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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: 1
Aoshún, One with the Spire, created by Dragonknight315

Master List of Accepted Entrants:
Aoshún, One with the Spire, created by Dragonknight315, fighting for Chaos!

Total: 1

Rosters by Battlefield




< Message edited by Chewy905 -- 12/30/2025 19:16:35 >
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...”
AQ DF AQW  Post #: 4
12/29/2025 20:11:09   
Sylphe
Member

“I am perfection; In every slice and step. How could I ever belong with anyone less?”


Name/Title: Princess Kazimíra of the Crimson Court

Alignment: Chaos

Age Range: The equivalent of 33 years old for her kind in maturity and physicality, though she has only lived ten years – her kind live less years than humans (around 25, at most.)

Race: Fey

Pronouns: She/Her

Appearance: Kazimíra, much like her court, are fey that take on an insect appearance. As such, she is a humanoid mantis, and is around 5’5 in height (~165 cm). Kazimíra’s body bears a bright red colour, every part of her exoskeleton meticulously and lovingly cared for. Her main eyes are a deeper, crimson colour; with white pseudopupils within the facets. Two antenna sprout out of her head, each decorated with gentle strokes of golden paint to hint at royalty without inhibiting their function. Most of the princess’ body is enshrouded in a beautiful white-gray robe with long sleeves, embroidered with the symbols of her royal House and decorated with golden beads. The fey has two pairs of arms, both taking a more humanoid form, hands with fingers and claws manicured and painted gold. Hidden under the dress are Kazimíra’s wings, never once opened and flown with; white and speckled with black dots at their very edges. The princess’ forehead houses more lines of golden paint, masterfuly painted geometric patterns to symbolize her rank. Between the lines rests a black, irisless and small third eye. The robe’s material is light so as to not disturb the mantis’ hearing and breathing, the former done with her legs and latter with spiracles on her abdomen.

Equipment:

Naginata: The princess’ main weapon. It is an ordinary non-magically imbued weapon, though it is made from the best steel and wood available to her.

Throwing Knives: A steel knife balanced for throwing. Hidden all over the princess’ robe, she has eight at her disposal.

Kaz’s knives are hidden in each sleeve (three each), with the final two hidden on her waist.

Kazimíra may draw any amount of knives so long as she has free hands to do so. Drawing a blade is quick; the more time she spends aiming, the more accurate and powerful the strike. For each extra knife Kaz is throwing, her attacks lose accuracy. Knives may be thrown at a single target or different ones. Kaz’s knives have a range of seven meters.


Skills, Spells, Special Abilities:

Mantis Physiology: Closer to an insect than a human, the fey’s body follows some of their rules. Kaz sees a mosaic of her surroundings, and has an exceptional ability to spot movement and react accordingly. Unfortunately, this also makes her eyesight a little less sharp than that of her more humanoid or even beast opponents. The third eye in the center of her forehead allows her to keenly sense changes in lighting, allowing her a sharper recognition of enemy shadows and lightplay from spells.

Else the princess’ senses are located other places; her antennae taste the air much more keenly than a human, and her legs are the source of hearing.

Being an ambush predator and further training her capabilities, the princess is quick on her feet. She is just a little faster than a human at their physical peak with similar training. Her reflexes are quicker than those of a human, aided further by her sensitive eyes. Kaz’s physical strength is equal to that of a strong, well trained warrior.

The chitinous, sclerotized exoskeleton of the Princess offers her some protection, and is able to partially divert or cushion hits of lesser power; though it cannot aid her against powerful, direct strikes. Moreover, its organic structure has different properties from steel; Kaz is more resistant to bludgeoning damage and pressure, but weaker to pin-pointed, piercing strikes.

Weapon Mastery: The princess has lifelong experience with battles, especially assassinations and duels, excelling with both her naginata and throwing knives, and using her four hands for faster draw of knives and greater control over her polearm.


Always Prepared: The princess has trained and studied to prepare for all sorts of opponents, and adapted from her countless bouts. This has led to the development of three Styles. To adopt a Style, Kazimíra needs to take two seconds out of combat. Alternatively she can do so during an active fight, only more tiresomely; taking four to shift.


Knight-Breaker:
“How am I meant to fall for my to-be-beloved when they hide their face behind armor?”

Upon adopting this style, Kazimíra’s weapons become sharper and sturdier, allowing Kaz three stronger strikes that pierce through armor, whether they are with the naginata or knives. The change is indicated by a silver wind-like aura around the princess’ blades.

If the charged attack is dodged, the charge is still lost. The charged attacks don’t have to be consecutive. Once Kazimíra uses this style, she must transition into another one first before being able to use this one again.

Changing style prematurely causes Kaz to lose all unused charges.


Mage-Eater:
“I know your kind; how could I not? You and I both long for the perfect moment. Can you blame me for wishing to prolong it…?”

Once Kazimíra adopts the Mage-Eater style, she gains the ability to Counter a spell twice. To be able to counter a spell, Kazimíra must be aware of it coming her way. The spell must also be targeting her, and no one else; and it must be harmful to her. A Counter negates most of the spell’s power and effects, significantly weakening it.

The Counters available to Kaz are indicated by glowing red sigils on each shoulder, woven into the robe’s white fabric. Once both are used, Kaz must first transition into a different style before using this one again.

Changing style prematurely causes Kaz to lose all unused Counters.


Brute-Bender
“I adore your tenacity, but please, know some elegance; we are to dance, not pulverize each other.”

Emanating a warning crimson glow, the mantis princess’ blades become coated in poison. She can empower four strikes this way. The venom causes mild confusion and physical weakness, worsening with each consecutive poisoned strike. The poison’s effect wears off after three seconds. Kaz can prolong the poison’s effect with well timed attacks, but it must still be in the target’s system for its effect to worsen.

If the poisoned attack is dodged, the charge is still lost. The poisoned attacks don’t have to be consecutive. Once Kazimíra uses this style, she must transition into another one first before being able to use this one again.

Changing style prematurely causes Kaz to lose all charges.
DF  Post #: 5
12/29/2025 22:40:01   
  Chewy905

Chromatic ArchKnight of RP


First weekend out and we already have a nice plethora of bios to take a look at! Lets get right into it!

As a quick note for @Sylphe: balancing the others took longer than I expected and it is getting to be a late night for me, so I apologize but I will be balancing your bio tomorrow, though hopefully before the evening comes.




@roseleaf320 - Welcome back! Admete is simple enough overall, with just a few extra details needed and a small note. Let’s begin.

Firstly for Lost Limb. You detail well what happens if the limb is cut, but nothing beyond that. This leaves me uncertain if it's more of a phantom limb that blades and other weapons pass through while cutting, or if it's a regular limb that just bleeds differently than usual. Please detail the limb’s reaction to other objects and attacks, including if it has any specific resistances or interactions to magical attacks and projectiles. Additionally, what happens if the limb is severed? Can Admete “bleed out” like one would if a regular limb is removed, or is it just extreme measures of the mentioned phantom pain?

Secondly for Puppeteer’s Strands. We confirmed via DM that Admete’s movement to push or pull must be equivalent in force to her actually pushing or pulling that object, rather than any regular small movement. This also clarifies that “overly large or heavy object” is anything Admete wouldn’t be able to push or pull were she to just physically attempt to do so.

Finally for Fate’s Guidance. While a beneficial ability, as-written it is bunnying. Even beneficial abilities must be resistable in-some way, rather than guaranteeing an effect on someone else’s character. Simply adding that someone can resist the effect with sufficient willpower, or turn it down as its offered rather than immediately apply it, should be enough.

Not too many changes, but still useful details. Let’s get her in for round 2!



@Oddball - Good to see Prillyi’s return! We balanced her up last year, so there isn’t too much to touch on, just a small number I want to tap down, a detail I missed, and some notes on the newly added Party Cannon. Let’s begin!

First, as noted Prillyi is a shapeshifter. While I know it may require some thinking beyond just the bio itself (good thing you got the first pass done so early), I would request you to add her “starting appearance” to the bio so your other writers can reference your bio to describe her in their initial posts.

Next, for Beauty and the Beast. I would just like the range of Beast’s magic attraction dropped from a 15-foot radius to a 10-foot one, as a 30-foot diameter sphere is a little large for something that automatically redirects magical attacks to it.

A small ask for Allvar, if a person were to be holding onto one of the swords, how strong is the pull on it? Is it akin to an average person trying to just yank the sword out of their hand? Or is it a bit beyond that?

And finally the new addition, the Party Cannon. I would like either a general comparison for the strength of the push against another person, or the numerical distance it would knock them back by. Similarly for using it to launch Prillyi upwards, I’d like to know how high up it can send her, and if she can use it to “double-triple-quadruple” jump upwards or if she can only go up when grounded by using the ground as leverage. If she can only fire while grounded, the height could be higher, if she can use it repeatedly to keep going higher once airborne, you may need to keep the height of each shot lower.

Once we get these details locked in we should be set to see Prillyi in action for real this year!



@Dragonknight315 - Welcome back! You’ve made one wild character, with a lot to cover and look at, so let’s begin.

For starters, I am concerned about how much is here overall. Aoshún’s physiology alone would make them a viable character, with the amount of durability and force they have by default. Adding the wings, tail, weapons, and abilities starts to feel a bit overloaded, both from a power perspective and from a “I don’t think you’ll get to show all of these off” perspective. Especially with Hearthmaker, Hellraiser. If the intent is one rarely two uses per arena, and you have three options, logistically you are setting yourself up to not get to use an ability.

My recommendation is to completely cut one of your weapons, or even the wings from the character kit. This helps limit your number of options on an already loaded character, and should let you keep your writing a little tighter rather than having to worry about making sure everything gets some spotlight.

Now onto the meat of the character. The Gargoyle’s physiology. Aoshún is extremely durable on top of having 800 pounds of force to throw around, and I want to make sure we have a clear picture of the downsides that will come from this beyond just the low speed and agility. Being practically immune to all mundane materials is already extremely strong. My recommendation would be to tone that down, making Aoshún more akin to a walking suit of armor than a cliffside. If you wish to keep that concept, I would suggest you add a distinct weakness to magically enhanced weapons and magic in general. In that vein, I would like inclusion of Aoshún’s durability in regards to magic as a whole. Would a fireball melt xem? Would lightning blow xem apart? What are their actual weaknesses?

Additionally, does Aoshún feel pain? The enhanced durability would be more manageable if a mundane sword still causes Aoshún full pain, even if it doesn’t damage xer stone. In a similar vein, I would like more details on how Aoshún losing glamour actually manifests. Is it just growing fatigue, or something more specific and definable? Additionally, 60% of 800 pounds of stone is still a lot of stone to have to cut through when it’s practically immune to non-magical weapons. I would request a more reasonable “fatal wound” for Aoshún, be it a heart-like core or otherwise.

Onto the equipment, starting with the wings and tail. However you end up defining Aoshún’s reactions to pain and damage, I would like it clarified if xe feels the same pain and takes the same damage from the wings and tail (which would make the wings less-effective as shields, but currently Aoshún has little they would actually need to shield themselves from). I would also like it confirmed that the tail still carries the same slowness as the other limbs, rather than being any faster or more dexterous than them.

My next point of concern is the spear and chain. With Aoshún already as durable as they are, having their spear also be nigh-indestructible and able to pierce any armor is a bit much. I would either keep the durability, allowing it to be used defensively while sacrificing its strength, or make it more of a glass cannon, keeping its extremely strong piercing strength in exchange for being flimsier and requiring more care in its usage. The chain, similarly, is described as not being supernaturally durable, yet can support Aoshún’s full (800 pound) weight. I would clarify if you meant this to be more realistically breakable or if you wanted it sturdier, and again if deciding to keep it durable, I would reduce its length and range. Finally, I would like a general speed/reference for Aoshún’s spear throw.

Moving onto the Wingbeat jump, while you did a decent job at putting limits on it, it’s still granting your slow, tanky character a bit too much speed. Especially considering that currently Aoshún could leap 10 feet into the air, then activate it again to drop 800 pounds of stone gargoyle onto an individual. I would remove the second usage entirely, though you could probably keep Hearthmaker-HellRaiser as an option after the leap. I would also like it clarified exactly how much of a “sudden burst of speed” Aoshún is receiving from using this. Considering the implications of throwing 800 pounds of force at an individual, I would try to keep even this a little on the lower side, even with the windup. Additionally, to lessen the potential “dropping 800 pounds of gargoyle on someone” issue, I would recommend reducing the maximum height that can be gained from going straight up.

Finally for Hearthmaker, Hellraiser. First I’d like to clarify if “inorganic object” can include someone else’s weapon or armor. I am fine with that being the case, given the telegraphed windup and the nature of the effects, but wanted it confirmed.

For the Spear effect, I would like a general strength/comparison of the shockwave, to confirm and clarify that it is resistable with strength/support rather than being an automatic knockback with no counter.

For the Hammer Axe, a full almost 30 second duration is a bit long. My recommendation would be 6 seconds at full strength, then 6 seconds of decaying strength.

Finally for Piton. We clarified in DM that “to the top of the area” meant to the top of the 5-foot radius sphere of influence rather than to the top of the arena, so we don’t have anyone floating away at the speed of gravity. Speaking of that speed of gravity, a person would ascend to the top of that 5-foot radius almost instantaneously, and then be practically kept there for the rest of the duration. My recommendation would be to make this a 1 or 2 second ability, making the disruption and the drop the strength of the ability. Alternatively you could consider keeping the duration and reducing the opposite gravity to more of a null-gravity field, making it difficult to maneuver but less immediately hindering.

That is a doozy of notes. Feel free to DM me if anything needs further clarification or if you want to run some specific changes through. Then we can bring Aoshún back for a second pass!



And that is our first passes for (most of) our first bios! Let's keep them coming!
Post #: 6
12/30/2025 15:45:32   
Dragonknight315
Member

Round 2! Changes bolded! All revisions were removals and discussed with Chewy beforehand. A good chunk of them were removals, so for a changelist:

—reduce effectiveness of Aoshún stoneflesh and communicated that xe could feel pain plus further clarifications of how taking damage works. Still retains the lack of a "core" due to other changes.
—remove Nailbiter as a weapon and replace Point of No Return's effect with the increased gravity w/ other changes
—changed Piton's reverse gravity effect with Hearthmaker, Hellraiser to only last 2 seconds and clarified its field of influence
—removed chain from rebar spear and made it less durable in exchange for having 3 spears
—removed second dash of Wingbeat Jump and tweaked its numbers
—combined Wings and Tail into a single ability and clarified its features
—clarified Hearthraiser, Hellraiser to affect worn objects/equipment (including Aoshún themselves)



“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 xer body are xer tools turned weapons— three spears 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. Thus Aoshún is around 800 pounds including equipment. Because of the material, the gargoyle and xer stoneflesh possess durability akin armor allowing xem to forgo traditional protection. Poorer quality metals would have a tougher time damaging the stoneflesh compared to higher quality ones. For other mundane effects, the stoneflesh behaves as ordinary concrete. However, magical weapons and effects seem to possesses increased lethality against Aoshún. A magical fireball would have an easier time melting through Aoshún's concrete flesh than a mundane fire of the same temperature for instance, and an enchanted sledgehammer would find Aoshún's flesh somewhat easier to break.


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 are compensated an abysmal demonstration in speed from the gargoyle. While by no means clumsy or undexterous, xer precise and lumbering form akin to an automaton 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. As Aoshún loses glamour, xer strength decreases, xer ability to move becomes even more sluggish, and xer reaction time/ability to think becomes more compromised. Losing all glamour is akin to a mortal human passing out. Aoshún’s animating glamour recharges in a process of stasis akin to sleep each and every night. Should Aoshún suffer damage, the gargoyle will incur a loss to glamour with heavier injuries resulting in more glamour being drained. Additionally, while Aoshún 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 (including pain) as part of xer animating glamour. Aoshún possesses a higher than average pain tolerance compared to the average human, but the rest of the senses are comparable/on the same level. 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 and Tail - Extending from xer body, Aoshún possesses extra limbs compared to humans— namely xer stone wings and tails. Made of the same reinforced concrete as the rest of xer body, xer gargoyle features possess similar qualities. They make up a sizable portion of Aoshún's weight/mass and share the same durable but sluggish as the rest of xer appendages. As such, they can be damaged and do transfer pain to Aoshún.

The wings are batlike in appearance. While normally tucked in, when fully extended the wings have a massive wingspan of around 7ft. The wings, while incapable of true flight, can act an extra layer of defense for Aoshún by wrapping them around xer body.

As for the tail, it is reptilian in design and is 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). The gargoyle tail is also prehensile, able to grab most objects and trash opponents with reasonable effectiveness (though it struggles with bulkier objects.) It is even able to support Aoshún's weight but at a greater cost to fatigue than xer hands.

Spear ~ “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 rod of steel 5 feet in total length, the rust covering the spear would imply its integrity to be compromised.And while less durable/flimsier than ordinary rebar rods, the Point of No Return possesses an enhanced lethality having bathed in the Spire's enchanting influence allowing it to potentially puncture through the toughest of armors when wielded by a strong individual. Aoshún possesses 3 rebar spears. Xe can reliably throw them 15ft with the same speed as a trained athlete.


Pitons ~ “Ribs of an Angel” - Lastly, Aoshún possesses several Lost Arrow styled pitons refashioned from the same Spire-bathed metal sourced from gargoyles as xer spear. Unlike the Point of No Return however, the pitons appear to possess a supernatural durability trading raw lethality for the ability to support Aoshún's entire weight. 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 still able to provide an unpleasant amount of blunt-force trauma when wielded by a sufficiently strong individual (akin to bashing someone with a stapler).


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 Aoshún 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 brief burst of movement akin to a running jump from an athletic human in terms of speed. Doing so allows Aoshún to completely change xer momentum. This dash moves Aoshún up to a maximum of 10ft forward, backwards, or laterally, 5ft when going straight up or down, or some distance between when dashing at an angle. Using Wingbeat Jump requires an intense amount of focus from Aoshún, and the dash is telegraphed as Aoshún needs to fully unfurl xer wings. After using Wingbeat Jump, Aoshún incurs a significant amount of fatigue and must wait for some time before attempting Wingbeat Jump again. 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 (including equipment worn/wielded by combatants and Aoshún's own stoneflesh) 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.

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 - 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 one's actual weight. This effect will decay to around half-effectiveness after 6 seconds and immediately fade upon leaving the area/after the effect ends.

• Piton - Reversed gravity within a 5ft circular radius of the point of impact for a 2 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 sphere of influence 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 (causing them to bob at the top of the sphere of influence while active.)

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 successfully 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...”
AQ DF AQW  Post #: 7
12/30/2025 19:15:08   
  Chewy905

Chromatic ArchKnight of RP


@Dragonknight315 - Well done with the balancing! Thank you for toning down your number of options and giving Aoshún more noticeable weaknesses! The only note I would add is to keep a close eye on handling Glamour and Pain Tolerance to avoid god-modding, I’ll be keeping an eye on Aoshún to ensure xe is not just shrugging off everything, but I’m sure you’ve got it handled!

Approved!


@Sylphe - Good to see you again! Kazimíra is simple, and you did a good job explaining the physiological differences and balancing her styles of combat. I just have two details I need added:

First is for Mage-Eater. Is Kazimíra countering the cast of a spell, or negating the effect as it begins to affect her? I.E in the case of a fireball, is she preventing the fireball from being thrown at all by interfering with the caster, or is she “snuffing” the fireball out as it approaches her? The latter would be easier to write, while the former is doable but would require heavy collab to avoid bunnying. In either case I would like a range on the ability, either for how close she needs to be to a caster to disrupt them or how close a magical attack needs to be to her for her to be able to counter it.

Secondly just some clarifications for Brute-Bender. Does a poisoned blade need to cut a person’s skin–essentially entering their bloodstream–to take effect, or can it affect an individual even if blocked by armor? If the latter case, is the poison capable of impacting individuals that do not have blood?

Get these clarifications in on a new post of the bio, and we should be good to approve Kazimíra after!

Post #: 8
12/30/2025 19:59:28   
Sylphe
Member

Patch Notes:
Changes are in bold. I also added a line of sight requirement for Mage-Eater because it made sense for me to have one! Hope that's ok.

-Brute-Bender now does not affect entities without blood/with atypical blood, and must enter the target’s bloodstream

-Mage-Eater is specified to interfere with the spell as it comes into Kaz’s space (Two-meter radius.). Spells without a projectile can be countered once Kaz begins to feel them attempting to affect her. In either case, she needs line of sight either with the spell or the caster.




“I am perfection; In every slice and step. How could I ever belong with anyone less?”


Name/Title: Princess Kazimíra of the Crimson Court

Alignment: Chaos

Age Range: The equivalent of 33 years old for her kind in maturity and physicality, though she has only lived ten years – her kind live less years than humans (around 25, at most.)

Race: Fey

Pronouns: She/Her

Appearance: Kazimíra, much like her court, are fey that take on an insect appearance. As such, she is a humanoid mantis, and is around 5’5 in height (~165 cm). Kazimíra’s body bears a bright red colour, every part of her exoskeleton meticulously and lovingly cared for. Her main eyes are a deeper, crimson colour; with white pseudopupils within the facets. Two antenna sprout out of her head, each decorated with gentle strokes of golden paint to hint at royalty without inhibiting their function. Most of the princess’ body is enshrouded in a beautiful white-gray robe with long sleeves, embroidered with the symbols of her royal House and decorated with golden beads. The fey has two pairs of arms, both taking a more humanoid form, hands with fingers and claws manicured and painted gold. Hidden under the dress are Kazimíra’s wings, never once opened and flown with; white and speckled with black dots at their very edges. The princess’ forehead houses more lines of golden paint, masterfuly painted geometric patterns to symbolize her rank. Between the lines rests a black, irisless and small third eye. The robe’s material is light so as to not disturb the mantis’ hearing and breathing, the former done with her legs and latter with spiracles on her abdomen.

Equipment:

Naginata: The princess’ main weapon. It is an ordinary non-magically imbued weapon, though it is made from the best steel and wood available to her.

Throwing Knives: A steel knife balanced for throwing. Hidden all over the princess’ robe, she has eight at her disposal.

Kaz’s knives are hidden in each sleeve (three each), with the final two hidden on her waist.

Kazimíra may draw any amount of knives so long as she has free hands to do so. Drawing a blade is quick; the more time she spends aiming, the more accurate and powerful the strike. For each extra knife Kaz is throwing, her attacks lose accuracy. Knives may be thrown at a single target or different ones. Kaz’s knives have a range of seven meters.


Skills, Spells, Special Abilities:

Mantis Physiology: Closer to an insect than a human, the fey’s body follows some of their rules. Kaz sees a mosaic of her surroundings, and has an exceptional ability to spot movement and react accordingly. Unfortunately, this also makes her eyesight a little less sharp than that of her more humanoid or even beast opponents. The third eye in the center of her forehead allows her to keenly sense changes in lighting, allowing her a sharper recognition of enemy shadows and lightplay from spells.

Else the princess’ senses are located other places; her antennae taste the air much more keenly than a human, and her legs are the source of hearing.

Being an ambush predator and further training her capabilities, the princess is quick on her feet. She is just a little faster than a human at their physical peak with similar training. Her reflexes are quicker than those of a human, aided further by her sensitive eyes. Kaz’s physical strength is equal to that of a strong, well trained warrior.

The chitinous, sclerotized exoskeleton of the Princess offers her some protection, and is able to partially divert or cushion hits of lesser power; though it cannot aid her against powerful, direct strikes. Moreover, its organic structure has different properties from steel; Kaz is more resistant to bludgeoning damage and pressure, but weaker to pin-pointed, piercing strikes.

Weapon Mastery: The princess has lifelong experience with battles, especially assassinations and duels, excelling with both her naginata and throwing knives, and using her four hands for faster draw of knives and greater control over her polearm.


Always Prepared: The princess has trained and studied to prepare for all sorts of opponents, and adapted from her countless bouts. This has led to the development of three Styles. To adopt a Style, Kazimíra needs to take two seconds out of combat. Alternatively she can do so during an active fight, only more tiresomely; taking four to shift.


Knight-Breaker:
“How am I meant to fall for my to-be-beloved when they hide their face behind armor?”

Upon adopting this style, Kazimíra’s weapons become sharper and sturdier, allowing Kaz three stronger strikes that pierce through armor, whether they are with the naginata or knives. The change is indicated by a silver wind-like aura around the princess’ blades.

If the charged attack is dodged, the charge is still lost. The charged attacks don’t have to be consecutive. Once Kazimíra uses this style, she must transition into another one first before being able to use this one again.

Changing style prematurely causes Kaz to lose all unused charges.


Mage-Eater:
“I know your kind; how could I not? You and I both long for the perfect moment. Can you blame me for wishing to prolong it…?”

Once Kazimíra adopts the Mage-Eater style, she gains the ability to Counter a spell twice. To be able to counter a spell, Kazimíra must be aware of it coming her way. The spell must also be targeting her, and no one else; and it must be harmful to her. A Counter negates most of the spell’s power and effects, significantly weakening it. Kaz’s Counter does not interfere with the initial cast, rather, it severely weakens the spell as it comes into her space. Kaz can Counter once the spell arrives within a range of two meters near her; therefore, if she is disrupted, she may still be injured. A less traditional spell without a trajectory such as a curse or mental meddling, Kaz can attempt to Counter once she starts to feel it attempting to take hold; granted she still complies with rules above. Kaz needs line of sight with either the spell or its caster to be able to Counter.

The Counters available to Kaz are indicated by glowing red sigils on each shoulder, woven into the robe’s white fabric. Once both are used, Kaz must first transition into a different style before using this one again.

Changing style prematurely causes Kaz to lose all unused Counters.


Brute-Bender
“I adore your tenacity, but please, know some elegance; we are to dance, not pulverize each other.”

Emanating a warning crimson glow, the mantis princess’ blades become coated in poison. She can empower four strikes this way. The venom causes mild confusion and physical weakness, worsening with each consecutive poisoned strike. The poison’s effect wears off after three seconds. Kaz can prolong the poison’s effect with well timed attacks, but it must still be in the target’s system for its effect to worsen. The poison needs to be able to enter a target’s bloodstream, therefore it can be blocked if the blade cannot transfer it so. Similarly, targets that do not possess blood in a traditional sense (oil, energy, anything not organic) will be unaffected. A blocked poisoned strike still uses up a charge.

If the poisoned attack is dodged, the charge is still lost. The poisoned attacks don’t have to be consecutive. Once Kazimíra uses this style, she must transition into another one first before being able to use this one again.

Changing style prematurely causes Kaz to lose all charges.
DF  Post #: 9
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