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=Where Powers Collide 2023= OOC & Tournament Signups

 
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12/31/2022 0:03:24   
  Chewy905

Chromatic ArchKnight of RP





There exists in every realm two Powers whose authority exceeds that of all others. Greater than the magic of the Elements, greater than the might of the Gods, greater even than the influence of Good and Evil: the primeval forces of Chaos and Order. Their conflict stretches across eons, each struggling to sway the balance in their favor. Twice now, Order has pushed at the scales, tipping them heavily in their favor, pushing the world towards controlled refinement.

But Chaos is evermoving, and rises once more to balance the scales and strive against Order. The call goes out again, reaching the edges of every realm under the twin influences. The content, and those who yearn. The heroic and villainous. Any who they deem worthy of fighting as pawns, rising as knights, has been sought out, called forth, and issued one command: Tip the scales in favor of your Alignment, and let the scales of your life be tipped favorably in turn. Those who fail the Trials shall be lost… but perhaps remembered forevermore.




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

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

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

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

quote:

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


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

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

Applications will be open until 11:59 PM (EST - or AE Server Time) on Saturday, January 21st. Any bios still under review will then have 24 hours, or until 11:59 PM on Sunday, January 22nd, to get their characters approved. Once submissions have completely closed, I will reveal the Battlefields that will be utilized this year, and randomly assign participants to each based on the number of bios that are approved. Approved bios will be added to a list at the bottom of this post. If your initial submission is not approved, you have until submissions are locked to either re-submit an updated version in a new post, or submit an entirely new character. To assist with re-submissions, characters not approved will be given an explanation why and feedback for future attempts in this thread. Further clarification may be requested via PM. DO NOT edit your bio after posting without express permission. You must submit a new post to correct an error or to update your character, and only the most recent post submitted will be evaluated.

In the Trials of The Fallen, your characters are fighting to earn a spot in the armies of either Chaos or Order. The Trials will begin on Sunday, January 22nd and last for approximately three weeks. Currently, the period is expected to end at 11:59 PM EDT on Saturday, February 11th, but I will keep everyone posted of potential date changes. At the end of the Trials, the top four writers from each Alignment will be selected as Knights to move on to partake in the Battle of Order and Chaos. Here, you compete for victory, fighting with your Alignment in the attempt to take down the opposing force. At the end of the final Battle, a single victor will be chosen to receive a blessing from the Power that they follow. As they have fought in this war to tip the scales in favor of their side, upon returning to their own realm, the scales will thus be tipped in their favor in some type of conflict or struggle they are involved in. It will likely take about a day to process decisions and get the Finals thread ready. Anticipated start date of the Finals will be Sunday, February 12th. More information on the Finals and their exact format will be released when they are closer.

Now, the Official Rules:

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

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

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

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

Once more; Do not edit your bios or your posts once they have been submitted.

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

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

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

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

General Information and Tips:
On Collaboration: Though this is a competition, collaboration is both useful and necessary. Your character is in combat with other characters, but you are not in combat with the other players. If you are attacking another character, involving yourself in someone else’s duel, or performing some other action that will impact other writers’ plans, they should be made aware of your intentions prior to your posting. This is especially true given the tight time limits of the ECs, as surprise posts and encroaching deadlines do not make for an enjoyable writing environment and can result in emergency extensions and confusing situations.

I urge you to discuss combat and options with your fellow contestants. You are free to make collaborative posts and elaborate battle sequences. Often such collaboration is what enables your characters and writing abilities to truly shine. OOC threads will be provided for each arena for the express purpose of communication with your fellow contestants and with us, and please keep records of any collaboration discussions held in PMs, as they may be requested depending on how close the competition is!

On Communication: The notification system of PMs for the AE Forums is currently down. If you are collaborating with someone via the forums, please either use the public OOC threads, or be sure to check your inbox regularly. Additionally, you may make use of the AEF RP Discord Server. All AEF Rules apply to this server. This server is a privilege, not a right. If you do not follow the AEF rules or are disrespectful to others in the server, you will be banned, and you will need to rely on the forums for communication. The Discord server may be found here.

If you need to reach me directly, you can do so via PM, posting in the OOC threads, or using Discord. I do ask that any formal extension requests be posted in the appropriate OOC threads for documentation purposes.

On Drafting: When writing your initial post, it is strongly encouraged to do this in any word processor that is NOT the forums. It has been known for the forums to log people out while they are drafting, which can result in losing an entire post when you go to finally submit it. Many people utilize Google Docs or similar so that they can share drafts in advance with others in their arenas, either to get extra eyes for editing or to confirm actions with other writers. Bonus cupcakes to the first person to spot an Anonymous Nyancat reading their drafts on Google Docs.

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

Good luck, writers!

List of Order Entrants: [5]
Captain of the Nightmare, created by Starflame13!
Asurah, Crucible Soul, created by Dragonknight315!
Thorn, created by Apocalypse!
Kasdil, created by markthematey!
Sir Leopold Hirsch the IV, created by Riprose123! Idled Out.

List of Chaos Entrants: [6]
Glam Roque, created by San Robin! Withdrawn
The Parodist, created by Roseleaf320!
Kazerol, The Fractured One, created by nield!
Ferdinand, the Inevitable, created by Sylphe!
The Vessel Bearer, created by ChaosRipJaw!
Amerya, Death's Mask, created by Oddball!

Master List of Accepted Entrants:
Glam Roque, created by San Robin! Withdrawn
Captain of the Nightmare, created by Starflame13!
The Parodist, created by Roseleaf320!
Asurah, Crucible Soul, created by Dragonknight315!
Thorn, created by Apocalypse!
Kazerol, The Fractured One, created by nield!
Kasdil, created by markthematey!
Ferdinand, the Inevitable, created by Sylphe!
The Vessel Bearer, created by ChaosRipJaw!
Amerya, Death's Mask, created by Oddball!
Sir Leopold Hirsch the IV, created by Riprose123! Idled Out.

Total: 11

Rosters by Battlefield



< Message edited by Chewy905 -- 2/9/2023 14:57:58 >
Post #: 1
12/31/2022 12:45:07   
  San Robin
Modzerella


Name: Glam Roque
Alignment: Chaos
Age Range: 40
Race: Elf
Appearance: Glam is a 5’9” male elf, has long unruly blonde hair and wears dark-red lipstick, eyeliner and light blush.
Equipment: Glam always carries a pair of tonfa shaped like drumsticks (not the chicken kind) he wears a supple studded leather armor, the studs are bejeweled and will sparkle like stars when light is shone on them.

Skills, Spells, Special Abilities
Tonfa ability: While it’s not his main ability, Glam has mastered the use of his tonfa in close combat, he can use them to defend and attack. These Tonfa are made of wood but enchanted to be as strong as steel so they won’t break too easily.

Fast reflexes: While most of his physical skills aren’t impressive, Glam has extraordinary reaction speeds. allowing him to react to incoming attacks with more precision than the average person would

Hair: Glam is able to control his hair by shaping it, growing it and changing the properties in whatever form he wants. There is a limit that he can’t grow it longer than the length of his own body. His hair can only have one of the properties at a time.


Hair Metal: Glam can harden his hair to be as tough as metal, this can be used in both a defensive as offensive way (Smash/slice, shield or grab). It does however not make his hair invincible, with enough force it can be broken and with a magical fire it can still burn/melt.

Flowing hair: Glam can turn his hair into pure flowing water, this water has slightly magical properties to stay in the shape Glam wants it to be and can be used to douse regular and some magical fires.

Aerosmith: Glam turns his hair into gusts of wind, being able to throw them from a distance at a target, this can be thrown up to 15 feet away but will lose power over distance. Hitting a target from up close is able to cut through hardened leather.

Osbourne: Glam’s blonde hair turns dark as a starless, moonless night and will creep towards the target at a slow pace. Once it has wrapped around the target they will be blinded until the target manages to cut the hair away or otherwise dispose of it. During the time the target is blinded they will have trouble telling up from down and left from right and hair will slowly wrap around them to try and suffocate them.

AXL ROSE: Glam will envelop himself in his hair, Shaping it like a rose and using his Hair Metal skill to harden it, effectively protecting him from all sides. After this he spins around rapidly, causing the rose petal to slice anything near him. He can only use this skill once per day and his hair will lose vitality because of it (He won’t be able to shape it any longer and is left to the mercy of his remaining enemies and his ability to defend himself with his tonfa)

Personality
Glam is a somewhat flamboyant personality who lives for his art. He’s not one to listen to orders and will always go his own way. For better or worse. He would probably be in a band of sorts if he was able to cooperate in any way shape or form, but alas he cannot.
AQ DF MQ AQW  Post #: 2
1/2/2023 22:24:00   
  Chewy905

Chromatic ArchKnight of RP


And so we begin! Starting the year off with a rockstar, let's get balancing!




Welcome back San Robin! Good to see you rocking another excellent character! Glam Roque has a few extra details missing, so let’s get started on our first run of the year!

First up, for the generic hair details. Does Glam have control of individual strands, or does he control his whole mass of hair as a single object? The latter is fine, the former would require far greater balance considerations. For changing properties, I am concerned about being able to instantly change between them, so I would like a small cooldown or period of focus needed when switching between the different forms. Finally, is Glam able to freely re-grow hair if it has been cut or removed by others? If so, I would also like some limitation on regrowing, whether it be a hard cap or simply needing a moment of focus to regrow, so we can prevent infinite amounts of hair-shavings from covering my battlefields.

For Aerosmith, is the thrown hair considered detached from Glam, and must be regrown, or is it more like using the hair like a whip that needs to be “retracted”? Either should be fine.

Next, for Osbourne, can the creeping hair extend beyond the 6-foot growth range, and does Glam need to be focusing to keep it creeping or is it more automatic? Additionally, to cover for characters with more unique biologies, how exactly does the hair blind and choke? Is it as simple as needing to wrap around the eyes and throat, or is it an effect that is applied automatically once the hair has wrapped around the target, independent of their biology? The former should be fine, the latter may need some changes to ensure you can’t blind by simply wrapping around someone’s ankle. Additionally, does the hair take on any additional defensive properties during this ability, or is it as tough as normal hair?

Finally, for Axle Rose I would like an included duration for how long Glam can maintain the defensive position before spinning the rose, so that we know he can’t stay in his metal shell forever.

These extra clarifications should round out Glam Roque a bit so we can ensure everything is tuned up for his show!




And that's the first note of the event! Keep those bios coming!
Post #: 3
1/5/2023 9:10:39   
  San Robin
Modzerella


Name: Glam Roque
Alignment: Chaos
Age Range: 40
Race: Elf
Appearance: Glam is a 5’9” male elf, has long unruly blonde hair and wears dark-red lipstick, eyeliner and light blush.
Equipment: Glam always carries a pair of tonfa shaped like drumsticks (not the chicken kind) he wears a supple studded leather armor, the studs are bejeweled and will sparkle like stars when light is shone on them.

Skills, Spells, Special Abilities
Tonfa ability: While it’s not his main ability, Glam has mastered the use of his tonfa in close combat, he can use them to defend and attack. These Tonfa are made of wood but enchanted to be as strong as steel so they won’t break too easily.

Fast reflexes: While most of his physical skills aren’t impressive, Glam has extraordinary reaction speeds. allowing him to react to incoming attacks with more precision than the average person would

Hair: Glam is able to control his hair by shaping it, growing it and changing the properties in whatever form he wants, this means he cannot control the strand individually but could (For example) turn his hair intot he shape of a sword and swing it around. There is a limit that he can’t grow it longer than the length of his own body. His hair can only have one of the properties at a time and needs a second of focus between forms. Once his hair gets cut off he loses control over it and he needs to focus on regrowing it for a few seconds. Doing this will drain his stamina.

Hair Metal: Glam can harden his hair to be as tough as metal, this can be used in both a defensive as offensive way (Smash/slice, shield or grab). It does however not make his hair invincible, with enough force it can be broken and with a magical fire it can still burn/melt. While the hair is flexible it cannot change form once Hair Metal has been used (So a sword form will remain that way until Glam stops the Hair Metal skill)

Flowing hair: Glam can turn his hair into pure flowing water, this water has slightly magical properties to stay in the shape Glam wants it to be and can be used to douse regular and some magical fires.

Aerosmith: Glam turns his hair into gusts of wind, being able to throw them from a distance at a target, this can be thrown up to 15 feet away but will lose power over distance. Hitting a target from up close is able to cut through hardened leather. Once thrown the hair needs to be regrown.

Osbourne: Glam’s blonde hair turns dark as a starless, moonless night and will creep towards the target at a slow pace and no further than the hair can usually reach (5’9”). Once it has wrapped around the target’s throat and eyes they will be blinded until the target manages to cut the hair away or otherwise dispose of it, in this state the hair is as tough as regular hair and a non-magical blade could cut through it if sharp enough. During the time the target is blinded they will have trouble telling up from down and left from right as the hair will slowly wrap around them to try and suffocate them.

AXL ROSE: Glam will envelop himself in his hair, Shaping it like a rose and using his Hair Metal skill to harden it, effectively protecting him from all sides. After this he spins around rapidly for 6 seconds, causing the rose petal to slice anything near him. He can only use this skill once per day and his hair will lose vitality because of it (He won’t be able to shape it any longer and is left to the mercy of his remaining enemies and his ability to defend himself with his tonfa)

Personality
Glam is a somewhat flamboyant personality who lives for his art. He’s not one to listen to orders and will always go his own way. For better or worse. He would probably be in a band of sorts if he was able to cooperate in any way shape or form, but alas he cannot.
AQ DF MQ AQW  Post #: 4
1/5/2023 21:15:06   
  Chewy905

Chromatic ArchKnight of RP


I know we've got a lot of people brewing in the background! Hoping to see some of those ideas make it to paper soon!



Looking good, San Robin! Glam Roque is ready to rock!



And that's our first entrant ready to go! Keep em coming!
Post #: 5
1/6/2023 18:25:24   
  Starflame13
Moderator


Name/Title: Captain of the Nightmare. (Formerly Miriam Marin).

Alignment: Order

Age Range: While the Captain has existed for over a century, mentally and physically she is in her late 20s.

Race: Human Revenant

Appearance: The Captain stands tall and proud, just shy of 6’ with her thick-soled cavalier boots. Broad shoulders are covered by a thick black woolen coat, cinched at her waist and flaring out about her thighs. Underneath, a loose sleeveless shirt and billowing pants tucked into the tops of her boots, all black. The left sleeve of her coat is cuffed just above the elbow, revealing a semi-opaque forearm of white energy, tendrils of the aura twisting over itself while remaining within the bounds of what would be her skin. The same ghostly pall forms the left side of her face, with an eye of burning white set above the barely-visible yet ever-present grin of her skull. White skin bleeds into sickly gray for her human side, a solid black eye set in the sunken face. Her hair, a mass of interwoven pearly white and coal-black braids, is tied back with a scarf of pale blue. The upturned, collared neck of her coat reveals that the ghostly pallor continues down her neck and - under the cloth - across her left shoulder to the revealed arm. Her right leg, unseen, is similarly afflicted, from just above the knee down.

Equipment:
Pirate’s Garb: The Captain’s wool coat is naturally flame-retardant, further so as it is also perpetually damp. The moisture absorption also makes it relatively insulating, as far as standard static goes. It’s decently resistant to tearing/abrasion, but is further reinforced by steel mesh woven in the belt about her waist that covers her lower torso, particularly thick across the stomach, as well as a set of bandoliers made of the same material that stretch from either shoulder to the bottom of the opposite rib cage. Within each boot is a thin stiletto dagger, the hilts secured against the flaps just below her knees, as a last resort if she’s disarmed.

Flintlock Pistols: The Captain carries two sets of pistols, three each secured by pouches and straps on each bandolier. The three drawn with her right, human hand are standard pistols, each pre-loaded with a single shot. The pistols are highly accurate within 20 feet, but beyond that they’re relatively unreliable in a moving engagement. Should you stand still and dare the Captain to shoot you, you’d best be more than 50 feet away if you’re relying on her inaccuracy. Their shorter-than-standard, smoothbore barrels result in decreased velocity, on par with crossbow bolts. Within their accurate range they are likely to break unprotected bones (or in a lucky shot tear through weaker points of the body), but this too falls off with distance to merely leaving bruises if she manages to hit you in your foolish challenge.

The three pistols drawn by her left, ghostly hand are Soul Shot pistols. Each pistol glows a faint ghostly white - which fades after their single shot of glittering white energy is used up. Upon contact, these bolts pass through any physical, inorganic barriers such as armor to cause pain akin to frost burn directly to the living form beneath. While the accuracy issues remain, there is no damage falloff with distance on these shots - although their maximum range is closer to 30 feet before the energy dissipates. The initial sharpness of pain fades with motion, but a lingering coldness or numbness can last longer until warmth is reintroduced to the point where the bullet struck. Each Soul Shot draws from the Captain’s strength directly, and the strength in her shooting arm fades with each bullet used. A fourth Soul-Shot pistol is stored, hidden, at the back of her belt - but using this would drain enough power for her to go fully blind in her left eye on top of being unable to use her left arm.

Blood Oath: The Captain’s name for her cutlass, a broad, slightly curved blade about two feet in length. Unusually for a cutlass, in addition to the entire length of the outer curve being razor sharp, the first few inches beneath the hilt on the inner curve are also sharpened - although it does have a slightly beefier handguard than standard to compensate. The oath that binds the Captain to her simulation of life was sworn on this blade, and likewise, any oath willingly sworn in blood upon the blade is bound by powerful magic. The ritual of swearing a blood oath - including blood willingly given upon agreement of a fully verbalized contract - is a time-consuming bargaining tactic rather than a combat technique. Typically, a broken oath means a forfeited soul - but here, in the plane beyond all but the greatest of Powers, it results in a frost burn so severe to lead to black, deadened skin at the spot the blood for the oath was taken from. This can only be healed by the oath being repaired and fulfilled, powerful external healing magic, or if the wielder of the blade releases the victim from their oath.

Skills, Spells, & Special Abilities:

Ghostly Presence: The Captain’s left arm, shoulder, side-of-neck, and side-of-face as well as her right lower leg are formed of swirling white energy that perfectly mimics the shape of the flesh that it has replaced. Clothes, weapons, objects - all interact as if the ghostly limbs are solid and real - but living flesh of any kind passes through as if through mist, feeling a sharp, biting cold as it does so. Blows to this part of her body deliver the same amount of pain if as if they had connected with someone living - but rather than sustaining damage, the soul matter feeds the pain into itself in order to restore the phantom body to its original shape. This results in ‘damage’ to this part of the body being significantly more painful. The greater the damage, the longer this process may take - but even a shattered ‘bone’ would knit itself back in a matter of seconds, although the pain of the repair does not fade and will stack with each additional repair until the Captain is able to take time out of combat to heal properly.

Undead Determination: As a Revenant, the Captain is significantly stronger than the average human sailor - perhaps half again as strong as one would expect from a woman her size. Her endurance, too, is increased half again - needing to circulate less blood and air to keep her body moving. Her sense of pain remains intact, and while outside of combat she has truly an in-human recovery rate, her human limbs and torso bleed black ichor much the same way a fully alive person would shed crimson blood, and her heart beats fully vulnerable in her human side. The lack of a full body to hold on to her soul, however, means that she is highly susceptible to magical attacks - unable at all to sense or predict them and often feeling pain well above the expected threshold.

Death Sight: The Captain’s ghostly eye emits a faint glow - and while her stare is hardly petrifying in its own right, many are caught in the mirages that seem to slide over the surface. Those who step within arms reach can make out the flicker of their reflection, bearing either injuries of the past or fatal wounds of the future, the prospect of their death clear in their mind for as long as eye contact is maintained. Those of strong will may feel only faint, phantasmal aches of what the physical pain would be, but sailors are a superstitious bunch, and many have lacked the mental fortitude to shake free and instead become subsumed into the imagined pain of their demise - at least, until said demise becomes literal at the hand of the Captain. (In the case her eye is blinded, the glow will dim, and this ability weakens significantly).

Physical Capabilities: With her own weapons, the Captain has had close to a century's worth of practice in fighting in close-combat on sea-faring vessels. While it might take her some time to find her “land legs”, this hardly hampers her dexterity.
AQ DF MQ AQW  Post #: 6
1/8/2023 0:49:23   
  Chewy905

Chromatic ArchKnight of RP


And let the second weekend begin! Hoping to see a lot more over these next two weeks!



@Starflame13 - Good to see my fellow Judge again! The Captain of the Nightmare is already shipshape, though note the level of collaboration that will be required for Blood Oath and Death Sight. Welcome Aboard, approved!




Keep them coming!
Post #: 7
1/8/2023 8:04:51   
nield
Creative!


Name: Kazerol, The Fractured One

Side: Chaos

Age: -247

Race: First Of The Fallen, The Last To Rise (Aberrant Kezel: Kezels are a chimeric race, with bovine legs, ursine chests, draconian arms, leonine heads and avian wings)

Appearance: Kazerol cuts a striking figure, with one’s eyes not knowing where to settle on his form. He stands on cloven hooves, from which brown-furred unguligrade legs rise, until they reach his torso, where his body thickens out and is covered in black fur instead. Slender arms covered in fine, deep green scales end in claw-tipped fingers, Whilst a lion’s head with a silver eye sits regally atop the rest of this bizarre creature, topping his height at 8’.

However, for all the myriad features to look at, it is those that mar Kazerol’s form that draw the eye most sharply. Seemingly driven into his brow above his right eye, a Shard of many hues, blues, purples and pinks, made of tessellated shapes that are constantly shifting shape and size, this selfsame appearance having bled into his face, covering a decent portion, including his right eye. This pattern is repeated across his body in small patches in various locations, but without any additional shards.

Where a pair of majestic wings should sprout from his back a large patch of tessellation ends in stumps, a mere few inches from his back. Around these stumps float a number of smaller tessellating Shards, surrounded by energy of the same hues that make up the Shards. This energy can also be seen swirling around the main Shard on Kazerol’s face.

Capabilities:

Fractured State: Kazerol’s form has been fractured by time itself, creating an Aberration; something that was never meant to exist. This manifests itself in the patches of tessellation that cover his body and the Shards stuck in his head and hovering where his wings should be. Should he be damaged in an area of tessellation, his body will not seem to take any actual physical damage, but the tessellation will expand to cover more of his body, the rate of this expansion being relative to the severity of the wound suffered. The tessellation also expands when he uses any ability derived from this state. This coverage will revert back to its initial state after a period of time without anything happening to cause more expansion. If the tessellation expands too much, it will reach a point of critical mass where it expands on its own until it consumes his body, with no way of reversing it.

Eye of Many Facets: Through the eye covered by tessellation, Kazerol can see the infinite possibilities stretching out in front of a person, though this vision is rather limited in that he can only see how their physical form changes, not any extraneous data. While this sight gives him access to the infinite possible futures before a person, it gives him no knowledge of the immutable past. Additionally, while it allows him to see the infinite possibilities ahead of someone else, due to his Fractured State he cannot see his own. Expansion of tessellation while using this ability is a low but constant rate..

Touch of Possibility: Through a patch of tessellation on the palm of his left hand, Kazerol is able to alter the state of a body part he grabs a hold of with that hand. He is able to Regress body parts to how they were in the recent past and he can also Progress body parts along one of the infinite possibilities before them. While Kazerol can try to hold sight of a particular possibility to try and force that particular state on someone, Progression is an inherently random ability and all he can do is try and weight the odds. While Kazerol can utilise both Regression and Progression on others, due to his Fractured State, he cannot use Progression on himself. Tessellation expands at a medium rate when he uses Progression and a high rate when using Regression.

Blade of Many Shards: Kazerol can draw the shard out of his face, rendering his form more stable in the process. This reduces the coverage of tessellation across his whole body, outright clearing up multiple patches, including the one on his face and his hand, robbing him of access to Eye of Many Facets and Touch of Possibility. The Blade of Many Shards takes the form of a series of Shards floating next to each other, with nothing seemingly binding them together. The length of the ‘blade’ from the Shard Kazerol holds to the furthest is 3’, though the Blade can be made to expand, each Shard moving to the maximum distance they can hold from each other, doubling the length. The energy that surrounds all other Shards also surrounds the Blade.

The Blade can, at Kazerol’s whim, utilise Progression, Regression and Egression. Progression and Regression work the same as with Touch of Possibility, but are less powerful, altering an individual’s body forwards or backwards by only a few minutes. Egression has the blade simply act as a regular blade would, causing regular physical wounds. With the Blade, tessellation expands at a low rate when he uses Progression and a medium rate when using Regression. Egression causes no expansion of tessellation. Kazerol can, at any time of his own volition return the Blade of Many Shards to its ‘sheath’ on his face, doing so will cause not just his regular amount of tessellated body to return, but any additional tessellation expansion suffered with the Blade drawn will itself expand further, to about 3x the coverage as when the Blade was drawn.

Feathers of the Anchor: Kazerol can shoot the Shards hovering about his back at people, causing a minor physical wound and conferring on them a state of temporal stasis, wherein their body does not change at all but they are free to move about freely. This state lasts a mere few seconds, before the embedded Shard shatters, causing a more grievous wound. If the Shard were to fail to hit someone, it would simply float back over to its place by Kazerol’s back. Tessellation expansion occurs at a high rate when successfully using this ability, however should it fail there will be a low rate of expansion.

Panic: The only ability Kazerol possesses that is linked not to his fractured state, but to his natural physiology. He is capable of unleashing a roar that is imbued with the ferocity of each of the creatures that make up a Kezel’s form. The resultant sound’s effect depends on the level of familiarity a person has with dangerous animals. With little to no experience the roar will strike fear into a person’s heart causing them, if possible, to run directly away from Kazerol until they feel they have reached safety, usually at a significant distance from him. If a person under this particular effect of Panic is attacked by someone, their natural survival instincts will kick in and shake off the effect of Panic.

With a medium amount of experience, the roar sets a person on edge, settling them into a cautious and defensive attitude for several seconds. If someone has a high amount of experience with dangerous animals, however, Panic will completely fail to affect them. Panic is not without its drawbacks either; the roar robs Kazerol of his voice for several minutes, leaving him incapable of talking, let alone letting loose another Panic. Additionally, it is very physically draining on him, requiring him to sit and rest for several seconds and afterwards his physical capacity is decreased for the same amount of time it will take his voice to return.

Chimeric Aptitude: Kazerol is well-versed in utilising each of his disparate body parts, from sprinting and kicking with his bovine legs, to something as mundane as throwing his ursine mass around.

Clarifications: Eye of Many Facets; Kazerol is capable of ‘closing’ his eye, allowing him to see normally from the eye and immediately ceasing the expansion of tessellation caused by the ability. Kazerol can only have one ‘open’ eye, so even if tessellation expanded to cover both eyes, he would always have at least one eye with regular vision.

Touch of Possibility; With Regression, when it comes to affecting others, unless they have suffered severe trauma within a few days, Regression would return the form of the affected body part to how it was entering the battlefield. With Progression, while from an in-universe perspective Kazerol may be trying to force a particular future into being, full discretion remains with the target’s writer on what actually happens to their character.

Blade of Many Shards; Even if tessellation expansion while the Blade is drawn were to cover his eye and hand, Kazerol would not regain use of the Eye of Many Facets or Touch of Possibility abilities until the Blade is ‘sheathed’. Stabbing any or all of the Blade into a person would not Fracture them like Kazerol.
AQ DF MQ AQW Epic  Post #: 8
1/8/2023 22:33:06   
  Chewy905

Chromatic ArchKnight of RP


We've got quite the entrant to close out our second weekend. Let's take a look!


@Nield - Welcome back! Kazorel is a very complex character with a lot to work with, so we’ve got to cut down on some of the possible issues that come with infinite possible futures. Let’s begin!

Starting with the age. As director, I use ages to gauge relative age and maturity of a character. With a negative age value, that becomes completely impossible. Please clarify what this is supposed to actually mean, even with something as simple as how long they have existed.

Moving onto race, while this chimeric assembly of attributes is acceptable, as is the case with all custom races I need the characters overall physical capabilities in comparison to an average human. I am assuming they are supposed to be generally as strong as a large animal, such as the bears or bovines from which they take some of their characteristics, but would like this clarified along with their speed and the like.

Moving onto the other characteristics, Fractured State needs some clarifications. First, I would like to know if Kazerol still feels pain from attacks that hit his tessellation covered sections, as I am concerned about him becoming nigh-invincible once more covered, even if it is a danger to him. Second, I would like detailed locations on the starting patches of tessellation he has, as I assume that is where it will start to spread from, and so we know where these defensive patches actually are. Third, I would like a downside to the spread of tessellation before it fully consumes him, as otherwise it seems more beneficial than anything else until it reaches its critical mass. Finally, I just want some clarification on what being consumed by this tessellation actually means. I am assuming it is meant to be a state of death, with him being unable to act or move.

Next, for the actual abilities. Eye of Many Facets being able to see infinite possibilities at all times is too broad and too diverse to be a passive ability. I recommend changing this to be something active that requires focus, and give a downside such as a headache or increased rate of tessellation spread based on how far into the future he is looking, with shorter periods being easier, while looking years or more would cause intense headaches or extreme spread. Also, for simplicity, I recommend limiting this to targeting one creature at a time, and having a cooldown period between uses. I am also working under the assumption that this is only looking at physical changes in the body itself, not including the position of their body. I.E, you cannot see future actions they may be taking. Please let me know if this is inaccurate.

Touch of Possibility offers some similar issues. In general, while it is good for abilities to require collaboration, writing it as such without making it an in-universe explanation makes for a level of messiness. I would change this in one of two ways - you could either make it so the future he imposes is completely random to him, thus leaving it entirely up to the other writer or, if you want to keep the synergy with Eye of Many Facets, you can phrase it as a battle of wills between him and his target, with strong willed targets being able to either completely resist or completely change the influence the Touch imposes.

Blade of Many Shards is fine overall, though its ability to use Regression and Progression over a few minutes is still too powerful to be a watered down version of Touch, as most battles will not actually last a few minutes. As such this should either be changed to only allow changes over the past few seconds, or you can keep it as strong as regular Touch but require extended contact and the same amount of tessellation spread.

For Feathers of Anchor, I would like a limit to the amount of shards that can be fired/active at once. I would also like some clarification on how the actual ability works. I am currently assuming it is meant to be a projectile with minimal contact damage, followed by a delayed burst. The wording with the emphasis on allowing the target to move freely makes me wonder if it is supposed to be stalling their body in some way. Please let me know if I am missing something with this ability. Finally, I would like to know if a shard can be removed from the body to prevent it from shattering, and if Kazerol loses shattered shards permanently.

Panic is fine overall, though I would like it added that the effects of the various types of roars can all be resisted with proper willpower or some other factor, as to avoid bunnying.

And that’s all there should be for now! These changes should help bring Kazorel in line to be more understandable and easier to work with for collaborators!
Post #: 9
1/14/2023 16:36:00   
roseleaf320
Creative!


Name: The Parodist
Alignment: Chaos
Pronouns: they/she/it
Age: Approximately 100-110 years old; exact birth year unknown
Race: Doll/Spirit/Human hybrid: Racial details closely mirror a human.

Racial Details: The Parodist is a collection of spiritual energy and fear that has formed a being in the warped body of a doll. The doll stands at approximately 5’10” and has a build largely human. Its physical capabilities and senses are also within human range, detailed later. The major differences between The Parodist and humans include several human life functions. They do not need to breathe, though they may move their chest to mimic the act of breathing. They possess a heartbeat, yet there seems no rhyme or reason to the rhythm at which it beats. It feels as if they have skin; though when they are cut, they break, shedding minute bits of porcelain as if it were blood. This shrapnel does not have enough impact or size to harm their opponent, and the break is largely contained to the site of the injury, though some radial cracks may appear across their skin. They do not feel pain in the traditional sense: instead of a physical feeling, pain-inducing injuries trigger painful emotional responses of similar intensity.

They wear no armor, their clothing simply a colored and warped extension of their body; to make up for this, their body is slightly more durable than a normal human’s, as if they are covered in a thin layer of leather. Their chest is better reinforced; though there are several holes that reveal glimpses of the heart underneath, these holes do not seem to be penetrable, and the porcelain in about an 8 inch band surrounding their chest is as durable as a softer metal.

To kill the Parodist is much the same as killing a human; they may be overwhelmed with pain from too many injuries, or their heart may be damaged and forced to stop beating.

Appearance: At first glance, the Parodist might almost pass as human. They possess the correct limbs in the correct proportions for a taller adult. They have hair as humans do, long and pure white to match a white skin that, while incredibly pale, still falls within human range. Their outfit is, on first glance, a colored set of leather armor and belts, but becomes stranger the more one looks at it. Belts and pieces of “leather” jut out at weird angles, criss-crossing irregularly and sometimes downright disappearing halfway through their path in a confusing mix of reds, off-whites, and gray tones.

Like their outfit, it’s the details that really begin to reveal The Parodist as something… inhuman. Their fingers are much longer than a human’s, and sharp at the end. Each tip is covered in a dark red so ingrained into their skin that it’s hard to tell whether they’re naturally colored that way or stained with blood. Their long bangs obscure their eyes, and framing the sides of their head, further covering where their eyes would be, are two bright red alignments of feathers, almost like small wings. If the positioning is right, an opponent may see one too many eyes underneath. Their movements are crooked and strange, and their head and limbs often tilt at odd angles. Pulsing a dark scarlet light through several tiny holes in their chest is a grotesque mimickry of a human heart.

When the Parodist speaks, it is heard in whatever language the listener is most familiar with. The movements of its mouth seem unrelated to the syllables it produces, and the intonation and emphasis of its speech seems jolting and incorrect. Underneath the tones of its voice, a person might almost hear a screeching sound, like two pieces of metal scraping together.

Physical Capabilities: The Parodist’s brute strength is notably below normal combat standards, resembling that of an untrained human. What it lacks in this, it makes up for in its dexterity, and an uncanny ability to sense the patterns of human movement, including heartbeat, breathing, and physical body movements, of any living being up to 120 feet away. From its previous experience and understanding of human patterns, it may draw conclusions about the person’s physical and mental state, but these vary in accuracy and, when accurate, are often not much more than how wounded or tired someone might be, or a simple emotion.

The Crooked: The Parodist’s only equipment is a large clockhand with an elaborate design, approximately three feet in length. It is slightly crooked, the tip pointing at a slightly different angle than the handle, and the outline of its shape rather jagged and confusing. The clockhand’s tip is as sharp as a sword tip. The first 10 inches from the tip bear some sharpness on both top and bottom, but it has been rather dulled and battered and would serve as a poor kitchen knife. The latter portion of the blade bears no sharpness. The clockhand is, at maximum, 1 foot wide; this section is towards the handle of the Crooked, and may serve to shield the Parodist from a blade. The clockhand is thin, but forged of hardened steel, and would take a couple hits in the same location to break. It contains many gaps, a product of its elaborate swirling features, that can be poked or shot through.


Abilities:

Entrainment: The Parodist can sync her rhythms (heartbeat and physical movements, including breathing) with another being within 45 feet of her. This helps her to “fall in time” with them, increasing the accuracy of her strikes and dodges. Of course, a person’s movement rhythm isn’t set, and if they throw out something unexpected/that breaks the rhythm, it’ll catch the Parodist particularly off-guard. The Parodist can de-sync at will, returning to their irregular heartbeat and jolting movements.

The Disruption: The Parodist can touch someone to forcefully sync her opponent’s rhythm, either breathing or heartbeat, with hers. There must be physical contact between the Parodist and her victim for this to occur, with only leather, cloth, or similar soft and malleable materials between them. Metal, stone, or similar harder materials prevent this ability from occurring, as the Parodist’s subtle touch cannot be felt through them.

From the instant of contact, the Parodist’s body rhythms revert to their original irregularity if she was previously Entrained to someone, and she forces her irregularity onto the person she’s made contact with. One person may only have a single rhythm disrupted at one time. Physically, this behaves as such:

Breathing: Must touch any side of the torso or neck: essentially “knocks the wind out of them;” there is no feeling of impact, but the feeling of air being robbed from their body and a short period of time (a couple of seconds) where they cannot get it back. The Parodist must wait at least ten seconds after her opponent’s breathing returns to normal before she can disrupt it again.

Heartbeat: Can touch any area of the body around the size of a human hand to temporarily disrupt its bloodflow, causing numbness, muscle twitches, and a general increased difficulty controlling that area for a few seconds. The Parodist must wait several seconds after bloodflow is recovered before disrupting another area of bloodflow, and 30 seconds for bloodflow to return before disrupting an area she has previously touched. Residual areas fed by the area touched (for example, the hand if she touches the arm, or the head if she touches the neck) may feel a slight numbness creep into that area, but not much more before bloodflow is restored.
Note: if her opponent relies on a substance or energy other than blood, as long as this substance flows through and feeds the body it is disrupted in the same manner.
After using the Disruption, the Parodist cannot Entrain to the same opponent’s rhythms for a few seconds, making it harder for her to predict and dodge that opponent’s attacks.

The Pulse: The Parodist may, when not Entrained to another’s rhythm, choose to broadcast their arrhythmic heartbeat out towards others. They may do this by striking a solid surface with their Crooked Clockhand in time to their heartbeat. This amplifies their arrhythm so it may be felt by those making contact with the surface and those who can hear the sound of the contact. This introduces a conflicting and confusing rhythm that aims to disrupt or offset an opponent’s rhythm. At its most powerful (at most 15 feet from the Parodist), the Pulse may cause moderate trouble breathing and/or moderate chest pain, and difficulty maintaining concentration for actions that require a great deal of it. Further from the Parodist, someone may experience a slight inability to fully concentrate, a break in their flow of combat, or slight difficulty breathing that disappears when one consciously focuses on their breathing.

The sound may be heard, with decreasing volume, up to 90 feet, though at around 60 feet it becomes so easy to ignore that it has no, or an incredibly negligible, effect. The soundwave passing through the surface is more intense, but can only be felt up to 45 feet away, again with decreasing effectiveness the further someone is from the Parodist. Those with heightened hearing or tremor senses may feel the Pulse more intensely or from a further distance. The Parodist must actively maintain their Pulse; it, along with all its effects, disappear immediately if the Parodist stops creating their Pulse or Entrains to an opponent.

The Watchful Eyes: The Parodist may move its two facial wings slowly to pull its bangs back and reveal its three never-blinking eyes. Those who look into the eyes feel its irregular rhythm pulse through their body as if it were their own. This may induce intense feelings of terror or despair in an individual paired with a desire to not look away, like a deer in headlights. This feeling is weaker the farther someone is from the PArodist, and becomes negligible after 15 feet and unnoticable after 25 feet. The Gaze can be overpowered with a strong will, and the fear fades quickly as soon as an individual breaks eye contact with the Parodist. While in this state, the Parodist moves and reacts very slowly, and its senses other than eyesight are dulled significantly, including its ability to sense rhythms. If the Parodist is damaged in this state, the wings fold back up immediately and the Parodist suffers an especially potent pain from the interruption that takes several seconds to recover from. The Parodist may elect to fold their wings back and end this state of their own will, but regardless of how the state is ended, the Parodist is disoriented and rendered blind for several seconds as their eyes adjust back to their normal state.



Post #: 10
1/14/2023 19:12:16   
Dragonknight315
Member

“It was as if a flame ignited in my heart.”

Name: Asurah, Crucible Soul
Alignment: Order
Age: 27
Race: Human


Appearance:---

Section 1 Director Asurah Walsh stands around 5’10 in height. Her skin is ordinarily fair, yet years of work out in the city has tanned her face and neck. Her slanted eyes appear gray like stone, portraying this mix of optimism and melancholy. For her hair, it is pitch black. Short, blunted bangs at the front and long, shoulder length spikes from the side.

In terms of clothes, Asurah's most prominent feature is her jacket. A long, nylon-esque jacket reaches down to her knees, fitting tightly to her muscular form. The jacket is primarily blue with yellow stripes running horizontally across her right side. Various pockets, belts, and metal insignia adorn the piece. The article is donned over what could be described as office attire. Yellow button-up shirt, black tie, and brown slacks, all clean and pressed. However, the combat boots and leather gloves are a reminder of her rough occupation. Occasionally, a small silver locket peeks out from beneath Asurah’s tie, and it carries a picture of her younger self and her sister.

The long sleeves and work-gloves obscure her arms, hiding the fact that from the shoulder down her right arm is actually a prosthetic. Synthetic flesh made to mimic the genuine article is wrapped around a sturdy metal frame. A silver disk connects the frame to her living flesh and allows the two to work together. Lines of engraved gold run from the center of her chest across both of her shoulders and throughout her arms like tattoos with the ones on her prosthetic appearing more pronounced.

Attached to her belt on her left side is a jet black tachi, housed in an equally dark sheathe. The sheathe is fixed to her belt with a pivot mechanism, allowing her to draw Midnight with ease. When drawn, the blade is approximately 4 and a half feet long. The handle is around 12 inches long, and the blade is around 30 inches in length with a prominent curve; between these two is a small hand guard. Notably, Midnight appears to be constructed from one solid piece of metal, making it somewhat heavier than a typical tachi. The wrapping around the handle appears to be made of red ribbons. One stray ribbon pokes out of the wrapping, and on it is a tiny purple heart that dangles in the air.


Equipment:---

Armored Association Uniform:
At first glance, one may think that Asurah’s clothes provide more of a social function than a combat one. The colors and insignia of her outfit identify her as a state-sponsored public defender. However, her suit is more than just for show. Made from high-quality exotic fibers, her clothes provide a fair amount of protection against attacks that would pierce or tear them. However, they lack protection against bludgeoning attacks, forcing Asurah to use other means to mitigate them.

Midnight Tachi: In many ways, Midnight is the symbol of Asurah and an extension of her will, practically an external organ. When pulled from its sheath, any damage previously sustained to the tachi’s body is repaired. The sword could be completely broken, but if it is put into the sheath and it locks in place, then it will immediately be whole upon being redrawn.

As Asurah gains Resonance through her Living Drum ability, Midnight supernaturally grows hot for as long as she is holding it. With more Resonance the blade becomes even warmer, igniting as flames around its edge. These flames are immediately quelled if sheathed or if Asurah lets go of Midnight.

Cybernetic Arm: When Asurah was younger she lost her right-arm in a terrible explosion. Afterwards, it was replaced with a robotic prosthetic. Over time Asurah has improved upon its design, enhancing her combat capabilities. Put simply, her cybernetic arm allows her to better tap into her instincts, performing her strikes with mechanical precision. It does not however make her physically stronger. Additionally, Asurah can use her robotic arm as a form of armor as it can take more punishment than the rest of her body or gear.


Abilities--- After the traumatic incident that claimed her sister’s life, Asurah awakened powers.

Living Drum: Asurah’s own heart acts as a magical focus. Each beat of her heart grants Resonance. This Resonance slowly accumulates as long as her heartbeat is above her resting state, and it rapidly decays when Asurah’s heart slows down. The speed at which she can gather Resonance and the maximum amount that she can hold is directly correlated with her heart rate; more adrenaline means a faster heart rate, which in turn means more Resonance.

Additionally, if Asurah is holding Midnight while it is exposed to kinetic trauma (parrying a strong attack with the sword for example), Asurah can siphon some of the lingering vibrations as Resonance. A slow gradual pressure would grant a negligible amount of Resonance, whereas fast, rapid instances of force would grant far more in comparison. The more force over less time, the more Resonance. This Resonance is temporary however; Asurah must immediately use it or the energy fades away.

Asurah can use Resonance to fuel her abilities, but only while holding Midnight. Some of these can only be performed after reaching certain thresholds. Her strongest abilities can only be performed after maintaining a dangerously high heart rate for some time.

Fervent Beats: When Asurah is stressed, the natural flight-or-fight response kicks in, starting the process of gathering Resonance. However in desperate times, Asurah can directly influence her own heart rate. Doing so requires a fairly large amount of focus and control.

This comes with obvious benefits. By artificially increasing her heart rate, Asurah can temporarily heighten physical abilities and reach higher thresholds of Resonance. However, this comes at the cost of overexerting herself and destroying her body. Too high, and her physical abilities will instead weaken, potentially passing out or suffering a critical injury. The same will happen if she tries to restrain her abilities and lower her heart rate.

Crucible Soul: So long as Asurah’s heart beats, magic runs through her veins. In the event that her armor fails and Asurah is wounded, her body automatically responds as reptilian-like scales grow from the injured area. These scales seal the wound while also providing additional protection against future injuries. This does not require Asurah’s attention and will occur even if unconscious or unresponsive. However, growing these scales is painful and physically exhausting. Furthermore, while this process may render superficial or minor injuries negligible, it cannot heal serious wounds such as deep internal bleeding, broken bones, nerve damage, etc.

No matter the injury, the scales will quickly cover any injured flesh over the course of a few seconds, seemingly growing at all sources into an interlocking pattern. In terms of durability. These scales are akin to thin plates of iron but far more resistant to heat. If these scales are removed, Asurah cannot regrow scales in that area until her skin has had time to naturally heal (during which time any remaining scales would be slowly overtaken, allowing her body to heal at a much faster rate.)

Because her robotic arm is purely metallic and does not contain her flesh or blood, Asurah cannot produce scales on her robot arm.

Tame the Flame: Like a baton or an instrument, Asurah can use Midnight to shape Resonance, granting it a physical form. Using one of these actions expends Resonance from Asurah and the blade (but it does not decrease Asurah’s heart beat). These actions are listed in ascending cost, requiring more and more resonance at higher thresholds to use. Furthermore, expending Resonance forces Midnight to enter a dormant state, quelling its fire and preventing Asurah from using other abilities. The time spent dormant is dependent on the ability’s cost. While Flash of Noon would leave the blade dormant for a brief moment, the effect would last for far longer after Crack of Dawn.

•Flash of Noon: By consuming a small amount of Resonance, Asurah can cause a bright light to emanate from Midnight. This light can take two forms, either as a 15ft circle in all directions around Asurah or a 30ft cone in the direction of the blade’s point. The light is bright enough that it may temporarily daze or blind someone unfortunate enough to look at it directly.

Ordinarily, Flash of Noon’s effect lasts only a moment. However, Asurah can continually spend Resonance to continually produce and maintain the light. Doing so requires more Resonance at an ever increasing cost. Similarly, Asurah can reduce the brightness of Flash of Noon to serve as an ambient light source akin to a torch. In this case, the Resonance cost is negligible and does not increase with time.

•Weeping Sunset: By channeling a moderate amount of Resonance through her blade, Asurah can create a projectile from Midnight. When performing this attack, Asurah can slash the air with her sword, creating an arc of orange light in the direction of the swing. This arc is razor thin with an edge of around 5 feet. After being created, the arc seems to hang in the air for a second before rushing forward at a blinding speed. The arc can travel up to 20ft before disappearing.

The arc seems to ripple and vibrate as it travels, and it leaves a noticeable increase in temperature in its wake accompanied by a smell akin to an electrical fire. Upon a successful collision, the projectile detonates into a burst of white noise. At the same time, it transfers kinetic force; being hit by the blade is akin to being tackled by someone, potentially throwing a victim off balance if they are not prepared.

After making one of these projectiles, Asurah immediately expend additional Resonance to create up to two more in quick succession before Midnight goes dormant (for proportionally longer for each additional projectile created.)

•Rueful Evening: With a large amount of Resonance, Asurah can create a barrier to protect her allies and surround her foes. When performed, Asurah stabs Midnight into the ground, resonating with the environment around her. Within seconds, a thin dome of solid energy forms. The dome is 10 feet in diameter and is centered on the sword.

While the dome is see-through, the thin surface acts as a solid wall, preventing most things from leaving or entering the dome. However, the dome is not invulnerable. It has durability akin to high-end metals or enchantments, requiring significant force to break through it (at which point that area of the dome is destroyed).

The dome lasts for up to 10 seconds and requires Asurah to hold onto her sword. If at any time she releases her sword or pulls it from a solid object, then the effect ends. In either case, the barrier immediately fades afterwards.

•Crack of Dawn: When all options are exhausted, lethal force is authorized. By consuming an extremely high amount of Resonance (close to the maximum Asurah could theoretically produce and maintain), Asurah can release a pillar of flame upon her foes. When performed, Asurah holds her sword to the sky, during which Midnight glows white-hot. Afterwards, the heat is released as a beam into the air. At a point within 30 feet of Asurah’s choosing, the beam rains down as a pillar of pure heat and fire. Asurah doesn’t have to see the point, merely imagine it. Anything within the pillar is subjected to a massive amount of heat, likely igniting or melting all but the most fire resistant of combatants or materials. The insane temperature lasts only for a few seconds, quickly fading before giving way to any created fires.

Harmony and Discord: A city in its own way is a living organism, and its people are its blood. For Asurah, she can see this system with her own eyes. When Asurah looks at a being with a soul, she can see a slight aura-like outline around them. For this aura to appear, she must be able to see the person’s body and she must be aware of their presence (no outline in pitch black, for example). The color of the aura depends on the target’s emotional state.

•Anger/Disgust - Red
•Happiness/Excitement - Yellow
•Scared/Stressed - Green
•Sadness/Craving - Purple
•Calm/Contentment - Blue

Only one color shows up at a time representing the most dominant emotion. If the creature’s emotional state is nonexistent or if it is so multifaceted as to not have a dominant emotion, then the aura appears white.
AQ DF AQW  Post #: 11
1/15/2023 0:33:26   
  Chewy905

Chromatic ArchKnight of RP


One week left! Hope all of you folks in the shadows are hard at work! Let's begin the weekend with a doll and a Director!


@Roseleaf320 Welcome back! The Parodist is a very unique creature, with a few things to pull back and a few clarifications to be made. Let’s begin!

First up, on their physical capabilities. We discussed that the Parodist cannot discern the exact locations of another creature when detecting their “patterns”, so I would like that added here. I would also like the detection range pulled back to 60 feet, as 120 is usually the size of the entire battlefield for WPCs.

Next, for Entrainment. For an ability that is at-will like this, I would like a small delay or focus period needed for either the act of entraining or directly after entraining, before The Parodist can match up with the same or a new target. Additionally, I am currently reading this as The Parodist copying/mirroring the exact movements/actions of the target; moving towards them if they move towards her, attacking if they attack, etc, which . Please let me know if I’m misreading this, and The Parodist is only matching internal rhythms rather than external actions, as it would be difficult to utilize the increased dodging ability if she can’t dodge.

Finally, for The Pulse, currently the ranges for each portion (other than the strongest effects) of this are too high. I would like the max radius of the sound dropped to 60 feet, the max effective range of the sound dropped to 40 feet, and the max effective range of the shockwave dropped to 30 feet. I would also like it confirmed whether or not The Parodist can move around while producing this effect.

These changes should help sync up The Parodist to the levels of our other competitors!




@Dragonknight315 - Welcome back! Asurah has a lot going on, but overall it's all well balanced already. I just have a variety of clarifications and extra details I’d like to get from you, so let’s get going!

Firstly just a small question on Midnight Tachi. What happens to the shards/broken portions of the blade when it is reformed after being sheathed? I’m currently imagining Asurah repeatedly and purposefully snapping the blade off, sheathing, and making another one, creating lots of errant blades. I’m assuming this is not something that is intentionally possible, so please correct me if it's not.

Next, moving to Living Drum. I am assuming Asurah’s resting state provides no Resonance and loses it at a normal rate, please correct me if wrong. I am also wondering if Asurah is able to generate bursts of Resonance through Midnight by striking it against the ground. If that is possible, it may need a cooldown or downside beyond simply the temporary usage of the gained Resonance. Finally, while not a point of balance, I would like to note that a resource based character like this is a bit complex to work with and will require careful attention while writing, though I know you’ve done this type of character in the past and are likely comfortable with it.

Moving on to Flash of Noon, I would like a small clarification on if Asurah is affected by the radial or the cone blind. For Weeping Sunset, I just want to confirm that while the created arc is “razor thin”, it does not actually cut, just pushes as described.

Next for Rueful Evening. I am assuming that Midnight needs to actually pierce the ground for this spell to work properly. First, I’d like to know if it needs to be driven in a specific distance or if just the tip needs to pierce. Second, I would like to note that it is possible that your battlefield floor will not be stabbable, so be sure to clear that with me before using this ability. Finally, I think it would be better if the entire dome is broken once part of it is destroyed. This will be better for balance, and make it so you don’t have to choose between keeping the dome up or fending off the opponent that may be barreling towards you through what would be a hole in your wall.

For Crack of Dawn, I first want to confirm that this ability does not require an open sky, and the pillar can just be created naturally regardless of the environment. Secondly I would like the radius/diameter of the pillar included so we know its size, as well as if it has a maximum height. I would also like a slight delay or tell added to the pillar’s location, so we aren’t instantly obliterating someone with a chance to avoid it.

My last note is that Harmony and Discord will likely require a decent amount of collaboration in some cases so you aren’t bunnying another character’s emotional state. Please keep that in mind as you write.

Post #: 12
1/15/2023 12:16:56   
roseleaf320
Creative!


Round 2, changes in bold! All requested changes and clarifications made. Most important clarification is that Entrainment doesn’t mimic others’ movements, just helps her to time her own responses correctly; like learning a boss’s attack patterns in a game so you can dodge.



Name: The Parodist
Alignment: Chaos
Pronouns: they/she/it
Age: Approximately 100-110 years old; exact birth year unknown
Race: Doll/Spirit/Human hybrid: Racial details closely mirror a human.

Racial Details: The Parodist is a collection of spiritual energy and fear that has formed a being in the warped body of a doll. The doll stands at approximately 5’10” and has a build largely human. Its physical capabilities and senses are also within human range, detailed later. The major differences between The Parodist and humans include several human life functions. They do not need to breathe, though they may move their chest to mimic the act of breathing. They possess a heartbeat, yet there seems no rhyme or reason to the rhythm at which it beats. It feels as if they have skin; though when they are cut, they break, shedding minute bits of porcelain as if it were blood. This shrapnel does not have enough impact or size to harm their opponent, and the break is largely contained to the site of the injury, though some radial cracks may appear across their skin. They do not feel pain in the traditional sense: instead of a physical feeling, pain-inducing injuries trigger painful emotional responses of similar intensity.

They wear no armor, their clothing simply a colored and warped extension of their body; to make up for this, their body is slightly more durable than a normal human’s, as if they are covered in a thin layer of leather. Their chest is better reinforced; though there are several holes that reveal glimpses of the heart underneath, these holes do not seem to be penetrable, and the porcelain in about an 8 inch band surrounding their chest is as durable as a softer metal.

To kill the Parodist is much the same as killing a human; they may be overwhelmed with pain from too many injuries, or their heart may be damaged and forced to stop beating.


Appearance: At first glance, the Parodist might almost pass as human. They possess the correct limbs in the correct proportions for a taller adult. They have hair as humans do, long and pure white to match a white skin that, while incredibly pale, still falls within human range. Their outfit is, on first glance, a colored set of leather armor and belts, but becomes stranger the more one looks at it. Belts and pieces of “leather” jut out at weird angles, criss-crossing irregularly and sometimes downright disappearing halfway through their path in a confusing mix of reds, off-whites, and gray tones.

Like their outfit, it’s the details that really begin to reveal The Parodist as something… inhuman. Their fingers are much longer than a human’s, and sharp at the end. Each tip is covered in a dark red so ingrained into their skin that it’s hard to tell whether they’re naturally colored that way or stained with blood. Their long bangs obscure their eyes, and framing the sides of their head, further covering where their eyes would be, are two bright red alignments of feathers, almost like small wings. If the positioning is right, an opponent may see one too many eyes underneath. Their movements are crooked and strange, and their head and limbs often tilt at odd angles. Pulsing a dark scarlet light through several tiny holes in their chest is a grotesque mimickry of a human heart.

When the Parodist speaks, it is heard in whatever language the listener is most familiar with. The movements of its mouth seem unrelated to the syllables it produces, and the intonation and emphasis of its speech seems jolting and incorrect. Underneath the tones of its voice, a person might almost hear a screeching sound, like two pieces of metal scraping together.

Physical Capabilities: The Parodist’s brute strength is notably below normal combat standards, resembling that of an untrained human. What it lacks in this, it makes up for in its dexterity, and an uncanny ability to sense the patterns of human movement, including heartbeat, breathing, and physical body movements, of any living being up to 60 feet away. It may discern the general location of a rhythm in relation to the Parodist, but not precise location, direction, or distance. From its previous experience and understanding of human patterns, it may draw conclusions about the person’s physical and mental state, but these vary in accuracy and, when accurate, are often not much more than how wounded or tired someone might be, or a simple emotion.

The Crooked: The Parodist’s only equipment is a large clockhand with an elaborate design, approximately three feet in length. It is slightly crooked, the tip pointing at a slightly different angle than the handle, and the outline of its shape rather jagged and confusing. The clockhand’s tip is as sharp as a sword tip. The first 10 inches from the tip bear some sharpness on both top and bottom, but it has been rather dulled and battered and would serve as a poor kitchen knife. The latter portion of the blade bears no sharpness. The clockhand is, at maximum, 1 foot wide; this section is towards the handle of the Crooked, and may serve to shield the Parodist from a blade. The clockhand is thin, but forged of hardened steel, and would take a couple hits in the same location to break. It contains many gaps, a product of its elaborate swirling features, that can be poked or shot through.

Abilities:

Entrainment: The Parodist can sync her heartbeat and breathing with another being within 45 feet of her. When synced, she can time her own movements in line with an opponent’s general combat habits and rhythm; this effectively helps her to “fall in time” with them, increasing the accuracy of her strikes and dodges. Once the Parodist decides to sync with another, her rhythms take several seconds to fully adjust and fall into the new rhythm. Of course, a person’s movement rhythm isn’t set, and if they throw out something unexpected/that breaks the rhythm, it’ll catch the Parodist particularly off-guard. The Parodist can de-sync at will, returning to their irregular heartbeat and jolting movements.


The Disruption: The Parodist can touch someone to forcefully sync her opponent’s rhythm, either breathing or heartbeat, with hers. There must be physical contact between the Parodist and her victim for this to occur, with only leather, cloth, or similar soft and malleable materials between them. Metal, stone, or similar harder materials prevent this ability from occurring, as the Parodist’s subtle touch cannot be felt through them.

From the instant of contact, the Parodist’s body rhythms revert to their original irregularity if she was previously Entrained to someone, and she forces her irregularity onto the person she’s made contact with. One person may only have a single rhythm disrupted at one time. Physically, this behaves as such:

Breathing: Must touch any side of the torso or neck: essentially “knocks the wind out of them;” there is no feeling of impact, but the feeling of air being robbed from their body and a short period of time (a couple of seconds) where they cannot get it back. The Parodist must wait at least ten seconds after her opponent’s breathing returns to normal before she can disrupt it again.

Heartbeat: Can touch any area of the body around the size of a human hand to temporarily disrupt its bloodflow, causing numbness, muscle twitches, and a general increased difficulty controlling that area for a few seconds. The Parodist must wait several seconds after bloodflow is recovered before disrupting another area of bloodflow, and 30 seconds for bloodflow to return before disrupting an area she has previously touched. Residual areas fed by the area touched (for example, the hand if she touches the arm, or the head if she touches the neck) may feel a slight numbness creep into that area, but not much more before bloodflow is restored.
Note: if her opponent relies on a substance or energy other than blood, as long as this substance flows through and feeds the body it is disrupted in the same manner.
After using the Disruption, the Parodist cannot Entrain to the same opponent’s rhythms for a few seconds, making it harder for her to predict and dodge that opponent’s attacks.

The Pulse: The Parodist may, when not Entrained to another’s rhythm, choose to broadcast their arrhythmic heartbeat out towards others. They may do this by striking a solid surface with their Crooked Clockhand in time to their heartbeat. This amplifies their arrhythm so it may be felt by those making contact with the surface and those who can hear the sound of the contact. This introduces a conflicting and confusing rhythm that aims to disrupt or offset an opponent’s rhythm. At its most powerful (at most 15 feet from the Parodist), the Pulse may cause moderate trouble breathing and/or moderate chest pain, and difficulty maintaining concentration for actions that require a great deal of it. Further from the Parodist, someone may experience a slight inability to fully concentrate, a break in their flow of combat, or slight difficulty breathing that disappears when one consciously focuses on their breathing.

The sound may be heard, with decreasing volume, up to 60 feet, though at around 40 feet it becomes so easy to ignore that it has no, or an incredibly negligible, effect. The soundwave passing through the surface is more intense, but can only be felt up to 30 feet away, again with decreasing effectiveness the further someone is from the Parodist. Those with heightened hearing or tremor senses may feel the Pulse more intensely or from a further distance. The Parodist may move while using The Pulse, but must continue to bang their Clockhand on the ground to maintain the Pulse; it, along with all its effects, disappear immediately if the Parodist stops creating their Pulse or Entrains to an opponent.

The Watchful Eyes: The Parodist may move its two facial wings slowly to pull its bangs back and reveal its three never-blinking eyes. Those who look into the eyes feel its irregular rhythm pulse through their body as if it were their own. This may induce intense feelings of terror or despair in an individual paired with a desire to not look away, like a deer in headlights. This feeling is weaker the farther someone is from the Parodist, and becomes negligible after 15 feet and unnoticable after 25 feet. The Gaze can be overpowered with a strong will, and the fear fades quickly as soon as an individual breaks eye contact with the Parodist. While in this state, the Parodist moves and reacts very slowly, and its senses other than eyesight are dulled significantly, including its ability to sense rhythms. If the Parodist is damaged in this state, the wings fold back up immediately and the Parodist suffers an especially potent pain from the interruption that takes several seconds to recover from. The Parodist may elect to fold their wings back and end this state of their own will, but regardless of how the state is ended, the Parodist is disoriented and rendered blind for several seconds as their eyes adjust back to their normal state.


Post #: 13
1/15/2023 12:30:44   
Dragonknight315
Member

Round two with clarifications underlined!


“It was as if a flame was ignited in my heart.”

Name: Asurah, Crucible Soul
Alignment: Order
Age: 27
Race: Human


Appearance:---

Section 1 Director Asurah Walsh stands around 5’10 in height. Her skin is ordinarily fair, yet years of work out in the city has tanned her face and neck. Her slanted eyes appear gray like stone, portraying this mix of optimism and melancholy. For her hair, it is pitch black. Short, blunted bangs at the front and long, shoulder length spikes from the side.

In terms of clothes, Asurah's most prominent feature is her jacket. A long, nylon-esque jacket reaches down to her knees, fitting tightly to her muscular form. The jacket is primarily blue with yellow stripes running horizontally across her right side. Various pockets, belts, and metal insignia adorn the piece. The article is donned over what could be described as office attire. Yellow button-up shirt, black tie, and brown slacks, all clean and pressed. However, the combat boots and leather gloves are a reminder of her rough occupation. Occasionally, a small silver locket peeks out from beneath Asurah’s tie, and it carries a picture of her younger self and her sister.

The long sleeves and work-gloves obscure her arms, hiding the fact that from the shoulder down her right arm is actually a prosthetic. Synthetic flesh made to mimic the genuine article is wrapped around a sturdy metal frame. A silver disk connects the frame to her living flesh and allows the two to work together. Lines of engraved gold run from the center of her chest across both of her shoulders and throughout her arms like tattoos with the ones on her prosthetic appearing more pronounced.

Attached to her belt on her left side is a jet black tachi, housed in an equally dark sheathe. The sheathe is fixed to her belt with a pivot mechanism, allowing her to draw Midnight with ease. When drawn, the blade is approximately 4 and a half feet long. The handle is around 12 inches long, and the blade is around 30 inches in length with a prominent curve; between these two is a small hand guard. Notably, Midnight appears to be constructed from one solid piece of metal, making it somewhat heavier than a typical tachi. The wrapping around the handle appears to be made of red ribbons. One stray ribbon pokes out of the wrapping, and on it is a tiny purple heart that dangles in the air.


Equipment:---

Armored Association Uniform:
At first glance, one may think that Asurah’s clothes provide more of a social function than a combat one. The colors and insignia of her outfit identify her as a state-sponsored public defender. However, her suit is more than just for show. Made from high-quality exotic fibers, her clothes provide a fair amount of protection against attacks that would pierce or tear them. However, they lack protection against bludgeoning attacks, forcing Asurah to use other means to mitigate them.

Midnight Tachi: In many ways, Midnight is the symbol of Asurah and an extension of her will, practically an external organ. When pulled from its sheath, any damage previously sustained to the tachi’s body is repaired. The sword could be completely broken, but if it is put into the sheath and it locks in place, then it will immediately be whole upon being redrawn. Any remnants of the old blade immediately disappear when Midnight is reformed.

As Asurah gains Resonance through her Living Drum ability, Midnight supernaturally grows hot for as long as she is holding it. With more Resonance the blade becomes even warmer, igniting as flames around its edge. These flames are immediately quelled if sheathed or if Asurah lets go of Midnight.

Cybernetic Arm: When Asurah was younger she lost her right-arm in a terrible explosion. Afterwards, it was replaced with a robotic prosthetic. Over time Asurah has improved upon its design, enhancing her combat capabilities. Put simply, her cybernetic arm allows her to better tap into her instincts, performing her strikes with mechanical precision. It does not however make her physically stronger. Additionally, Asurah can use her robotic arm as a form of armor as it can take more punishment than the rest of her body or gear.


Abilities--- After the traumatic incident that claimed her sister’s life, Asurah awakened powers.

Living Drum: Asurah’s own heart acts as a magical focus. Each beat of her heart grants Resonance. This Resonance slowly accumulates as long as her heartbeat is above her resting state, and it rapidly decays when Asurah’s heart slows down. The speed at which she can gather Resonance and the maximum amount that she can hold is directly correlated with her heart rate; more adrenaline means a faster heart rate, which in turn means more Resonance.

Additionally, if Asurah is holding Midnight while it is exposed to kinetic trauma (parrying a strong attack with the sword for example), Asurah can choose to siphon some of the lingering vibrations as Resonance. A slow gradual pressure would grant a negligible amount of Resonance, whereas fast, rapid instances of force would grant far more in comparison. The more force over less time, the more Resonance. This Resonance is temporary however; Asurah must immediately use it or the energy fades away. Furthermore, once Asurah siphons Resonance in this way. she must wait for some time before doing it again.

Asurah can use Resonance to fuel her abilities, but only while holding Midnight. Some of these can only be performed after reaching certain thresholds. Her strongest abilities can only be performed after maintaining a dangerously high heart rate for some time.

Fervent Beats: When Asurah is stressed, the natural flight-or-fight response kicks in, starting the process of gathering Resonance. However in desperate times, Asurah can directly influence her own heart rate. Doing so requires a fairly large amount of focus and control.

This comes with obvious benefits. By artificially increasing her heart rate, Asurah can temporarily heighten physical abilities and reach higher thresholds of Resonance. However, this comes at the cost of overexerting herself and destroying her body. Too high, and her physical abilities will instead weaken, potentially passing out or suffering a critical injury. The same will happen if she tries to restrain her abilities and lower her heart rate.

Crucible Soul: So long as Asurah’s heart beats, magic runs through her veins. In the event that her armor fails and Asurah is wounded, her body automatically responds as reptilian-like scales grow from the injured area. These scales seal the wound while also providing additional protection against future injuries. This does not require Asurah’s attention and will occur even if unconscious or unresponsive. However, growing these scales is painful and physically exhausting. Furthermore, while this process may render superficial or minor injuries negligible, it cannot heal serious wounds such as deep internal bleeding, broken bones, nerve damage, etc.

No matter the injury, the scales will quickly cover any injured flesh over the course of a few seconds, seemingly growing at all sources into an interlocking pattern. In terms of durability. These scales are akin to thin plates of iron but far more resistant to heat. If these scales are removed, Asurah cannot regrow scales in that area until her skin has had time to naturally heal (during which time any remaining scales would be slowly overtaken, allowing her body to heal at a much faster rate.)

Because her robotic arm is purely metallic and does not contain her flesh or blood, Asurah cannot produce scales on her robot arm.

Tame the Flame: Like a baton or an instrument, Asurah can use Midnight to shape Resonance, granting it a physical form. Using one of these actions expends Resonance from Asurah and the blade (but it does not decrease Asurah’s heart beat). These actions are listed in ascending cost, requiring more and more resonance at higher thresholds to use. Furthermore, expending Resonance forces Midnight to enter a dormant state, quelling its fire and preventing Asurah from using other abilities. The time spent dormant is dependent on the ability’s cost. While Flash of Noon would leave the blade dormant for a brief moment, the effect would last for far longer after Crack of Dawn.

•Flash of Noon: By consuming a small amount of Resonance, Asurah can cause a bright light to emanate from Midnight. This light can take two forms, either as a 15ft circle in all directions around Asurah or a 30ft cone in the direction of the blade’s point. The light is bright enough that it may temporarily daze or blind someone unfortunate enough to look at it directly, herself included.

Ordinarily, Flash of Noon’s effect lasts only a moment. However, Asurah can continually spend Resonance to continually produce and maintain the light. Doing so requires more Resonance at an ever increasing cost. Similarly, Asurah can reduce the brightness of Flash of Noon to serve as an ambient light source akin to a torch. In this case, the Resonance cost is negligible and does not increase with time.

•Weeping Sunset: By channeling a moderate amount of Resonance through her blade, Asurah can create a projectile from Midnight. When performing this attack, Asurah can slash the air with her sword, creating an arc of orange light in the direction of the swing. This glowing arc is thin, almost 2-dimensional with an edge of around 5 feet. After being created, the arc seems to hang in the air for a second before rushing forward at a blinding speed. The arc can travel up to 20ft before disappearing.

The arc seems to ripple and vibrate as it travels, and it leaves a noticeable increase in temperature in its wake accompanied by a smell akin to an electrical fire. Upon a successful collision, the projectile does not cut as one might expect. Rather it detonates into a burst of white noise. At the same time, it transfers kinetic force; being hit by the blade is akin to being tackled by someone, potentially throwing a victim off balance if they are not prepared.

After making one of these projectiles, Asurah immediately expend additional Resonance to create up to two more in quick succession before Midnight goes dormant (for proportionally longer for each additional projectile created.)

•Rueful Evening: With a large amount of Resonance, Asurah can create a barrier to protect her allies and surround her foes. When performed, Asurah can sheathe Midnight. When done with the requisite Resonance and intent, Asurah can project her will through the environment around her. Within seconds, a thin dome of solid energy forms. The dome is 10 feet in diameter and is centered on Asurah.

While the dome is see-through, the thin surface acts as a solid wall, preventing most things from leaving or entering the dome. However, the dome is not invulnerable. It has durability akin to high-end metals or enchantments, requiring significant force to break through it (at which point the entirety of the dome will disappear.)

The dome lasts for up to 10 seconds and requires Asurah to hold onto her sword. Furthermore, Midnight must remained sheathed, and Asurah cannot make any rapid movements as maintain the barrier requires heavy concentration. If Asurah drops her concentration, she unsheathes Midnight, or if the 10 seconds pass, then the barrier dissapears.

•Crack of Dawn: When all options are exhausted, lethal force is authorized. By consuming an extremely high amount of Resonance (close to the maximum Asurah could theoretically produce and maintain), Asurah can summon a pillar of flame to engulf her foes. When performed, Asurah focuses all of her Resonance on Midnight, and the blade begins to glow white-hot. At the same time, static will visibly begin to build up at a point of Asurah's choosing within 30ft of her. Asurah doesn't have to see this point, merely imagine it. The static field encompasses a circle with a 5ft radius, and it extends up to 10ft in the air. Over the course of a several seconds, the static will grow dramatically brighter, and an accompanying hum will grow louder and louder. Finally, the static field will detonate into a pillar of pure flame and heat. Anything within the area is subjected to a massive amount of heat, likely igniting or melting all but the most fire resistant of combatants or materials (including Asurah). The insane temperature lasts only for a few seconds, quickly fading before giving way to any created fires.

Harmony and Discord: A city in its own way is a living organism, and its people are its blood. For Asurah, she can see this system with her own eyes. When Asurah looks at a being with a soul, she can see a slight aura-like outline around them. For this aura to appear, she must be able to see the person’s body and she must be aware of their presence (no outline in pitch black, for example). The color of the aura depends on the target’s emotional state (as dictated by the character's writer).

•Anger/Disgust - Red
•Happiness/Excitement - Yellow
•Scared/Stressed - Green
•Sadness/Craving - Purple
•Calm/Contentment - Blue

Only one color shows up at a time representing the most dominant emotion. If the creature’s emotional state is nonexistent or if it is so multifaceted as to not have a dominant emotion, then the aura appears white.
AQ DF AQW  Post #: 14
1/15/2023 22:41:52   
  Chewy905

Chromatic ArchKnight of RP


That's the end of our weekend! Hope we've got more bios on the way for this final week!



@Roseleaf320 - Looks good! The Parodist is approved!



@Dragonknight315 - We discussed and I’ve noted the lager changes to how Rueful Evening is maintained. Asurah, Crucible Soul, is approved!

Post #: 15
1/17/2023 13:00:27   
Oddball
Member

“In that single moment, my life was flipped upside down.”

Name/Title: Amerya, Death’s Mask.
Alignment: Chaos
Age Range: 24
Race: Human

Appearance:

Amerya stands at roughly 5’9”, and is pale skinned under all of the padding she wears. Under the mask, her eyes are a bright blue but appear foggy, like her focus is elsewhere. Her hair falls down to lip-level at the front and sides, and extends down to the base of her neck at the back. While mostly black, parts of her hair seem to have a faint redness to it in certain lights.

For clothing, Amerya wears a long, tattered black dress that falls just shy of brushing against the ground as she moves. Up one leg of the dress is a large incision, allowing Amerya more freedom of movement while revealing the padded clothing that she wears underneath.
This padded clothing appears to be some sort of full suit, as it covers almost all of her body and offers a small amount of protection against attacks.
Her left arm appears to be bandaged from the elbow down, and the bandages don’t appear to ever be taken off or replaced.

On her right arm, she wears a bracer that was crafted to be as inconspicuous as possible and as such, is almost invisible to all but those concentrating on that part of her arm. However, under special circumstances, the bracer will slowly shift into a brighter shade.

Completing the outfit, she wears a pair of thin, black high heels that are 3 inches in length. No matter the amount of pressure placed on the heels, they do not seem capable of breaking. They can, however, be damaged, which will throw off Amerya’s balance.

Equipment:

“Punishment”: A gargantuan slab of rusted metal that Amerya calls a “Sword.” It stands at an even 6 feet in length and is about a foot and a half wide. This immense weapon is typically wielded in one hand, as Amerya uses her other arm to recklessly swipe at those who manage to get close enough to render Punishment useless.
While appearing incredibly heavy, and weighing even more than it looks for others, Amerya handles it with a strange degree of fineness. Due to Punishment being permanently under the effects of her Inversion, Amerya is able to swing the weapon with ease, but still has to make a mental note to adjust for its incredible size.

Amerya is able to will this weapon in and out of existence on a whim, as it is not a real weapon. Punishment is a physical manifestation of Amerya’s decaying mental state, and it is weighed down by the stain on her soul.

Perception-Blocking Mask: A jet-black, featureless mask made of a light, sturdy metal with a soft plastic padding the inside of the mask that covers Amerya’s entire face. Amerya is almost never seen without this mask and no amount of physical damage appears to be able to fully break it.
The mask is enchanted with several different powerful magics, each with a strong resistance to being dispelled.
While wearing this mask, she perceives any humanoid creature as featureless, their voices being twisted into a monotonous drone. It also grants Amerya a sizable resistance to sight-based effects, as well as causing her emotions to become unreadable.
However, this mask is closely linked to Amerya’s mental state, and will break if its wearer is put under enough stress.

“Retaliation:” A small, black bracer that Amerya wears on her right hand, hidden from sight as it blends in masterfully with her dress. This bracer is made out of a strange fusion of leather and sponge, and enchanted with the ability to absorb a portion of the force Amerya uses to swing her weapon. With this, the vibrations that something like Punishment would cause while clashing with anything are mostly suppressed, and stored within the bracer.
Each clash stores one quarter of a charge, and the bracer can hold up to 3 charges, changing in tone from Black to White as it accumulates more charges.

Skills, Spells, Special Abilities: After the tragic incident that took her sister from her, Amerya Walsh awakened to a strange ability.

“Inversion:”

The true nature, and capabilities, of Amerya’s power is unknown to her, but she simply refers to it as “Inverstion.” This power grants her the ability to swap the one of the properties of an object with that of its opposite, essentially “Inverting” it. However, she doesn’t fully understand this ability, nor is she able to fully control it. As such, she limits herself to only using this ability once every 6 seconds, to minimize the chances of something going incredibly wrong.
Her weapon is permanently under the effects of this power, allowing her to swing it with ease while still being able to cause significant damage.

To invert anything that isn’t herself, Amerya needs to have had contact with the object with her left arm

Psychic Bolts:

With the accumulated charges from her bracer, Amerya can launch fast, short-ranged projectiles from the piece of equipment. These projectiles have a range of 10 feet, and do not cause physical damage if they strike a creature. Instead, they trigger a sudden, small, burst of panic or paranoia. Using the bracer like this requires a full charge, and can only be used once every 3 seconds.

Sealed Claw:

While in combat, the bandages covering Amerya’s left arm suddenly unravel themselves, revealing a clawed appendage that is similar in size to a regular human arm, with the fingers elongated by a couple of inches. The clawed hand appears jet black, and is capable of piercing through softer metals if enough force is put behind the attack.
This arm is heavily resistant to damage, but does not lessen the pain that Amerya feels when it is struck.
AQ DF AQW Epic  Post #: 16
1/17/2023 20:59:15   
  Chewy905

Chromatic ArchKnight of RP


And another bio joins the fray!



@Oddball - Welcome back! Amerya is well balanced and simple enough overall, I just have a small clarification to add and some details to request:

First up, we discussed over DMs that Amerya can invert properties of people, though only of one limb at a time. I would like this detail added, as well as whether it requires direct contact with skin or if thin clothing can be ignored or such.

Additionally for Inversion, I would like at least a few examples or a small list of possible “properties” that can be inverted, so the actual impact of the ability can be more easily visualized and balanced.

These small additions should be enough to get Amerya good to go!
Post #: 17
1/17/2023 23:27:16   
Apocalypse
Member

Contains a lot of spoilers which you can definitely read, but would be more fun if you didn't ;).

Name: Thorn
Age: 39 years old
spoiler:

Via strict technicality, Thorn is less than six years old but holds the memories and maturity of the person he copied. For all intents and purposes, he is 39 years old.

Race: Human
spoiler:

Actually a sentient piece of radiated space rock.

Calling: Order

Appearance

Operator Thorn is sealed away in a hulking S.O.L.A.R. (Spacial Observation, Life-Support, and Anti-Radiation) suit ever since his exposure to the cosmic anomaly around Lidieon’s fourth moon. The S.O.L.A.R. is similar in shape and to a bulky suit of armor, though its sleek design and glossy coating makes it seem like it's forged from polished glass. From between the cracks of the joints sprout jagged crystals that have fused the plates together that, while allowing movement, seemingly prevent the S.O.L.A.R. 's removal. In darkness, the suit itself is black but in light while it maintains a mostly onyx texture, other colors bleed into it like spilled gasoline in dark waters.

The large spacial diving helmet is akin to a glass orb, though peering into is impossible due to the constantly shifting radiant colors illuminating it from within. Lines of prism glass run along the suit from the shoulders down to the hands where they gather in precise and complex runes on the back of his gauntlets. The prism glass glows in tandem with the helmet in both color and intensity.

Within the suit itself, Operator Thorn stands at almost seven feet.

Abilities

Physique

After a brush with a cosmic anomaly, Operator Thorn has been changed. He has been unable to leave the suit, though no longer has the need to eat, drink, or breathe in the traditional sense, though he does require radiation to sustain himself. Thorn himself has become as hard as crystal, his body now able to turn away an average dagger blow without issue. Piercing and slashing attacks have reduced effect on him at all (each losing a third of their potential), while bludgeoning attacks are slightly more effective. His strength is immense, able to throw the average human ten feet with a single arm.

spoiler:

Operator Thorn is a living piece of sentient space rock, taking the appearance of jagged and asymmetrical crystal. Currently, it takes the vague shape of a human being as it has copied the original operator’s form. The pieces of crystal protruding from the S.O.L.A.R. suit are actually imperfect parts of its body that are sticking out. Thorn lives off radiation, which does flow through its body in a crude imitation of blood flowing through a human’s. Physical harm to the body disrupts the radiation’s flow, which can have adverse effects such as Thorn being unable to shoot beams when trying to, shooting beams when not trying to, and lack of control over his radiation radius when it’s in-effect. The stronger the damage, the more intense the disruption.

Furthermore, Thorn can see, hear, smell, touch, and taste with any part of his crystals. However, whilst his true nature is unknown, Thorn is limited to sight, smell, hearing and taste via the large chunk of crystal that composes his “head”.

Body Manipulation

Thorn currently does not realize he is not the original operator, which is what’s limiting him to a base human bodily structure. Should he learn the truth, then Thorn is able to change his body’s shape. He can take excess material from within him and create up to three additional limbs, though these will lack any fine shape while also making his body twice as brittle. Thorn could also enlarge himself to approximately one-and-a-half times his size, though with the same detriment of his body being twice as brittle. Similarly, he can condense body parts to make them smaller and stronger. At max, he can reduce his size to half and increase his natural defenses to one-and-a-half times their normal limits. He can mix and match this process, such as enlarging one arm and shrinking another to offset the consequences, or shrink his torso whilst maintaining the size of his arms and legs.

When taking damage, the crystalline body will be damaged and on impulse, Thorn will subconsciously reinforce the weakened area. The area will have limited mobility, Thorn will overall be more susceptible to damage, and the injury is also unable to be further manipulated. Pieces broken off of Thorn cannot be absorbed or otherwise manipulated.

If Thorn is conscious of his true nature, then he can reinforce injuries through conscious effort, such as detracting crystal from one arm to the injury rather than slightly draining crystal from the entire body. He can also choose to not reinforce injuries when aware of his true nature.


Cosmic Radiation Generation

Thorn’s body produces radiation, and with the prism glass he can launch concentrated beams of it. The process takes a couple of seconds to charge, with the prism glass and helm glowing to match the type of radiation about to be launched. Due to their radioactive nature, these beams pass through non-living materials such as cloth and metal that are less than an inch thick (cumulative, so two spaced out half-inch barriers effectively block the beam as well) . The radiation dissipates after traveling sixty feet, and the effects last at full capacity for five seconds before fading away completely after an additional five seconds. These effects are the same effects of the aura. If significant damage is done to the S.O.L.A.R. suit (equivalent to several large rips or tears), then Thorn is constantly leaking radiation and the radiation beams only travel thirty feet along with the effects lasting half as long.

When sufficiently torn as mentioned above, Thorn has a perpetual aura of radiation about him. When suppressed, this aura extends two feet in a bubble around him and contains different effects depending on the type of radiation. Thorn can choose to enlarge the bubble to ten feet. Thorn is unable to shoot beams when he is concentrating on the intensified effect. Similarly, sustaining an injury while the bubble is enlarged disrupts the bubble, reducing it to its original aura.

Burn
Signified by the color paradigm of reds in his crystals and prism glass.
Beam: A concentrated beam that leaves a shallow second-degree burn upon impact, about the size of an apple.
Aura: The target’s body heats up, increasing their strength by a factor of one and a half and causing the target to experience nausea.

Freeze
Signified by the color paradigm is blues in his crystals and prism glass.
Beam: A concentrated beam that leaves the mark of frostbite on the top layer of skin or flesh, roughly the size of a handprint.
Aura: The target’s body cools down, durability is increased by a factor of one and a half, and overall dexterity is reduced by half.

Shock
Signified by the color paradigm of greens in his crystals and prism glass.
Beam: A concentrated beam that leaves the targeted muscles spasming.
Aura: The target’s body becomes jolted, with movement speed increased by a factor of one and a half and the target experiencing less controlled, more erratic movements.

Equipment

The only notable piece of equipment is the S.O.L.A.R. suit which provides minimal protection as even its bulky parts have gaps and weaknesses in the armor. It won’t rip and tear from simply being dragged across a coarse surface, but its material is easily pierced by blades and it does little to diffuse any blunt force trauma.
AQ DF MQ  Post #: 18
1/18/2023 4:37:10   
nield
Creative!


Name: Kazerol, The Fractured One

Side: Chaos

Age: -247 (It is unclear how long Kazerol has existed for, however he bears both an adult mind and an adult body in its prime)

Race: First Of The Fallen, The Last To Rise (Aberrant Kezel: Kezels are a chimeric race, with bovine legs, ursine chests, draconian arms, leonine heads and avian wings)

Appearance: Kazerol cuts a striking figure, with one’s eyes not knowing where to settle on his form. He stands on cloven hooves, from which brown-furred unguligrade legs rise, until they reach his torso, where his body thickens out and is covered in black fur instead. Slender arms covered in fine, deep green scales end in claw-tipped fingers, Whilst a lion’s head with a silver eye sits regally atop the rest of this bizarre creature, topping his height at 8’.

However, for all the myriad features to look at, it is those that mar Kazerol’s form that draw the eye most sharply. Seemingly driven into his brow above his right eye, a Shard of many hues, blues, purples and pinks, made of tessellated shapes that are constantly shifting shape and size, this selfsame appearance having bled into his face, covering a decent portion, including his right eye. This pattern is repeated across his body in small patches in various locations, but without any additional shards.

Where a pair of majestic wings should sprout from his back a large patch of tessellation ends in stumps, a mere few inches from his back. Around these stumps float a number of smaller tessellating Shards, surrounded by energy of the same hues that make up the Shards. This energy can also be seen swirling around the main Shard on Kazerol’s face.

Capabilities:

Fractured State: Kazerol’s form has been fractured by time itself, creating an Aberration; something that was never meant to exist. This manifests itself in the patches of tessellation that cover his body and the Shards stuck in his head and hovering where his wings should be. These patches are located: On his face around the Shard, his back where his wings should be, his abdomen, his right elbow, his left palm, his left thigh and just above his right hoof. Should he be damaged in an area of tessellation, his body will not seem to take any actual physical damage, but Kazerol will suffer the full pain of the injury that would have been dealt him, which lingers and can even overlap. For example if he were to be hit in a patch of tessellation with sufficient force to sever his arm twice, he would have the pain and feeling of having that arm severed twice, despite the fact that it is still attached. Additionally, the tessellation will expand to cover more of his body, the rate of this expansion being relative to the severity of the wound suffered.

Tessellation also expands when he uses any ability derived from this state. Tessellation expansion bears a toll on Kazerol’s mind, the further the tessellation spreads, the more exhausted and erratic he will become mentally. The coverage of tessellation will revert back to its initial state after a period of time without anything happening to cause more expansion. If the tessellation expands too much, it will reach a point of critical mass where it expands on its own until it consumes his body, with no way of reversing it. When his body is fully consumed by the tessellation, Kazerol will Shatter and be no more.

Eye of Many Facets: Through the eye covered by tessellation, Kazerol can see the infinite possibilities stretching out in front of a person, though this vision is rather limited in that he can only see how their physical form changes and the position the body is in, not any extraneous data. Without any focus Kazerol’s sight shifts through hundreds of possibilities every second, but if a future piques his interest, he can choose to fixate on it. Fixating locks that particular future into his sight and gives him information on just how far into the future the possibility lies, information that Kazerol does not have without fixating. When he chooses to stop fixating on a future, he must wait a short while before he can fixate on another. While this sight gives him access to the infinite possible futures before a person, it gives him no knowledge of the immutable past. Additionally, while it allows him to see the infinite possibilities ahead of someone else, due to his Fractured State he cannot see his own. Expansion of tessellation while using this ability is a low but constant rate unless he is fixating on a particular future in which case the expansion increases to a medium, constant rate..

Touch of Possibility: Through a patch of tessellation on the palm of his left hand, Kazerol is able to alter the state of a body part he grabs a hold of with that hand. He is able to Regress body parts to how they were in the recent past and he can also Progress body parts along one of the infinite possibilities before them. While Kazerol can try to hold sight of a particular possibility to try and force that particular state on someone, Progression is an inherently random ability and all he can do is try and weight the odds. While Kazerol can utilise both Regression and Progression on others, due to his Fractured State, he cannot use Progression on himself. Tessellation expands at a medium rate when he uses Progression and a high rate when using Regression.

Blade of Many Shards: Kazerol can draw the shard out of his face, rendering his form more stable in the process. This reduces the coverage of tessellation across his whole body, outright clearing up multiple patches, specifically the ones on his face, his hand and his abdomen, robbing him of access to Eye of Many Facets and Touch of Possibility. The Blade of Many Shards takes the form of a series of Shards floating next to each other, with nothing seemingly binding them together. The length of the ‘blade’ from the Shard Kazerol holds to the furthest is 3’, though the Blade can be made to expand, each Shard moving to the maximum distance they can hold from each other, doubling the length. The energy that surrounds all other Shards also surrounds the Blade.

The Blade can, at Kazerol’s whim, utilise Progression, Regression and Egression. Progression and Regression work the same as with Touch of Possibility, but are less powerful, altering an individual’s body part forwards or backwards by only a few seconds. Egression has the blade simply act as a regular blade would, causing regular physical wounds. With the Blade, tessellation expands at a low rate when he uses Progression and a medium rate when using Regression. Egression causes no expansion of tessellation. Kazerol can, at any time of his own volition return the Blade of Many Shards to its ‘sheath’ on his face, doing so will cause not just his regular amount of tessellated body to return, but any additional tessellation expansion suffered with the Blade drawn will itself expand further, to about 3x the coverage as when the Blade was drawn.

Feathers of the Anchor: Kazerol can shoot the Shards hovering about his back at people, causing a minor physical wound and conferring on them a state of temporal stasis, wherein their body does not change at all but they are free to move about freely. This state lasts a mere few seconds, before the embedded Shard shatters, causing a more grievous wound. If the Shard were to fail to hit someone, it would simply float back over to its place by Kazerol’s back. Tessellation expansion occurs at a high rate when successfully using this ability, however should it fail there will be a low rate of expansion.

Panic: The only ability Kazerol possesses that is linked not to his fractured state, but to his natural physiology. He is capable of unleashing a roar that is imbued with the ferocity of each of the creatures that make up a Kezel’s form. The resultant sound’s effect depends on the level of familiarity a person has with dangerous animals. With little to no experience the roar will strike fear into a person’s heart causing them, if possible, to run directly away from Kazerol until they feel they have reached safety, usually at a significant distance from him. If a person under this particular effect of Panic is attacked by someone, their natural survival instincts will kick in and shake off the effect of Panic.

With a medium amount of experience, the roar sets a person on edge, settling them into a cautious and defensive attitude for several seconds. If someone has a high amount of experience with dangerous animals, however, Panic will completely fail to affect them. Panic is not without its drawbacks either; the roar robs Kazerol of his voice for several minutes, leaving him incapable of talking, let alone letting loose another Panic. Additionally, it is very physically draining on him, requiring him to sit and rest for several seconds and afterwards his physical capacity is decreased for the same amount of time it will take his voice to return. It is possible to shake off the effects of Panic through sheer mental effort, but doing so would be taxing on the person

Chimeric Aptitude: Kazerol is well-versed in utilising each of his disparate body parts, from sprinting and kicking with his bovine legs, to something as mundane as throwing his ursine mass around. Kazerol bears the strength of a bear from his ursine core, as well, he has mass similar to a bear’s, weighing around 300 kg. He has some of the speed of a buffalo, but due to his bipedal arrangement among other things, he is merely twice as fast as a human. He also has a lion’s natural good hearing and sense of smell.

Clarifications: Eye of Many Facets; Kazerol is capable of ‘closing’ his eye, allowing him to see normally from the eye and immediately ceasing the expansion of tessellation caused by the ability. Kazerol can only have one ‘open’ eye, so even if tessellation expanded to cover both eyes, he would always have at least one eye with regular vision.

Touch of Possibility; With Regression, when it comes to affecting others, unless they have suffered severe trauma within a few days, Regression would return the form of the affected body part to how it was entering the battlefield. With Progression, while from an in-universe perspective Kazerol may be trying to force a particular future into being, full discretion remains with the target’s writer on what actually happens to their character. Progression is an inherently random ability, Kazerol’s attempts to influence it amount to little more than gambler’s fallacy.

Blade of Many Shards; Even if tessellation expansion while the Blade is drawn were to cover his eye and hand, Kazerol would not regain use of the Eye of Many Facets or Touch of Possibility abilities until the Blade is ‘sheathed’. Stabbing any or all of the Blade into a person would not Fracture them like Kazerol.

Feathers of the Anchor: While under the effect of a shard an individual’s body could be cleaved in half but they would not fall apart and could still move and fight like normal. Only one of these shards can be fired off/active at a time. A shard could be removed from the body before shattering, removing the stasis effect the shard infers though the shard will still shatter after a few brief moments. Shards that shatter will eventually ‘regrow’ but this is a long-term process taking weeks.
AQ DF MQ AQW Epic  Post #: 19
1/18/2023 13:34:39   
markthematey
Member

Name: Kasdil
Alignment: Order
Age: Mid 20s
Race: Human Soulis (Basically human with glowing eyes)
Gender: Male(He/him)


Appearance:

Kasdil looks to be roughly 5’10 feet tall. He has a silver cloth mask that covers his mouth and nose as well as a large shawl that covers a poorly kept military suit. The shawl is a brilliant silver color. All his attire is some shade of white, silver, or gray. He also has short straight black hair.

Bright Silver iris that seems almost to glow. While focusing energy into his gun and as he shoots, you can see a faint form of light shards in the form of wings behind him. They glow the brightest as he fires.

Physical Attributes:

Kasdil’s strength and speed are that of an average human being that has been well-trained with the only difference being he has excellent eyesight. His race is very good at manipulating oneself's soul. How this manifested in Kasdil is described in abilities.

Kasdil is very well-trained to fight in close combat. Despite being a very good shot, he doesn’t shoot unless he knows it will hit or if pushed into a corner. He will first engage an enemy and get into a position to guarantee a hit before he considers taking a shot.

Abilities

Soul Sight: Kasdil can see the hue of a soul as an outline that emanates from the person. This color describes one's base temperament but the more you grow to know someone, the more you can understand what their soul says about them. For instance, someone who’s hue is red could mean someone who is prone to anger or could mean someone who is passionate or a wide array of other things. It is difficult to tell anything about someone from just the color of their soul as it can be read in many different ways.

Special bullets: Kasdil’s rifle can only shoot special shells that he can create himself. These bullets look like a shard of light and are pieces of Kasdil’s soul used to make his ammunition.
As such shots are extremely taxing to make. He can only make 3 shots maximum before he passes out. By focusing briefly he can make a bullet appear in his hand by sacrificing a piece of his soul attached to his body. That area becomes numb to Kasdil. Furthermore, the shot will disappear after 30 seconds if not used before.

These bullets have special properties. They do not affect the physical body but attack the soul directly. The effect on someone can differ from person to person but commonly someone can feel as if their soul is shattered and feel as if their body isn’t responding properly or the affected area becomes completely numb. Sometimes, this can lead to a “soul death” where the soul completely dissociates from the body and disappears.

Equipment

Arbitrator: This is Kasdil’s primary combat weapon. It is a single-shot bolt action rifle that is painted white while being long and slender. The butt of the gun is a dense metal designed to bulgeon in close combat and the front of the gun is equipped with a Bayonet. The entire weapon is reinforced to be able to be used in offensive and defensive close combat without being damaged. The rifle can only hold one bullet at a time but can be reloaded in the time it takes to insert another shell into the rifle. Furthermore, it takes roughly a second of focus to channel his energy into the gun right before he shoots.

Soul Dagger: Kasdil has a hilt that is strapped to his waistband. This hilt can take one of his bullets to make a blade of light come from the hilt, this dagger only works for 30 seconds but has the same properties as the bullet. The bullet is consumed during this process. The light blade cannot deflect anything as it passes through any material.

Silver Shawl: The shawl provides adequate protection against slashing and piercing but does not prevent any of the bludgeoning effects of weapons. Its capabilities are very similar to chainmail chest armor. The shawl moves quite a bit when Kasdil moves his weapon around and it is possible to get under it.
Post #: 20
1/18/2023 13:35:22   
Sylphe
Member

HONK!

Name/Title: Ferdinand, the Inevitable
Alignment: Chaos
Age Range: Adult, though he’s lived many years more than a goose should.
Race: Goose
spoiler:

(More accurately, he’s a night elf cursed into goosedom.)


Appearance: Ferdinand is a rather tall male goose, and stands at around a meter tall. He has snow white feathers and bright orange feet and beak. He has a few darker feathers scattered across his plumage here and there. He’s got beady eyes full of intense wrath, and an adorable red ribbon around his neck, complete with a little golden bell. He’s also holding a sword as tall as he is in his beak.

Equipment:

Other than a simple cloth ribbon with an old bell, Ferdinand’s only real equipment is a sword. It seems to have once been even taller than it is now (which is roughly Ferdinand sized). There’s a break at the tip of the blade, though it is still sharp. The blade seems to be made from strange, pitch black metal - just as strong and hard as steel. The hilt is decorated with large glowing garnets that give off an ominous aura.

Abilities:

Honkopathy: While Ferdinand can’t communicate with speech, whoever hears his honking finds that they can understand the meaning behind it. It is not as clear as words, but they will be able to understand the general message behind the honk.

The Garden Knight: Ferdinand doesn’t have any sort of a problem handling that sword with just his beak alone, almost as if it was a hand. The goose is a weapon savant, bearing the ability to turn pretty much anything it gets its beak on into a weapon to fight with, should it lose its sword, not bothered by the weight of said weapons at all, either.

Honk!:
Ferdinand is a goose. As such, he possesses higher agility and the ability to fly, as well as natural weapons in the form of his biting, kicking and beating wings. Additionally, he can fluff up his feathers to withstand a colder environment.

Flight: While Ferdinand is not able to fly too high (roughly just above the usual person’s eye level), he can use his flight to attempt to evade attacks or charge his opponents.

To the bitter end: In line with other geese, Ferdinand’s mettle is hard to shake. He will stand up to scarier, bigger enemies, even wounded, and considers backing down a great offense. While this makes him resistant to fear effects and keep going when times are dire, it also brings the danger of the goose acting recklessly and hurling himself into fights he is unable to handle whenever he perceives something as a challenge.

Don’t lose heart: Ferdinand honks loudly, releasing a faint white shockwave. Allies caught in this wave will have their courage and fervor for battle raised, at first in a sharp burst, and then receding over the next few seconds. This ability’s reach is three meters around Ferdinand, after which the sound wave dissipates (though the honk is still heard. You can’t escape it.)

Extreme Molting Action: Ferdinand is able to use his flight feathers as projectiles. Feathers affected in this way will be sharp and durable as steel once fired, glowing with a faint silvery energy. Three feathers on each wing can be empowered this way and shot, either gradually, or all at once. These feathers can travel for six meters, after which they lose their altitude and sail to the ground.

Losing his feathers gradually worsens Ferdinand’s flight, lowering the altitude he can reach and the amount of time he can stay airborne. Losing all six feathers leaves Ferdinand flightless.

Dread’s Dawn: Housed within the sword is a protective enchantment: Just once, if Ferdinand were to take a strike that would’ve otherwise gravely wounded or killed him, it draws half of the damage into itself, breaking in the process.

YOU!: Ferdinand lets out an echoing warning honk. The goose picks out an enemy that it can see and that is in close quarters. In case Ferdinand has seen this target harm or threaten a friend, this range extends to three meters. For the next 15 seconds, the target is locked into a duel with Ferdinand, and the goose is empowered when attacking them, specifically. While attacks from other enemies will still harm Ferdinand and his target, they’ll be slightly weakened. Friendly effects on both from allies are likewise weakened.

During this period, the target’s perception is altered. Sounds coming from sources that aren’t the goose will be dampened. The goose’s blade and eyes will burn a bright red to the target, and all surrounding red in the environment will appear much more vibrant.
DF  Post #: 21
1/18/2023 14:11:07   
ChaosRipjaw
How We Roll Winner
Jun15


Name: ???
Title: The Vessel Bearer
Alignment: Chaos
Age range: Mid-20s
Race: Human

Appearance: The Vessel Bearer is dressed in a tattered brown sleeveless coat that stretches to the back of her knees and little else. Under her clothes she wears bandages that modestly cover her chest and torn pants that fray into threads at her knees, tied in place by a rope to serve as a belt. She wears no shoes, only more bandages wrapped around her ankles and heels like long socks, leaving her toes exposed. Bandages also cover her forearms and wrists.

Under her worn, dirtied appearance, she is a rather tall and fit woman, though she could definitely use a bath and a meal. Her dirty tangled hair is long and black, stretching down just slightly below the nape of her neck. Her eyes are obscured by a pair of eye patches that cover both eyes.

Equipment:

Hiltless Swords: In each hand she holds a hiltless sword, the curved design of which peculiarly fits either that of the mainland’s or the far eastern islands, the length of which is a few inches longer than a standard katana. While the hilts are wrapped in bandages, they may cut into her hands if she does not take care.

The borne vessel: Atop the Vessel Bearer’s head sits a bronze ding, turned green from oxidation (or perhaps a force far more sinister). The ding has antlers and curved handles and is carved with intricate designs no one can make out coherently. The vessel is not secured and stays in place only due to her incredible balance and coordination. The vessel is about the size of an extra large soup bowl, 16 inches across and weighs 13 pounds.

Skills, Spells, Special abilities:

“No hope to cling to. No sight to distract from. No pain too great.”


No Hope To Cling To: Vessel Bearers hone their balance with the vessel atop their heads, giving them incredible balance and coordination although it prevents them from executing acrobatic maneuvers that would throw their center of gravity off, lest their vessel fall and break. However, if the need arises, the Vessel Bearer may be able to quickly somersault and precariously let the Vessel go airborne before rolling back to her feet to catch it with her head again.

Naturally, with such balance and coordination makes it easy for her to wield her hiltless swords.

No Sight To Distract From: Vessel Bearers willingly cover both their eyes to have no further distraction from exerting their will to suppress the Ruin contained in their vessels. But close proximity to the Ruin has affected them in a manner similar to a condition known as Anton’s blindness, which lets them “see” their surroundings without seeing anything. This renders illusions or other effects that target sight ineffective against the Vessel Bearer. Beyond this quality, this condition does not grant the Vessel Bearer any enhanced sight capabilities or let her perceive anything beyond what an ordinary sighted person would see.

No Pain Too Great: Although the use of the hiltless swords may inflict terrible pain on herself, they also serve as anchors to reality so the Ruin does not overtake her. Thus, the Vessel Bearer has increased pain tolerance, able to take injuries and exhaustion with stride. However, this can be a double edged sword as her body is still limited to standard human durability, and may collapse despite her will being unbroken.

“As flesh withers, hold the Ruin. As bone crumbles, hold the Ruin.”


Hold the Ruin: The vessel atop her head, while appearing empty, contains Ruin, an invisible but absolutely intangible force that can be instinctively sensed by everyone and anyone, even machines. Its presence is heralded by a terrifying, oppressive pressure akin to diving too deep underwater, which is most intense when it is concentrated and vice versa when dispersed. Physically, Ruin encompasses some of the properties of both fire and water while being neither. These properties of Ruin apply to all applications that incorporate it.

As Flesh Withers: She may use the vessel to fire a concentrated blast of Ruin in any direction, which can reach up to about 50 feet. It takes a few seconds for her to concentrate and deliver such a blast, during which she will be standing stationary. The Ruin blast flies in an arc slowly and can be pictured as a basketball. As such, the further she attempts to fire the Ruin blast, the more easily it is dodged. The effects of the Ruin blast varies depending on what it hits.

If it hits an inanimate object, the object rapidly weakens in structure and gains a rusted or decayed appearance. If it hits an individual, even one wearing armor, they will become nauseous and dizzy and may be burned and scarred from the Ruin, the severity of which depends on how direct the Ruin blast hits. These effects persist as long as the Ruin clings on, and can be removed by “shaking off” the Ruin whether through rolling, sharp movement, etc. Once the Ruin falls off, all of its effects fade (nausea, rustiness, and burns) and whatever was covered in Ruin reverts to its original state.

The remaining Ruin rapidly dissipates into the surroundings like a water balloon exploding and its aura is greatly weakened, just enough for everyone to feel something “unnatural” nearby but not able to discern what it is. This splash diameter can encompass up to 10 feet.

As Bone Crumbles: Firing a blast of Ruin gives her the trembles as it saturates her body in the process. Such a blast also weakens the presence of Ruin in the vessel, which can be regathered by standing in proximity of the impact (if it hit no one) or attacking whoever it did hit. The vessel passively reabsorbs Ruin within proximity, which requires her to be standing next to or practically on top of the spilled Ruin.

The vessel stores enough Ruin for approximately 3 blasts. Once all three are used up, she must regather the Ruin to fire any more blasts. Loss of Ruin weakens the aura emanating from the vessel accordingly.

spoiler:


“And then let go.”


Let Go: When the time comes, she may drop the vessel (or someone may knock it off her) and let loose an explosion of Ruin. When this happens, the vessel shatters and disintegrates while Ruin saturates everything in a 30-foot diameter. The effects of Ruin if it hits anyone can be negated as previously specified, and after a few seconds it will dissipate into an unnatural aura as previously specified.

This attack can be triggered even when there is no Ruin present in the vessel. In this scenario, any and all Ruin present before on the battlefield that had not been reabsorbed immediately vanishes.

Once the vessel breaks, Ruin seeps into the Vessel Bearer’s mind, unlocking new memories and insights. Her eyepatches disintegrate, letting her see normally again. The Vessel Bearer would now be able to move freely without the vessel restricting her movements. With her body soaked in Ruin and the vessel gone, she now fights with wild abandon, having given in to the final fate of all Vessel Bearers: a monster.

She feels no pain at all in this state, and thus will take no care to guard or defend.

Since the vessel has been destroyed, she can no longer use As Flesh Withers. However, Hold the Ruin and As Bone Crumbles still take effect, though in slightly different ways.

Hold the Ruin now causes the Ruin aura to emanate from her instead, though at only half its strength. The effect intensifies as As Bone Crumbles takes effect while she stands in the big Ruin puddle, this time absorbing Ruin directly into herself. The drawback however is she becomes increasingly feral and vulnerable to damage.
AQ DF MQ AQW Epic  Post #: 22
1/18/2023 22:57:26   
  Chewy905

Chromatic ArchKnight of RP


Wow! There's all the bios! Still hoping to get some more before signups close, but this is great to see!


@Apocalypse - Welcome Back! Thorn is simple enough overall. We clarified in the discord that Thorn communicates via telepathy rather than speech, with the range of receival equivalent to regular speech. With that, Thorn is approved!



@Nield - We confirmed over DMs that the shard works by delaying damage taken until after it breaks, at which point any damage taken is applied and the shard damages the location it broke at. With that, Kazorel is approved!



@MarktheMatey - Good to see you for your second year! Kasdil is very simple overall and nicely limited. We clarified via DMs that the mentioned “Soul Death” is meant to occur on shots that would normally be lethal, such as to the head or heart, and will require 3 hits to have a chance of actually occurring. I would also like to give the same warning I gave DragonKnight; Soul Sight will require collaboration to use properly. With that clarification in mind, Kasdil is approved!




@Sylphe - That is a goose. That is definitely a goose.

We clarified via DM that YOU! Requires the target to actually hear the honk in order for it to take effect, and that Ferdinand has a cooldown period of around 30 seconds between uses. With that, Ferdinand is approved!



@ChaosRipJaw - Good to see you again! The Vessel Bearer is very well-balanced in all of the different limitations and qualities you’ve given to their abilities!

We clarified a few things via DMs:
The feeling of terror and pressure given off by Ruin has a range of 15 feet, and can be resisted or adjusted to, and is given off even when the Ruin is in the Vessel atop the Bearers head. It can also be felt from the projectiles fired by As Flesh Withers and the auras that are created from the “splash”. Additionally, a character shaking off the ruin completely removes any burns and scars that were created from it.

With those clarifications in mind, The Vessel Bearer is approved!



Look at all those smooth entrances! Now we've got a party! Keep 'em coming!
Post #: 23
1/19/2023 21:18:35   
Oddball
Member

Round 2! Additions have been underlined

“In that single moment, my life was flipped upside down.”

Name/Title: Amerya, Death’s Mask.
Alignment: Chaos
Age Range: 24
Race: Human

Appearance:Amerya stands at roughly 5’9”, and is pale skinned under all of the padding she wears. Under the mask, her eyes are a bright blue but appear foggy, like her focus is elsewhere. Her hair falls down to lip-level at the front and sides, and extends down to the base of her neck at the back. While mostly black, parts of her hair seem to have a faint redness to it in certain lights.

For clothing, Amerya wears a long, tattered black dress that falls just shy of brushing against the ground as she moves. Up one leg of the dress is a large incision, allowing Amerya more freedom of movement while revealing the padded clothing that she wears underneath.
This padded clothing appears to be some sort of full suit, as it covers almost all of her body and offers a small amount of protection against attacks.
Her left arm appears to be bandaged from the elbow down, and the bandages don’t appear to ever be taken off or replaced.

On her right arm, she wears a bracer that was crafted to be as inconspicuous as possible and as such, is almost invisible to all but those concentrating on that part of her arm. However, under special circumstances, the bracer will slowly shift into a brighter shade.

Completing the outfit, she wears a pair of thin, black high heels that are 3 inches in length. No matter the amount of pressure placed on the heels, they do not seem capable of breaking. They can, however, be damaged, which will throw off Amerya’s balance.

Equipment:

Punishment”: A gargantuan slab of rusted metal that Amerya calls a “Sword.” It stands at an even 6 feet in length and is about a foot and a half wide. This immense weapon is typically wielded in one hand, as Amerya uses her other arm to recklessly swipe at those who manage to get close enough to render Punishment useless.
While appearing incredibly heavy, and weighing even more than it looks for others, Amerya handles it with a strange degree of fineness. Due to Punishment being permanently under the effects of her Inversion, Amerya is able to swing the weapon with ease, but still has to make a mental note to adjust for its incredible size.

Amerya is able to will this weapon in and out of existence on a whim, as it is not a real weapon. Punishment is a physical manifestation of Amerya’s decaying mental state, and it is weighed down by the stain on her soul.

Perception-Blocking Mask: A jet-black, featureless mask made of a light, sturdy metal with a soft plastic padding the inside of the mask that covers Amerya’s entire face. Amerya is almost never seen without this mask and no amount of physical damage appears to be able to fully break it.
The mask is enchanted with several different powerful magics, each with a strong resistance to being dispelled.
While wearing this mask, she perceives any humanoid creature as featureless, their voices being twisted into a monotonous drone. It also grants Amerya a sizable resistance to sight-based effects, as well as causing her emotions to become unreadable.
However, this mask is closely linked to Amerya’s mental state, and will break if its wearer is put under enough stress.

Retaliation:” A small, black bracer that Amerya wears on her right hand, hidden from sight as it blends in masterfully with her dress. This bracer is made out of a strange fusion of leather and sponge, and enchanted with the ability to absorb a portion of the force Amerya uses to swing her weapon. With this, the vibrations that something like Punishment would cause while clashing with anything are mostly suppressed, and stored within the bracer.
Each clash stores one quarter of a charge, and the bracer can hold up to 3 charges, changing in tone from Black to White as it accumulates more charges.

Skills, Spells, Special Abilities: After the tragic incident that took her sister from her, Amerya awakened to a strange ability.

“Inversion:”

The true nature, and capabilities, of Amerya’s power is unknown to her, but she simply refers to it as “Inversion.” This power grants her the ability to swap one of the properties of an object with that of its opposite, essentially “Inverting” it. However, she doesn’t fully understand this ability, nor is she able to fully control it. As such, she limits herself to only using this ability once every 6 seconds, to minimize the chances of something going incredibly wrong.
Her weapon is permanently under the effects of this power, allowing her to swing it with ease while still being able to cause significant damage.

To invert anything that isn’t herself, Amerya needs to have had contact with the object with her left arm This ability is able to affect living creatures, but it is limited to a single limb at a time. The inversion only lasts for a brief second, just the right length for Amerya to capitalize on her choice. To be able to use this ability against other living beings, the claw on her left arm needs to have pierced their skin.

Some properties Amerya is able to “Invert” with her ability are:
Weight/Density - Heavy objects, such as plate armour or a large weapon, can become much lighter. While lighter objects like shields can be made to feel cumbersome.
Speed - A slower object might experience a temporary burst of speed, or an ordinarily fast object might suddenly slow down or stop completely.
Temperature - A hot object can be made to cool down or freeze completely, while things that are frozen can heat up at a rapid rate.
Malleability - - A rigid object may be made bendable or an ordinarily flexible object might lock up.

Once something has been made the target of one of Amerya’s inversions, it cannot be done so again for 12 seconds.





Psychic Bolts:

With the accumulated charges from her bracer, Amerya can launch fast, short-ranged projectiles from the piece of equipment. These projectiles have a range of 10 feet, and do not cause physical damage if they strike a creature. Instead, they trigger a sudden, small, burst of panic or paranoia. Using the bracer like this requires a full charge, and can only be used once every 3 seconds.

Sealed Claw:

While in combat, the bandages covering Amerya’s left arm suddenly unravel themselves, revealing a clawed appendage that is similar in size to a regular human arm, with the fingers elongated by a couple of inches. The clawed hand appears jet black, and is capable of piercing through softer metals if enough force is put behind the attack.
This arm is heavily resistant to damage, but does not lessen the pain that Amerya feels when it is struck.
AQ DF AQW Epic  Post #: 24
1/19/2023 21:56:32   
  Chewy905

Chromatic ArchKnight of RP


And another one slips a round two in! Last few days are coming up!



@Oddball - Second round is looking good! We confirmed over DM that Amerya must be making contact with something (for the second time) to invert its properties. With that clarified, Amerya is approved!



There was also an additional clarification for @ChaosRipJaw, confirming that Ruin is Tangible, rather than the bios stated intangible.



I'm putting it here for now. Due to the low number of the bios at the moment, there is a chance that I will extend the bio submission time, if enough people confirm that an extension would be meaningful to them. If you have input on this decision, please discuss it in the discord. THIS IS NOT A CONFIRMATION OF AN EXTENSION. Assume at the moment that the deadline for submissions remains this Saturday, 01/21/2022.
Post #: 25
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