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RE: =Elemental Championships 2019= OOC & Tournament Signups

 
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7/13/2019 22:44:39   
TitanDragonLord
Member

Sibling Love!

Name: Aidan Shieldforged
Age: 27
Gender: Male
Class: Brawler
Element: Energy




Appearance (Click)

Eyes: Amber
Hair: Red
Weight: 300lb
Height: 7'1
Other Notes: Red scales cover shoulders, lower abdomen. Lower half is dragonic in scales, but retains humanoid knee structure. A long, prehensile tail is used for counterweight and balance. Twin horns sprout from his brow, adorned with a band of gold. Aidan is brawny from years in the family forge, and usually would be covered in soot and sweat. While he’s cleaned up for the tournament, his unyielding ‘do or die’ work ethic is ever-present. His body is covered in natural scale armor, making him resistant to blunt force trauma or cuts by small weaponry. He often compliments this with chainmail or plate and leather armor.




Gear

Bonded Chakram: Each adult of the Shieldforged line forges a chakram in the heart of the mountain as his/her coming of age ceremony. No two chakram are alike, as they are soul-bonded to their maker. This allows the user to sync to their weapon in a way that is particular to that individual. In the case of Aidan, he is able to ‘springboard’ off of his chakram in a number of ways. By throwing the chakram in an opposite direction, he can use his innate bond to the weapon to slingshot at unnerving speeds after it. After all, for each action, there is an equal and opposite reaction. He can also keep this chakram in an orbit around him, altering the length of the unseen ‘tether’ by modifying the rate in which it spins. He does not have the pinpoint accuracy of his sister, but Aidan is perpetually in motion in a fight, allowing his punches to pack a mighty punch.

Flame Poi: The weapon of choice of Aidan, the poi are spiked metal weights at the end of a leather-wrapped chain, traditionally used to puncture leather armor and present blunt force damage. These weapons are eternally whirling, helping to charge up Energy in Motion at a slow, but continual rate. The charging is paused every time the weapons change the direction of their swing, but the charge rate slowly climbs the longer Aidan’s poi whirling goes unchallenged. Oh, yeah. And they’re on fire. Fueled by oil, the flames may flicker, but the stored heat in the metal almost always reignites the flame. This fire reacts the same way any oil-fueled fire would, with no magical properties. The stored oil lasts for about 45 minutes at a time.

Dragon Scales: Slated to follow in the footsteps as his father, and his father before him, and his father before him, Aidan doesn’t simply need to rely on his family’s reputation to demonstrate his skills as a blacksmith. Chief example of his works is his armour, an intricately crafted piece of individually forged ‘scales’ layered over one-another. Whilst this creates a tough protective layer for the areas on his torso where he’s not covered by natural scales, the carefully positioned angles of each scale make it difficult to land an effective blow where the attack’s force isn’t redirected away from Aidan’s body. In addition, as the piece is from a carefully balanced magnetic alloy, wearing this piece allows Aidan to be manipulated by his sister’s abilities of magnesis, for better or worse.





Abilities

Energy in Motion: Each movement that Aidan performs stores a little bit of energy so long as he moves in equal distance in another direction. The amount stored greatly depends on distance travelled and speed which is it travelled. This is particularly important when it comes to the delivery of blows, as he can use some of this stored energy to beef up direct hits. He can also transfer this additional energy to his scales, making any hit that connects with his legs, tail, shoulders or back suffer a reduction in force or potential blowback, depending on the amount of force there. Enemies beware; hitting a fully charged set of scales has dislocated shoulders and broken shield arms. With each use of his ability, his charge is reset to zero.
(Note: A typical rate of charge without interruption grows exponentially, starting with very low values. If Aidan were uninterrupted, he could charge this ability to full in an hour by standing still and swinging his poi. This charge can carry over to future fights. An additional 5 minutes to initial time is added for each interruption, but the ability can be used with a quarter or more charge, to lesser impact.)

Raging Bull: Utilising his charged energy, Aidan can temporarily increase the speed at which he can expand and constrain the invisible 'tether' between himself and his chakram. This in essence allows Aidan to throw himself across the battlefield at much greater speeds, in either a defensive or offensive maneuver. Knowing Aidan, probably the latter, especially considering this can be used alongside his first ability in order to unleash a single, devastating blow. While consecutively throwing his chakram and slingshotting can increase his speed to dizzying heights, Aidan cannot change his trajectory until he catches and throws his chakram in another direction.

Electrify: Once again making use of his stored energy, Aidan can transfer power into metallic objects to charge them with electricity for a short time. This includes his own gear, allowing his poi to deal additional electrical damage and allowing him to charge his armour to deal a rather shocking counterattack to would-be assailants. Aidan must be making physical contact with the metal to use this ability, however sustained contact over 5 or more seconds can lead to a lingering charge which can last over 30 seconds if Aidan were to use a significant amount of his own charge in the move.

Martial Strength: The Shieldforged dragonkin live in relative isolation atop their mountains. Aidan’s grandfather is a sage, and the warrior monk of the family. All his life, he has trained with this man in hand-to-hand combat, and Aidan now specializes in creatures with extra limbs. Unique to the ‘Shieldbearer’ fighting style is the prevalence of whip-like attacks with a strong tail, and a strong preference to using the opponent’s force against them. This takes on a literal meaning in Aidan’s case, as grappling an opponent in a lunge could propel them across the arena without warning. The amplification of force may only be applied by physical touch.

Blood is Thicker: Aidan’s abilities synchronize especially well with his sibling’s, and the two share a limited telepathic connection. This is particularly useful should the two ever team up, as two heads are always better than one. The range on this link is only about 100 meters.
AQ DF AQW Epic  Post #: 51
7/13/2019 22:49:03   
theZOMBIEis_aLIE
Member

quote:

BONK! (Click!)

Name: Nadia Shieldforged
Age: 34
Gender: Female
Race: Dragonkin
Class: Rogue
Element: Earth



Appearance: (Click!)
  • Eyes: Gold
  • Hair: Red
  • Weight: 225lb
  • Height: 6’
  • Other notes: Red scales cover shoulders, lower abdomen. Lower half is dragonic in scales, but retains humanoid knee structure. A long, prehensile tail is used for counterweight and balance. Twin horns sprout from her brow, adorned with a band of gold. While her sense of style is whimsical, don’t let that fool you. Nadia is equipped with natural armor that is resistant to blunt force and cuts by traditional weaponry.



    Gear:
  • Bonded Chakram: Each adult of the Shieldforged line forges a chakram in the heart of the mountain as his/her coming of age ceremony. No two chakram are alike, as they are soul-bonded to their maker. This allows the user to sync to their weapon in a way that is particular to that individual. In the case of Nadia, she can manipulate the metals inside the weapon with pinpoint accuracy, molding it to different shapes, or redirecting the weapon to block attacks. Please note: the material density remains the same no matter how it is shaped, so the weapon could shatter if used carelessly. There is no way to add more metal to the chakram now that it is forged.

  • Forge’s Dozen: Smooth metal ball bearings expertly cast. These also can have their shapes changed mid-flight by Nadia, or they can merge into a larger mass if they are within sight. There is a set of a dozen, each at about a half inch in diameter, making a maximum mass of a sphere with 6 inches in diameter. They normally travel in a trail, one after another, but Nadia can choose to split the dozen into two groups of six. She can also deposit bearings in different points of the arena to act as magnetic anchors, or turning points. These bearings must remain stationary in order to remain anchors, as she cannot track all of them at once.

  • Dragon’s Teeth: Twin daggers usually housed in thigh sheaths. They can also be used as projectiles by Nadia’s abilities. The sheaths of these house a poison that mildly affects reaction time, but is completely non-lethal. After 1 hit, an individual can recover fully in about 2 seconds from an uncomfortable muscle spasm in the affected area. After 5 hits, the victim will begin to experience blurred vision and headache. 7 hits is when the loss of balance comes in. She needs to refresh the poison on every two hits by sheathing her blades, but her opponent can be rendered unconscious in 10 poisoned direct hits to skin. The blade must break skin to transfer this ‘venom’. The poison will naturally wear off in half an hour from the last hit, if substantial hits were taken.



    Abilities:
  • Maglev: By assigning one metallic object with polarity, Nadia is able to levitate using her own energy as the same pole, albeit for a short period of time. This is most useful for enhanced jumps, fancy flips, or simply swift dodges. She needs to carefully keep track of each object’s polarity, however, lest her own weapons collide with herself before she can reverse the pull. For this reason, she tends to focus on two weapons at a time, to minimize the risk of collision. This can also be used to push or pull objects toward herself. If her opponent is wearing metals, she can apply this principle in short bursts to them, too. Their strength, the amount of metal on their person, and even their size play into how effective this ability is. In addition, energy bursts of enough strength have been known to break the tether. The range on all magnetic objects is precise to 40ft, and will drop out of her range of power at 100ft.

  • Electromagnets: Nadia’s jewelry is made of highly polished copper for a very good reason. By rotating metal bearings around her at high speeds, Nadia can break falls and, if working with her brother, amplify his charge.

  • Ferromagnets: Given enough time, Nadia can permanently magnetize an opponent’s armor using a concept called ‘Ferromagnetism’. This is the strongest form of magnetism, and can overcome much stronger opponents. Each touch she lands allows her to align the molecules of a different section of armor, increasing the pull of her magnets to that area. If the opponent wields metal weapons, they may stick to magnetized portions of armor, or plate-mail could lock up and become immovable. It typically takes 10-30 touches to induce this level of strength, which may not even be reached in one bout of combat. However, should all conditions (time, amount of metal, physical touch requirement) be met, the consequences could be lethal. This technique requires a high amount of concentration, however, and takes up one of the two polarized weapon slots that she can maintain at once. As such, she usually only activates this ability in bouts of close combat, where a flurry of blows is certain to land. It can also be broken by the passage of time; if not renewed, Ferromagnetism will entirely revert in 5 hours, while the effects slowly fade. If Nadia switches out Ferromagnets for another active 'polar weapon' slot, charges will drop once per 10 seconds until the charge on that individual is neutral again.

  • Martial Strength: The Shieldforged dragonkin live in relative isolation atop their mountains. Nadia’s grandfather is a sage, and the warrior monk of the family. All her life, she has trained with this man in hand-to-hand combat, and she specializes in creatures with extra limbs. Unique to the ‘Shieldbearer’ fighting style is the prevalence of whip-like attacks with a strong tail, and a strong preference to using the opponent’s force against them.

  • Blood is Thicker: Nadia’s abilities synchronize especially well with her sibling’s, and the two share a limited telepathic connection. This is particularly useful should the two ever team up, as two heads are always better than one. The range on this link is only about 100 meters, and cannot pass through magical interference.
  • Post #: 52
    7/14/2019 0:02:00   
      Starflame13

    Gryffin Warrior of DF & RP


    Thanks to my accidental typo, you now have *9* hours to submit new bios! At that point, new bio submissions will be locked, and those who are not yet approved will have until 11:59pm EDT to submit the approved bio.

    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.



    Now, a few points I would like to make for those preparing to enter the arenas:

    First: Traditionally, a representative of each element has been chosen to advance to the Finals. In light of the lower number of entrants this year, it is important to bear in mind that while you may be the sole representative of your element, that in no way should indicate you have a free pass to the Finals. You are still expected to put forth your best effort. Remember: in the event of close decisions in the Finals, Paragon Round performance will be taken into account. As the Director, I have the final say in advancement to the Finals. If your efforts appear halfhearted or lackluster, I reserve the right to pass over characters who are representing their element alone in favor of those who have put forth more deserving work.

    Second: Every year, I get a handful of questions asking me what features are included in Bren and the surrounding area. Different directors treat this differently, but I have chosen to purposefully leave my descriptions of Bren and the surrounding area vague, so as to allow you, the writers, more freedom in crafting the entry posts. I care about you paying attention to the arena features, not if you make up a new name to an inn or say there's a mountain range nearby one year and a desert nearby the next.

    As some guidelines: thanks to the Elemental Championships, Bren has grown into a fairly big city. You may assume there are plenty of inns, shops, town guards, streets, alleys, courtyards, people, etc. for you to create to fit your story. The Arena itself is on a hill overlooking Bren - so its safe to assume the immediate area is hilly, but I am not setting rules as to what is beyond. Previous descriptions have mentioned rivers (there is at least one that runs through town for the path/bridge leading to the Arena, called Supplicants Way), mountains, deserts, etc. The Arena itself has a single main gate/entrance, but I have chosen to treat it as a shifting entity unto itself so if there is something specific about the complex you're unsure of, message me

    Third: Arenas have been revealed! They will be unlocked either when the last bio is approved, or at 11:59pm EDT on Sunday. This year, you could be competing in:
    Fountain's Trial of Mystique
    Spike's Trial of Menace
    or
    Cellar's Trial of Dancing Blades

    Review notes are coming shortly!
    AQ DF MQ AQW  Post #: 53
    7/14/2019 0:23:33   
      Starflame13

    Gryffin Warrior of DF & RP


    @TitanDragonLord - why, hello, hello! Let's look at Aidan.

    For starters, the same things we discussed with theZOMBIEis_aLIE's character applies for the Blood is Thicker ability - that "synchronize" means that the abilities will work well together, rather than merging to form additional abilities. Additionally, note that the telepathic communication will not work if you end up in different arenas due to the magical barriers around them, and arena placement is determined randomly.

    That said, Aidan looks well done! I'm making the assumptions that the range of the tether is proportional to the amount of energy/concentration he needs to put into it. Additionally, I am making the assumption that Electrify can only charge a single object at a time. If both these are correct, then things should be good! Approval pending the confirmation of those assumptions.


    @theZOMBIEis_aLIE - hello, hello! We clarified Forge's Dozen in PM's (my apologize again for skipping over the sentence that literally answered my question) and discussed a bit more of MagLev. Since it's more a focus on jumps/flips than flight, I'm ok with the longer range of her weapons. Approved!
    AQ DF MQ AQW  Post #: 54
    7/14/2019 1:48:18   
    draketh99
    Purple Armadillo


    Name: Jaxdon “Jax” Davros
    Race: Half-elf
    Age: 19
    Element: Fire

    Appearance:

    Toned, spry, raggedly shorn.

    Jax stands just a tad below average height, shoulders back and eyes straight, his posture never slouching. His sharp, golden eyes shine in a glistening compliment to his earth tones, sun warmed skin. His hair lies in sharp defiance of his earthen complexion. A mohawk of bright turquoise, emerald, and crimson, now too long to stand on end, falls to the side, lightly obscuring his face.

    Honed, tried, patience torn.

    Jax moves with a sense of purpose, his focus honed to a razor’s edge. He exists in a heightened state, every drop of a pin, shutting of a window, and quieting of birds earns his notice. His build appears athletic, if a bit malnourished. While a bit smaller than many, he compensates with a sheer intensity.


    Equipment:

    His equipment consists of the clothes on his back, a loose fitting, dark blue gi. The sleeves of the outfit having been long torn off, and the waistline being held up with a belt.

    On that belt, a dagger is kept to either side, more for convenience than actually ever using both. Behind each dagger is a small leather pouch. On the left side, six small smoke bombs are kept. Each of these explode on impact, filling the air in a roughly 5 foot radius with dust for several seconds before settling. On the right side, six small, blue chalky cubes lay wrapped in banana leaves.

    Abilities:

    Basic abilities:

    Jax is both athletic and wirey. While he isn’t a hunter, military, or any kind of professional, trained killer, he can be expected to hold his own in something equivalent to a tavern brawl.


    Arcane Grasping:

    Jax is an arcane practitioner of only a single spell, Arcane Grasping. This spell allows the caster to create a visible, spectral hand out of arcane energy and mentally control it to manipulate and interact with the world around them.

    Having specialized in only one spell, Jax has spent years attempting to push himself and Arcane Grasping to the absolute limit. The current state of the spell has the following attributes.
    There are three types of arcane spectral hands that can be summoned, which he refers to as levels one, two, and three. In addition to these three types, the extent of Jax’ ability allows him six slots with which to make the hands. Each and any of these hands must be summoned within an arm’s length of Jax. If a hand is struck and dispersed, Jax will need to mutter a small incantation and grasp his hand out in front of himself, a process that may take up to several seconds.

    A level one hand is the size of your average human hand, around four inches in breadth. Each of these hands roughly has the strength to lift 70lbs and the ability to strike with the force of a mediocre or junior martial artist. These hands, if struck, will break apart as easily as a human hand would, being easily broken by blades, and potentially broken by blunt force. These hands are fairly resilient to being struck by harmful magical energies. Each of these hands takes up a single slot.

    A level two hand is several times the size of a level one hand, large enough to completely wrap around the head of a human adult. Each one of these hands has the ability to lift 160lbs and has the ability to strike with the force one would expect from a well trained boxer or martial artist, with the ability to crack stone slate or the average wooden board. Striking a level two hand would be similar to striking tanned leather hide. These become thick and more difficult to cut through, and much more difficult to attempt to break with blunt force, though strong, harmful magical energies, especially fire, will have far less difficulty dispersing one if hit. Each one of these hands takes up three slots to maintain.

    A level three hand is comparatively massive, the height of your average person from pinky tip to thumb tip. These hands have the ability to lift up to 350lbs and have a striking force that can splinter wooden beams, and on occasion to bend platemail in its grip. Each of these hands is as hard as stone. Striking one with an unenchanted blade or tool is unlikely to disperse one, though they tend to be susceptible to water, ice, and earth energies. Each one of these hands takes up six slots to maintain.



    Channel Bursting:

    The six cubes in Jax’ bag are a substance made from distilled mana potions, herbs, and kraken tallow. When ingested, the magical channels that connect a person to ley lines are forced open, allowing for incredible surges of magical energy through a person. They last for one to three minutes, and have the potential to severely damage the magical channels in a person.

    Eating a single cube allows Jax a single extra slot with which he can use to create more hands. Each cube eaten grants Jax one extra slot.

    The side effects once the magical surge has worn off will also compound the more that are taken at once. Eating a single cube will leave a person dizzy, dehydrated, and lethargic afterwards. Eating three will leave a person nauseous, fatigued, blurring their vision and making any magical casting unreliable. Eating six is usually accompanied with immediate nose bleeds, and tend to turn the iris a bright, neon pink. After the surge has worn off, a person is incredibly impeded in casting any kind of magics, and may experience significant decomposition of their muscular structure. In addition, the more one eats at once, the faster they may burn through their surge, eating six cubes at once is likely to grant no more than a single minute of a surge.
    DF  Post #: 55
    7/14/2019 2:17:00   
      Starflame13

    Gryffin Warrior of DF & RP


    @draketh99 - squeaking in just before the deadline, I see!

    Jax is on the whole well done. I'm a little wary about attacks with no listed range and such long time duration, but since you have really the one ability, it's ok to give it fewer limitations. That said, be sure to take into account how much mana/concentration it takes for him to create and control his hands.

    We clarified via PM that the time per additional slots does not stack - i.e., if you take 3 cubes at once, you get the 3 slots for about a minute or so TOTAL. We also clarified that while they could be taken consecutively, Jax would have to struggle concentrating on maintaining the hands through the listed side effects.

    Approved!

    AQ DF MQ AQW  Post #: 56
    7/14/2019 3:08:54   
    Sanctus
    Member

    Name: Exsecratus, Pawn Above the Board
    Element: Darkness


    Bio:

    The taste of copper, dirt, gravel, dust, each inhaled by shallow breaths, sluggish as the heart that beat in our chest slowed, stopped. And finally, a drawn out sigh, whispering across our tongue, as though our soul was made into wind. There was blackness, and I dreamt. And in dreaming, found memories long past.

    Before there was anything, there was a void, the infinite dark, and then in this absence, the weight of nothingness demanded for life. But the void was a land salted and cruel, and the life it bore was not beauty, nor sense. It was cancerous, a writhing mass of chaos and hunger, and it filled, it grew, unthinking in its ravenous expansion. And in this timeless place of sharp edges and grasping tendrils, my dear Sister, the self-crowned Queen, she stood over all that existed for she was all there was. A board of her choosing, a piece all her own. But games can not be had without players, and just as the void begat life, it soon craved balance, order. And as the chaos ate at itself for Her amusement, the first light pulsed in the dark, faded, neither piercing, nor bright, barely a light at all. But it was enough. And I swam amongst the dark emptiness and feasted upon her and all her children, claiming the curious, guilty mouths so that the many-angled, the sharp edges of this land would learn that this was a garden meant for more than predators.

    And with the fruits of my labor, innocence replaced horror, reality grew towards justice, even as She raged and screamed. Crimson clad, bloody handed, I became the last accursed beast, a relic of an Order long past. So I faded back into what dark remained, happy to gaze at a realm of youthful bliss and ignorance.

    I awoke in the everpresent light of the mask, cowering within the dark beneath the stairway. Looking out towards my hosts, my pawns, I saw as their precious honor, their hope in an Order of mercy bled out onto the arena floor. Cold purpose gripped me then. I reached a sharp taloned hand towards the boy, wrapping around what innocence remained, paying no heed to the old man’s cries and I took his life for my own. Muscle and sinew ripped through cloth as I climbed the stairway, taking the dark with me.

    Appearance: https://imgur.com/a/pY2NbQR

    Equipment:
    Exsecratus is an eldritch beast adapted to the dark. A tough pale hide acts as a light armor akin to hardened leather, with chitin and scale to protect his forearms and thighs. Solid gold hued metal adorns his shoulders, they appear to be some kind of auditory conductors. For offense, his lower arms end in sharp piercing talons, as well as a barbed tail. Unequipped with a weapon, his primary arms are nonetheless capable of holding and using them. A horned crest makes for a capable charging attack. A symbol of the Blinding is seared into his chest, enchanting him with minor resistance to magical attacks. Exsecratus is quick and nimble, but not to any extraordinary speed.


    Abilities:

    Control
    - Exsecratus’ reserves do not rely on magic, but control. Control is gained by meeting the purpose requirements of his prey as detailed by the form, expending/increasing depending on the form utilized. His hide/scale do *not* change their defensive capabilities across forms. Instead, each form beyond (excepting the pawn) constitutes an aura, with a range of 15ft, with a unique hallucinogenic effect. These auras are continuous, although they immediately dissipate out of range. Each has two tiers, Tier 1 (always a mild “feeling”, such as nausea) can broken by exertion of will, whereas Tier 2 fully alters perception (tunnel vision, shortness of breath), but can also be broken through exertion of will, albeit with thorough concentration. Tier 2 can only be achieved by the presence of an open wound/blood in the air.

    The Pawn Above the Board- Strongest of the forms, playing the pawn requires only an active hunt or engagement within darkness, passively building control for use in other forms.

    One Step Below (passive): When engaging an opponent, Exsecratus may become his shadow across the floor or wall nearby, free to hide within other shadows. This shadow form has no special protection as hide can no longer prevent even weak attacks. It merely renders him 2-dimensional and harder to detect as a mobile shadow. Exsecratus may interact physically, and be interacted with in this form, but even while hiding, will pulse with a faded light, marking his presence. Lighting can effect his 2-dimensional size, allowing him to stretch, but never altering his mass. Perceptive opponents can use this to make him an easy target, either positioning light to lengthen limbs to distort them into unwieldiness, or use direct light to stave him off, pushing the shadow into a far corner. While in another shadow or complete darkness, he reverts to standard size, a cutout of himself.

    A Fair Hunt: After attacking Exsecratus, and being successfully cut by it, the hunt cannot be postponed without consequence. Enemies that try to disengage are marked. Marked enemies leave highlighted tracks, and experience paranoia the further they disengage, and at maximum range (100ft) begin to see imagined foes in their peripheral.

    Opened Box: Defeating or consuming the flesh of an opponent allows the pawn to absorb their form, healing its wounds. Consumed foes can be used as apparitions in the Spirit's Theft From Prey.

    The Tower- A defensive form, the tower loses control when its opponents block and absorb attacks without lethal consequences or blood loss. However, in exchange, its attacks cause localized rust and brittleness in armor, marked by a black corruption. This comes at the cost of its talons, which are no longer bladed, capable only of puncture wounding. They have no special penetrative capabilities compared to your average spear or blade, relying on the chipping of defence through the black rust to eventually penetrate metal or similar armor. The tail barb blunts to a club or mace. The Tower’s aura causes feelings of claustrophobia. Tier 1 is nausea, generalized claustrophobia, which can be exacerbated by enclosed areas. Tier 2 results in narrowed, tunnel-like vision and shortness of breath.

    Siege and Starvation: The first 3 blows dealt to a single spot break that area’s complete defense. All other attacks reset the black rust back a blow, and bring the total necessary to break armor to 5 blows, and take reduced damage thereafter. Shields are unaffected by the black rust.

    Self-made Prison: The Tower can expend control and choose to make the black rust *appear* to spread across armor. This grey rust bears no actual effect. Wary foes may take notice of this however, while the foolish may abandon their “infected” armor.

    The Hunter- An offensive form, the Hunter relies on its opponents heart. The tail barb sharpens and compacts into a precise, deadly stinger. Control is lost with each attack, regardless of hit. Getting hit in this form immediately depletes Control and ends the form. Hunter aura invokes feelings of fear, heightening blood pressure/flow as the heart beats. Tier 1 causes mild adrenaline release (crafty foes can use this to their advantage), and sweating. Tier 2 pushes this, as the pressure builds to pounding sensation. Peripheral vision catches apparitious hallucinations.

    Boon of the Chimera: The stinger barb deals a unique, slow moving poison. It can only spread through strenuous action, and at a faster rate when Tier 2 aura is active. The poison does *not* deal DoT damage, but acts a blood thinner, preventing coagulants. Opponents without means to staunch their wounds bleed more profusely as a result.

    Nuckelavee’s Curse: Expending all Control for an area of effect ranging 10 ft, the localized pain of an open wound spreads its sensation across the opponents body. The initial wound dulls in exchange for the now generalized pain. Scales dependent on the wound.

    The Spirit- A utilitarian form, the spirit has no talons, nor is the tail barbed. Instead it fights with misdirection and mirage. Control is gained slow but passively in this form, but only around spellcasters. Similar to the Hunter, the bishop immediately exits its form when struck by magical damage. Unlike the other auras, the Spirits’ aura shrouds itself in darkness and shadow, hiding its visage in dark places and offering increased magical protection. A telltale pulsing light will still occasionally give it away. At Tier 2 the light disappears, and only natural light can reveal it.

    Theft from Prey: At the cost of all Control, the Spirit can pull an important memory of a person from its opponent. Once stolen, an apparition of that figure can be summoned to taunt and distress foes. This apparition operates off of a limited memory of the figure it imitates, and skeptical foes can soon discern it from reality. Consumed foes from Opened Box can be used as apparitions in the place of stealing a memory.

    The Stairway- The pawn lies broken, and death awaits. With what strength remains it 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 #: 57
    7/14/2019 7:31:35   
    TitanDragonLord
    Member

    @Starflame, your assumptions on Aidan are sound!
    AQ DF AQW Epic  Post #: 58
    7/14/2019 8:39:15   
    Necro-Knight
    Member

    Take two, now with 25% less than 45% vagueness! Changes are all in italics ( unless I missed something in my sleep-deprived state. ._. )

    Name: Roth
    Race: Formerly human, now wraith.
    Element: Darkness
    Age: 152

    "I won't pull my punches.”

    Appearance/Equipment: Inhabiting a heavily-changed suit of enchanted “Crystarmor”, Roth stands at a rough 6 feet (or 1.8 meters) tall from head to foot. His armor, originally meant to house a stolen soul and used as a puppet during the war 100 years prior, has been altered with an artistic touch from Roth's closest friend. The once-jagged and craggy black sapphires are now carved in a smooth and organic design, almost resembling a muscle-like flow across both hands, arms, shoulders, pectorals and a solid-geode “head.” resting upon a mechanical neck.

    The smooth surface of the pectoral geode is broken by only one trait: a small slot in the sternum-area that houses the suit’s source of magical fuel and essence. Three inches long and a half-inch in thickness, this compartment is where Roth’s soul gem rests, emitting a bright violet glow that spreads to the black sapphire and resembles churning violet clouds within. Made of deep-indigo charoite, Roth is all too-aware of the obvious vulnerability at the center of his being, and took it upon himself to wrap leather binding across the breast area of his suit, trying to hide the weakness from obvious view. Despite his efforts, purple light peaks through gaps in places.

    The stomach area of the suit is protected by a black set of leathers wrapped around the ribs of the suit itself, to protect the vital magi-circuits within the body. While the original model floated on magical force alone, they outfitted the suit with a set of simple-yet-effective prosthetic legs once Roth voiced his displeasure with hovering from place to place. While he doesn’t need them, Roth wears a pair of black combat pants and has wrapped his feet in a light-weight fighters-cloth that protects him from the elements while also keeping his feet unrestricted by heavy boots or shoes.

    Even with his soul gem as his most obvious weakness, any extensive damage to the rest of the crystarmor ( even the sapphires, if a force or magic was able to tear them free from their plating) would result in Roth's soul "bleeding" from the wound-like damages in a wispy purple smoke. Eventually, a combination of Roth's soul having leaked too much energy and the armors own enchantments failing to stay woven together, would result in a death-like stasis, where the armor shuts down to conserve itself. A sufficient enough blast of energy, such as being directly struck by a powerful spell or slammed by a heavy vehicle, could also run the risk of jarring his soul gem and disrupting the magitechnological connection, also rendering the suit into stasis all at once.

    Phantom Pain:While Roth does not have nerve endings in which to feel pain or other sensations, his soul has adapted to make up for that fact simply to preserve some sense of normality in his current situation. If an arrow were to pierce his thigh or a blade to bury itself into his crystarmor's spine, the pain would be as real as if tendon and bone were damaged. The suit will still operate, but it's a matter of how long his soul can sustain that level of strain before it becomes too much, not to mention whatever damage he sustained to begin with becoming too much.


    Fighting style: To best wield the shadow magic learned during the war, Roth’s style is very familiar to that of a boxer of olden days. With his right foot forward and his left foot slid back to support his weight, knee’s slightly bent, this fighter’s stance allows for a solid grounding while unleashing devastating shadow spells at enemies that prove too dangerous to close in on. It also provides a good starting position if he suddenly finds himself in melee range and needs to move quickly.

    His shoulders are rotated slightly, with his right shoulder a few inches forward, to present less of a direct target and allow him to bring up his defenses if given proper forewarning. His arms, unless extended in a punch or spell, are brought up and his hands rest a few centimeters where his eyes would be on his geode head.

    To cast spells and wield the magics he learned during his time as a soldier, Roth follows a martial “combination” for each of them and channeled the mana in his body and expelled the power off his knuckles. Now that his soul has been relocated to his new form, he draws upon the natural magic in the crystals used in the war machines, crystarmors and other terrible inventions. While the suit itself could, in theory, fight endlessly as it has no organic parts to wear down, the soul fueling it was placed there by an artist, not a skilled spiritual-surgeon or necromancer. Thus, Roth’s spirit is only able to fight for so long before he simply loses the willpower and mana needed to command the armor to move.

    Abilities:

    Note: All Shadowboxer spells have a maximum range of 20 feet before the spell loses solidity, DO NOT track their targets, must have planted footing to cast all but ShadowPuncher's Chance and all spells will stop at the first physical object they find.


    Shadow Jab: Roth’s most commonly used spell, this fist-sized bolt of violet midnight is launched always from a quick punch of his right fist. While it is usually followed up by a more potent spell, such as Reaper’s Crescent or Void Cross, a quick double-cast of this spell can still be a potent opener in a fight and is the least demanding to use. Impact equates to being shot with a spherical chunk of ice ejected from a pitching machine, built to bludgeon and slightly chill the target.

    Void Cross: Channeled down the entire arm and even requiring a twist of the hips to make sure the mana flows properly, this attack explodes from only Roth’s left arm and rapidly expands as it travels. Reaching its maximum size ( roughly that of a dodgeball) about halfway along its path, the ebony-crimson spell will detonate with enough force to knock a full-grown person onto their back once it either reaches its target or the maximum of its spell distance, the same icy grip of the abyss following the explosion. This is the most demanding of the shadowboxer's core attacks, both on mana and time, as it requires a slower, full-body motion to execute properly.

    Umbral Uppercut: Executed by a quick uppercut motion, this black-violet spell curls off of Roth’s fist and slides across the ground towards its target with a width of about eight inches. Upon either reaching its desired target, the spell violently snaps upward to land a hammer-solid blow beneath the chin of a humanoid or blast against the weak underbelly of a war machine, as was the spells original purpose. This is the only shadowboxer technique not paired with a chilly feeling when the spell lands.

    Reaper’s Hook: Trailing immediately after a quick, tight punch that is thrown with the lead or front hand and is delivered in a semi-circular pattern, the spell follows the motion straight-forward for half of its distance, before suddenly curving in a C-shape in an attempt to extend around enemy defenses and impact from the side at about rib-height on a normal humanoid. So if the punch is thrown with the right hand, the spell will curve to the left, and vice-versa. While other spells have an orb-like consistency, the Reaper's Crescent ends in a sharp tip of shadow, adding to its danger while also requiring more willpower to shape correctly. The icy-black edge is sharp enough to cleanly cut through flesh or cloth attire, while leathers and plate will dull the spell to a sharp impact, like being stabbed with the end of a metal staff.

    Abyssal Cover-up: Bringing both arms up in front of his head and putting his knuckles together, Roth forms a barrier of raw shadows, reaching from his fists and stretching down to his elbows. The barrier extends about four inches to the left and right of his form. If a smaller-scale spell( such as a basic fireball or bolt of ice) impacts the field, it’s dispersed across its surface and a portion ( roughly 25% ) of the mana within is recovered by Roth himself and used to fuel the crystarmor. If a few spells are absorbed in quick succession and don't break the barrier first, the shadowboxer may gather enough energy to freely cast a counter-attack once the shield is reabsorbed without a mana cost, but none of this acquired mana can be used if the barrier breaks and releases the stolen resources. It can also not be used to hold the shield longer than its intended duration ( which is a maximum of about five seconds).

    While the shield is built to absorb and convert some spells, if attacks such as a direct bolt of lightning or a crushing boulder hit the shield, the ward would not be able to compensate and with the sound of shattering glass, would dissipate. This is both mentally and physically jarring, as the spell requires a very dedicated amount of willpower to hold up and having it suddenly shattered takes a few moments of adjustment, and also yields Roth none of the resources he may have gathered before-hand.

    A physical projectile, such as a bullet or arrow, would impact the surface of the ebony-violet field as if it were striking a metal shield with no mana drain, unless the projectile is enchanted with a potent spell. At that point, the efficiency would depend on the size of the projectile and the potency of the enchantment. The biggest drawbacks to this ability are that the channeling requires Roth to lose vision of the area in front of him, as he is tucked behind his arms and a glowing field of darkness, and it drains him to perform such a small-but-complex barrier.

    ShadowPuncher’s Chance: Drawing upon the dark mana saturating the crystals across his form, the shadowboxer layers raw shadow across his forearms into a pair of umbral gloves that curl around his fists and send blood-red shadows churning violently up to his elbows in thick, smoky ripples while the sapphires across his body glow with a bright crimson hue. Being struck by the shadowboxer wielding these will feel akin to the impact point being slammed against an icy-cold belt-sander as the flowing darkness grinds and tears. Flesh and organic material is shredded after prolonged contact, while armor and weapons will throw sparks, with the point of the spell during the war being to wear down the defenses of battlefield VIP's and heavy war machine plating.

    While arguably the most violent technique in the shadowboxer’s arsenal, it is not perfect, and renders Roth unable to cast any other spells while he upholds this specific technique. Once used, he will have expended the willpower needed to cast even after he has dispelled the gloves and is left with only physical attacks for a lengthy period of time(Ranging from 15-20 minutes, at minimum). Trying to cast in this state runs an extremely high risk of over-exerting his soul and sending the shadowboxer into a death-like stasis to prevent the crystarmor from consuming its host entirely.
    DF MQ AQW  Post #: 59
    7/14/2019 8:51:50   
    Ultrapowerpie

    Mail Moogle of AdventureQuest


    Name: Nancy
    Age: Buck Buck, Buck! Ca-Caw! (Nancy says none of your business)
    Race: Pokemon (Specifically, a Roosteroo)
    Element: Flying Type (Ok, ok, “Wind”)

    Appearance: Nancy is a chicken. You know what a chicken looks like. Nancy also has an adorable little hat on top of her head. What type of hat? A tiny straw hat. You may now go d’awwwww.

    Backstory: Nancy is not your average chicken. Nancy is actually a long lost pokemon species known as the Roosteroo. Nancy also knows more than 4 pokemon moves, making her OP for pokemon. Absolutely outraged that the adorable WooLoo has stolen the show, Nancy has trained in martial arts to get revenge. What is Nancy doing here at the ECs? That’s actually a funny story...

    Abilities:

    Steel Wing- Unlike other birds that will use this to glide into their foes, Nancy has combined this move with various pokemon fighting moves like Brick Break or Low Chop. After all, chicken wings don’t exactly have a lot of substance to them to cause much damage. Also used to help parry metal weapons.

    Fly- A staple flying pokemon move. All it’s waiting for is Star to nerf it into oblivion, or at least allow me to use it for gliding purposes

    High Jump Kick- Another staple move of Nancy, this allows Nancy to get the drop on her foes. Now, being a chicken, what is “high” here for Nancy is probably not going to be THAT high for say, a 6 food competitor. Still, that works out fine for Nancy, cuz if she’s not trying to get height for gliding, she can just actually kick the competitor in the head

    Whirlwind- You wouldn’t think it from a chicken, but hey, it’s a pokemon move for flying types, so it’s completely legit. The goal of the move is non-damaging, it’s simply to blow the opponent away. Now, as we are in a “world” where there is such things as “physics”, and the fact that Nancy is a chicken, this whirlwind may or may not actually accomplish this goal, but rest assured, there will be wind blowing.

    Feather Dance- Traditionally used to lower an opponent’s attack, Nancy has evolved this move to cause confusion. Specifically, the dance is so bizarre and feathers are flying everywhere, any opponent near Nancy (and possibly far away) will be going “What the heck is that chicken doing?”. Be wary of conga lines.

    Peck- Let us not forget, that when Nancy’s ninja skills are in jeopardy, or low on PP, Nancy can always just peck the stuffing out of the foe. Far less effective than other moves due to it’s low power, it still comes in handy. Also it hurts like the dickens she pecks your finger!

    Hard-boiled- You know how Soft-Boiled heals you? Well, Nancy can't have that, as someone may think that's OP. Instead, Nancy will magically fire hard-boiled eggs at her foes when things are getting bad. Sadly this requires Nancy to turn around to fire so she doesn't usually use it.

    Chicken Chatter- Not to be outdone by the Chatot, Nancy has developed her own signature move to be used in more desperate situations. Indeed, upon activating the Chicken Chatter, Nancy cries out to the heavens for her brethren that have been so cruelly abused by the people of the world to swoop in and start attacking things on screen, with the only possible escape being to switch screens, only for you to discover you’re in a world with NO SCREENS and therefore the concept baffles you and you are endlessly barraged by chickens! It’s game over man, it’s game over…

    Of course this requires for additional chickens to be able to actually come TO Nancy. If they can’t reach her they’ll just group en masse outside of wherever she is and attack whatever is nearby. Chicken Chatter also envolves making a whole lot of ruckus loudly, so hopefully the assault on the ear drums may do damage. Who knows?


    Base Stats:
    HP- 50
    Attack- 150
    Def- 50/150 (depending on how awesomely Steel Wings is used)
    Spec. Attack- 50
    Spec. Def- 50
    Speed- 180 (Fast bugger)

    AKA- Attack Sweeper, Glass Cannon, Winner winner, chicken…

    BUCK-CAW!!!

    Sorry, Nancy finds that expression offensive. Let’s say, rabbit dinner instead.
    AQ DF MQ  Post #: 60
    7/14/2019 9:23:05   
    Starstruck
    Member

    Name: The Lich
    Element: Darkness

    Appearance: Black smoke billows out from the gaps in a bleach-white skull, making it difficult to pick out individual details. The smoke slides sinuously over tattered fabric folds, obscuring the tears and giving an impression of slick smoothness. Clutched in hands stripped of every last scrap of flesh is an orb about a foot in diameter, made of obsidian, smoldering gently with the smoke that permeates the air about the Lich's corporeal form. The Lich does not walk so much as glide; the smoke is thickest about its feet, and bears its tired bones wherever its mind directs them. The motions the Lich does make are jerky and weak; though its head is held high, its arms seem heavy, and its legs dangle impotently, emerging every once in a while from beneath robes that have been ruined by the ravages of time. The orb it bears floats weightlessly, borne aloft by its dark and cloudy aura, but the Lich still holds tight to it, drawing strength and comfort from its presence and contact. The Lich has no other material attachments; its clothing, though made of expensive silk, is simple and unpatterned, with nary a belt or sash to be found. The Lich's only ostentation lies about its neck, in a ruby amulet set in silver. Its shape is hard to discern in the shifting clouds of smoke, but the glittering color is unmistakable.

    History: Few are so naive as to believe that all undead are the same. Zombies shuffle. Ghouls devour the body, and wraiths the soul. The one thing each has in common is that it is a desecration of a deceased human or creature; the replacement of a mind, heart, body, and soul with the dark will of a foreign master. A Lich, however, is his own master - he willingly sacrificed his life and humanity to become an undead creature. This creates a powerful undead sorcerer who draws mana from souls it claims.

    Dark Cloud: The smoke that flows in and around the Lich's magically preserved skeleton moves at the Lich's direction. Though the smoke is gaseous and ethereal at most times, with a little willpower and mana, it can solidify enough to affect the physical plane. A version of this occurs at all times to keep the Lich levitating an inch or two off the ground, though this is sustained without need for concentration. At the Lich's direction, the smoke can coalesce into basic shapes, like a claw, shield, or sword. These constructs take a significant amount of energy and concentration to maintain, and will dissolve as soon as the Lich has no use for them anymore.

    Shades of the Past: The Lich contains multitudes. Memories, stolen from the emotional rabble of the mortal world, are neatly stored in its infinite mind. As a spell, the Lich can arrange its smoke to conjure an illusion of the selected memory, ranging in scope from a shadowy simulacrum of a loved one to a full-scale detailed (though dull and colorless) recreation. While the illusion is active, the Lich cannot cast any other spells. If its concentration is broken, the spell will end prematurely. The primary effects of these mnemonic illusions is visual, sweeping the world around the Lich into a vivid nightmare, but the shadowy projections it creates are solid and can do physical harm.

    Thoughtseize: Simply by making eye contact with a pitiable mortal, the Lich can discern their emotions and, after a sustained period, their thoughts and even their memories. Not all creatures are vulnerable to this power, but those who are will feel the Lich's alien mind intruding upon theirs.

    With no small amount of concentration, this becomes a powerful spell of control. The Lich may issue a one-word command that triggers an emotional response in its victim. One example of such a command would be "Fight," triggering intense feelings of anger, or "Atone," triggering intense feelings of guilt. The Lich cannot control where the emotions are directed or what the target chooses to do with the emotions, only what is felt.
    DF MQ  Post #: 61
    7/14/2019 9:24:02   
      Starflame13

    Gryffin Warrior of DF & RP


    And new bio submissions for the 2019 Elemental Championships are now CLOSED!

    Starstruck, your late post is allowed by sheer virtue of the fact that my computer was still booting up, and that I am too nice. If this turns into a habit in getting balances in, or in idling out, you will be shown no mercy.

    Those who have submitted and have yet to be approved you have 15 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.

    Comments are on their way.



    AQ DF MQ AQW  Post #: 62
    7/14/2019 9:40:11   
    Starstruck
    Member

    This is a post containing further information about the Lich regarding its weaknesses and vulnerabilities.

    spoiler:

    The orb it carries is the Lich's phylactery. It preserves and maintains the Lich's physical form, and can repair any damage to it no matter how great (though of course this process takes time and concentration, and the Lich is mostly impotent without a body). If the orb is destroyed, damage to the Lich will be permanent, and sufficient breakage and destruction of its bones will turn its body to dust and scatter its mind to the winds.

    The Lich CANNOT KILL. If it directly claims a life, even accidentally, it will instantly be pulverized and destroyed. There is only one exception: if the life claimed is freely given.

    The Lich is profane to the anti-resurrection effects in the Arena. Though its true mind is expansive beyond measure and capable of hundreds of different lines of reasoning at a time, it must restrict itself to focusing on one thing at a time while it is in an Arena. This is not a precise rule - for example, it can talk, move, and shape its smoke into a claw without difficulty - but it cannot cast more than one spell at a time, or cast multiple spells in rapid succession.
    DF MQ  Post #: 63
    7/14/2019 9:41:48   
      Starflame13

    Gryffin Warrior of DF & RP


    @TitanDragonLord - thank you! Approved!


    @Sanctus - ok, Edits!
    Control itself is fine as is, and I appreciate the set range on the auras.

    Now, for the Pawn: Shadow travel is very powerful, for One Step Below. This is much more balanced without the madness, but I would still like the stipulation that Exsecratus' cannot build control while in his shadow as a drawback to using the ability. Additionally, he should only be able to pass between shadows that are connected, not jump between separated shadows. I'm also assuming he can't attack while 2-dimensional -and that he cannot stick just an arm out to claw at someone. A Fair Hunt - is this for people who cut Exsecratus, or people that he cuts? Either way, this is bunnying as it has no way to avoid it. Since the Pawn lacks an aura, lets fit this into the 15 foot range set earlier, with Tier 1 being mild paranoia and tier 2 being the imagined foes.

    Now, Tower. The general transformation/auras are fine, as is the self-made prsion. Siege and Starvation feels both powerful and a pain to keep track of. I would discard the reset for simplicity sake, and make it so that repeated blows in the same area can cause the armor to give way - this should take about 5 blows to do so, but can be decreased to 3 the more metal the armor is made of.

    For the Hunter - This is ok as long as Nuckelavee's Curse ends when the opponent exits the 10 foot range. It's ok if you want the pain to fade slowly rather than a sudden cutoff. For the poison, the effect of the blood thinner should be proportional to the amount of poison absorbed (so a brief skim that barely breaks the skin should not be overly impacted).

    For the Spirit - I think there's a typo where you referred to the Bishop, a form from last year. For the Aura - I'm assuming this only works with natural shadows, rather than forming shadows around himself to hide in. This is ok if so. Theft from Prey should require physical contact. As a summon, this needs to have limited autonomy - I'm assuming the apparition is intangible - let's it make it so that it can be destroyed if someone attacks it, and that it vanishes when Exescratus assumes a new form.

    The Stairway is ok as it is what happens when the current body dies.


    @Necro-Knight - I love the addition of Phantom Pain. Thank you for the additional clarifications. You're teetering on the edge with some cross-elemental stuff but there is only so many ways to describe "cold" until you need to use the word "icy". I'm assuming the cold feelings from the various shadow strikes will fade/warm with time/movement. Approved.


    @Ultrapowerpie - cutting it close, I see. This is, if not crossing the line, at the very least ON the line of copyright infringement. You may draw inspiration from other sources. You may not use other people's works/ideas as your own. Please edit your bio accordingly - at the least, Nancy must be her own improved race, rather than a pokemon, and using the ability names themselves in tandem with similar style abilities is cutting a fine line If you do not remove the copyrighted material to a sufficient degree in your next pass, I will ban this character entirely.

    We did clarify via Discord that Nancy is approximately 2 feet. This is the smallest I am willing to go for a chicken with no armor outside of certain defense-boosting moves.

    For the abilities in general - I am assuming only one can be in use at a time. For example, Nancy cannot fly while she has steel wings.

    For Steel Wing - I'm assuming this literally turns her wings into steel, thus enabling her to use them as shields/weapons, to use with her martial arts style. This should also slow Nancy down slightly as steel is heavy for a chicken, unless you plan to give her increased strength.

    Fly - the average flying times/distances for a chicken is a height of 10 feet, distances of about 40 feet, and duration of 10 seconds. Please make these your limits.

    High jump Kick - Are her talons strengthened at all, or is this just a scratch with chicken talons? Or is it meant to be a blunt force? In either case, either specify details with slicing through materials or how much force is applied in the kick.

    Whirlwind - How does this work physically? Is it her using her wings to send a strong gust of wind to push someone over, or is it a spin with her wings that generates a mini-tornado around her? Either works, but pick one. Even in a world without physics, give limits on their strength. For the former, perhaps its strong enough to knock over a normal sized person. For the latter, maybe it can yank weapons out of someone's hand if they don't grip it tightly.

    Feather Dance - does she actually lose feathers in this attack and leave them strewn around the arena? If so, does she regrow them? If not, this should impact her other abilities that rely on her wings (and if she does, it should take a bit of time to do so). I am also assuming that the confusion is not magical in nature - merely just the actual result of what her actions are, and thus can be ignored if someone is focusing on something else entirely.

    Peck - clarify if this is standard chicken pecking, or if her beak is strengthened at all.

    Hard-boiled - I'm assuming these fly about as hard/far as if a standard person where to throw an egg.

    Chicken Clatter- Note that chickens outside the arena will not be able to hear this due to the arena wards, and there are no other chickens in the arenas this year.


    @Starstruck - you are permitted entry by sheer fact I had not posted the official closing announcement. You were late. Do not let that happen again.

    My first concern is using a Lich as a race. Lich, per most lore, are unkillable, and the EC's do need to have the risk of death. Please specify how it is possible to injure/inconvenience/harm/kill the corporeal form of the Lich. While the character is undead, it should have a way to be fully destroyed.

    Dark cloud - this is ok as long as the smoke must be continuous and in contact with the Lich (no sending a spear of smoke flying across the arena and then returning to it). Additionally, the smoke should have a maximum amount - while this does not need to be a hard set range, it should not be able to make a single super long spear that he can poke people with from across the arena.

    Shades of the Past - you clarified in discord that you intended this to work for both memories the Lich has gathered in his travels, AND memories of those it is fighting in the arena. In the latter case - it must have made contact with an opponent in some way to access their memories, either physically or with it's shadows. The opponent must also KNOW their memories are being probed - and attempt to break free before too much information is gathered (in this case, breaking free physically or escaping the smoke). Note this will require heavy collaboration. Additionally, larger illusions should take much greater concentration - and I am setting a maximum size of any recreation as 20 feet in diameter, although the Lich does not need to be in contact with them. In these cases, I'm also assuming that he does not entirely control the illusions and that they are DIRECT copies of whatever the memory was - although that still gives you freedom in being able to use memories from your travels. As the shadows are solid, people should be able to interact with and "shatter" the illusions with enough force.

    Thouhtseize - as written, this is both bunnying (in terms of control) and overpowered (in terms of memory access). Discerning emotions through brief eye contact is ok. Discerning immediate thoughts (like "this Lich is scary" or "I'm going to try to stab this person") is workable with prolonged eye contact and increased concentration. Discerning memories is too much - see the details in Shades above. In terms of forcing an emotional response: to avoid bunnying, there must be clear ways to avoid or break free from the ability. Lets make it such that the immediate emotional feeling ONLY occurs while direct eye contact is held, and that reason returns as soon as it is broken (although the opponent can choose if there are lasting implications are not). Additionally, once an emotion has been triggered - the Lich can only impact one emotion at a time, and once they realize that the Lich is the one causing them, they should be able to fight/resist the response.


    Remember: Keep abilities simple, keep descriptions detailed, and keep an eye on the time.


    < Message edited by Starflame13 -- 7/14/2019 10:39:26 >
    AQ DF MQ AQW  Post #: 64
    7/14/2019 11:23:35   
      Gingkage
    Wolf Rider


    Ultrapowerpie. While Nancy is an amusing character concept, it is unfortunately also taking too much from an already-owned franchise to be allowed in the ECs. Sadly, I am overruling Starflame in this case and have to disallow the bio, and as the deadline to submit has passed, I'm afraid you will have to content yourself with watching this year. As a note for next year's entry, while breaking the fourth wall is amusing to read, it also makes life easier for those who have to approve them if it remains intact and references to directors are refrained from.
    AQ DF MQ  Post #: 65
    7/14/2019 13:29:03   
    Sanctus
    Member

    Name: Exsecratus, Pawn Above the Board
    Element: Darkness


    Bio:

    The taste of copper, dirt, gravel, dust, each inhaled by shallow breaths, sluggish as the heart that beat in our chest slowed, stopped. And finally, a drawn out sigh, whispering across our tongue, as though our soul was made into wind. There was blackness, and I dreamt. And in dreaming, found memories long past.

    Before there was anything, there was a void, the infinite dark, and then in this absence, the weight of nothingness demanded for life. But the void was a land salted and cruel, and the life it bore was not beauty, nor sense. It was cancerous, a writhing mass of chaos and hunger, and it filled, it grew, unthinking in its ravenous expansion. And in this timeless place of sharp edges and grasping tendrils, my dear Sister, the self-crowned Queen, she stood over all that existed for she was all there was. A board of her choosing, a piece all her own. But games can not be had without players, and just as the void begat life, it soon craved balance, order. And as the chaos ate at itself for Her amusement, the first light pulsed in the dark, faded, neither piercing, nor bright, barely a light at all. But it was enough. And I swam amongst the dark emptiness and feasted upon her and all her children, claiming the curious, guilty mouths so that the many-angled, the sharp edges of this land would learn that this was a garden meant for more than predators.

    And with the fruits of my labor, innocence replaced horror, reality grew towards justice, even as She raged and screamed. Crimson clad, bloody handed, I became the last accursed beast, a relic of an Order long past. So I faded back into what dark remained, happy to gaze at a realm of youthful bliss and ignorance.

    I awoke in the everpresent light of the mask, cowering within the dark beneath the stairway. Looking out towards my hosts, my pawns, I saw as their precious honor, their hope in an Order of mercy bled out onto the arena floor. Cold purpose gripped me then. I reached a sharp taloned hand towards the boy, wrapping around what innocence remained, paying no heed to the old man’s cries and I took his life for my own. Muscle and sinew ripped through cloth as I climbed the stairway, taking the dark with me.

    Appearance: https://imgur.com/a/pY2NbQR

    Equipment:
    Exsecratus is an eldritch beast adapted to the dark. A tough pale hide acts as a light armor akin to hardened leather, with chitin and scale to protect his forearms and thighs. Solid gold hued metal adorns his shoulders, they appear to be some kind of auditory conductors. For offense, his lower arms end in sharp piercing talons, as well as a barbed tail. Unequipped with a weapon, his primary arms are nonetheless capable of holding and using them. A horned crest makes for a capable charging attack. A symbol of the Blinding is seared into his chest, enchanting him with minor resistance to magical attacks. Exsecratus is quick and nimble, but not to any extraordinary speed.


    Abilities:

    Control
    - Exsecratus’ reserves do not rely on magic, but control. Control is gained by meeting the purpose requirements of his prey as detailed by the form, expending/increasing depending on the form utilized. His hide/scale do *not* change their defensive capabilities across forms. Instead, each form beyond (excepting the pawn) constitutes an aura, with a range of 15ft, with a unique hallucinogenic effect. These auras are continuous, although they immediately dissipate out of range. Each has two tiers, Tier 1 (always a mild “feeling”, such as nausea) can broken by exertion of will, whereas Tier 2 fully alters perception (tunnel vision, shortness of breath), but can also be broken through exertion of will, albeit with thorough concentration. Tier 2 can only be achieved by the presence of an open wound/blood in the air.

    The Pawn Above the Board- Strongest of the forms, playing the pawn requires only an active hunt or engagement within darkness, passively building control for use in other forms. The Pawn's aura elicits feelings of paranoia. At Tier 1 those in range experience mild paranoia, and at Tier 2 auditory hallucinations (the crack of a stick behind you, threatening whispers) and imagined foes on the peripheral of vision.

    One Step Below (passive): When engaging an opponent, Exsecratus may become his shadow across the floor or wall nearby, free to hide within other shadows (However he can only pass between connected shadows). This shadow form has no special protection as hide can no longer prevent even weak attacks. It merely renders him 2-dimensional and harder to detect as a mobile shadow. Exsecratus may interact physically, and be interacted with in this form (but cannot initiate combat without exiting the for), but even while hiding, will pulse with a faded light, marking his presence. Lighting can effect his 2-dimensional size, allowing him to stretch, but never altering his mass. Perceptive opponents can use this to make him an easy target, either positioning light to lengthen limbs to distort them into unwieldiness, or use direct light to stave him off, pushing the shadow into a far corner. While in another shadow or complete darkness, he reverts to standard size, a cutout of himself. While in One Step Below, Exsecratus ceases building Control.

    Opened Box: Defeating or consuming the flesh of an opponent allows the pawn to absorb their form, healing its wounds. Consumed foes can be used as apparitions in the Spirit's Theft From Prey.

    The Tower- A defensive form, the tower loses control when its opponents block and absorb attacks without lethal consequences or blood loss. However, in exchange, its attacks cause localized rust and brittleness in armor, marked by a black corruption. This comes at the cost of its talons, which are no longer bladed, capable only of puncture wounding. They have no special penetrative capabilities compared to your average spear or blade, relying on the chipping of defence through the black rust to eventually penetrate metal or similar armor. The tail barb blunts to a club or mace. The Tower’s aura causes feelings of claustrophobia. Tier 1 is nausea, generalized claustrophobia, which can be exacerbated by enclosed areas. Tier 2 results in narrowed, tunnel-like vision and shortness of breath.

    Siege and Starvation: Repeated blows in a single area causes armor to give way, and after 5 hits, the armor breaks. This effect to only require 3 blows if armor is composed of larger amounts of metal. Shields are unaffected by the black rust.

    Self-made Prison: The Tower can expend control and choose to make the black rust *appear* to spread across armor. This grey rust bears no actual effect. Wary foes may take notice of this however, while the foolish may abandon their “infected” armor.

    The Hunter- An offensive form, the Hunter relies on its opponents heart. The tail barb sharpens and compacts into a precise, deadly stinger. Control is lost with each attack, regardless of hit. Getting hit in this form immediately depletes Control and ends the form. Hunter aura invokes feelings of fear, heightening blood pressure/flow as the heart beats. Tier 1 causes mild adrenaline release (crafty foes can use this to their advantage), and sweating. Tier 2 pushes this, as the pressure builds to pounding sensation. Peripheral vision catches apparitious hallucinations.

    Boon of the Chimera: The stinger barb deals a unique, slow moving poison. It can only spread through strenuous action, and at a faster rate when Tier 2 aura is active. The poison does *not* deal DoT damage, but acts a blood thinner, preventing coagulants. Opponents without means to staunch their wounds bleed more profusely as a result. Proportionate to the amount of poison absorbed (A small scratch of the stinger will be barely noticeable).

    Nuckelavee’s Curse: Expending all Control for an area of effect ranging 10 ft, the localized pain of an open wound spreads its sensation across the opponents body. The initial wound dulls in exchange for the now generalized pain. Scales dependent on the wound. Exiting the 10 ft range dulls the effect as the pain slowly fades, returning to the wound alone.

    The Spirit- A utilitarian form, the spirit has no talons, nor is the tail barbed. Instead it fights with misdirection and mirage. Control is gained slow but passively in this form, but only around spellcasters. Similar to the Hunter, the Spirit immediately exits its form when struck by magical damage. Unlike the other auras, the Spirits’ aura shrouds itself in darkness and shadow, taken from nearby natural sources, hiding its visage in dark places and offering increased magical protection. A telltale pulsing light will still occasionally give it away. At Tier 2 the light disappears, and only natural light can reveal it.

    Theft from Prey: At the cost of all Control, the Spirit can pull an important memory of a person from its opponent on contact. Once stolen, an apparition of that figure can be summoned to taunt and distress foes. This apparition operates off of a limited memory of the figure it imitates, and skeptical foes can soon discern it from reality. Apparition is destroyed immediately by any attack, and disappears when Exsecratus changes forms. Consumed foes from Opened Box can be used as apparitions in the place of stealing a memory.

    The Stairway- The pawn lies broken, and death awaits. With what strength remains it 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 #: 66
    7/14/2019 14:13:27   
    Sanctus
    Member

    Darkvision: As an apex predator born within the original void, Exsecratus' vision allows him sight in even the darkest places. Light however, requires some adjustment, in a reverse of those with normal vision.
    Post #: 67
    7/14/2019 17:18:01   
    Starstruck
    Member

    Name: The Lich
    Element: Darkness

    Appearance: Black smoke billows out from the gaps in a bleach-white skull, making it difficult to pick out individual details. The smoke slides sinuously over tattered fabric folds, obscuring the tears and giving an impression of slick smoothness. Clutched in hands stripped of every last scrap of flesh is an orb about a foot in diameter, made of obsidian, smoldering gently with the smoke that permeates the air about the Lich's corporeal form. The Lich does not walk so much as glide; the smoke is thickest about its feet, and bears its tired bones wherever its mind directs them. The motions the Lich does make are jerky and weak; though its head is held high, its arms seem heavy, and its legs dangle impotently, emerging every once in a while from beneath robes that have been ruined by the ravages of time. The orb it bears floats weightlessly, borne aloft by its dark and cloudy aura, but the Lich still holds tight to it, drawing strength and comfort from its presence and contact. The Lich has no other material attachments; its clothing, though made of expensive silk, is simple and unpatterned, with nary a belt or sash to be found. The Lich's only ostentation lies about its neck, in a ruby amulet set in silver. Its shape is hard to discern in the shifting clouds of smoke, but the glittering color is unmistakable.

    History: Few are so naive as to believe that all undead are the same. Zombies shuffle. Ghouls devour the body, and wraiths the soul. The one thing each has in common is that it is a desecration of a deceased human or creature; the replacement of a mind, heart, body, and soul with the dark will of a foreign master. A Lich, however, is his own master - he willingly sacrificed his life and humanity to become an undead creature. This creates a powerful undead sorcerer who draws mana from souls it claims. This Lich, in particular, is relatively young - barely two hundred years dead - but has already claimed a great many souls for its own. Persuasive and gentle, it leads souls willingly to their end: eternal servants for the Lich's dark spells.

    Dark Cloud: The smoke that flows in and around the Lich's magically preserved skeleton moves at the Lich's direction. Though the smoke is gaseous and ethereal at most times, with a little willpower and mana, it can solidify enough to affect the physical plane. A version of this occurs at all times to keep the Lich levitating an inch or two off the ground, though this is sustained without need for concentration. At the Lich's direction, the smoke can coalesce into basic shapes, like a claw, shield, or sword. These constructs take a significant amount of energy and concentration to maintain, and will dissolve as soon as the Lich has no use for them anymore. Regardless of shape, the cloud is not sharp and will not cut or pierce skin.

    The Lich's sphere of influence is strong within a few feet of its person, and weakens rapidly from there. At a range of about 15 feet, the smoke is too weak and thin to have much of a physical effect at all, though subtle things like a gentle breeze would be theoretically possible. The smoke cloud does not need to be continuous, just close. Additional solid projections beyond the first are intensely strenuous, and may result in a breakdown of the gentle forces keeping the Lich upright (particularly if these projections are physically engaging to a great degree).

    Shades of the Past: The Lich contains multitudes. Memories, stolen from the emotional rabble of the mortal world, are neatly stored in its infinite mind. As a spell, the Lich can arrange its smoke to conjure an illusion of the selected memory, ranging in scope from a shadowy simulacrum of a loved one to a full-scale detailed (though dull and colorless) recreation. While the illusion is active, the Lich cannot cast any other spells. If its concentration is broken, the spell will end prematurely. The primary effects of these mnemonic illusions is visual, sweeping the world around the Lich into a vivid nightmare, but the shadowy projections it creates are solid and can do physical harm. The memories are mostly confined to a literal recreation, but they are mildly reactive to the situation. For example, a gnome's memory of an attacking bear will not summon a giant bear, nor will it only look at and attack small targets. It is simply a bear that is attacking whoever the Lich pleases to choose as its victim.

    The maximum range for a large-scale illusion is at a 20 foot radius; larger than this, and a stout breath would be enough to dispel it. Smaller illusions must be struck with some effort to destroy them, though as hollow shades they have little in the way of resilience. The solid effects of an illusion are similar to the solid effects of the dark cloud, in that they won't slice or pierce skin, but can apply blunt force. The resilience of an illusion, in addition to scaling inversely with its size, is empowered by emotional responses, both as part of the memory and as part of the victim's reaction to it. An highly emotional memory, such as the death of a beloved puppy, will be more difficult to dispel than a memory of a bear attack that happened to someone else.

    Psionic Probe: Behind the Lich's empty eye sockets lies an abyssal blackness that goes on forever. Should a fighter gaze into it, they will feel the Lich's expansive animus intrude into their consciousness and ask, wordlessly, to stay for a while. At distances, this is simply confined to their emotions, but should they venture closer to the Lich's bones and breathe its black smoke, the Lich may be allowed see their thoughts as well. If the Lich's hands make physical contact with their head, or whatever passes for one, the Lich may be allowed to sift through their memories. All this is easily tossed aside without effort, like dragging a stick through a cobweb, but the victim must respond to the probe as a threat. It doesn't necessarily feel like one! Though it is a breach of privacy, it is soothing and soporific, like a mother swaddling a child.

    Dark Imperative: As a spell, the Lich may telepathically issue a one-word command that triggers an emotional response in the target. Examples of such a command would be "Fight," triggering intense feelings of anger, or "Atone," triggering intense feelings of guilt. The Lich cannot control where the emotions are directed or what the target chooses to do with the emotions, only what is felt. The emotional response is not sustained, only triggered, and will strengthen or fade as individual circumstances dictate. Complex emotional responses are possible, but much more sensitive to the situation. A Dark Imperative can be distinguished from the Lich's normal telepathic speech by grim echoes. Dark Imperative will only affect those who are reasonably immersed in the Lich's cloud, which gives it a functional range of around 10 feet and a practical one of around 5 feet.

    Weaknesses, Vulnerabilities, and Other Info (spoilered):

    spoiler:

    The true Lich is the dark cloud of smoke. The bones of its body and the obsidian glass of its orb are what tethers its mind to the physical plane and allow it to use souls for mana to cast spells. Any damage or scattering of the bones will harm the Lich's ability to cast spells and influence the material plane. In particular, its skull is very vulnerable to damage, and it will lose the ability to use Dark Imperative and Hopes and Fears if the skull is damaged beyond recognition (e.g. broken into more than one piece, eyes shattered, or ground into dust).

    The orb it carries is the Lich's phylactery. It preserves trapped souls and maintains the Lich's physical form, and can reassemble its bones and repair any damage to them no matter how great (though of course this process takes time and concentration depending on how severe the damage is). This qualifies as repair rather than healing. If the orb is destroyed, damage to the Lich will be permanent, and sufficient breakage and destruction of its body will turn it to dust and scatter its mind to the winds.

    The Lich CANNOT KILL. If it directly takes a life, even accidentally, it will instantly be pulverized and destroyed. There is only one exception: if the life claimed was freely given. The Lich has also been known to allow others to meet their ends through inaction. One does what one must to sustain one's eldritch existence.

    The Lich is profane to the anti-resurrection effects in the Arena. Though its true mind is expansive beyond measure and capable of hundreds of different lines of reasoning at a time, it must restrict itself to focusing on one thing at a time while it is in an Arena. This is not a precise rule - for example, it can talk, move, and shape its smoke into a claw without difficulty - but it cannot cast more than one spell at a time, or cast multiple spells in rapid succession.
    DF MQ  Post #: 68
    7/14/2019 17:47:32   
    Starstruck
    Member

    Resubmitting with Discord feedback.

    Name: The Lich
    Element: Darkness

    Appearance: Black smoke billows out from the gaps in a bleach-white skull, making it difficult to pick out individual details. The smoke slides sinuously over tattered fabric folds, obscuring the tears and giving an impression of slick smoothness. Clutched in hands stripped of every last scrap of flesh is an orb about a foot in diameter, made of obsidian, smoldering gently with the smoke that permeates the air about the Lich's corporeal form. The Lich does not walk so much as glide; the smoke is thickest about its feet, and bears its tired bones wherever its mind directs them. The motions the Lich does make are jerky and weak; though its head is held high, its arms seem heavy, and its legs dangle impotently, emerging every once in a while from beneath robes that have been ruined by the ravages of time. The orb it bears floats weightlessly, borne aloft by its dark and cloudy aura, but the Lich still holds tight to it, drawing strength and comfort from its presence and contact. The Lich has no other material attachments; its clothing, though made of expensive silk, is simple and unpatterned, with nary a belt or sash to be found. The Lich's only ostentation lies about its neck, in a ruby amulet set in silver. Its shape is hard to discern in the shifting clouds of smoke, but the glittering color is unmistakable.

    History: Few are so naive as to believe that all undead are the same. Zombies shuffle. Ghouls devour the body, and wraiths the soul. The one thing each has in common is that it is a desecration of a deceased human or creature; the replacement of a mind, heart, body, and soul with the dark will of a foreign master. A Lich, however, is his own master - he willingly sacrificed his life and humanity to become an undead creature. This creates a powerful undead sorcerer who draws mana from souls it claims. This Lich, in particular, is relatively young - barely two hundred years dead - but has already claimed a great many souls for its own. Persuasive and gentle, it leads souls willingly to their end: eternal servants for the Lich's dark spells.

    Dark Cloud: The smoke that flows in and around the Lich's magically preserved skeleton moves at the Lich's direction. Though the smoke is gaseous and ethereal at most times, with a little willpower and mana, it can solidify enough to affect the physical plane. A version of this occurs at all times to keep the Lich levitating an inch or two off the ground, though this is sustained without need for concentration. At the Lich's direction, the smoke can coalesce into basic shapes, like a claw, shield, or sword. These constructs take a significant amount of energy and concentration to maintain, and will dissolve as soon as the Lich has no use for them anymore. Regardless of shape, the cloud is not sharp and will not cut or pierce skin.

    The Lich's sphere of influence is strong within a few feet of its person, and weakens rapidly from there. At a range of about 15 feet, the smoke is too weak and thin to have much of a physical effect at all, though subtle things like a gentle breeze would be theoretically possible. The smoke cloud does not need to be continuous, just close. Additional solid projections beyond the first are intensely strenuous, and may result in a breakdown of the gentle forces keeping the Lich upright (particularly if these projections are physically engaging to a great degree).

    Shades of the Past: The Lich contains multitudes. Memories, stolen from the emotional rabble of the mortal world, are neatly stored in its infinite mind. As a spell, the Lich can arrange its smoke to conjure an illusion of the selected memory, ranging in scope from a shadowy simulacrum of a loved one to a full-scale detailed (though dull and colorless) recreation. While the illusion is active, the Lich cannot cast any other spells. If its concentration is broken, the spell will end prematurely. The primary effects of these mnemonic illusions is visual, sweeping the world around the Lich into a vivid nightmare, but the shadowy projections it creates are solid and can do physical harm. The memories are mostly confined to a literal recreation, but they are mildly reactive to the situation. For example, a gnome's memory of an attacking bear will not summon a giant bear, nor will it only look at and attack small targets. It is simply a bear that is attacking whoever the Lich pleases to choose as its victim.

    The maximum range for a large-scale illusion is at a 20 foot radius; larger than this, and a stout breath would be enough to dispel it. Smaller illusions must be struck with some effort to destroy them, though as hollow shades they have little in the way of resilience. The solid effects of an illusion are similar to the solid effects of the dark cloud, in that they won't slice or pierce skin, but can apply blunt force. The resilience of an illusion, in addition to scaling inversely with its size, is empowered by emotional responses, both as part of the memory and as part of the victim's reaction to it. An highly emotional memory, such as the death of a beloved puppy, will be more difficult to dispel than a memory of a bear attack that happened to someone else.

    Psionic Probe: Behind the Lich's empty eye sockets lies an abyssal blackness that goes on forever. Should a fighter gaze into it, they will feel the Lich's expansive animus intrude into their consciousness and ask, wordlessly, to stay for a while. At distances, this is simply confined to their emotions, but should they venture closer to the Lich's bones and breathe its black smoke, the Lich may be allowed see their thoughts as well. If the Lich's hands make physical contact with their head, or whatever passes for one, the Lich may be allowed to sift through their memories. All this is easily tossed aside without effort, like dragging a stick through a cobweb, but the victim must respond to the probe as a threat. It doesn't necessarily feel like one! Though it is a breach of privacy, it is soothing and soporific, like a mother swaddling a child.

    Dark Imperative: As a spell, the Lich may telepathically issue a one-word command that triggers an emotional response in a single target. Examples of such a command would be "Fight," triggering intense feelings of anger, or "Atone," triggering intense feelings of guilt. The Lich cannot control where the emotions are directed or what the target chooses to do with the emotions, only what is felt. The emotional response is not sustained, only triggered, and will strengthen or fade as individual circumstances dictate. Complex emotional responses are possible, but much more sensitive to the situation. A Dark Imperative can be distinguished from the Lich's normal telepathic speech by grim echoes. Dark Imperative will only affect those who are reasonably immersed in the Lich's cloud, which gives it a functional range of around 10 feet and a practical one of around 5 feet.

    Weaknesses, Vulnerabilities, and Other Info (some spoilered):

    The Lich's spells involve complex physical gestures using its skeletal body. To onlookers, it resembles some macabre dance, its profane magic tainting the very air around it. As a result of this restriction, the Lich cannot cast more than one spell at a time, or cast spells in rapid succession. Breaking the dance will usually break the Lich's concentration, though it must be significant enough to force the Lich to respond, or fully block its motions.

    spoiler:

    The true Lich is the dark cloud of smoke. The bones of its body and the obsidian glass of its orb are what tethers its mind to the physical plane and allow it to use souls for mana to cast spells. Any damage or scattering of the bones will harm the Lich's ability to cast spells and influence the material plane. In particular, its skull is very vulnerable to damage, and it will lose the ability to use Dark Imperative and Psionic Probe if the skull is damaged beyond recognition (e.g. broken into more than one piece, eyes shattered, or ground into dust).

    The orb it carries is the Lich's phylactery. It preserves trapped souls and maintains the Lich's physical form, and can reassemble its bones and repair any damage to them no matter how great (though of course this process takes time and concentration depending on how severe the damage is). It also contains the souls necessary to fuel the Lich's dark spells. If the orb is sufficiently damaged and the Lich sustains enough physical punishment, it will disintegrate, its mind untethered, and die.

    The Lich CANNOT KILL. If it directly takes a life, even accidentally, it will instantly be pulverized and destroyed. There is only one exception: if the life claimed was freely given. The Lich has also been known to allow others to meet their ends through inaction. One does what one must to sustain one's eldritch existence.
    DF MQ  Post #: 69
    7/14/2019 21:49:08   
      Starflame13

    Gryffin Warrior of DF & RP


    @Sanctus - We discussed this a bit in the Discord and decided to modify One Step Below such that Exsecratus loses order while in the shadows, but gains it in standard Pawn form. Remember to keep track of your Control how others deal with mana, in terms of how long abilities/forms last. Approved!


    @Starstruck - thank you for posting the aditional bio with just the Discord feedback! The most recent one has the added clarity that was needed. Approved!



    Arena rosters will be made/revealed shortly, but while I will unlock them once made, I will not start your countdown for the 4 day idle timer until 11:59pm EDT.
    AQ DF MQ AQW  Post #: 70
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