming, and godmodding, all of which are prohibited during Where Powers Collide!

Good luck and happy fighting!
Post #: 49
1/23/2022 12:20:57   
Necro-Knight
Member

Name: Erabis

Alignment: Chaos

Race: Human

Appearance: A man in his early twenties, Erabis’ skin is paler than what would appear healthy and is more akin to that of a corpse. His eyes are a brilliant minty green, flickering whenever they catch the light. Besides the odd gaze, his round face is nearly flawless, as if sanded free of its imperfections until the pinnacle of his visage was all that was left. Black hair is typically combed over his left brow and a streak of white pierces the obsidian locks. His lanky frame reaches a total height of five feet, ten inches.

His garments consist of black leather traveling gear, the heaviest straps buckled securely around his torso, shoulders and forearms, while his feet are protected on long voyages by a pair of sailor boots. Pinned over his left clavicle, a worn black cloak and hood protects its owner from judging stares and the fury of nature. Strapped across his hips is a dark metallic blasting rod and a worn hilt that appears to have been separated from its blade.

Equipment:

Blasting Rod: A dark metallic rod measuring roughly ten inches in length and adorned with runes carved into its surface. While not as focused as a full staff, a personalized blasting rod can aid a mage with directing raw magical force with less effort and precision than a bare-handed cast. Erabis’ differs slightly from a typical rod, its runes increasing the draw on the wielder’s mana to release the energy or spell more quickly.

Phantom Blade: A silver sword hilt hanging on his belt that is missing its blade. Besides its leather grip being worn soft from extended use, the hilt itself seems completely harmless on its own. When Erabis is empowered with the power of the original owner’s phantom, the hilt erupts with a ghostly-green long-sword blade. The blade, if struck with enough force or Erabis is stunned with sufficient trauma, will dissipate as his willpower releases the summoned soul fueling it.

Soul Gem: Oval-shaped emeralds that are adorned around his left gauntlet, worked into the leather straps and protected from thievery, the jewels pulse in an almost heartbeat-like pattern with the same spectral green as Erabis’ eyes. When called upon by their owner, each bauble releases the power of the soul within and allows the Phantom Knight to wield that soul’s personal weapon, armor and understand the individual’s fighting style. Besides being formed of a spectral green energy, this equipment behaves as normal weapons or tools would. After summoning a soul, Erabis’ eyes glow with a flickering white-green light as he plays host to their power and must wait roughly thirty seconds before changing his summoning, so as not to exhaust himself.

Terin’thar the Paladin: Closest friend to Erabis before his death, this soul’s shining power adorns the Phantom Knight with the power of his longsword and a razor-edged circular-shield on his right arm. Formed around the Knight’s leather gear, a spectral suit of armor protects his former friend from basic bladed weaponry, though can buckle from blunt force and will fade with a sufficient break of Erabis’ focus.

Illusia the Fighter: Quick of tongue and fist both, Illusia’s fiery soul strengthens Erabis’ body to that of peak fitness, as well as forming a pair of ghostly heavy gauntlets laid with studded iron across the fingers. Unlike the soul of Terin’thar, Illusia did not believe in a defensive approach and therefore offers Erabis no armor or additional defensive assistance. Like all the souls at his call, if Erabis’ will fails, the gauntlets and enhanced physical strength will recede back into its soul jewel.

Oraghan the Sorcerer: Aged and quiet, Oraghan spent decades mastering his arcane knowledge, but death still arrives for even the powerful. While hosting Oraghan’s soul, Erabis’ blasting rod extends into a full staff adorned with a ghastly skull, allowing him to unleash far more focused spells while his cloak wraps around him to form a tattered set of black robes. While now vulnerable beneath the thin, ghostly attire, the Phantom Knight’s spells are provided with a surplus of mana to wield. While perhaps the most destructive of all of his souls, it is also the most difficult to maintain due to the lack of protection from attacks and increased risk of his will faltering.

Abilities:

NOTE - So as not to destabilize the summoned soul, all abilities excluding the Ghostly Guard can only be cast/wielded every twenty seconds, as demanding more risks unraveling what is left of the spirit fueling the spells.

Terin’thar’s Smite:
-While wielding the Paladin’s Soul, Erabis is able to swing the sword of his deceased friend and unleash a wave of screaming spectral energy roughly ten feet with enough force to knock a grown man onto his back and the velocity of a large arrow bolt, making the spell fast but not impossible to dodge entirely. Should the magic impact, an ache akin to extreme fatigue soaks into the body of the victim, lasting for a total of ten seconds before fading. This spell drains minimal mana, but deals minimal damage to the victim and is meant more for disruption of attack.

Ghostly Guard: While wielding Terin’thar’s shield, the Phantom Knight is forced down on to one knee from the focus and heavy mana required to form the aegis a half-spherical shield.This fifteen-foot tall ward is capable of withstanding an attack equal to that of a gunpowder cannon shot. Once the shield has served its purpose, Erabis is forced to release it after one attack or risk losing enough of his own mana and losing the grip on Terin’thar’s soul. Should the barrier be shattered, this will also cause Terin’thar’s soul to be forced back into its bauble. The barrier can not be summoned again for roughly a two minute period.

Illucia’s fury: Condensing air and the fury of his former party’s brawler in his lungs, Erabis is able to explode with a scream akin to that of a banshee’s wail, echoing for a conal area roughly 20 feet in front of him. While the wail lacks little physical force, the ear-splitting scream is typically used as a stunning tool before the Phantom Knight moves in on a staggered target with Illucia’s fists. As a basic spell, the scream takes little mana from its user.

Oraghan’s Onslaught: Wielding the staff and ocean of mana of his fellow mage, Erabis is able to direct a ghastly green bolt of fire from the skull a-top his staff at a distance of fifteen feet, igniting the impact point in emerald flames. As the flames are condensed through Oraghan’s will, this spell is slower than others and travels with speed closer to a heavy iron crossbow bolt. While summoned from dark sources, this fire burns as normal fire would and can be doused by typical means. Powerful and noticeably demanding on his deepened mana, the Phantom Knight is also immobilized during and a few seconds after the spell as he focuses his will to form the attack.

Necromantic Bolt: A simple, softball-sized sphere of chilling shadow magic that leaves a localized ache similar to Terin’thar’s smite, though lasting only two seconds and specific to the area of impact. Reaching a distance of ten feet with the speed of a light arrow shot, this is Erabis’ most basic attack when not wielding one of the souls at his disposal and is channeled from the end of his blasting rod with little to moderate mana needed, depending on the speed needed for the spell’s formation.
DF MQ AQW  Post #: 50
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