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1/17/2026 23:44:04   
  Chewy905

Chromatic ArchKnight of RP


I have spoken with @Shuurp regarding some minor changes to their spoilered ability, and they will be submitting one last pass.
Post #: 26
1/18/2026 3:26:01   
Riprose123
Member

Name: Relic
Race: Amalgamation; contains specimen from species of dragon, human, ape and cyclops.
Alignment: Chaos

Appearance: Relic is so named for the mysterious stone artifact in his chest. Green light emanates from the seams around the round sphere in his chest, pulsing as if in tune with his dead heart. Relic stands around 7 feet tall, his body stretched and sewn together to reach considerable height and weight. Grey covers his legs and torso, burly legs of man holding up his body, the muscles thick and rippling. His bulging right arm outweighs most of his body, taken from an exceptional specimen of gorilla, thick flesh covered in black fur. His left arm is human, though the hand is replaced by something akin to a skull, differing in that one large hole presents where the two eye sockets should be. Relic's head is human, but where his mouth and eyes would be there sits a solitary eyeball, taken from a cyclops for it's exceptional clarity to replace the dead orbs that once inhabited his skull. A dragon head and neck protrudes from his left shoulder, normally resting there until roused to action. Teeth line the bronze scaled head and neck, hard as metal. The eyes of his second head are puckered and scarred, long dead, and the ear holes of the dragon are sewn shut.

Equipment: Relic has very little on his person. His clothing consists of leather rags, covering his torso and pants but offering little protection from anything but the elements. He carries a makeshift club made of a gnarled tree root, hardened from age and resistant to even the most cutting of weapons. While it is integral to his body, the large stone sphere that is imbedded in his chest can be counted as equipment. It is made of smooth basalt, glowing faintly around the edges with green light that pulses as if beating.

Skills and Abilities: Relic has supernatural endurance and strength, gifted to him by his otherworldly construction. The relic in his chest fuels his body, letting his arms lift and swing with the peak force that they are physically capable of. He can withstand pain and damage that would cripple living beings as he is made up of dead material, with the only limiting factor being structural damage as he sustains injuries that leave him incapacitated. He is relatively skilled with his club, though he pales in comparison to any duelist with any degree of mastery. Relic's dragon head retains all the normal abilities of its' live counterpart, including fire breath, though the range is limited to a cone 4 feet at the widest point about 6 feet in front of him. Lastly, the skull attached to his human arm is capable of firing beams of pure kinetic energy. These beams can reach up to 10 feet and have the force necessary to knock an average size human off their feet. While it may not do significant damage to an armored individual, it will force them back and can cause an unarmored opponent a good deal of pain. Once used, the beams require a slight cooldown period before they can be used again.
DF MQ  Post #: 27
1/18/2026 8:03:50   
nield
Creative!


Changes are in bold.

Name: Aggendrest the Betrayer, Bane of all, Scourge of our hearts, The Hateful Son of Messeteron

Side: Chaos

Race: Elf (Eronian Elfs are functionally identical to humans, with similar inherent limits on their physical capabilities and lifespans)

Age: 276

Appearance: Aggendrest is an Elf with skin like dark chocolate who appears to be in his mid thirties. He is completely bald and has blue eyes. Arriving in the Chequered City he is wearing a simple linen tunic and pants, with a pair of gold-rimmed half-moon glasses perched upon his face and his sword sheathed at his side.

Capabilities:

Drive to Survive: A supernatural ability that Aggendrest was born with, which grants him an immense fortitude, pain threshold and mental fortitude. This does not make his body any more resistant to damage, but rather allows him to persist with wounds that would incapacitate anyone else through sheer will, though he will be just as susceptible to fatal wounds as any other. This ability forces Aggendrest to try to take the perceived optimal path for his survival, even potentially forcing him to act and talk in ways he doesn’t want to.

Fount of Knowledge: Aggendrest has gathered immense knowledge over his long life on a great many varied subjects, both academic and practical.

Shackled Magic: One of the crown jewels of Aggendrest’s research, this derivation of magic allows him to freely manipulate the natural states of non-living matter without side-effects, with the ease of this manipulation depending on how naturally easy those processes are, it is, for example, significantly easier to turn water to solid or gas than to turn a sword to liquid.

Arriving in the Chequered City this has seen a marked decrease in effectiveness. Firstly, the lack of side-effects has disappeared, with the use of Shackled Magic now draining Aggendrest’s stamina proportionally to the difficulty. Secondly, in addition to being unable to affect living matter, he can no longer affect any part of anything that is at all within 5 centimetres of living matter, with Aggendrest himself counting for that restriction.

Shackled Magic has a range of 20 feet and does not require line of sight, additionally, it takes time, which is determined by the total volume to be affected and the difficulty of the change being made. Aggendrest can manipulate an object either in whole or in part, with the total amount he can manipulate at once being of a similar volume to Ledreia. While Aggendrest can manipulate gasses just as well as solids or liquids, unless a gas is somehow isolated it would be considered part of a contiguous whole that is within the living matter exclusion zone.


Ledreia: Aggendrest’s accursed sword, created as a byproduct of research into souls. A silvery one-handed sword with a blade measuring 31 inches, made of a synthetic metal purpose-crafted to trap souls with ominous red runes running the blade’s length. Ledreia is an unfinished work and its abilities reflect that; When its blade cuts into a being’s flesh, it will also do proportionate damage to the soul, however it is not capable of soul-trapping an entity it slays.

When an individual’s soul is damaged, their stamina drains at an accelerated rate, but damage to the soul is no more fatal than physical damage and the soul will heal itself over time, just like physical wounds. The rate at which the soul heals for minor wounds such as cuts is equivalent to the time those wounds take to heal physically, though is extended in the case of amputations.

If healing occurs through means other than the natural process, unless that healing specifically targets the soul in some way, healing the physical wound will not cause the soul to heal any quicker.
When the blade cuts through the air, it screams with the sound of the souls trapped inside it. Ledreia’s sharpness is also boosted by the souls trapped inside it, making it more deadly than an ordinary blade, though not to the point where it can easily slice stone and metal.
AQ DF MQ AQW Epic  Post #: 28
1/18/2026 10:41:35   
  Chewy905

Chromatic ArchKnight of RP


Home stretch! After this post we've got two bios in need of final balancing and then we are good to go!



@Riprose - Glad to see you slipping in last second! Relic works excellently just from design alone, with no need for fancy complex abilities and the like. The only details I need is if the fire breath can be sustained, and if so for how long, and if it has a cooldown period of any kind. Additionally I am assuming that heavy damage to the relic in his chest would result in his death, akin to a human’s heart.

You may re-submit the bio or simply respond with the specific clarifications as you see fit!



@nield - thank you for the very detailed yet concise clarifications! Aggendrest the Betrayer, Bane of all, Scourge of our hearts, The Hateful Son of Messeteron is approved!
Post #: 29
1/18/2026 11:04:08   
shuurp
Member


Quote: I let my forest down, and I will not fail again.

Name/Title: Spirit

Pronouns: She/Any

Alignment: Order

Age Range: 20s (100s+)

Race: Forest Spirit

Physiology
Forest spirits are spiritual beings tied to the health and power of their forest. For Spirit, this manifests as being able to transform into a few different physical forms that each have their own strengths and weaknesses, detailed below. For a forest spirit’s default form, compared to humans, they are physically weaker, but have slightly heightened senses(hearing, smell) and darkvision up to 30 feet. Being somewhat incorporeal, they do not have a need to breathe, and although their “blood” is a translucent red, it’s more magical than that–their “blood” is an indicator for continuous damage to the spirit’s overall health, but a forest spirit is incapable of bleeding out. Their half-incorporeal nature does not affect their ability to be injured, and for all purposes within the tournament, is only visually relevant and leads to them growing more or less subtly see-through depending on their current health. Forest spirits can regrow lost limbs if necessary, although it takes a lot of healing power to do so.

Equipment (Armor, Weapons, etc.)

Spirit does not wear armor or wield physical weapons; armor and attacks are based on which form Spirit takes for a fight.

Skills, Spells, Special Abilities:

Spirit has 4 different physical forms, or stances, she can take depending on the circumstance. Shifting between these forms takes ~5 seconds of concentration, which means that it can be interrupted by fast attacks and cannot happen during an attack. These stances also define the abilities of Spirit at that point in time.

Spirit Stance
Spirit Stance is the standard for Spirit is found most in. Spirit will be starting the competition in this stance.

Appearance: Spirit Stance is mostly humanoid with some bestial and floral aspects. Spirit takes on a feminine form, of average height/weight, with tall furred ears, long flowing hair that grows flowers, a feline-esque tail that ends in a tuft of feathers, clawed hands, and pawed feet. She wears loose and flowy light-colored clothing. Her skin is peachy and her hair is silvery-blue, but to the naked eye she sometimes can appear slightly ghostly or translucent. Talking and communication is easiest in this form, although still possible in the other forms.

Abilities: Spirit Stance is dexterous, but very weak in physical strength. She has her claws for light scratches, but is much more adept as recovery magic in this stance. She can self heal at a steady, slow pace(passive), as well as heal others at the same slow pace(concentration). Creatures being healed in this way can sense the healing, as well as sense that it is coming from Spirit and her physical location. Any creature can refuse this healing easily. This stance is not often used in a fight. Healing others has a range of 30 feet.
To a creature invited by Spirit for healing, it can feel like a mental request for a door to be opened. Creatures instinctively can sense a trail between them and Spirit, and be aware of Spirit’s physical presence within the arena regardless of if Spirit is within eyesight or not, sort of like having a mental heat map of Spirit and the connection between her and the creature. This feeling plays a lot more with intuitive instinct than it does with physical sensations.



Flora Stance
Flora Stance is a ranged controlling stance.

Appearance: Spirit shifts into a being reminiscent of a tree ent or leshy. Her skin turns to ghostly-silver bark and her feet can root into soft ground. Antlers made of branches grow out of her head, and she can reach up to 9 feet tall with the growth of a crown of pink leaves atop the antlers.

Abilities: In Flora Stance, Spirit gains control of up to 4 roots. These roots can reach up to 30 feet if she’s controlling 4, 45 feet if she’s controlling 2, and 60 feet if she’s controlling 1. These roots are about the thickness of an average human male’s bicep, and thorny. If the ground is earth-like, soft, or has cracks, she can snake the roots underground. These roots can be used for weak bludgeon attacks, but are much more effective at strangulation. These roots can be damaged or severed, causing pain, and Spirit must enter Spirit Stance for recovery before those roots can be used again. A root being severed, depending on the length, may visualize as Spirit losing parts of her fingers or toes in other stances. While in Flora Stance, Spirit’s tough skin provides significant protection from most damages, but she becomes weaker to fire and slashing. Spirit’s body movement is slower than average in this form, although this is not reflected in the speed of the roots.


Fauna Stance
Fauna Stance is a close-range attack stance.

Appearance: In Fauna Stance, Spirit morphs into a silver beast with features reminiscent of multiple animals she is sworn to protect. The beast, with the muscles of foxes and wolves and rabbits rippling beneath the skin, is strong, but lean, with sharp teeth, a thick pelt, and long claws. This beast is about the size of a leopard (6 feet long, ~200lbs). Speaking is possible, but the long canines can get in the way of long conversations.

Abilities: Fauna Stance is a close-range physical fighter, relying on dexterous dodges and attacks with teeth and claws. In exchange for the dexterity, the pelt of the beast provides less protection, about that of thick leather armor, and there are no ranged attacks. Fauna Stance can also leap great distances, up to 10 feet, and has feline reflexes when falling that assists in mitigating fall damage.


spoiler:

Guardian Stance
Guardian Stance is a final ability that is activatable once without long rest. Guardian Stance specifically happens with a faster transformation than the rest of the stances.

Appearance: In Guardian Stance, Spirit becomes empowered. She mostly looks like Spirit Stance, but with sharper claws, sharper teeth, more flowers, and the tree-like antlers from Flora Stance form. All wounds instead glow golden, which illuminates the area around her if it were dark but is not bright enough to blind.

Abilities: Guardian Stance is a self and ally protection spell. For herself and any ally within a 30 foot radius that is bathed in golden light, they may choose to accept Spirit’s protection. That creature may then choose one heavy attack to defend against, and Spirit’s protection will lessen the damage of that attack in the form of empowering the ally with enough speed or strength to outmaneuver most of the attack. After 12 seconds, Guardian Stance drops and new allies may not choose to accept protection. An ally may only choose protection once and may not gain another use, even if still within the area. Spirit heals based on how many allies accept her protection. One acceptance of protection will allow Spirit to heal minor cuts & wounds, while four allies can heal major wounds and even grow back limbs.
For the tournament, ally refers to creatures of Spirit’s choice at the time of Guardian Stance.
After 12 seconds, Guardian Stance drops and Spirit returns to Spirit Stance.


Personality/Backstory: Spirit is typically calm, and although she has some animalistic mannerisms, is quite tamed compared to other forest spirits. Despite her nature to defuse a situation before a fight starts, she is determined to prove herself in the games and obtain a win for Order–as long as her goddess is watching.
Post #: 30
1/18/2026 11:10:38   
Riprose123
Member

Additions are underlined.




Name: Relic
Race: Amalgamation; contains specimen from species of dragon, human, ape and cyclops.

Appearance: Relic is so named for the mysterious stone artifact in his chest. Green light emanates from the seams around the round sphere in his chest, pulsing as if in tune with his dead heart. Grey covers his legs and torso, burly legs of man holding up his body, the muscles thick and rippling. His bulging right arm outweighs most of his body, taken from an exceptional specimen of gorilla, thick flesh covered in black fur. His left arm is human, though the hand is replaced by something akin to a skull, differing in that one large hole presents where the two eye sockets should be. Relic's head is human, but where his mouth and eyes would be there sits a solitary eyeball, taken from a cyclops for it's exceptional clarity to replace the dead orbs that once inhabited his skull. A dragon head and neck protrudes from his left shoulder, normally resting there until roused to action. Teeth line the bronze scaled head and neck, hard as metal. The eyes of his second head are puckered and scarred, long dead, and the ear holes of the dragon are sewn shut.
Equipment: Relic has very little on his person. His clothing consists of leather rags, covering his torso and pants but offering little protection from anything but the elements. He carries a makeshift club made of a gnarled tree root, hardened from age and resistant to even the most cutting of weapons. While it is integral to his body, the large stone sphere that is imbedded in his chest can be counted as equipment. It is made of smooth basalt, glowing faintly around the edges with green light that pulses as if beating.
Skills and Abilities: Relic has supernatural endurance and strength, gifted to him by his otherworldly construction. The relic in his chest fuels his body, letting his arms lift and swing with the peak force that they are physically capable of. He can withstand pain and damage that would cripple living beings as he is made up of dead material, with the only limiting factor being structural damage as he sustains injuries that leave him incapacitated. In addition, though the relic in his chest is made of hard stone, if it sustains heavy enough damage, it will shatter, taking his life force with it. He is relatively skilled with his club, though he pales in comparison to any duelist with any degree of mastery. Relic's dragon head retains all the normal abilities of its' live counterpart, including fire breath, though the range is limited to a cone 4 feet at the widest point about 6 feet in front of him. The stream of flames can be sustained up to 5 seconds, and there it takes about half a minute for his fire bladder to refill before he can use it again. Lastly, the skull attached to his human arm is capable of firing beams of pure kinetic energy. These beams can reach up to 10 feet and have the force necessary to knock an average size human off their feet. While it may not do significant damage to an armored individual, it will force them back and can cause an unarmored opponent a good deal of pain. Once used, the beams require a slight cooldown period before they can be used again.
DF MQ  Post #: 31
1/18/2026 13:57:30   
  Chewy905

Chromatic ArchKnight of RP


@Shuurp and @Riprose123 are both approved!

Battlefields will go live sometime this afternoon.
Post #: 32
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