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=Where Powers Collide 2026= OOC & Tournament Signups

 
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12/26/2025 22:05:09   
  Chewy905

Chromatic ArchKnight of RP



Order and Chaos. The two Powers above all else. Greater than Elements, Greater than Gods, Greater even than Good and Evil. Since the dawn of time they have clashed; an endless game, held on a board beyond our reach. Chaos has triumphed twice now, scales tipped to their side to let freedom overcome structure.

And so, as always, Order has returned to bring them to balance. Together, The Powers call across the realms. They reach for villainess and just, the righteous and the scheming. All can be found worthy as pawns to be knighted, all can be reached by the single 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… yet never forgotten.



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-oriented, collaborative 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. 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 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 17th. Any bios still under review will then have 24 hours, or until 11:59 PM on Sunday, January 18th, 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 18th and last for approximately three weeks. Currently, the period is expected to end at 11:59 PM EDT on Sunday, February 8th, but I will keep everyone posted of potential date changes. At the end of the Trials, the top six 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 a day or two to process decisions and get the Finals thread ready. Anticipated start date of the Finals will be Wednesday, February 11th. 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.

I say one final time: DO NOT EDIT your bio after posting without my permission.

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 WPC, 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!

I say again: If your post involves another character, be it a direct attack or anything that would impact them in some way, make sure that character’s writer is aware of it BEFORE you post.

On Communication: The notification system of PMs for the AE Forums is unreliable. 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. If you do not make an extension request in the OOC thread, I will document it myself regardless.

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 battlefields, either to get extra eyes for editing or to confirm actions with other writers.

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:

List of Chaos Entrants:


Master List of Accepted Entrants:

Total:

Rosters by Battlefield


Post #: 1
12/27/2025 11:27:51   
roseleaf320
Creative!


Name: Admete of the Strands
Pronouns: she/her
Species: Human
Age: 32
Alignment: Order

Appearance: Admete is a dark-skinned woman standing about 5’8” with shoulder-length, coiled black hair. She wears a mix of cloth and metal armor, with dangling belts and trinkets, wreathed in colors of gold and a green that shimmers as if it’s made of the night sky itself. Her eyes maintain a clear glint that could be green, gold, pearl, or baby pink, depending on the light. In place of human flesh, her left arm is fashioned of an ethereal, pearl-white, starry glow which snakes its way up through portions of her left neck, face, and side, as if filling in old, deep scars. She keeps this hand entirely free, while her other, normal arm holds a gold and white whip that seems to writhe slightly, even when its holder stands entirely still.

Equipment:
Whip of the Strands: Admete’s main weapon is a whip fashioned of shimmering white fate-strands. This whip was created for her by her goddess, and can be broken only with extremely powerful magic. It is approximately 10 feet long, and Admete is adept at using it to produce blunt-force impact or to loop and tangle an enemy’s limbs.

Spindle's Armor: Admete wears cloth armor that covers most of her body save for her ankles, wrists, and head. It has a collar that loosely protects most of her neck, although it is parted such that it reveals her Adam’s apple. Over her armor, Admete wears a golden metal chestplate to cover the front and back of her core body, engraved with the symbol of a spindle. On her feet are simple leather sandals.

Strand Cutter: This long, slightly curved dagger is holstered at Admete’s left side. It is magically enchanted to cut the strands of fate themselves. It ignores most common magical reinforcements (including the one placed on her whip), although it does not ignore the basic physical properties of objects and functions, physically, as a very sharp, strong dagger. When cut by this weapon, in addition to normal effects, the victim also feels a growing, strange discomfort; some have described it as if a string is being tugged out of the wound, while others liken it more to a leaking of spirit or life force. This can be ignored or overpowered with will, and once someone has done so, the feeling fades significantly.

Abilities:
General Combat Capabilities: Admete is trained in individual and small group (team vs team) combat with a variety of weapons, but greatly prefers, and has spent the most time with, the whip and dagger. She demonstrates excellent observational skills and intuition to help her predict the flow of battle.

Lost Limb: Admete’s left arm is a replacement limb crafted from the stars by her goddess; it shines a pearl-white and looks as if it is filled with the night sky itself. Instead of blood, cuts to the limb cause a white starlight to leak, and Admete is deathly afraid that losing too much starlight from the limb will cause her to lose the limb entirely. Admete experiences phantom pain when the limb is cut, alongside a curdling discomfort caused by the loss of starlight.

Fate’s Sight: A gift from her goddess, Admete possesses a strong intuition allowing her to sense momentary flashes of strong emotions and sensations from others. This sense is somewhat random; it is not a “constantly on” beacon which may show her every discomfort or strong emotion, and Admete has no control over when it occurs. This may tip her off to things such as a connection between two individuals, an uncharacteristically strong reaction to a barbed comment, or a flash of physical pain or discomfort. This last aspect of her sense is the one she finds most applicable to combat; it may direct her to a general area (ex. a limb) which may be injured or weak in a way she can exploit.

Puppeteer’s Strands: Admete can use her control over the strands to physically push or pull objects and people. To do this, she must physically push or pull one of her hands in the appropriate direction, exerting the force of a fit human’s strong yank on a target within 30 feet. This can be avoided with strength or willpower, and due to its force, is unable to manipulate overly large or heavy objects. She can only do this with one hand at a time, and must finish one movement before she starts the next.

Fate’s Guidance: Admete can use a gentle touch upon fate’s strands to help guarantee a preferred outcome. Admete targets herself or an ally within 30 feet, and gently plucks the air with her finger to convey this bonus. This comes in the form of a small additional boost of strength, precision, or focus for approximately six seconds. It is as if your sword is being slightly guided, your mind clears for just long enough to overcome an emotion, or your eyes more clearly find a hole in your opponent’s armor. This guidance cannot cause a person or object to exceed their normal capabilities in any way: an arrow cannot suddenly be shot with enough power to pierce concrete, for example, and someone with a crippling injury could not suddenly move their crippled limb. This requires focus, thought, and eyesight from Admete, and quickly tires her out; she can only do this ~4 times before she is unable to focus enough to do it again.

They told me of worlds besides ours. Is that where you've gone, Alceia?

Post #: 2
12/27/2025 18:32:53   
Oddball
Member

“The organ in the left side of my chest clings to every last moment. Eyes red, in wild revelry.”

Name: Prillyi Von Groski
Alias:: “Prisoner S:03”
spoiler:

”Experiment 4”

Age: (Roughly) Late 20’s.
Race: Human*
Alignment: Chaos
Pronouns Any/All

*Can shapeshift appearance at will as long as they remain vaguely humanoid.This can only affect her physical appearance. They cannot change the properties of their body (Shrinking to a smaller size, hardening her skin, growing gills to breathe underwater etc)

Appearance: Prillyi stands at close to 6ft tall, often commenting that being smaller would help in their specific line of work. Other than their physical appearance, Prillyi’s hair is the only other part of her that can be changed at a moments’ notice. And as such, is usually subject to many changes throughout the day. This, mostly, stems from Prillyi’s mood… Which can be described as “volatile” at best.
Prillyi’s eyes are very, very uncommon. The colours alternate between circles of red and white (almost like a target) with her pupils being tiny black dots in the center. Curiously, Prillyi’s eyes shake with an uncontrollable fervor. Which can be unsettling, but is otherwise harmless.
They wear a long, modest red dress and a pair of 2-inch heels. Neither of these seem to have any negative effects on her balance or movement.


Equipment

“Beauty and Beast:” Two different Cestus’ stolen from different pairs. “Beauty” takes the form of a slim, armoured white glove with a curved blade that wraps around the knuckles. Despite its durability, Beauty is almost impossibly light, and Prillyi shows little to no fatigue after long bouts of combat. “Beast”, predictably, is the weapons’ opposite. A black gauntlet that reaches almost to Prillyi’s elbow, with a moderately large, 9-inch slab of an unidentifiable metal forcefully melted into the knuckles. This metal seems to have a heightened resistance to force, and will not show signs of battle damage. However, it also attracts magical energy to itself akin to a lightning rod, and has no notable resistances to anything magical. This property only extends to magical energy that has a physical presence (A lightning bolt, or a fireball, for example) and its radius covers a roughly 15-feet sphere around Prillyi. Beast is, notably, also extremely heavy. And Prillyi can tire herself out quickly if it is used in rapid succession.

Outside of the abnormal weight distribution, neither of the weapons have any extra effects.

”Allvar:” A pair of Hook Swords that are just shy of a meter long, with the blades taking 2/3rds of the weapons’ length (67cm/26inches). These swords are made of a light metal, and are relatively thin, but can take a surprisingly large amount of punishment before starting to show wear and tear. Prillyi usually uses these swords when facing opponents who focus more on range, as she finds deflecting projectiles with a sword much easier than with something like her Cestus. There seems to be some sort of magic woven into the weapons, as Prillyi is able to pull one of the blades to the other if they end up separated. Learning this has led her to sometimes using one of the swords as a projectile, launching it at high speeds towards a target akin to a boomerang before pulling it back via the magnetic force the weapons share. The blades must not be further than 40 feet away from each other for the magnetic connection to remain, and a solid barrier between them will weaken the connection. A thick enough wall will completely cut this ability from the weapons, and will require them to be in close proximity to each other for a few seconds before the connection reestablishes itself. There is also nothing stopping anyone knocking the weapon off-balance as it travels back to Prillyi.
Curiously, the colour of the blades seems to correlate with the colour of Prillyi’s hair.

“Prillyi’s Best:” Is a long, red dress that they managed to steal while in custody. There is nothing bizarre or otherworldly about the dress, it is a simple dress.

”Party Cannon:” Is a large, revolver-like gun with a wide barrel. This peculiar weapon fires dense blasts of condensed air, and is primarily used by Prillyi as a means to maneuver around at high speeds (For example, firing it at the ground below her to launch herself upwards, or firing it mid-flight to change her trajectory.) While it can be used in an offensive manner (such as pushing people away, or disorientating them) the blasts of air do very little in the way of actual damage. The Party Cannon has 4 shots, and Prillyi typically carries another 8 rounds in a strap around her thigh.

Abilities

A Gymnasts’ Balance: Prillyi has an unnatural sense of balance, being able to pull off stunts that others wouldn’t be able to dream of with relative ease. This can range from anything from tricks like sprinting across a tightrope with her hands tied, to maintaining their balance on a single toe while actively engaging in combat. This makes her very difficult to, genuinely, knock off-balance, as this sense of balance combined with Animalistic Tendency causes them to be able to recover from just about any form of knockback.
The one exception to this is if her opponent can cause a sizable enough tremor if Prillyi has undergone any changes from Animalistic Tendency. As her heightened senses will disorientate her if their movement is shifted too quickly.

Martial Arts Prowess: While not having mastered any form of martial arts, Prilya has self-trained to varying levels in many different styles of fighting. Her main style seems to incorporate techniques from Taekwondo, Capoeira and Savate. While Prillyi’s swordplay is nothing to scoff at, a master of the blade could very quickly overwhelm her in a fair duel.

Animalistic Tendency: The name given to Prillyi’s unique strain of abilities. They are capable of taking on properties of any animal they can think of, as long as it doesn’t change her physical body in any way. For example, Prillyi could gift herself the speed of a cheetah for a small time, or the physical strength of a bear, or the flexibility of a snake. These properties only last for a short burst of a few seconds, and Prillyi can handle two at once. This comes with its own drawbacks, as activating two properties at the same time will cut the effectiveness of both in half.
However, every time she chooses to adapt more than one property at a time, Prillyi’s behaviour begins to change. They become more feral as time passes, losing parts of her sense of self until all that remains is a snarling beast wearing the skin of a human.
This state, if reached, lasts for 6 seconds, and grants Prillyi strength and speed that exceeds that of a human in peak physical form. However, afterwards, because of her pride, she will refuse to use this ability again until the fight is done.


“Until the day I get bored, let’s keep on playing.”
AQ DF AQW Epic  Post #: 3
12/27/2025 20:54:36   
Dragonknight315
Member

“The red sun rises, and so must I— the Spire awaits.”

Name: Aoshún, One with the Spire
Alignment: Chaos
Race: Gargoyle
Age Range: Indeterminate, at least several centuries old
Pronouns: Xe/Xem/Xer (Genderless)

Appearance:--- Standing around 5’4 in height, Aoshún might appear as a typical construction worker— or rather, a statue of one. The truth exists somewhere in between. Garbed in a plain uniform and overall androgynous in appearance, xer lean frame masks the true destructive potential dormant within. Aoshún possesses alabaster fair skin, short pastel pink locks, and orange left eye— all features resembling that of typical humans save for their unusual colors. Where xer right eye would be however is instead is a gaping hole revealing the glamoured flesh to be stone beneath the surface. Further still, exposed bits of rusted rebar make up Aoshún’s endoskeleton. This hole extends from xer right eye down through the cheek to the top of xer lip creating a truly macabre sight. Beneath xer shirt sits a similar missing chunk exposing what would be Aoshún’s "ribs" with a few pieces of rebar missing. Numerous scratch marks break up the illusion of human skin across Aoshún’s body though none as severe as the one on xer face and chest. Most of that is covered up however by xer working garb. This consists of a black collared shirt, beige pants, matching black gloves and shoes, and a red retroreflective jacket cut and tied around xer neck to look like a scarf. Lastly, Aoshún wears a belt and climbing harness that when not used for its intended purpose helps xem hold xer belongings.

Two more particular details stand out regarding Aoshún’s appearance. First, Aoshún possesses a set of gargoyle wings and a tail on xer body. These appendages are grey and clearly made of stone, and Aoshún’s uniform is tailored to accommodate them. Secondly, across their frame are numerous tools turned weapons— a spear and hammer axe holstered across xer back and several pitons hanging at xer waist.

Physiology:--- Animated by magical glamour, Aoshún’s inorganic gargoyle body is entirely made from concrete molded around a high-grade rebar endoskeleton. As a result, xer body is approximately between 3 to 4 times denser than typical flesh. As such Aoshún is around 800 pounds including equipment.

Furthermore, the gargoyle and xer stoneflesh possess superhuman durability allowing xem to forgo armor. Mundane/poorer quality metals and other materials might barely scratch or chip Aoshún’s flesh, whereas higher quality or magically enchanted weapons would fare better at damaging xem. In addition to xer resilience, Aoshún possesses above average strength allowing xem to lift heavier objects compared to athletic humans of similar builds. However, both of these result in an abysmal demonstration in speed from the gargoyle. While by no means clumsy or undexterous, xer precise and lumbering form makes Aoshún ill equipped for dodging during normal circumstances.

Being an animated statue, xe do not need to eat, drink, nor breathe air. However, xe do experience a kind of fatigue or exhaustion as the magic animating xem dwindles over time with more extreme feats hastening the process. Aoshún’s animating glamour recharges in a process of stasis akin to sleep each and every night. Should Aoshun suffer damage, the gargoyle will incur additional fatigue with heavier injuries resulting in more glamour being drained. Additionally, while Aoshun can persist in spite of loss of limbs, should the xe lose approximately 60% of xer stone from xer endoskeleton the glamour animating Aoshún will immediately fail resulting in the effective death of the gargoyle.

Despite lacking any biological processes, Aoshún can see, hear, and feel sensations through xer gargoyle body as part of xer animating glamour. These senses are comparable to that of the average human, and damage to any area associated with the senses (ears for hearing, eye for sight, etc) would remove xem until the gargoyle is otherwise repaired. Xe cannot eat/drink, nor do xe possess the ability to smell.

Equipment---

Worker’s Uniform - Equipped with the garb of a typical modern construction worker and climber, Aoshún’s uniform provides basic but essential protection for day to day activities. Combined the uniform consists of a collared shirt, retroreflective jacket (turned into a scarf), thick pants, slip resistant boots, work gloves, a climbing harness with a belay device and spare rope, and a bag to store any extra belongings.

Stoneflesh Wings - Extending from xer back, Aoshún possesses a pair of batlike wings. While normally tucked in when fully extended the wings have a massive wingspan of around 7ft. The wings, while incapable of true flight, act as an extra layer of defense for Aoshún. Made from the same reinforced concrete as the rest of xer body, the wings are fairly durable and can be used as makeshift shields by wrapping the wings around xer body.

Stoneflesh Tail - Extending at the base of xer “spine,” Aoshún possesses a thin reptilian-like tail made of the same reinforced concrete as the rest of xer body. Approximately 2 and a half feet in length, the tail is long enough to curl around to the front of Aoshún’s body. It possesses a greater reach behind Aoshún compared to the front (only able to affect the immediate surroundings in front of Aoshún). Moving instinctually as any other limb, the gargoyle tail is prehensile, able to grab most objects and trash opponents with reasonable effectiveness (though it struggles with bulkier objects such as xer Hammer Axe.) It is even able to support Aoshun’s weight but at a greater cost to fatigue than xer hands.

Hammer Axe ~ “Nailbitter” - Aoshún’s primary workhorse of a weapon, the Nailbiter stands around 3ft in total length. Attached to the top part of a leatherbound steel shaft is a curved axeblade on one side and on the other a spiked hammer head. The opposing bottom bears two claw hooks akin to a crowbar. Originally designed as a multi-tool for the gargoyle custodians, it has since been modified for a more grisly purpose in aiding Aoshún’s climb. Made of mundane materials, the multitool, while strong and versatile, cannot support Aoshún’s full weight without potentially breaking, nor is it more effective than similar tools for each of its constituent functions. It is reliable however, and thus Aoshún refuses to part with it.

Spear & Chain ~ “Point of No Return” - Forged from rebar salvaged from xer fellow gargoyles, the Point of No Return is a crude but effective weapon. Essentially a sharpened stick of steel 5 feet in total length, the rust covering the spear would imply compromise integrity. Bathed in the Spire's influence however, the Point of No Return seems to have grown more durable over time. Indestructible from nearly all mundane/nonmagical means, the weapon is strong enough to support Aoshún's weight and potentially puncture through the toughest of armors (including Aoshún's own stone flesh) when wielded by a strong individual.

Attached to the opposing end of the spear is a mundane steel chain around 15ft in length. This is also the furthest Aoshún can throw the heavy spear with any reasonable accuracy. The chain allows Aoshún to retrieve the spear after throwing it. However, the chains do not share the spear’s supernatural durability and can be broken with sufficient force. At most it can barely hold Aoshún's weight for a few moments before potentially snapping.

Pitons ~ “Ribs of an Angel” - Lastly, Aoshún possesses several Lost Arrow styled pitons refashioned from the same Spire-bathed metal as xer spear. Each piton is roughly three and a half inches in length, half an inch wide, and a quarter of an inch at its thickest and slowly tapering down into a flat edge. A circular opening exists at the base with its intended purpose for securing rope around it. When the Ribs of an Angel are not used for said intended purpose, the holes allow them to be used akin to a dagger. Since the pitons are dull throughout their entire length, they are ill suited for throwing but can be done so in emergencies. Finally, with their enchanted durability, the Ribs of an Angel are effective at puncturing the toughest of armors (including Aoshún’s own stone flesh) when wielded by a strong individual.


Abilities:---

Sworn to the Spire, Worn by the Spire - Originally commissioned as a stonemason and general custodian for the Spire, Aoshún possesses an innate sixth-sense for architecture. A keen mind’s eye coupled with xer unique work experience allows for Aoshun to navigate areas with ease and track nearby individuals. Of particular note is the Gargoyle’s ability to scale structures both assisted and unassisted by equipment.

However, developments have led to Aoshún pivoting to a martial application of xer skills. Xe can just as easily destroy as well as repair putting xer tools to lethal uses. xer battle-hardened scars are evidence of Aoshún’s ability to survive. Of particular note however is Aoshún’s missing right eye. With a lack of depth perception, Aoshún has learned to approach things by intuition— it has rarely failed xem.

Wingbeat Jump - Though compromised by xer heavy weight and pitiful speed, Aoshún can temporarily alleviate this weakness by channeling magic through xer gargoyle wings. While unable to outright fly, Aoshún can beat the wings for a sudden burst of speed. Doing so allows Aoshún to completely change xer momentum. This dash moves Aoshún up to 10 ft in a chosen direction (up, down, left, right, forward, backward, or any angle between). Using Wingbeat Jump requires an intense amount of focus from Aoshún, and the dash is telegraphed as Aoshún needs to unfurl xer wings. After dashing, Aoshún can immediately use another Wingbeat Jump or perform Hearthmaker, Hell Raiser. After using Wingbeat Jump, Aoshún incurs a significant amount of fatigue and must wait for some time before attempting Wingbeat Jump again (with back to back uses costing more energy/requiring a longer cooldown.) Lastly, should Aoshún’s wings be significantly damaged, Aoshún’s jump range would be proportionally shortened before eventually being unable to use Wingbeat Jump at all upon sustaining catastrophic damage.

Hearthmaker, Hellraiser - Warped by the Spire’s reality altering influence, Aoshún can harness that same force to xer benefit. Even within the domain of the Powers that Be, Aoshún can channel a modicum of the Spire’s magic through xer weaponry to temporarily affect xer environment.

After a lengthy windup of intense focus, Aoshún can strike an inorganic object with one of xer weapons to activate Hearthmaker, Hellraiser. If performed mid-air immediately after using Wingbeat Jump, the windup time to activate is significantly reduced. Aoshún must be in direct contact with one of xer weapons during this entire process else the effect fails (though contact with the chain for the rebar spear counts.)

While charging Hearthmaker, Hellraiser, Aoshún and xer immediate surroundings are cast in a mostly monochrome light as though drained of all color save for any shades of red or orange. When the effect is applied, the same color-sapping aura radiates from the point of impact during the effect’s duration and fading shortly after it ends.

The exact effect and its duration/size depends on which weapon is used for Hearthmaker, Hellraiser:

• Spear - Instantaneous knockback sending anyone nearby save Aoshún 15ft away from the point of impact (with those farther away from the epicenter experiencing proportionally less force resulting in anyone hit landing the same distance away.)

• Hammer Axe - Heightened Gravity within a 10ft circular radius of the point of impact for a 12 second duration. While within the area, anything completely inside (including Aoshún) will after a brief moment rapidly increase in perceived weight up to double xer actual weight over a few seconds. This effect will rapidly decay in the same amount of time upon leaving the area/the effect ends.

• Piton - Reversed gravity within a 5ft circular radius of the point of impact for a 6 second duration. Upon entering the area, anything completely inside (including Aoshún) will after a brief moment experience negative gravity catapulting them to the top of the area and effectively suspending affected entities midair. The change is sudden but just long enough for an alert individual to react accordingly. Upon exiting the area/after the effect ends, normal gravity will return immediately.

Aoshún can only charge one weapon at a time for Hearthmaker, Hellraiser, and only one of its effects can be active at a time. After creating the effect, Aoshún incurs a massive amount of fatigue and must wait a significantly long cooldown before attempting it again (with the combined costs at most limiting xem to once or rarely twice per arena under normal circumstances)


“REMOVE, RENEW, RISE, RISE! THE HIGHER WE RISE, THE FURTHER WE FALL— FALLING, FALLING TOGETHER AS ONE. HEAVEN REACHES OUT TO RETURN ME TO GRACE, BUT MY PLACE FOREVER BELONGS IN HELL. REMOVE, RENEW, RISE— RISE, MY LOVE, SO THAT I MAY RISE HIGHER. ONLY YOU UNDERSTAND ME NOW...”
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