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7/13/2018 16:47:29   
Riprose123
Member

Element: Energy

Name: Finthick Albretone
Race: Half Dragon
Age: 32

Appearance: Finthick stands at 6 feet even. His build is lean, and chiseled, his entire body composed of nothing but strong bone and thick muscle. This build lends him a well developed body, honed for quick movement, powerful strikes, and long hours of use. Cuts and slashes that occurred over the years have left long, spiderweb like patterns in his arms, legs and abdomen, criss crossing over tanned skin. Finthick's hair is a dark auburn, and is cropped short, only really reaching the back of his neck, as any long, flowing locks would either get in the way during unarmed combat, or would be used as leverage by an opponent. His eyes are seated over a thin nose, a shifting green, depending on his surroundings. His face seems well suited for either smiling or scowling, and shows a few wrinkles from long years of work and worry. Two scars adorn his otherwise handsome face, the first a long, ugly cut diagonally across his forehead, not completely covered by his short bangs. The other is a thin, clean slice across the corner of his left eye, having just missed taking the sense with it. Small patches of glittery yellow scales adorn small patches of Finthick's face, much like patches of freckles on human faces, and are one of the only hints at his draconic heritage. As for clothes, Finthick wears a frayed and patched grey rough spun tunic, with baggy pants to match, wrapped tightly towards the ankles. His feet are covered by simple foot wraps; long strips of white cloth, soaked with dust and sweat. He changes these foot wraps often, but they dirty up just as quickly. He carries another rough spun travelling cloak, made of seemingly the same material as his pants and tunic. The only things on his body that don't speak of a humble, minimalist mentality are a pair of gauntlets he wears over bandaged hands. They are composed of hardened leather, studded with steel at the knuckles, and backed with fair sized, yellow dragon skills, allowing him to use most of his forearm to more effectively block and parry unarmed and armed attacks.

Personality: As a member of Followers of Laru, Finthick is heavily dedicated to the tenets of Retribution, Balance, and Equality. He believes for every sin taken there is an equal retributive matter that must be undertaken. His order teaches that man must be punished for their wrong doings while still in the mortal realm, so that their spirit can be released in a state of balance. Finthick treats all people equally, with a respectful manner and kind tongue. With his close friends, he is witty and pleasant, cracking many jokes at the expense of both himself and others. He strives to keep his body in perfect harmony, and his movements and physical demeanor show this, often times never losing his balance on even the most uneven terrain or slippery of surfaces. He is a kind and humble man, and relies on himself first and foremost. He will often stop to help those in need, but not if it affects his mission or those close to him.

Abilities, Skills, and Powers:
Kinetic Build Up: Finthick builds up electrical energy in himself over the course of large kinetic movement, much like a functioning electrical generator. He is then able to release this electrical energy through arks of lightning from his hands or electrical shocks via direct contact with his skin or conductive material. He must discharge the built up electrical energy before too much is generated, however, otherwise he enters a state of paralysis as his muscles and nerves become overloaded with electrical feedback. It normally takes his brain anywhere from 30 seconds to 5 minutes to process the overload of received signals, but this period can become even longer depending on the amount of energy he absorbs or generates. Too much of an electrical shock, say a direct lightning strike, can even cause his body severe damage, though not as much as a normal human.

Electrical Absorption: Finthick can absorb electrical energy directed at him. There is also a higher chance of natural sources of energy striking him, like lightning storms or electrical arcs, as if he were constantly covered in full steel plate armor. He will also build up energy more quickly in staticy environments, like just before a thunder storm hits, or if he shuffles his feet across shag carpeting.

"The Grassy Meadow in the Monsoon Storms: The name of Finthick's long practiced martial arts style. It is wholly unique, as the Retribution sect of the Followers of Laru all work for 10 years to create and master a unique fighting style, which they can later teach the Knowledge sect in, granted they live the 15 years they must to earn there place among the senior monks. His style encompasses what is really three unique aspects all combined into a single styling. The aspects are switched to and cycled through in reaction to or anticipation of real time combat, while the movements themselves are part of the styling as a whole. The first aspect is called "Loud Thunder and Quick Lightning", and serves as the main offensive aspect of his style, made of large, powerful strikes, as well as nimbler attacks. This aspect also serves as the main form of movement for his power generation. The next is "Leaves of Grass that Stand Tall Through the Wind", and is the main defensive aspect, being made of blocks, parries and dodges to counter opponents, both armed and unarmed. The last aspect is called "Tree That is Struck by Lightning", and includes all amount of counters to attacks presented by his opponents, and serves to supplement both his defensive and offensive aspects.

Dragonic Aspects: Due to his draconic heritage, Finthick has the same strength, endurance and speed as a human in peak physical condition. His senses are also enhanced, giving him the ability to see in the dark, hear things from a much longer distance than most humans, and giving him a sense of smell equal to a blood hound's.

Monastic Attributes: Finthick was raised within a monastic order, and therefore had a thorough education on many practical things. He's a practiced farmer and botanist, having been taught the trade to better cultivate patience and discipline. He can read and write, and has read a large selection of history and philosophy materials. He also has a much more advanced understanding of anatomy than most people, due to the Healing sect providing each monk in his order a thorough education in the anatomy of most common races, so that they may be able to help those that are sick and injured throughout the world, and so that they may better understand how to pacify, cause pain, and kill an opponent or sinner more quickly and effectively, in regards to the sinners own need for Retribution and Balance.
____________________________________________________________________________________________________________
OOC for a moment. The next section isn't a history, per say, but an explanation of the order he belongs to.

Followers of Laru: The Followers of Laru are an ancient order of wandering monks. They have three major bases of operation, but for the most part are largely nomadic, usually being allowed to settle in their monasteries at the age of 40. Monks of the order are taught the 44 Lessons of Laru, a prophetic figure to the monks, and a man with real historical significance that was regarded as a wandering vigilante by many. The overall theme of the Lessons is that spirits must be punished for their wrong doings in the mortal realm, so that when they are released of their mortality they may ascend in a state of complete balance. Balance is understood as a state of perfect harmony within the soul, of sin balanced with punishment or penance. Retribution is the act of balancing an Unapologetic, or someone who does not understand the weight of their sins, usually through forced punishment, such as torture, the crippling of extremities, or even execution. The last 8 sermons list the respective Retributions for sins so that an Unapologetic, or a sinner coming to the order directly, may achieve Balance. This mentality among the order often leads to the Monks being seen as nothing more than brutes and vigilantes, not carrying for the laws of the region they are operating in. This is not a shared with all, however, as often times Retribution fits well within laws set by regional governments. This often leads to Monks working as government agents or bounty hunters, as long as their missions fall inline with their overall religious beliefs. Three major sects are present, not including the overall hierarchy that attends to clerical leadership and questions of philosophy. The Retribution sect is modeled after Laru's early life, the wandering judge, and it is their responsibility to enact Retribution to Unapologetics and to bring Balance to those who wish to reach Balance before they pass on. The Healing sect is modeled after Laru's later life, and they deal with further developing the overall philosophy of Laru, as well as teaching the neophytes, and preaching the Lessons to those who wish to learn. The Knowledge sect are the lore keepers of the order. They observe other organizations and countries, recording the goings on of the world. They collect knowledge from within the order and from outside as well, making trips all over the world to collect manuscripts, pieces of art, and literature from any people or country. They also are taught the martial ways of the Retribution sect at some point, as it is their duty to collect and record the different fighting styles so that they are not lost to memory.

The leadership of the Followers of Laru are composed of three councils at the three main monasteries, made up of senior members from each sec. Every year a Gathering takes place, where three representatives from each monastery, representing each sect of their respective monastery meet and discuss the happenings of that last year, and decided upon improvements that need to be made the coming year. They will often travel with small entourages themselves, and being brought to attend a Gathering is thought to be great honor.

Their monastic code forgoes use of armor or weapons of any kind, except in the hat of battle, where one may take a blade from an opponent and plunge it into another. They also are taught to keep their body pure, only eating and drinking what is naturally provided by plants, as they feel animals live in a constant state Balance that is maintained by nature itself, and therefore should not be acted upon by mortal men. Marriage is forbidden unless to someone within the order, but affairs with those outside it are not, though they are controversial. Monks cannot ride any form of animal, from donkeys to the tallest warhorse, nor can they force any animal or man to carry their pack.
DF MQ  Post #: 76
7/13/2018 20:43:44   
  Starflame13
Moderator


The first submission for any Bio is due at 11:59pm EDT, TOMORROW, so just over 24 hours. Any bios that have been submitted, but NOT approved, will then have 24 hours to gain approval. I will do my best to be available both on the forums and on the Discord server so as to provide as much help as possible, and I will attempt to respond to bios as quickly as possible starting now (though I do intend to sleep at some point).

Arenas will go live at some point Sunday. Depending on how much work is needed to get all the bios approve, I will attempt to have the arenas posted by around noon. If I am swamped with balancing, they will be revealed later. Either way, they will not be unlocked to post in until all Bio Approvals have closed that evening.

Let the last minute weekend flood of bios commence!



@Rayen - Welcome back! Glad that you made it in time. Let's see what needs to be done with His Great Audaciousness!

On the whole, this is well structured! I'm assuming that for his invisibility/blinding light, both of these require continued stillness/movement respectively to remain in effect. I'm also assuming that while Temerity grants control of the bubble's formation, it does not enable him to control the flight path of the bubbles themselves. For the other parts of Temerity - the magical nullification is ok, assuming that each bubble can only nullify a single attack. You could also change it such that the larger the bubble, the more smaller attacks or the more powerful single attack it can nullify. Either way, the bubbles will have no effect on the magic of the Arena, nor will they completely disperse extremely powerful attacks.

Lastly, I'm concerned about the possibility of having a large bubble surrounding an opponent suddenly turning into solid water and drowning them. A couple potential solutions to this would be when Dalavar changes the structure of his bubbles, only the newly formed bubbles are changed, rather than the current bubbles taking on new properties, or else having any surrounding water bubbles immediately collapse/explode.

Everything else looks great, so get a new bio posted soon with those added clarifications and we should be good to go!


@Kooroo - Glad the bio got there in the end! Let's take a look at Elias.

With your Forceful Blade, the penetrating air bursts are a bit TOO powerful. Two feet is a lot less arm movement than you may realize, so being able to penetrate through plate armor at that distance is a bit much. While a longer thrust can definitely be stronger, try to tone it back a bit to where at full power, it would perhaps shred lighter material and merely severely dent stronger ones with a single strike.

Beyond that, you balanced the wind abilities quite well, and the small story inserts made me laugh. Good job on the whole, and get the bio with the revised sword up soon!


@Riprose - Good to see you made it this year! Let's check out what this half-dragon has in his arsenal.

I like how you focused on the Monk abilities, rather than bringing in the traditional dragon traits! My main concern is with the Kinetic Build up - namely, the lighting arks that he can expel. If these are meant to be long range, then how far do they travel? If they're meant to be short range/melee combat range, then it should be ok!

On the whole you will need to be careful about how you balance this yourself in combat. Absorbing too much energy should increase the chance of paralysis, and basic energy build up shouldn't generate shocks strong enough to paralyze someone else. That said, it's a well thought out ability, just be careful not to abuse it!

Approval pending clarification on the lightning arcs - just make a separate post specifying if it needs a range or is intended for close combat, no need to post an entire bio.

< Message edited by Starflame13 -- 7/14/2018 12:09:32 >
AQ DF MQ AQW  Post #: 77
7/13/2018 22:56:06   
Ronin Of Dreams
Still Watching...


Concept: Project E.V.O.L.V.E. (Enigmatic Variance Of Life, Vitality, and Essence)
Name: Lodesh-Tinphair
Race: Third Generation Biomechanical F.E.R.R.E.T.
Gender: Nominally Male
Age: 3 Cycles (1.5 Years)
Element: Wind

Appearance:

Ever since the exposure to the Breath of Life brought about by the heroic sacrifice of Lucar-Narash, F.E.R.R.E.T. kind have undergone subtle but significant changes with each successive generation. Outwardly, their appearance continues to mimic their biological cousins, and this remains the case for Lodesh-Tinphair. Akin to the familiar painted stories of the Lightsplitter Patriarch, he too shares similarities in coloration to the wild black-footed ferret. However, unlike the Patriarch of years past, the growth of generational models has led Lodesh-Tinphair to outsize and outmass its wild cousin by about twenty percent. This difference in size, alongside the longer and slightly fluffier tail from the original F.E.R.R.E.T. blueprint, has begun to make his kind easier to identify.

Outwardly, the coloration remains much the same, though the biogenetic parentage of Lodesh-Tinphair has bestowed within him with a different material makeup. The grey fur upon his frame is dulled mithril rather than steel, while the signature black markings consist of strands of osmium whose sheathes have oxidized during maturity, effectively rendering each strand powder-coated in osmium dioxide. Despite the material differences of the fur, the strands remain soft to the touch and individually quite delicate, maintaining the illusion of proper full biology.

The departures from the biological analogue are also rather complex. Though all of F.E.R.R.E.T. kind now exhibit seamless melding of clockwork machinery with organic systems, each breed and bloodline manifest those changes differently. While Lodesh-Tinphair’s predominant bloodline is that of the original ‘Zephyrrider’ pattern, his makeup also incorporates elements of Warden and Thane lines thanks to interbreeding. He maintains a reinforced skeletal frame capable of bipedal motion and stances when desired, as well as thickened paws and claws for enhanced traction and digging. These paws, however, lack the manual dexterity displayed by Lucar-Narash in the previous tournament - though as the keen eyed may find, that is hardly a problem for Lodesh-Tinphair.

Gear:

As befitting a descendant of the Thane line, Lodesh-Tinphair carries extremely little gear, rather preferring to scavenge as he goes. Also befitting a Thane, he wears no outward clothing, maintaining the concept of camouflage by natural means - one sees a ferret and one thinks of it as but a normal ferret. However, as the Thane elements are but a quarter of his blood, he is not entirely unarmed walking into this particular competition as a true Thane might. Rather, he has drawn on his Warden bloodline for inspiration and tactics.
He will be carrying four triangular blades hidden in his fur which, when viewed from the right perspective, are little more than stylized flechettes roughly four inches in length. In addition, for the purposes of the competition, Lodesh-Tinphair is also armed with a seven inch blade stylized after a Warden’s scalebreaker ‘slung’ along its spine - which itself is reminiscent of a miniaturized Flammenschwert, complete with a pair of parrying hooks, though notably with neither hilt nor tang. The flechette blades also lack any form of hilt or tang, leaving one to question how they might be used, should they see such weaponry without Lodesh-Tinphair around.
For purposes of introductory story, he may have a second Scalebreaker, but there will only be one for competition usage.

Capabilities:

For a living biomechanical construct, one might think Lodesh-Tinphair to be an even bigger ‘joke’ than the original Lightsplitter appeared to be. As ever, leave it to a F.E.R.R.E.T. to be full of surprises.

Ethereal Whispers - Lodesh-Tinphair’s internal mechanisms include both aerial manipulation nodes and pinpoint telekinetic generators, though his capabilities as such are unlike neither a purebred Zephyrrider nor a Warden. He cannot skim through the air with the greatest of ease, unbound by gravity through the power of sheer and simple flight like the one. Nor can he project by force of will alone to become an unmovable defender of the precious Den Mother lines. What he can do, however, is a lesser combination of both. By taking control of local air currents and utilizing pinpoint projection of telekinetic fields, Lodesh-Tinphair is capable of something approximating limited flight, complete with the ability to hover in midair. However, his limitations bind him to the ground in ways which are almost reminiscent of gliders bound to the heights of thermals - he is unable to climb to a height greater than five feet above any object. Should the terrain or object fall, crumble, move, or otherwise be removed from under him then he will fall, though his overall light weight and minute frame lends itself to being able to arrest his fall with moderate ease. Denied the full freedom of the skies, he makes due with the Ethereal Whispers of flight. It does remain a much more swift means of travel, however.

Hush - Keeping track of a ferretine critter of any variety in the heat of combat with full-sized opponents is tricky, and every model of F.E.R.R.E.T. brings something different to the party. Sound is the passage of vibrations through the air, and much like the original Zephyrrider models, keying off of sound is how Lodesh-Tinphair has an advantage. Sounds around Lodesh-Tinphair are dampened and muted, hushed to a degree dependent on the distance of the listener from the ferretine bio-construct. He does this mostly unconsciously, as his system oscillates the strands of mithril fur to create sonic interference similar to the Active Noise Cancelling systems of a more modern era, though the sonic dampening field has exponential decay. An opponent might begin to perceive the effects a dozen feet away, but only begin to hear a significant difference at half that distance. Regardless, the most important facet perhaps is this - Lodesh-Tinphair only makes sound when he wishes, and never otherwise - assuming he is in good condition, at least.

Oh, and much like a tiger cannot change their stripes, Lodesh-Tinphair cannot invert Hush into an amplification field As amusing as that might be, it is not a trick this one possesses.

Silent Screams - The original Thane construct pattern is infamous for incorporating natural poisons and defenses into their own systems, and those F.E.R.R.E.T.s of Thane blood typically manifest some form of added protective measure from the ingestion of clever insect species. For Lodesh-Tinphair, this manifests from microscopic scales along his skin and the roots of his fur. These scales can be shed at will, and their threat is dual natured. First, the incredibly fine irritant causes intense itching by mechanical means as it gets into pores and underneath scales. Second, as fitting a biomechanical construct, the scales also contain trace amounts of the metal beryllium, which is an intensely toxic material. The beryllium content magnifies the irritation factor of the microscopic scales, though acute beryllium poisoning by inhalation of the scales en masse is also technically a threat should Lodesh-Tinphair shed enough of them in one big burst.

Tranquil Assault - The original Warden construct is famed for a resiliency bourne of bearing a vast blade by power of will alone. While Lodesh-Tinphair has inherited by blood a significant portion of their telekinetic generators along his spinal column, he lacks quite the same strength of projection. Thus his particular armament is geared less towards massive blows - relative to a ferretine frame of course - and more towards swiftness. By aligning a flechette or similar object with his spine, he is capable of shooting them at speeds around 20 meters per second - slightly faster than the average human dart throw. Alternatively, he can focus and use his long blade, shifting his body with each motion. It isn’t quite all in the mind for a F.E.R.R.E.T., though it is close. This provides his primary offensive capabilities.

History:

Clockwork is efficient. It is robust, repairable, does not age, does not eat, and neither respires nor perspires. Yet clockwork life, crafted with intelligence and given purpose and direction, is a static thing. Cessation does not carry the same sense of finality as expiration. Replication does not provide innovation in the form of the thing. It lacks a certain sense of...freedom. Such was the case for all of F.E.R.R.E.T.kind, for all of the greater clockwork Menagerie, prior to the efforts of the Third Son. Of Lucar-Narash. The Lightspltter. Champion of the Arena.

Vessel of the Breath of Life.

In a single moment, everything changed. Clockwork became biomechanical, capable of life. Capable of reaching a true finality in Death. The need to repair became the need to heal and rest. The desire to procreate replaced the passionless act of replication every second cycle. The need to eat daily transplanted the consumption of material to repair. Birth, growth, age, and fragility; sickness, sadness, loss, and love. Overall, the good outweighed the bad, even those negatives that none of clockwork kind had foreseen or expected.

As Den Mothers transitioned into Matriarchs, controlling the need to breed by controlling permissions - all for the good, really, as population explosions came with far too many dangers - new variances came into reality. Bloodlines replaced the original patterns, but the ferretine constructs were not beholden to them. Breeding, when allowed, was free across all lines. Some matings brought a single kit into new life, others whole litters, and among them each was different. Unique. And while the concept of parentage and growth from kit to adult posed new challenges, so too did each life bring new joys and innovations. Lodesh-Tinphair is of the third generation of these new pairings, and while he can trace bloodlines from both his parents to the Zephyrrider pattern, in his blood they mix with both Thane and Warden. He is unique, sole kit of his parents, but he is also one among a great many. Proud, but humble.

And yet, for all the happiness of the menagerie, something felt amiss. For all the trials, and challenges, and victories and losses in the struggle to survive and thrive on Lore...something called to Lodesh-Tinphair. A Calling, not understood, yet still obeyed. He knows not yet why he, too, has been called to the Arena where Lucar-Narash brought them the Breath of Life...and yet? It feels right to be there.
AQ  Post #: 78
7/14/2018 0:34:13   
  Starflame13
Moderator


@Ronin Of Dreams - Glad to see you again this year! I would usually express concern in making sure that you're ok with entering a character at such a significant size disadvantage, but I am aware you have ran similar characters in the past, and the weakened flight does counteract that slightly, so that should not be an issue.

The abilities look fine - we did clarify in PM that the scales in Silent Screams could still be seen as a cloud of sorts if released en masse, so since Lodesh-Tinphair doesn't really have a way to control said cloud, I'm ok with the minute size. Approved!
AQ DF MQ AQW  Post #: 79
7/14/2018 11:50:39   
Rayen
Constructively Discussional!


Name: His Great Audaciousness, Dalavar, The Mage Slayer!

Age: Old….ish? Probably old. In most lights.

Height: Precisely 6 feet.

Element: Water.


Appearance:
Standing with perfect posture, a muscular chest welling in supreme confidence with his every intake of breath, Dalavar strides towards his destination, where’r that may be. Shoulder-lengthed auburn hair, streaked heavily with grey, outlines a sharp nose, slender jaw, and two piercing eyes of a colour difficult for most to comprehend (those who are privileged enough to gaze at length into the haughty orbs all confidently proclaim that the colour is not yellow, nor likely orange). A thin, elegant moustache forms a gentle silver wave beneath his nose.
Oddly (or, more likely than not, “expectedly” by this stage), His Great Audaciousness’s face is periodically obscured by a myriad of fine, colourful bubbles originating from what appears to be an ordinary, dark-timbered pipe.
His attire is simple, questionably functional, but undeniably unique. The entirety of his form is enshrouded by a garish, mismatched tapestry of multicoloured gossamer material that seems to float and flutter in the air around him as he moves. Beneath, shimmering copper, a fine silk sleeveless shirt and matching rose pants loosely provide sufficient covering to present modestly in public.
High-pitched pings echo out from beneath his left hand, as if announcing his approach, as a fine cane carved from a dark timber clacks its tungsten foot against the ground. A garish smattering of oddly coloured precious stones glimmer sporadically across the dense cylindrical surface, and at its head rests a clear crystal ball, of the same colour as the indescribable man’s eyes.
Dalavar’s bizarre, predominantly archaic use of words makes it nigh impossible to guess at his place of origin, education, nor even, were one so inclined, his home Plane.
Indeed greatly audacious and most deserved of his title, Dalavar, The Mage Slayer! seeks with full conviction the satisfaction of fame, fortune, and foes falling at his feet.

Abilities:
Dalavar is not human. Everything about him screams this fact, but so seamlessly, confidently, and calmly does he interact with the human race (and those similar) that the resultant juxtaposed confusion evoked within an onlooker quickly inspires them to dismiss the detail of his race as unimportant. However, his foreign heritage affords him some unexpected advantages.
- If he remains motionless for 15 seconds Dalavar becomes functionally invisible to an onlooker. Not that he cannot be seen, he remains perfectly visible to the naked eye, more…the mind comfortably overlooks the likelihood of his existence, so unaccountably out of place is he. However, this delicate optical dissonance is broken even by a slight intake of breath, or the flutter of an eyelid.
- Conversely, if Dalavar moves continuously for 15 seconds he emits a brilliant silvery grey light, which illuminates all spaces within several feet and brings peace, reassurance, and calm to those with whom he is on friendly terms. The glow rapidly diminishes as soon as his motion is halted.
- The Mage Slayer does not need to breathe. He just does so because, for some odd reason, he believes it not only polite to breathe, but excessively fashionable.
- Most unique of all, Dalavar can see magic, like light and colour to others. The colour of each elemental magic is unique, though he can’t observe the intention of the magic, only its presence and elemental ties. Additionally, though he’d never admit such (possibly because he’s not aware of the concept), he is entirely colourblind, viewing the non-magical world in shades of black and white.

Equipment and Skills:
Armed only with a dark timber pipe, and an elegant walking cane, Dalavar might not seem an immediate threat. Nor, in fact, a serious contender at all. However, neither item are without their quirks.
Pipe of the Eternal: Provides the user with great comfort and satisfaction. While functioning, the user experiences only the barest inconveniences from environmental extremes (hot and cold weather). Their sensation of pain is attenuated dramatically, and - at least in Dalavar’s case (though nobody’s seen him without his pipe for many a year, so it may just be his natural disposition) - they take upon themselves an overall jovial mood. Rather than smoking any kind of dirty substance through the pipe and puffing out smoke, the user feeds into it their own magical life force, which causes a small cloud of bubbles to shoot out the other end. With focus, the bubble cloud can instead be expelled as fewer bubbles of a larger size. The magic required to sustain more substantial bubbles is exponentially greater, thus as their diameters increase, their period of manifestation decrease. At its most sizeable, the effervescent pipe can form a single, seven-foot wide bubble which pops after only a few moments…with one exception: if a creature possessed of strong innate magic resides within the bubble, the bubble may draw sustenance from them, existing indefinitely or until they manage to break free.
Cane of Temerity: Somehow magically tied to the pipe - whether through Dalavar himself, or their origin, nobody could say - the cane, named Temerity, affords precise control over the formation and structure (though not the movement) of each magical bubble expelled depending on the specific way His Great Audaciousness wields the slender rod.
While resting in his Left Hand, all bubbles are used defensively. If the head of the cane rests in his hand, each bubble forms a solid barrier, with the strength and consistency of tough glass. However, if Dalavar closes one eye while grasping the foot of his cane, each bubble completely nullifies any moderately powerful elemental magic it comes in contact with. Magical effects enveloping an area become temporarily nullified within a bubble, while stronger, focused attacks annihilate upon collision with a shimmering orb. Extremely powerful magical effects may overwhelm a bubble, attenuating to some degree, but resolving as intended.
On the other hand (literally), all bubbles become completely filled with pure, clear water while Temerity lies balanced in Dalavar’s right hand. If grasped by the head, bubbles are compact, dense, and rapidly accelerate if struck by Temerity, such that an orb the size of a shot-put would possess equivalent mass, though cause less damage as the bubble splashes in contact with its target. In order to become more streamline and manoeuvrable, these bubbles shrink by a magnitude of roughly three times. Although more dense than ordinary water, an object or creature can safely move through the bubble to safety with little more trouble than a leisurely paddle at the beach during a thunderstorm. If held by the foot of the cane, all bubbles explode, splattering scalding water in a 5ft radius of each orb of water.
If the cane does not rest in either hand of The Mage Slayer, all bubbles are completely permeable, passing through objects without inhibition. These bubbles take on a ghostly appearance, like a mirage, and are not immediately obvious to an untrained eye before closer inspection.

Personality:
His Great Audaciousness is a humble man…or as humble as a preening peacock, at the very least. Anyone deserving of praise soon finds themselves outshone by superfluous tales of far greater feats in far more exotic places. One may find this behaviour stifling, even a little hurtful, but such is Dalavar’s charisma that all in his presence feel fulfilled, edified, and proud to exist in the same realm as such wondrous undergoings.
Though it occurs uncommonly, one of Dalavar’s pet hates is the common notion that rain falls from the sky, rather than rises from the world as he claims. Any who mention “rainfall” in his presence soon find themselves on the receiving end of an argument so bafflingly illogical they’re typically rendered silent, or in rare cases, utterly mad.
On the other hand, one thing is known to silence the great orator. A tea, brewed with at least some moderate care, with fresh water, captures his attention more closely than anything known to magic.

History:
Nobody knows much about Dalavar, and what they do is hidden behind such hyperbolical, erroneous nonsense that it might as well be discarded. From all the tales he tells, Dalavar’s history extends before Time itself. Were one to believe the stream of heavily embellished words that pour unendingly through his characteristic cloud of pearly bubbles, one would not only believe that he had been present at every great event in history, but also that he’d played an active roll in shaping their outcomes.
If one truth was to be gleaned from the fog of exaggeration and self-importance, it would be from a favourite story, reserved only for the most captive and adoring of audiences. It paints an image of a different, ancient world, covered in shallow water, calm beaches, and a sky filled with twisting threads of the most beautiful magic. But its beauty was marred at the time by the great war in which it was embroiled, between a people as beautiful as stars, and a human man who wielded magic nearly powerful enough to extinguish every one of them. The story never proceeds far, however, as their storyteller's eyes cloud with silvery tears, and shortly afterward his audience seems to forget he's there and carry on with their everyday lives as though they'd never been touched by as extraordinarily bizarre a man as His Great Audaciousness, Dalavar, The Mage Slayer.
AQ DF  Post #: 80
7/14/2018 12:49:07   
Kooroo
Member

Words are hard. This, I have realized for a long time.

*ahem*

Sword thrust has been taken down a few notches, and extra clarifications are in. For free.
It's essentially a Value Pack.

Name: Elias Iivonen

Gender: Male

Element: Wind

Age: 25

Race: Human

Height: 167cm

Weight: 65 kilos

Appearance: Elias is a young man with fair skin, who appears to be more around the age of 18 than his supposed 25. In the modern world, he would have no chance of entering a casino without some ID.

He has light brown hair that falls short of his collar, with an unruly fringe that is constantly threatening his golden eyes. His boyish face is usually stuck in a stern, serious expression; a contrast to his calm demeanor.

Elias typically wears a set of weathered, dusty black leather armor over a black tunic and dark brown pants. A pair of scratched goggles hang from around his neck, and a pair of black leather boots cover his feet.

”Does anyone ever joke about you looking like your mother dressed you?”
“No. Even though it’s partially true.”


Weapons:
Forceful Blade:
A straight, double-edged sword with a wedge-shaped tip that generates a loud humming sound once drawn. It once belonged to one of his parents, though he has no idea which.

The silver blade measures a solid 60 centimeters in length, and is unusually wide and thick. A black, rubber-coated grip extends below its barely-existent crossguard, and a double-finger trigger sits halfway between the grip and handguard. Despite its weighty appearance, the sword is not especially heavy.

The sword’s cutting edge is magically generated. While its blade opens up flesh at the slightest, even accidental touch, the magical edge is not particularly effective against plate or chain armors, except when swung or thrusted with sufficient force. The sword can also break glass at the slightest of taps, and holding it close to fine glassware can shatter it.

When thrusted, the blade releases a two-foot long penetrating burst of air from its tip after a split second delay. The burst is capable of punching through at one layer of what it connects with; most things, though a precise and direct strike is required to damage plate armor. A solid connection with chain mail would break through the mail, and potentially leave a nice little flesh wound.
A fair bit of motion and force is required to generate a burst; at least roughly 4 feet of blade movement, or what is essentially a powerful thrust.
A longer, more forceful lunge generates a more powerful burst, which can reliably tear through plate armor, and maybe scare (but not harm) the wearer.

”What did you say your parents were?”
“... Carpenters.”


Handcannon:
Another weapon that used to belong to one of his parents. Essentially, a silver, metal flintlock, though with a white gem instead of a flint.

The gun fires baseball-sized bursts of air that easily can send a person sprawling on a direct hit. The bursts lose strength and form the further they travel, but grow in size and still retain enough force to slightly stagger a lightly armored person at the max range of around 40 feet. Past that range, they might mess up your hair. Shots at closer ranges might result in bruising, winding, concussion and at worst, broken bones.
They travel at roughly the same speed as an arrow, but are much harder to see as they’re essentially compacted balls of air.

The gun has enough charge to hold four shots, and reloads itself after 20 seconds, but only does so when properly holstered. It has substantial recoil, meaning that sequential accurate shots are out of the question, though Elias’ marksmanship could honestly be considered average at best. If you had to grade him, he might get a B+ on a good day. This comes from both a lack of experience and a lack of practice with the Handcannon, as ranged combat is not his forte. Regardless of how fast one were to try and fire, the gun’s maximum fire rate is one round a second.

"And so, your carpenter parents mysteriously disappeared, leaving behind their children with the house, the dog, and an arsenal of magical weaponry?"
"No, the house was on fire when you found us, remember?"
"So they're even worse parents than I thought. And you still want to find them?"


Equipment:
Worn Leather Armor:
The worn, black leather armor that Elias wears is yet another thing that once belonged to his parents, most likely his father. As a full set, the armor comprises of a breastplate, forearm and shin braces, knee guards, belt and boots. While each piece appears to be slightly large when held against his body, the various pieces fit him to a tee.

Aside from its suspected resizing capabilities, the armor has no standout magical properties that Elias has managed to identify. Its various leather sections are nicked and scratched, having saved him from numerous glancing blows in the past. The boots have steel caps, and the soles appear to be especially grippy to an almost magical extent. The braces are ribbed with metal plates, allowing the wearer to use their forearms and shins to block strikes from bladed weapons as a last resort. Obviously, this depends a lot on the type of weapon, its sharpness and the force behind the attack.
He’s also unable to get any of the pouches to open, as the clasps refuse to budge.

Unknown to Elias, the armor did originally have magical protection. With proper maintenance and care, the armor would have kept all of its enchantments, which were guaranteed to last several lifetimes with ‘proper use of the care kit and servicing’. At full strength, the enchantments would have warded off and reduced the damage from weak magical attacks, such as basic energy bolts, fireballs, and the rest.

Unfortunately, Elias never found found the care kit with the rest of his parents’ tools and equipment. As such, the armor has nearly lost all of its magical protection, though not quite all of it. A minuscule amount remains, enough to perhaps dampen the heat from a fireball by a couple of degrees, or take the kick out of some static. The grippiness in the boots are both a mixture of lingering enchantments and craftsmanship. They fare considerably better than regular boots when in fire, or any other damaging element. Stabbing the boots with a sharp blade will still result in damaged boots, however, and they won’t fair any better to very damaging things, such as lasers, etc.

Elias suspects that the armor had gloves at one point, but the gloves couldn't be found on the family homestead.

”Is there anything at all that you didn’t get from your parents?
“... Uh, the goggles?… Shirt… Pants...”
“Undergarments? Please say undergarments.”


Magical Skills and Abilities:
Wind Shunting/Sensing:
Elias has the ability to push, pull and feel through the air around him. Pushing or pulling is performed with motion through his arms and legs. It requires little to no focus at its most basic level, but more concentration is required depending on how much air he wants to move and how far away the air is. More movement = more air displaced. Shunting using an arm also requires the hand to be mostly empty, or at least not holding on to a sizeable object.

The most common and basic method of using this power is punches and kicks; fast movements are necessary for the air to be moved with sufficient force to distract or injure. The air is pushed in small, blunt-force bursts in front of Elias hands or feet, whenever he punches, thrusts, kicks, etc. For example, a single shunt used with a punch would effectively result in being punched twice in rapid succession; once by the wind, and a second time by Elias’ first. Another way he commonly uses shunting is to give add some extra range on his strikes; about a foot, at best.

Another example of shunting in action is to help with jumps or some of the trickier dodging maneuvers. The general idea is the same as a punch or a kick, but instead of expelling the force from the wind into an opponent, the force is used to give some extra height or momentum. Elias needs air between him and his hands or feet in order to use it this way, however, so he’d have to use it partway through performing the maneuver. Starting with his hands pressed against a stone wall doesn’t work. At best, he can gain a bit over a foot in extra height when performing a jump.

Generally, pushing the air is much easier than pulling the air, as pulling requires him to ‘grip’ the air before he can attempt to move it. Shunting a larger quantity of air requires more movement. And shunting air that’s further away from him takes a bit more time, as it takes Elias slightly longer to focus on the area if it's further away from him.
Elias can only currently shunt within 15 feet of himself, and cannot shunt air that he is incapable of reaching. If you locked him in an airtight glass container, he would be able to shunt the air inside the container around, but wouldn't be able to influence the air outside it. The same goes for the exact opposite.
A last thing to note is that the more air that Elias tries to shunt, the less dense the air will be when moved.

The second part of the ability is effectively an air-based radar. By feeling the air around him, Elias can get a vague idea of what is moving around him. Vague is probably the best way of putting it, as he's only adept at detecting fast or large objects, such as a tennis ball being served or a drunkard in a bar charging him. As a result, he's learnt to not to rely too much on it, but it's still fairly useful for detecting undue surprises. Like his shunting, the range for his radar is about 15 feet.

Blazing Tempest:
Elias’ main strengths are in his agility and combat aptitude. Unbeknownst to him, however, they’re a result of a passive, magical effect.

At a full out sprint he would be able to match a professional (and successful) human athlete, though not outmatch. His stamina would probably be below an athlete though; Elias’ is quite fit, but he doesn’t hit the track every day.
His balance, coordination and reaction times are almost unmatchable by any human or humanoid without magical aids, which makes it very hard to land a direct hit on him, though not all the various knicks, scratches and gouges were in his armor before he found it.

Elias’ combat aptitude is less about him having incredible skill in sword play and unarmed combat, and more as a result of the aforementioned agility. His fighting style is less about outskilling his opponents, and more about blindsiding them with his insane speed. In reality, an experienced judge would probably consider his form with basic weaponry and CQC skills effective, but unorthodox and inefficient. If you were to analyze a recording of him in combat, you would notice that his rapid parries, blocks, punches, etc. are all a result of reflexes and coordination, and not exactly an expert display of technique or skill. This is probably what prevents him from just beating every non-magical duelist outright, and gives the exceptionally skilled ones a decent chance at beating him.

As stated above, all of this comes from a passive magical effect. This only applies in combat, though, when he’s aware of danger or anticipating combat, and doesn’t apply during his every day life. It would explain why he’s a bit clumsy in day to day life, and prone to jump scares from his companions. The ability does kick in relatively quickly once he's threatened, however, but deactivates just as quickly once he thinks he's safe.

"I'm sure you'll become a great carpenter yourself one day. Your parents raised a fine young man."
"Thanks, Daford. Exactly what I wanted to hear."
AQW Epic  Post #: 81
7/14/2018 13:01:09   
  Starflame13
Moderator


@Rayen - Approved! You made all the clarifications I asked for and more, thank you! Keep in mind to balance the sheer amount of bubbles verses how much of Dalavar's life force is drained, and good luck!


@Kooroo - Approved! Thank you for toning back the Forceful Blade, and the additional clarifications are nice. Good luck to Elias!
AQ DF MQ AQW  Post #: 82
7/14/2018 14:48:01   
Riprose123
Member

Reposting with clarifications on the lightning arcs. Also to fix general typos. It's been a bit since I've written a bio.

His lightning arcs have a max range of 30ft. They become weaker and less accurate the father away the target is from Finthick. The strongest shock will knock an average sized person off their feet, and deliver a nasty shock, burning surface flesh and numbing nerves. The average shot will stagger a target and deliver a shock comparable to grabbing an electric fence with a bare hand. The arcs are naturally attracted to their targets, though they can be dodged given they target is quick enough. Wearing more effective conductors like metals will cause the energy shocks to have an easier time finding their targets, while the opposite is true of less conductive materials.




Element: Energy

Name: Finthick Albretone
Race: Half Dragon
Age: 32

Appearance: Finthick stands at 6 feet even. His build is lean, and chiseled, his entire body composed of nothing but strong bone and thick muscle. This build lends him a well developed body, honed for quick movement, powerful strikes, and long hours of use. Cuts and slashes that occurred over the years have left long, spiderweb like patterns in his arms, legs and abdomen, criss crossing over tanned skin. Finthick's hair is a dark auburn, and is cropped short, only really reaching the back of his neck, as any long, flowing locks would either get in the way during unarmed combat, or would be used as leverage by an opponent. His eyes are seated over a thin nose, a shifting green, depending on his surroundings. His face seems well suited for either smiling or scowling, and shows a few wrinkles from long years of work and worry. Two scars adorn his otherwise handsome face, the first a long, ugly cut diagonally across his forehead, not completely covered by his short bangs. The other is a thin, clean slice across the corner of his left eye, having just missed taking the sense with it. Small patches of glittery yellow scales adorn small patches of Finthick's face, much like patches of freckles on human faces, and are one of the only hints at his draconic heritage. As for clothes, Finthick wears a frayed and patched grey rough spun tunic, with baggy pants to match, wrapped tightly towards the ankles. His feet are covered by simple foot wraps; long strips of white cloth, soaked with dust and sweat. He changes these foot wraps often, but they dirty up just as quickly. He carries another rough spun travelling cloak, made of seemingly the same material as his pants and tunic. The only things on his body that don't speak of a humble, minimalist mentality are a pair of gauntlets he wears over bandaged hands. They are composed of hardened leather, studded with steel at the knuckles, and backed with fair sized, yellow dragon scales, allowing him to use most of his forearm to more effectively block and parry unarmed and armed attacks.

Personality: As a member of Followers of Laru, Finthick is heavily dedicated to the tenets of Retribution, Balance, and Equality. He believes for every sin taken there is an equal retributive matter that must be undertaken. His order teaches that man must be punished for their wrong doings while still in the mortal realm, so that their spirit can be released in a state of balance. Finthick treats all people equally, with a respectful manner and kind tongue. With his close friends, he is witty and pleasant, cracking many jokes at the expense of both himself and others. He strives to keep his body in perfect harmony, and his movements and physical demeanor show this, often times never losing his balance on even the most uneven terrain or slippery of surfaces. He is a kind and humble man, and relies on himself first and foremost. He will often stop to help those in need, but not if it affects his mission or those close to him.

Abilities, Skills, and Powers:

Kinetic Build Up: Finthick builds up electrical energy in himself over the course of large kinetic movement, much like a functioning electrical generator. He is then able to release this electrical energy through arks of lightning from his hands or electrical shocks via direct contact with his skin or conductive material. Discharging from direct contact is the most effective means, and he can do this via strikes from his fist or feet, as well as simple touch. His lightning arcs have a max range of 30ft. They become weaker and less accurate the father away the target is from Finthick. The strongest shock will knock an average sized person off their feet, and deliver a nasty shock, burning surface flesh and numbing nerves. The average shot will stagger a target and deliver a shock comparable to grabbing an electric fence with a bare hand. The arcs are naturally attracted to their targets, though they can be dodged given they target is quick enough. Wearing more effective conductors like metals will cause the energy shocks to have an easier time finding their targets, while the opposite is true of less conductive materials. Given a pause in kinetic motion, his body will discharge the built up electrical energy by itself over time, though he must stand completely still for this to happen. He must discharge the built up electrical energy before too much is generated, however, otherwise he enters a state of paralysis as his muscles and nerves become overloaded with electrical feedback. It normally takes his brain anywhere from 30 seconds to 5 minutes to process the overload of received signals, but this period can become even longer depending on the amount of energy he absorbs or generates. Too much of an electrical shock, say a direct lightning strike, can even cause his body severe damage, though not as much as a normal human.

Electrical Absorption: Finthick can absorb electrical energy directed at him. There is also a higher chance of natural sources of energy striking him, like lightning storms or electrical arcs, as if he were constantly covered in full steel plate armor. He will also build up energy more quickly in staticy environments, like just before a thunder storm hits, or if he shuffles his feet across shag carpeting.

"The Grassy Meadow in the Monsoon Storms": The name of Finthick's long practiced martial arts style. It is wholly unique, as the Retribution sect of the Followers of Laru all work for 10 years to create and master a unique fighting style, which they can later teach the Knowledge sect in, granted they live the 15 years they must to earn there place among the senior monks. His style encompasses what is really three unique aspects all combined into a single styling. The aspects are switched to and cycled through in reaction to or anticipation of real time combat, while the movements themselves are part of the styling as a whole. The first aspect is called "Loud Thunder and Quick Lightning", and serves as the main offensive aspect of his style, made of large, powerful strikes, as well as nimbler attacks. This aspect also serves as the main form of movement for his power generation. The next is "Leaves of Grass that Stand Tall Through the Wind", and is the main defensive aspect, being made of blocks, parries and dodges to counter opponents, both armed and unarmed. The last aspect is called "Tree That is Struck by Lightning", and includes all amount of counters to attacks presented by his opponents, and serves to supplement both his defensive and offensive aspects.

Dragonic Aspects: Due to his draconic heritage, Finthick has the same strength, endurance and speed as a human in peak physical condition. His senses are also enhanced, giving him the ability to see in the dark, hear things from a much longer distance than most humans, and giving him a sense of smell equal to a blood hound's.

Monastic Attributes: Finthick was raised within a monastic order, and therefore had a thorough education on many practical things. He's a practiced farmer and botanist, having been taught the trade to better cultivate patience and discipline. He can read and write, and has read a large selection of history and philosophy materials. He also has a much more advanced understanding of anatomy than most people, due to the Healing sect providing each monk in his order a thorough education in the anatomy of most common races, so that they may be able to help those that are sick and injured throughout the world, and so that they may better understand how to pacify, cause pain, and kill an opponent or sinner more quickly and effectively, in regards to the sinners own need for Retribution and Balance.




OOC for a moment. The next section isn't a history, per say, but an explanation of the order he belongs to.

Followers of Laru: The Followers of Laru are an ancient order of wandering monks. They have three major bases of operation, but for the most part are largely nomadic, usually being allowed to settle in their monasteries at the age of 40. Monks of the order are taught the 44 Lessons of Laru, a prophetic figure to the monks, and a man with real historical significance that was regarded as a wandering vigilante by many. The overall theme of the Lessons is that spirits must be punished for their wrong doings in the mortal realm, so that when they are released of their mortality they may ascend in a state of complete balance. Balance is understood as a state of perfect harmony within the soul, of sin balanced with punishment or penance. Retribution is the act of balancing an Unapologetic, or someone who does not understand the weight of their sins, usually through forced punishment, such as torture, the crippling of extremities, or even execution. The last 8 sermons list the respective Retributions for sins so that an Unapologetic, or a sinner coming to the order directly, may achieve Balance. This mentality among the order often leads to the Monks being seen as nothing more than brutes and vigilantes, not carrying for the laws of the region they are operating in. This is not a shared with all, however, as often times Retribution fits well within laws set by regional governments. This often leads to Monks working as government agents or bounty hunters, as long as their missions fall inline with their overall religious beliefs. Three major sects are present, not including the overall hierarchy that attends to clerical leadership and questions of philosophy. The Retribution sect is modeled after Laru's early life, the wandering judge, and it is their responsibility to enact Retribution to Unapologetics and to bring Balance to those who wish to reach Balance before they pass on. The Healing sect is modeled after Laru's later life, and they deal with further developing the overall philosophy of Laru, as well as teaching the neophytes, and preaching the Lessons to those who wish to learn. The Knowledge sect are the lore keepers of the order. They observe other organizations and countries, recording the goings on of the world. They collect knowledge from within the order and from outside as well, making trips all over the world to collect manuscripts, pieces of art, and literature from any people or country. They also are taught the martial ways of the Retribution sect at some point, as it is their duty to collect and record the different fighting styles so that they are not lost to memory.

The leadership of the Followers of Laru are composed of three councils at the three main monasteries, made up of senior members from each sec. Every year a Gathering takes place, where three representatives from each monastery, representing each sect of their respective monastery meet and discuss the happenings of that last year, and decided upon improvements that need to be made the coming year. They will often travel with small entourages themselves, and being brought to attend a Gathering is thought to be great honor.

Their monastic code forgoes use of armor or weapons of any kind, except in the hat of battle, where one may take a blade from an opponent and plunge it into another. They also are taught to keep their body pure, only eating and drinking what is naturally provided by plants, as they feel animals live in a constant state Balance that is maintained by nature itself, and therefore should not be acted upon by mortal men. Marriage is forbidden unless to someone within the order, but affairs with those outside it are not, though they are controversial. Monks cannot ride any form of animal, from donkeys to the tallest warhorse, nor can they force any animal or man to carry their pack.

REPOST 1: Added a passive dissipation overtime for Finthick's electrical build up. Clarified range, power and accuracy parameters of Energy Arcs. Fixed general typos.
DF MQ  Post #: 83
7/14/2018 15:06:27   
  Starflame13
Moderator


@Riprose - Clarification on the Lightning arcs, and for the Kinetic Build Up in general, all look good. Approved! Keep in mind that opponents energy charge will increase the rate or Electrical Absorption, and thus could result in an overload if you're not careful!
AQ DF MQ AQW  Post #: 84
7/14/2018 15:38:41   
Ultrapowerpie

Mail Moogle of AdventureQuest


Name: Silas Grease
Age: 30
Race: Human
Element: Water (You need water for good vittles, ya know?)
Occupation: Soup Slinger
Appearance: Silas is of average build for a man his age, standing at 5’ 10”. At first glance, you might say he exemplifies a stereotypical cowboy. Certainly the boots, tan hat and leather belt around his tan wool pants would give this indication. Completing the ensemble is a simple brown Mexican Poncho, with the only marking being what could only be described as some sort of white spoon (is it a ladle? It’s a bit hard to tell, and he’s not saying). His Brown eyes match his brown hair, which is mostly hidden underneath his hat.

Equipment/Abilities: A closer inspection of Silas might reveal something that some may characterize as not quite cowboy, and might quite properly be classified as “steampunk” or just plain “cow cookies”. Silas is not unreasonable, and offers any critics of this supposed anachronism a free taste of his soup. Whether they like it or not… (What’s that? I’m rambling? But that’s how ballads go… Wait there’s no sound track? Oh fine, we’ll get on with it)

C.H.U.C.K.- Compressed Hydraulic Undigenous Cannon Kit- The latest and greatest in cowboy caravan chuck wagon steampunk technology from CowCo. (Your supplier of all cow based products, whether from cows, about cows, something with the word cow, or just has the letters of cow. Beef. It’s what’s life’s about.)

C.H.U.C.K. is a type IV Fluid Distribution Device, specifically designed for the most portable food ever: soup. That’s right partners, beans are bulky, but soup? You can compress that stuff down so there’s more in there then what you plopped in to make it! Some may even call it magical, but we here at CowCo assure you that it is perfectly legitimate steampunk technology!
Behold as C.H.U.C.K. easily mounts onto one’s back, like some sort of pack for carrying things. What looks like a giant glass tank with some weird handles is most assuredly not what it appears! Note the adorable gears along the machinery’s workings, happily turning as you expect steampunk tech to! Please look at the loving detail to said handles as the left one is clearly for aiming the device while the other one is for firing. The Nozzle atop C.H.U.C.K. is of course made of the most pristine rustic metal available. It’s already rusted for you, so don’t worry about those liquids messing with it! All in all, a perfect portable package for you to store your soup! There’s even a tiny steam powered heater at the bottom of your tank, to keep your soup nice and hot! Adjustable from your right console mechanism, you’ll be able to keep things nice and toasty!
(TL;DR version- It’s a steampunk version of https://www.mariowiki.com/F.L.U.D.D. )

C.H.U.C.K. spray settings are also conveniently on the right side of your controls, allowing you to spray out small spurts, or to douse your opponent’s with full force! You decide if you just want to give them a snack, or spray so much force they’re bound to be knocked over! (Note CowCo does not back this last claim, as other parties may be heavier, ground may not be conducive for a slip and slide, etc etc)
How does C.H.U.C.K. get water if you’re in the middle of the desert? Glad you asked. C.H.U.C.K. is equipped with our latest technology in Osmosis that allows from it to absorb water from the air! That’s right kids, there’s water in the air! Everywhere! Some scientists may say that “osmosis” doesn’t work like that, but they don’t own a C.H.U.C.K., much less a large international corporation empire that’s here for you! (Please be warned the C.H.U.C.K. does refill over time, but depends on the moisture in the area. If it’s humid, fast. Not humid? Not nearly as fast! In fact, it’s recommended you just use any water source nearby, and have the C.H.U.C.K. absorb the water with it’s intake valve for fast refills.)

But the best part about C.H.U.C.K. for the discerning cowboy cook is the P.O.D system! That’s right, no longer do you need to scavenge for ingredients in the heart of the wasteland! We’ve already vacuum packed everything you need into our priceless P.O.Ds just for you! Simply load the flavor you want into the left console right at your fingertips, so no need to take off your C.H.U.C.K. We even have one of those fancy pants ammo belts that cowboys use for shotgun shells, but we’ve loaded it with P.O.D. slots, just for you! Need more ammo? Please use one of our Bandolier upgrades to contain even more!

Our Current flavors include:

Slippery Soup: Do you have a rush of cows heading towards you, and you need to by time as you evacuate the town? Don’t want to waste succulent soup on a bunch of cows? This is for you! Simply spray in front of you, and we’ll almost guarantee they’ll be slipping and sliding like a clown on a banana peel! What does it taste like? It tastes like soap, obviously. You’re not supposed to eat this, you sicko.

Brrrrrr Brrrrrr Borscht: Need something to chill your opponent to their bones? This is the soup for you! Not only is this soup more sour then 100 lemons, it’s served best cold! Ice cold too! This P.O.D. has instant-freeze packed inside to immediately cool your C.H.U.C.K. as you serve your revenge! It may not freeze them, but you can bet they’ll be shivering on the outside and inside after they taste this! (Note that using Borscht will cause C.H.U.C.K.’s flame system to temporarily be out of order, in order to keep your Borscht cold. Please wait a bit before switching flavors)
Solid Soup: Our default flavor of choice! Need a quick pick that is mildly appetizing but nothing really special for an ordinary day? This is the flavor for you! Our thickest flavor by far to ensure you get the most amount of soup per unit of volume, this soup is great for your generic spraying needs!

Scalding Soup: Need something to warm you up, quite literally? Is someone frozen in ice? Do you need to burn some skin? This is your flavor! You know how adding salt to water causes it to take longer to boil by some science stuff? We’ve skinned so much flavor out of this P.O.D., you’ll swear it was just ordinary water! (It most certainly is not, that would be ludicrous. Who would by water in a container? Absolute nonsense). Just make sure to turn up your C.H.U.C.K.’s heater to maximum heat, and be prepared to scald! (Please note that using Scalding Soup for too long may cause the extremely unfortunate process known as “evaporation” to occur. We have done our best to minimize this nasty process, but you may find yourself out of water a lot faster if used for too long)

Spicy Soup: A favorite for all our friends who like to live on the zesty side of life! Using the finest Habanero’s cultivated south of the border (we’re not saying which one, that’s a company secret!), this soup is guaranteed to perk up anyone who needs to wake up! They’ll practically be producing their own steampunk smoke out of their ears after tasting this brew! If your friend thought a jalapeno was hot, we can guarantee this stuff will be roughly 30 times hotter! (Don’t believe us? Just ask our leading scientist Scoville, and his revolutionary new scale!)

The Reaper of Carolina Brew- Some like it hot, some like it very hot, and there’s those that want to be set on fire without actually be on fire. This one’s for them! Made from the finest Reaper peppers grown in some magical country called “Carolina”, this pepper will make them bleed. I mean cry. And possibly bleed. But not cry blood, that’d be gross. Look, you thought the last batch was zesty? This one takes your Zest, hold you down, and then slowly removes every single tooth from you…. I lost the metaphor, it’s that zesty. Just don’t use it too much please, C.H.U.C.K. can only handle this concoction for a little bit before needing to switch over to something milder. You wouldn’t want to get C.H.U.C.K. sick. (Also recommended to keep away from any orifices other then mouth, as there is some sort of blinding property to this. CowCo is currently considering using this to make a Pepper placated spray of sorts that should be good for just stunning foes)

CowCo’s Capsaicin Chaos Chowder: You wanted something so powerful that even we at CowCo hesitated to make it, but when we realized the amount of profit that could be done from this concoction, we immediately put it into commercial commerce!
What can one say about this, except it’s pure capsaicin with just enough water added to keep it a fluid. If you thought the idea of a “pepper spray” was bad, just a splash of this stuff will set your skin burning/itching with sensation! Just them breathing it in will make their lungs feel on fire! Ingesting is sure to cause their entire digestive system to turn upside down! Just to make the point clear, we’ve removed the heat limiter settings on your C.H.U.C.K. so you can give your foe the hottest spray that’s ever been produced by a steampunk food serving device!
Due to concerns from our intern team after testing this P.O.D. in the field after an… “incident” that nearly wiped them out, we have put a strict limit of one per customer. Period. Until we’re sure we can get the kinks fully worked out, we’re going to minimize our lawsuits. Yup.

Other equipment:
Silas close range weapon of choice is Lad, the soup ladle. Yes, it is a ladle. Yes, it is made out of metal with a rubber grip to prevent that nasty conduction from getting to you. Yes, it can be used in a sword fight. The question of SHOULD it? You’ll have to see to find out!
Silas usually uses Lad to whack over eager campers, but has used it to escape a few close calls. Needless to say, Silas prefers mid to long range combat when the situation allows it.

Personality/History: You ever seen the Man with No Name? No? Shame on you. Go Google it. That’ll give you a very rough view of Silas. (I’m not spoiling things in the char intro, that’s a waste)

(Note that edits are purely for formatting, that's it)
AQ DF MQ  Post #: 85
7/14/2018 16:19:55   
  Starflame13
Moderator


@Ultrapowerpie - Squeaking in just in time, looks like. Approved!

We clarified via PM that the P.O.D. flavor packets do eventually run out, and run out faster the more forceful C.H.U.C.K. is spraying out. C.H.U.C.K. resorts to just plain water at this time, before a new pod is inserted. Since the majority of the abilities do result in cool downs, I won't make you put a set number on the amount of ammo for each given soup, but note that it should still be reasonable enough such that you are not popping P.O.Ds's in non-stop, since Silas does need to carry them on his person. We also clarified that, given how gravity acts on a flowing liquid, that this is a pretty solid mid-range ability, but lacking in aim at longer ranges.

Additionally, please be careful not to abuse C.H.U.C.K.'s refillability, particularly depending on the arena.
AQ DF MQ AQW  Post #: 86
7/14/2018 19:10:21   
  Lorekeeper
And Pun-isher

 

Name: Gabriel, Crashing River
Age: 25
Race: Human
Element: Water

Appearance: Standing just over six feet tall, Gabriel cuts a well toned figure that spares little detail in hinting at a life of rough discipline and constant exercise. Though well over the average strength for a man of his size, however, a focus on core body and leg power are fairly evident — The young warrior is clearly built for endurance and maneuverability, not overpowering upper body performance.

At a first glance, his clean and sharp features are moderately handsome, and could pass as attractive, if a bit… off. The more overt signs of his lifestyle betray this impression at close range: This young man carries a collection of scars that one would expect to take twice his years and then some to accumulate. Though most are concealed underneath the near thorough coverage of his clothing, there are some that he cannot or cares not hide.

A thin but protruding lashing mark splits the left side of his face, just barely missing his eye but having clearly damaged the lip at one point. His right ear is visibly nicked by a cut deep enough to have carved a line which hair no longer grows past. Most immediately noticeable is a line along the length of his slightly crooked nose, deformed by a rough impact at a very early age. Nearly all of these scars seem to have healed very cleanly, likely through magical assistance. However, such assistance was clearly not prompt enough to undo all damage and allowed scar tissue to form unimpeded.

Gabriel’s style of dress is oddly adequate to the state of his body. Stylish, elegant even, though the garments’ better days are clearly behind them. Most striking is a flowing coat of clear blue which fades to darker hues as the gradient reaches down, trimmed in thicker white fabric. A motif of a river over the faded outline of a crescent moon adorns the left side of the chest, the most visible of the stitchings that mark the raiment’s travels. Beyond that, a white undershirt, slightly wide-legged pants and rough hiking boots generally make do for his attire, though he is not averse to changing this staple if it proves inconvenient. Curiously, he is never seen without a blue headband which keeps his shoulder-length chestnut hair out of the way of his eyes.


Equipment:

Outside of the arena, Gabriel travels light enough to be easily mistaken for a defenseless wanderer. Of course, only rookie highwaymen fall for this impression. Seasoned outlaws and troublemakers know better than to underestimate a lone traveler with a firm stride, sharp eyes and a hide so viciously punished. In combat, however, he relies on the following gear:

Armor: Enchanted Light Guards

As freedom of movement is essential to his combat arts, the Kinslayer of the North Gate wears as little gear as he can get away with - generally none. For the purposes of the arena, he has commissioned a set of shinguards and armguards forged to handle a simple enchantment. A steel and cobalt alloy makes them light and sufficiently durable, if hardly polished. Their enchantment is one of conical force dispersal: As a radial effect would be too strong of an enchantment for a material so light, the armor instead sharply widens the effect area of what blows it manages to catch.

Distributing damage over a larger area makes the armor particularly effective against blunt force trauma, as feeling the pain and knockback over a wider zone is a very efficient trade for protection against fractures and armor deformation. On the other hand, while it is also excellent at repelling the threat of a bladed or pointed weapon, the angle of dispersal is not remotely wide enough to avoid a hefty disadvantage: Cutting edges damage a greater area of the protective surface. A sharp enough blade in capable hands could deform the steel like a solid hit from a heavy hammer would if the material were unenchanted. The enchantment is minor, but one which active defense can strongly capitalize on.

Weapons: Bound Artifacts

Gabriel has been endowed with a set of magical weapons - incomplete forms of a greater artifact - in a manner more intimate than the bequeathing of an object. This threefold legacy has been bound to his whole being: Concealed within his body, controlled by his mind and fueled by his spirit.

In practical terms, this means that the weapons themselves function more as maintained spells than they do as held objects. They can be manifested out of thin air, and similarly dismissed into it. However, their maintenance requires constant effort: While a sword wielder must be conscious of and familiar with the shape and mass of his blade, Gabriel must be constantly aware of the effects of his weapons. Damage to them feels as intense as damage to the wielder’s biological form, and recovers in a similar manner: Each subsequent battle will see them manifesting with diminished damage until they are fully restored.

The concentration requirement diminishes his ability to actively employ powers which may require free hands, greater focus, or both. Consequently, a thorough loss of concentration in a battle would also create an opening through their disappearance. Furthermore, these weapons cannot be dismissed at range, only while held. While they no longer tax his concentration if disarmed, they also lose their effect and must be retrieved to regain it or be dismissed — Which in turn prevents their special effects from triggering if thrown.

Daggers of the Twin Tides, Ebb and Flow: A silver-engraved blade of deep blue and a paired weapon with the reverse colors, these two are respectively used to diminish or intensify any flow that they come into contact with, magic or otherwise. A wound opened by Flow, for instance, could be forced to draw out additional blood for a moment. An ongoing magic effect could diminish or fade if its caster was cut by Ebb, or if the artifact producing it clashed with the blue edge. On close quarters with a caster, these weapons are capable of “parrying” spells or other enchanted effects, either reducing their effectiveness or forcing out a stronger, more strenuous and exhaustion version of the intended supernatural feat.

Spear of the Forsaken River, Sever: Sever is a harsher, more committed weapon. The sturdy runed edge, reminiscent of a broad kris, is a test of Gabriel’s focus to use uninterrupted. When a foe is too dangerous to risk constant proximity, the combined utility of a staff and enchanted blade grant deadly versatility, albeit with a far more straightforward effect: The interruption of flows. This is a weapon that could temporarily still a river to provide safe passage, interrupt the effects of spells or enchantments for moments after deliberately targeting their source, but takes far more precise and controlled use to take effect. The windows it opens are brief, more fleeting the more powerful the effect to disrupt is, but even a few seconds can allow for a deadly counterattack.

To affect an artifact or other enchanted object, Sever must be used specifically to target it, which requires a degree of certainty of it having magical properties — Reasoned deduction may suffice, but a guess will not. Such an attack is mostly incorporeal, partially sinking into the targeted object without directly inflicting damage. Conversely, to affect the living, it must inflict physical damage.

Legacy of the Crenon Gate, Achernar: The combined, far more taxing form of the gifts bound into Gabriel. The sheer strain required to maintain it is the reason for the existence of the separate forms. Unfit for extended use, its manifestation is only viable for carefully calculated maneuvers or one-on-one duels. This heavy trident is a decidedly more menacing sight than its partial manifestations: Its sturdy haft ends in broad blades of a tarnished-looking silver color, trailing with ragged blue ribbons that bear continuations of the flat’s gleaming blue runes. As the complete artifact, it allows for more nuanced combinations of the individual effects, as well as serving as a focus for the user’s water control. For instance, it could manipulate a greater mass of liquid than the user could unaided, or — if drawn ahead of time rather than in spontaneous preparation — even redirect magical attacks unleashed by others. This is akin to tethering a flung object to the blade and spinning it as though it was a weight at the end of a chain, giving the movement a force and difficulty of execution proportional to the speed and intensity of the effect. A bolt of lightning would be simply implausible to defend against in this way, while a slow fireball could be returned with a spin similar to hammer throw. Care must be taken not to be overwhelmed, lest the defense prove worse than the attack and fling the wielder alongside it.


Power:

Gabriel’s power is best summarized as the perception and manipulation of flows, from intrinsic awareness of water and moisture to telekinetic control of liquids (Most easily water, increasing in difficulty with density). Although the conversion of personal energy reserves to water is possible, he can only create and maintain an amount roughly equal to the contents of a medium sized barrel — If lending the task his full concentration and employing his entire unimpeded form. More practically, the frenzy of battle only allows him to properly create and maintain a fraction of that amount by himself, with each free hand enabling him to control enough water to keep the shape of a large whip or smaller blunt weapon.

There is one application of this power that Gabriel particularly excels at: The control of surface tension. This allows him to provide manipulated water with a sufficiently cohesive and resistant surface to apply blunt force without losing control after the impact; apply the reverse effect to incoming water attacks; move freely on still or rushing water; and even assist his own movement by using controlled liquids as floating steps or controlled rope.

There are more esoteric applications of this power, but a lifetime largely focused on martial prowess and an incomplete magical education has slowed down its development, requiring the use of a focus of sorts to ensure the necessary concentration for its unrestrained application. Namely, the blindfold he normally wears as a headband. By forcing this concentration through sensory deprivation, Gabriel becomes able to passively sense what would otherwise take active effort. The beating pulse of nearby bloodstreams. The flowing light of magical energy being accumulated, shaped and released. The stillness of ambient moisture and disturbances breaching it. The disadvantages are evident, especially if multiple fighters are involved, but it may just be worth the calculated risk.

As a crucial note, this power does not allow for the control of any perceivable flow. An enemy’s magical energy is wholly theirs to control, as is their blood. The only interactions with such that Gabriel is capable of are the specific ones outlined above.

Abilities:

Trained in the use of multiple weapons from a very early age, Gabriel carries experience and scars as constant reminders of how each instrument of warfare in his hands functions. He is very proficient in the use of pole weapons and short bladed weapons, skilled with short-hafted blunt weapons and a very quick dagger user. Though he knows his way with a sword, he does not carry one nor often practice its technique and could only fence defensively against a practiced opponent. A hidden talent of his is the use of whips, generally kept under his sleeve to maximize the potential surprise factor of his water manipulation.

Physically, he is in excellent physical shape in regards to endurance, being focused on dexterity and acrobatics. His hand-eye coordination is nothing short of superb, but it’s most often his footwork that keeps him out of trouble.

Forceful as the title of Crashing River may sound, his combat style is not one of overwhelming force. More than a decade of training in combat against multiple equal opponents bred a quick-witted individual that survives through precise positioning and reading the flow of battle. Rather than jump into the fray, he’ll prefer to position himself so that one enemy serves as cover from another one.
Post #: 87
7/15/2018 0:01:01   
  Starflame13
Moderator


This is literally a copy/paste bio that Flagg/Randall Flagg sent me as they can't access their account. A minute late by forum standards, but it was sent to me in time. Edit is for me adding this comment, was trying to get the bio posted ASAP.

Name: Sylvia Wyrmwood
Race: Gremlin
Age: Around Seventeen Cycles (She hasn’t kept count)
Element: Earth

Appearance: Standing around a foot tall with a dark green hue of skin and silly batlike ears she always tries to hide underneath of a white bandanna and a pair of goggles violet eyes visible underneath. Dressed in an outfit made from plants and other things that she could find in the forest Sylvia has crafted cute bandolier from vines and leaves, more on that later, underneath of the bandolier she’s got a rather simple and small cotton pair of shorts and shirt.

Equipment:
When fighting Sylvia uses an invention of her own tinkering Called T.R.E.E a giant golem made from well you guessed it, trees. She’s twisted both her magic and knowledge of science together to create a Plant based Exoskeleton that’s tremendously durable allowing her to stand stalwart during fights weathering most anything thrown her way while relying on her bandolier of seeds to handle her dirty work.

T.R.E.E A Bio-Mechanical tree that stands at approximately Seven feet Six inches tall T.R.E.E Is a menaigure of science and magic, made primarily out of baobab.

< Message edited by Starflame13 -- 7/15/2018 0:03:16 >
AQ DF MQ AQW  Post #: 88
7/15/2018 0:14:26   
  Starflame13
Moderator


And new bio submissions for the 2018 Elemental Championships are now CLOSED!

Dexoys, Sanctus, Arthur, and Flagg! You have 24 hours to get your revised bios posted and approved.

This does NOT mean you can submit an entirely new character concept. You need to work with your prior character and complete the clarifications/edits I have asked for. I will attempt to respond as fast as possible to bio posts tomorrow so that if an issue with the revised version is posted, we can get it clarified before the final deadline. Any bios NOT approved when the arenas open will not be eligible for competition.

Arenas will be revealed at some point tomorrow (hopefully around noon) and unlocked either when the last bio is approved, or at 11:59 PM. Either way, the countdown for posting will begin at midnight.



@Cray - Welcome, to the true last minute "flood", given the character!

Thank you for communicating with me prior on balancing the water manipulation, as well as the abilities of the various Artifacts. You've made additional adjustments outside of my feedback but everything does look well balanced. Keep in mind to balance Gabriel's concentration, given that both his weapons and his flow manipulation requires it. Approved!


@Flagg (I know there is a chance you may need a new forum name/account, but we're going with this for now!) - Way to have a last minute submission, through the director no less! Let's take a look at Sylvia.

The big thing is I just need a bit more description! T.R.E.E. is fine size-wise, but if you could describe if it has any specific abilities, or if it's meant to just be a giant lumbering Ent that can smack people, let me know. You let me know that Baobab is a fireresistant wood, but it may also be worth considering adding in other elemental protections on top of the increased durability.

I would also recommend giving Sylvia herself some type of weapon, such that if something happens to T.R.E.E., she can still defend herself. Do your best to get a bio up with added detail/clarity ASAP, as with adding in additional abilities, we may need more to balance.
AQ DF MQ AQW  Post #: 89
7/15/2018 12:44:53   
  Starflame13
Moderator


Revision Post from Randall Flagg as he attempts to get his account working again -




Name: Sylvia Wyrmwood
Race: Gremlin
Age: Around Seventeen Cycles (She hasn’t kept count)
Element: Earth

Appearance: Standing around a foot tall with a dark green hue of skin and silly batlike ears she always tries to hide underneath of a white bandanna and a pair of goggles with violet eyes visible underneath. Dressed in an outfit made from plants and other things that she could find in the forest, Sylvia has crafted a cute bandolier from vines and leaves, more on that later; underneath of the bandolier she’s got a rather simple and small cotton pair of shorts and shirt.
Equipment:
When fighting, Sylvia uses an invention of her own creation called T.R.E.E.(v6.36) a giant construct made from, you guessed it, trees. She’s twisted both her magic and knowledge of science together to create a arboreal armor that’s tremendously durable. Thus allowing her to stand stalwart during fights, weathering most anything thrown her way while relying on her bandolier of seeds to handle her dirty work.

T.R.E.E: A Bio-Mechanical tree that stands at approximately seven feet six inches tall, T.R.E.E Is a melange of science and magic. Made primarily out of baobab, every gizmo inside is crafted out of unique floras. Sylvia controls the mecha from within a cockpit she enters through a hatch she seals on the back. Once she’s hanging onto the controls she finds herself able to slowly lumber, around fists at the ready to pummel anyone brave enough to stand in front of her. The key systems and features of the biomecha are as follows:

360: As a construct made of individual pieces of bio-machinery, T.R.E.E’s torso is able to perform a full rotation, making it difficult to get behind the pair to gain an advantage.

MVK.3 Iron Wood: T.R.E.E’s right arm is actually made out of iron wood, allowing it the ability to deflect bladed weapons. This arm has no hand, instead it has what looks like a very complicated digging trowel affixed to the end of it.

S.P.A.D.E: The trowel at the end of T.R.E.E’s right arm is actually a complex delivery mechanism. From within the cockpit Sylvia has a compartment to load a single S.E.E.D. The seed is then transferred via a track down the right arm and into the S.P.A.D.E which she shoves into the ground, allowing the seed to fire into the earth and take root. S.P.A.D.E could technically be used as a bladed weapon, though Sylvia hesitates to use it for combat because of the delicate internal systems within, even a slight inaccuracy could cause catastrophic magical feedback.

K.L.U.B: A large branch of honey locust and iron wood fused together to create a mace, covered in deadly thorns up to six inches long. The weapon gleams a dark threatening brown, almost black from the two types of wood mixed together. From handle to end the club is around thirty four inches long.

Bio-Mechanical repair systems: In the event of a catastrophic failure of T.R.E.E. Sylvia has a failsafe in the system allowing it to repair a component inside of the machine twice. After two uses the repair system itself needs to be reset on, a process both time-consuming and labor intensive. This allows T.R.E.E. to deal with internal hardware fires, or the other sorts of elemental shorts that might befall it during the E.C.

Stability: The cockpit sits on a frame made mimicking a gyro, allowing the pilot some added safety inside of the bio-machine in the instances of heavy impact like a fall or collision.

F.L.E.E:I mean, it never hurts to be safe, right? This allows her to eject from the construct in the case of a catastrophic event.

T.R.E.E was built with the intent to keep Sylvia safe and comfortable in hostile working environments, and it has seen its share of missions. The hulking frame shows apparent dents, and its right arm is covered in gouges and divots, the tell-tale signs of past battles; the towering construct is modeled after a large figure with a hulking frame, only reasonable given its arms and legs are tree trunks, and all sorts of sensors and relays on T.R.E.E.’s outer shell are wired to the inside of the cockpit where an array of controls and monitors surround Sylvia and give her unfiltered access to the world she’s keeping herself sealed away from.



Sylvia is currently equipped with:

S.E.E.D Bandolier: A bandolier containing a collection of seeds imbued with her own magical energy, allowing them to do amazing things. Seeds activate several seconds after being launched or activated by Sylvia. Seeds include:

Kudzu: A rapidly growing vine that will overrun and attempt to tangle anything it can get its tendrils on. One seed from the strangle vines creates a tangle in a twelve-foot circle around the planting point. The thicket is inanimate, but serves to ensnare anyone within the radius.

Yucca: A very sharp plant that while imbued with her magical energy can become as sharp as some blades; she’s able to manipulate the plant into a melee weapon she or the mecha can use in a pinch.

Gympie-Gympie: A stinging plant that leaves exposed skin irritated and burning.

Rose: In the off chance she needs to create a barrier in a pinch, or perhaps something pretty to admire. A rose bush will rise out of the earth, creating a wall that is a maximum height of five feet, thickness of two feet, and up to four feet in length.


S.E.E.D Launcher: A handheld device that looks like a stylized pistol, the launcher allows the delivery of S.E.E.D’s from a longer distance, for when Sylvia is not inside of T.R.E.E., giving the tiny gremlin a fighting chance! While meant to fire seeds, the gremlin has a few ‘bullets’ as well, mixtures of some irritating saps and plant hairs trapped inside of a plant-based shell that busts on impact allowing, her to disorient and inconvenience. The launcher is also able to fire thorns out of the barrel, and when she’s close enough they are able to puncture some surfaces/barriers.

Sylvia is a competitor at heart, entering the E.C. to press T.R.E.E to its limit. She wants to show everyone that she’s not just someone to be overlooked, and that big things can come in small packages!
AQ DF MQ AQW  Post #: 90
7/15/2018 13:26:48   
  Starflame13
Moderator


@Randall Flagg - Approved!

We clarified via PM that the bio-mechanical repair systems counted for two repairs total, and not two repairs per system, and that the range listed for Kudzu was the diameter. Like Ultrapowerpie, I won't make you put a hard limit on the ammo, but since the tiny Sylvia is carrying them on her person in a Bandolier, she shouldn't be able to fire seeds out non stop.
AQ DF MQ AQW  Post #: 91
7/15/2018 16:25:04   
Sanctus
Member

Name: Sanctus- Pawn of Order
Race: Human
Age: Unknown
Element: Light

Bio:
The war reached far, unsatisfied with anything less than a grand scale, and a boy was handed a sword and told he’d be a hero by playing the pawn. The battlefield had little use for either, and what order could be kept threatened to kill. Many found refuge in the cults hidden amongst the legions, as soldiers prayed to lords and gods, in the hope that their particular vision of war would decide to spare them a part in the larger prayer. But before their gods could yet speak, the orders arrived. They accepted their role, and charged forth into the fray, doing what pawns did best, and building their gods a stairway from which they could descend.

The boy suffocated in his armor, as chain-mail pricked skin, the promise glinting at his side, itself promising to break. But still he rested his hand on its hilt, looking for safety in the metal as he searched the legion for a cult of his own and a lord to follow. But my gaze found him first.

An officer stood amongst his men, a delicate mask hiding his features, and called forth their ear. He spoke of an order to things, a power lost from this land, as its enemy corrupted by touch, by mind, its grasping tendrils and narrow eye looking for others to look back. He said he was the last priest of his order, and served the fourth most ancient element, the answer to the first, whose form was light’s response to the dark, revealing the broiling chaos hidden beneath. With that he looked past his men, the sightless mask staring at the child who sought to join them.

The boy suffocated again, air choked with dirt and smoke and the last breaths of the dead. His chest heaved, straining against the weight of his promises. This time he’d been promised an order to things, but all that could be seen wasn’t worth the memories. Still they remained, jagged images of flesh wrought asunder. He stumbled amidst the bodies until he found his lord, amongst his men once more.

A god looked out from the stairway which was really a chain not shaped as one. A wound stained his view, and the god shuddered, for he knew the truth behind inhuman shape. Hand clutched at his side, he wondered whether the cold he felt was familiarity or dread. Would not Death welcome him as a brother? Or had his eternal sojourn made him a stranger by now? Looking past the wound he pondered yet more at the blood. It was hardly the ichor of legend, but then again, only fools wished for divinity as they died. Crimson, gold, the life still fled. He’d chosen poorly by championing a man that wished all could be. He’d forgotten the only piece he could play to match a Queen, to recognize the game for what it was. Then his old friend laughed, clearing his vision and mocking his sight. The order once again proved to be otherwise, as I gazed back into the stairway.

Gloved hands alighted my shoulders, their quiet contemplation gripped by fervor, wrapping around my throat, tensing, strangling, and in my shock I could only stare and die. Yet suddenly, relief, and not only mine.The hands slacked, turning inward, pausing at his face, the mask pristine amidst it all, prim and proper, sinful light in a temple built on reddened flesh. They hovered there, still and steady even as the ragged breaths of the man beneath trembled all else. This was a final act, until too, his arms slumped by his side, and I was stilled.

To think then, that after all this pain, my first moments were delicate, full of light. Purpose was placed above the suffering. Had his last words echoed from his voice or mine? The when of it escaped me, dreamlike, but even in their feverish remembrance I knew it was true. I said there was an order to things. And it demanded a game to decide whose order it would be. The game was hers, the Queen, so already she commanded the board. She had laughed at the pieces I chose to play, putting my trust and my power in Pawns. Insisted her way was the natural order, that chaos birthed everything, and try as they might to hide it, only monsters would dwell in the world. I had faith though, just as faith always found what pieces were left of me. I was sightless, but my vision would be, will be, must be. I’d cross the board, find a way. There would be peace. There was an order to things. And it would be mine.

Appearance: Sanctus- Courtesy of Bido

Equipment: Sanctus carries only a minorly enchanted short sword, ceremonial in its design, but practical in its use. Instead of armor, the Pawn is garbed in an officer’s dress uniform, seemingly enchanted to give minor resistance to magical attacks. The uniform bears some resemblance to Paladins of yore, the symbol of the Blinding Light atop his cap.

Skills: An experienced swordsman, this officer has survived many a war in service to his Lord. Despite his decorative dress, Sanctus practices combat like any trench-bred soldier, with familiar precision and blunt efficiency.


Abilities:

Order- Sanctus’ reserves do not rely on magic, but order. Order is gained by meeting the purpose requirements of his actions and equipment, expending/increasing depending on the form utilized, those requirements are detailed in the respective forms (IE The Knight gains on dodge and loses on attack). Base form must use the following to regain Order: When absent of Order, a short prayer can be made to regain enough to transfer into either The Pawn or The King. Halting movement and vocalizing this prayer allows for activating the other forms.

The Pawn- Strongest of the forms, playing the pawn requires taking orders, either from himself or another, although the choice is his. All moves must then be “announced in advance” in the form of a light construct that is slightly ahead of all actions (for example a sword swing is anticipated by a blade of light just ahead of it), but in exchange Sanctus does not expend Order. His uniform acts as a medium plate armor, similar to that of Pactagonal knights, and his sword wields no special properties.

-Two Steps: When first encountering an opponent within 15 feet, Sanctus’ movement speed doubles, and can be used to close the distance and aid in combat, it expends after the first successful strike. This can only be done once in an encounter. Switching forms uses up the effect.

-Faceless: Attacks to the front of the Pawn blurs vision. This is localized to the immediate area around the pawn’s figure, about the size of a full portrait of him. It is only seen by the opponent engaged in active combat with him.

-A Fair Duel: After attacking the pawn, the battle cannot be postponed without consequence. Enemies that try to disengage are marked. Marked enemies announce their moves to other enemies, accompanied by the same type of construct that predicts the pawn. This extends only to Sanctus’ line of sight. It can only apply to one opponent at a time, and replaces the light construct on Sanctus.

-End of the Board: Defeating an opponent allows the pawn to trade forms with another piece, while keeping the lack of Order expenditure unique to the pawn.

The Rook- A defensive form, the rook loses Order when hit and gains it when striking. However, it reinforces the uniform into stronger heavy plate armor with deflection capabilities, and unlike the other forms, this armor carries the weight of such in spite of outward appearances. This also comes at the cost of the sword, which loses its balance and grows dull, becoming akin to a club.

-Stone and Mortar: The first 3 blows taken are deflected off the uniform, unenchanted blades may chip. All other blows to the rook take reduced damage. Blunt weapons are only deflected once.

-Bannered Ramparts: The rook can choose to make blows *appear* to deflect by utilizing the light construct to take on the appearance of the opponent’s attack on a slight delay, itself falsely deflecting. For example, a sword swing into the rook will be closely followed by a construct of the swordhand, which when in contact with the rook deflects. Wary foes may take notice of this however. This illusion is different from the light construct predictor, and lasts temporarily for the blow itself. It utilizes a small portion of Order to do so as well.

-The Four Towers: Using all Order, the rook releases a concussive blast in a radius of 5 feet, toppling opponents backwards another 5 feet, and dealing blunt damage to lightly armored foes. He then returns to base form.

The Knight- An offensive form, the Knight’s uniform has no special qualities beyond the moderately enchanted cloth which offers little benefit against physical weapons. The sword sharpens and compacts into a precise, deadly rapier. Order is gained by avoiding attacks, and lost when dealing it. Getting hit in this form immediately depletes Order and ends the form.

-Bane of the Red Bull: The rapier curls into a spring, and the unnatural bending of the metal exudes heat and steam. The resulting blow can penetrate any unenchanted armor, but immediately depletes all Order.

-Kelpie's Touch: Expending Order, the knight can choose to fuse the gap between an opponent’s defenses on their extremities, limiting their movement. This only works on a single gap, for example, fusing the joint at an opponent’s elbow. Once in effect it cannot be used again on the opponent. It dissipates in contact with any liquid, even saliva, or when the form ends.

-Steed of Perseus: The Knight walks on sunbeams. It can move, run, and dodge omni-directionally. It cannot achieve full flight however, only ranging upwards about 15 feet. This drains Order faster, and continuously until the Knight returns to the ground.

The Bishop- A utilitarian form, the bishop has normal armor like hard leather, but his sword remains sheathed. Instead he fights with a hard-light staff. Order is gained slow but passively in this form, but only around spellcasters or allies. Similar to the knight, the bishop immediately exits its form when struck by magical damage. Hard-light has the same durability as steel, although none of its weight.

-Weightless: The staff can revert to a normal light construct, passing harmlessly through objects, and can solidify at will, but not within in-organic/organic material.

-Tribute between Lords: At the cost of all Order, the Bishop can cast the staff at an opponent in a non-solid state. Relaying Sanctus’ mission as it passes through, the opponent is offered peace and a temporary truce if they so choose to ally themselves. Refusal marks the enemy with an anticipatory light construct similar to the pawn. Only one construct per opponent at a time.

-Offering between Champions: The bishop can choose to empower an ally or opponent’s equipment with light, coating blades in a burning aura, and armor in hard light. This negates the passive Order build-up, slowly depleting it during uptime, ending the form after around 30 seconds.

The King- The replenishing form, the King has no armor, and his weapon gains no unique qualities. He passively gains Order.

-Steadfast Nobility: Remaining still, the King is blurred from view from all directions similar to the pawn’s front facing ability. Direct focus on this illusion reveals him. He gains increased Order when hidden. Cannot be activated with Twin of Light.

-Twin to Light: Small cuts and bruises heal quickly, with larger wounds doing so much slower. Light must be present for this effect, and it cannot be used in combat. Like Steadfast Nobility, the king must be immobile for this skill.Cannot be used with Steadfast Nobility.

-Caesar’s Lesson: Blows to the small of the back are ineffective, instead replenishing Order.

The Queen- No such form exists. A dishonorable death taints the pawn’s body, and in the absence of a willing vessel, it fades to dust, leaving only the mask. The once elegant whorls upon it begin to shift angrily, like grasping tendrils. A voice whispers out, smug with satisfaction, promising a reward for her new champion. Her power is yours….if you accept a new Queen, and reject your Lord. Would that not be such sweet chaos?

The Stairway- The pawn lies broken, and death awaits. With what strength remains he beckons you forth, and asks if you would accept their chains, and become a new pawn. The vision of peace is no one dream after all. Will you accept the mask, risk the anger of your Lord...or perhaps their pleasure? Would that not be any Lord’s wish, for you to play the pawn?
Post #: 92
7/15/2018 16:48:19   
  Starflame13
Moderator


@Sanctus - this character still has a LOT of different forms and abilities, and thus a lot for you to keep track of. It will also require a significant amount of collaboration. Be prepared for that. Approved.

We clarified that any enemy can see the "Light Constructs" during "A Fair Duel", but that they do end as soon as the target goes out of side, and do not restart. We also clarified that running out of order in any of the advanced forms returns Sanctus to his basic, non-buffed state.
AQ DF MQ AQW  Post #: 93
7/16/2018 0:00:05   
  Starflame13
Moderator


SUBMISSIONS HAVE FULLY CLOSED. LET THE ELEMENTAL CHAMPIONSHIPS BEGIN!

Arenas will be unlocked momentarily. Rosters are listed below, in the first post of this thread, and in the appropriate OOC thread.

This year, you will be competing in either:
The dancing shadows of the Twilight Arena!
The depths of the restored Cellar Arena!
or
The the loud and ever moving Factory Arena!
(Links are to the music teasers).

Twilight Arena Roster:
Elias Iivonen, created by Kooroo!
Oz, created by TormentedDragon!
Vir, created by Starstruck!
Bei Lún, created by roseleaf320!
Silas Grease, created by Ultrapowerpie!
Fangshi, created by brotherinlaw!
Ineria Aluriest, created by nield!
Sanctus- Pawn of Order, created by Sanctus!

Cellar Arena Roster:
Voric the Unrelenting, created by deathlord45!
Autumn, created by Dragonknight315!
Finthick Albretone, created by Riprose123!
Cadmooz, created by joeyof98!
Lodesh-Tinphair, created by Ronin of Dreams!
Valo Aurinko, the Light Cutter, created by Kellehendros!
Michalis Odin, The Spiritful , created by Caststarter!

Factory Arena Roster:
Lán Harrow, created by Tiphphany!
His Great Audaciousness, Dalavar, The Mage Slayer!, created by Rayen!
Maled Con, created by Chewy905!
Pride, created by draketh99!
Dapper Fenix, created by Apocalypse!
Suhmat, created by Necro-Knight!
Gabriel, Crashing River, created by Cray!
Sylvia Wyrmwood, created by Randall Flagg!

Fight and write well, competitors! Let the Tournament Begin!
AQ DF MQ AQW  Post #: 94
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