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7/12/2022 4:03:41   
nield
Creative!


Name: The Exudation of Radiance

Element: Light

Age: 35

Race: Zhliterel/Shtaratahn hybrid. Shtaratahn are a four-armed race who share an ancestry with the Vevalartraidan. Unlike their cousins the only real difference between the Shtaratahn and humans are their four arms, grey skin colour and an increase in average height. Zhliterel are a species that are translucent in nature, but hold no consistent shape between various individuals: some are shaped like humans, some like animals and others still little more than amorphous blobs. Their physical capabilities usually mirror those of whatever form they hold. Each Zhliterel relates to an aspect of light that determines the attributes peculiar to them.

Appearance:

The Exudation stands at 6’8”, which is slightly short by Shataratahn standards. His body holds the features of both his parent races, being translucent with grey skin, such that one can see through him, but cannot divine much about what is on the other side of his body, as well as having four arms. The Exudation is garbed in naught but a pair of white pants to best facilitate the intake of light. He also bears absolutely no hair anywhere on his body, with eyes a brilliant amber. His body is well-defined and muscular, bearing no scars or the like.

Capabilities:

Exudation of Radiance: The Exudation’s namesake, this ability allows him to exude radiance in the form of ‘hardlight’, that is, light with solid form. He can exude hardlight in various shapes, sizes and even at different speeds, each such attribute of the exuded hardlight having different capacities and affecting each other; ie if he exudes something at high speed it needs be comparatively small.

The largest amount of light he could exude at once would be capable of covering his torso, but wouldn’t be able to be expelled from his body. The fastest exuded hardlight can travel is the speed of a loosed arrow and could only be as large as an arrow itself. Hardlight will fade over time, relative to the size of the object and the level of light in the environment: In neutral light an exudation the size of an arrow would last no more than a few seconds. While an exudation is in contact with his body, the Exudation can reinforce it with radiance from himself, extending its lifespan indefinitely so long as his internal reservoir holds out. This process is significantly less intensive than exuding new portions of hardlight and drains far less from his internal reservoir than exuding another hardlight exudation would. He is also capable of exuding a new hardlight object while supporting an existing one.

The Exudation’s ability to store light is not endless, there is only a certain amount of light he can accrue within himself safely, being enough light to exude a total volume about half that of his own body. If he were to exceed that amount of accrued light slightly, his body would begin exuding hardlight at random sizes and speeds until it was brought back within safe levels. If he were to all of a sudden accrue a massive amount of light over the safe limit, his body would detonate in an expansion of hardlight that would end his life.

The Exudation can choose whether or not to accrue light, so if he is at or near the safe limit, he can simply choose to let excess light pass through his body without being trapped within it. There are no risks associated with expending all of his accrued light, nor does accrued light only last a set amount of time, being kept within his internal reservoir until he exudes it. Exuded hardlight possesses properties similar to that of steel items

Varied fighter: The Exudation was trained in a variety of weapons and styles, including bare-knuckle brawling with his four powerful arms, making him a formidable foe under any circumstances.

Clarification: As regards the Exudations translucency, when looking at him, one will see the portion of his body they’re looking at, as well as vaguely being able to see what’s beyond him, but would not resolve his internal organs or the other side of his body.
AQ DF MQ AQW Epic  Post #: 26
7/13/2022 0:46:18   
  Starflame13
Moderator


4 days remain!


@Anastira - Glad you managed to make it! Wister is a gorgeous design on the whole, but we have a few spots that need balancing.

My first concern is with the indefinite frostbite on Absolute Zero and Celsius. Let's shift this to a frostbite that fades gradually over time - still enough to impact the immediate battle, not enough where people are still losing toes the next day. This can pair with Celsius' propagation impact if you'd like - the longer the blade is in contact, the longer it takes for the chill to fade.

On to abilities! Saltwater as an active ability needs some type of limitation, either a duration or a reference to mana drain. If you want it as a longer-lasting passive ability, decrease the severity.

Now, Mirror, Mirror. This is an extremely powerful ability as-written as it implies that people don't even need to see the shield, merely face it. Let's clarify that the shield must be both line-of-sight and the reflection clearly visible, since it's the reflection itself that casts the enchantment. Secondly, the scale for timing is off. People take a few seconds to look around the arena at the start - we don't want the entire room turning into statues in post one! Let's separate out your two effects here: Fairest and Narcissism. Fairest seems to be entirely seperated from the timing scale, with the enchantment effect merely increasing the longer the victim looks at themselves. This is fine, but let's implement a caveat where anything that crosses the victim's line of sight temporarily shatters the enchantment. For Narcissim, let's both increase the initial start time to 5 seconds, and implement a maximum range the cold tendrils can reach people. My inclination is this is meant as a close-range ability to buy Wister time to disengage, which would put it at the 5-10 foot range. I would further balance this by suggesting that the ice encasing the victim melts the further Wister moves away from them (or the more warmth flows to them), which helps us avoid turning this into a fully incapacitated character scenario.

Next, Kaleidoscope - similar to Saltwater, this needs some type of duration, the illusion fading after either a set timing or after/as Wister stands up.

Lastly, Titanic - I'm assuming that by 'control', you mean only that Wister can cause parts of the ice berg to break off, not that Wister can control the parts that do break off? The former is fine, but the latter would turn into telekinesis and require a lot more heavy balancing, so reach out if that's the case! Additionally, let's put a hard limit on the number of ice bergs Wister can materialize. I'm inclined to allow them up to 2, with the first iceberg dissolving/sloughing to pieces if they attempt to create a 3rd.

Reach out to me if you want to discuss alternatives to Mirror, Mirror - otherwise, looking forward to round 2!



@nield - Hello, hello! Glad that you're back this year! The Exudation's core ability is well balanced, but I have a few points of clarification I would like explicitly stated.

First, a quick comment on the chosen invented races. I am sure these all have some significance to the Exudation's world and his story, but the purpose of the race in the bio is to inform me as a Director of balancing concerns, and other writers as to the nature of the character as far as appearances and expectations based off of physicality. In giving me invented races, you make it harder for me to understand the character; I'm not familiar with the world you have built, so I can't read your mind as to what is significant and what is not! In addition, the amount of time you have to share the significant context - your character's history and reasoning - is limited. The extensive worldbuilding that will be required in understanding this character's race, let alone story, has the potential to detract from cooperative opportunities and remove your character away from the action of the arena. While I do allow people to create their own races if they provide enough clear detail to compensate for the fact I have no working references, a character who's a hybrid of two completely unknown entities descended from a third is a bit much. You do not need to alter the Exudation, but keep that in mind for future years.

As for the racial details themselves: since you specifically link the Shtaratahn to human physiology, I will assume that your hybrid also inherits the general strengths, perceptions, etc. of the average human. If there are any other key differences not already listed (for example, if the Exudation's translucent skin bleeds differently or there are any differences in pain/injury reception), please specify them. Additionally, I assume that your hybrid has NOT inherited the Zhliterel trait of morphing into different forms and that the Exudation will remain in his humanoid shape.

Now, Exudation of Radiance. You have several good limitations in place, so just a few questions I need answered about the exudations: First, what is the largest size of hardlight he can expel from his body (and at what speed would that travel)? Second, what is the maximum number of exudations that he can have at once - including both maintained and expelled ones? As far as accruing light goes, can the Exudation accrue only natural light, or both natural and artificial? I'm also assuming that his natural rate of accruing light is lower than the rate of consumption in constantly reinforcing/exuding hardlight, as otherwise balancing off of an inner reservoir becomes a bit over-powered.

Let me know if any of the questions don't make sense - I've read the bio 3 times now and "exudation" no longer looks like a real word, so hopefully I got everything. Hoping to see round 2 soon!
AQ DF MQ AQW  Post #: 27
7/13/2022 11:01:23   
roseleaf320
Creative!


Name: Alceia Pharae, Fatethief
Element: Energy
Pronouns: she/her
Age: 24
Race: Human (Energy Touched)

Energy Touched: Alceia is a human who, through extended exposure to aspects of the elemental plane, has adopted a few characteristics slightly distinct from humans. Energy has begun to coarse through her nervous system, vessels and various receptors; this results in an increased ability to detect environmental changes such as heat, cold, wetness, and pain. At the same time, her body is equipped to handle this sensitivity with an increased tolerance for these feelings. Alceia’s blood has also become slightly electrified-- normal scarlet is mixed with a shining, metallic tint-- and delivers a slight static shock when it comes into contact with others. Otherwise, functionally, Alceia is human; though her abilities may lead some to believe she has become something more.

Appearance: Already standing at 5’9”, Alceia’s height is increased ever so slightly by the thick, short-heeled sandals she insists on wearing. Her muscular, boxy figure is accentuated by a male’s set of armor, leftover from her past that she has brought out and cleaned up for use in the Championships. She sports thin, straight white hair, grown out herself and then cut roughly around her shoulders. Her eyes shine and spark with a bright, yellow-tinted energy that at times entirely obscures the blue underneath. Her face is tall and thin, holding small lips often pursed in concentration, and marred by a red, malformed burn scar that encircles her left side forehead and eye.

Equipment:

Stealing my Strand from its plane was a faint hope. But it was the only way I could think of to change things.


Strand of Fate: Alceia’s main weapon is her own thin strand of fate. The strand is approximately half an inch thick, and Alceia can change the strand’s length at will anywhere between 1 and 8 feet in length. Alceia has yet to find anything able to break the strand; though with very significant force or magic, it is possible. The strand glows with white hot energy; touching it would almost instantly cause minor burns, and extended contact may create burns up to the 3rd degree. The Fate Strand functions similarly to a whip: forceful contact may cause lacerations, and the strand itself is flexible. The Fate Stand’s energy helps it to cut through metal: if a piece of standard plate armor has been hit once by the Fate Strand, a second hit to the same spot shortly thereafter would likely slice through the armor and graze against the material beneath.

Armor: Alceia is wearing a male’s set of half-plate armor which covers her upper body, shoulders, and waist. Around her waist, the armor transitions into many metal straps which dangle just above her knees. Underneath the plate armor is several layers of white and yellow cloth. Her lower arms are covered in metal bracers, as are her lower legs, and she wears leather sandals with a slight heel to them. She also wears two leather belts, one around her waist and another diagonally across her chest, with several compartments.

Sentimental Value: Hanging from her waist is a two-tailed ribbon, one tail red and the other violet, approximately 8 inches in length. Alceia also carries, in various compartments, a needle strung with a long viridescent thread, a pair of dulled and breaking scissors, and a small cutting of a baby blanket.

Skills, Spells, and Abilities:

Physical Capabilities: Alceia trained as a gladiator; she is well experienced in close combat, but is used to fighting with a sword and shield. The use of her Fate Strand as a weapon began approximately two years ago, and is entirely self-taught. Alceia’s strength is that of a bodybuilder, but she lacks in speed and dexterity.

My mind is a tumultuous sea, now, flooding me with scenes and memories; I couldn’t tell you which are my own experiences and which are of the Strand.


The Effects of the Fate Strand: Alceia’s close contact with her Strand has given her a vivid, detailed memory of her past. Her future is less accessible, coming mostly in flashes: these are often far off, but occasionally, these flashes show her immediate future, as detailed in Anticipation.

Anticipation: Alceia will occasionally get visions that allow her to see her immediate future. She may see an enemy's blow a moment before it happens, or herself falling as a result of a bad step. She may change her course of action in response to these visions, but she has very little time to think through the vision before it actually comes to pass. Essentially, Alceia’s visions give her an extra moment to react to an oncoming event. The visions are also unpredictable and do not happen constantly.

The way it happens may change, but it always does happen, no matter how many times I alter it.


Into Her Own Hands: Alceia can physically manipulate her own Strand to change the course of her fate. This manifests in several ways, and is facilitated by Alceia digging a fingernail into her Strand, which will brightly pulse for a moment as her fate is being rewritten. Doing this repeatedly causes Alceia to become increasingly confused and exhausted.

Reverse: Alceia pushes on her Fate Strand with her fingernail, then releases, sending a burst of energy towards an opponent. This may be aimed at an entire person, or simply at a part of their body, such as an arm. This creates a momentary heavy force attempting to push the opponent, or the opponent’s limb, back in the direction it most recently moved from. This is accompanied by an attempt to rewrite the opponent’s memory of what happened, erasing their memory of events between their original placement and the push that returned them to that location. The push can be resisted with heavy weight or a strong footing, and the memory tampering can be resisted by strong concentration or a well-trained mind.

Disappear: Alceia flicks on her Fate Strand to reverse the effects of a single action that has occurred within the last 20 seconds. If Alceia fell and twisted her ankle, she may rise quickly with her ankle uninjured; a slice from a sword’s glancing blow may seal, clothing and all. The larger the injury, the more confusion and exhaustion it causes for Alceia, and particularly life threatening injuries, such as a very deep cut, a wound to an essential internal organ, or the total break or loss of a limb, are impossible to reverse.

New Tactics: Alceia may manipulate her past in order to change the state of her present self. This manifests itself in sudden switches in combat style and preferred length of her Fate Strand as she changes the method of her training. She may display preference for use of a specific movement or body part, or holding the Strand in a specific manner or with one or two hands. Regardless of her preferred combat style, Alceia is unable to affect her previous profession as a gladiator, nor extend the time she spent (and, as a result, her overall skill) with the Fatestring.

*Note: Alceia has previously changed her past in other ways, but will be unable and unwilling to make such changes in the heat of combat.
In addition, she may attempt to and find she is unable to change anything related to her entrance into the Elemental Championships.



I'll find a way to either change my future or end it entirely.


Post #: 28
7/13/2022 21:23:10   
markthematey
Member

>Execute -f Regi_Log.exe
…..
…..
…..
Executing file: “Regi_Log.exe”



Registration Log: S.Y.M.B-01


Designation ID: S.Y.M.B-01 (Synthetic Youthful Militarized Being - Model 01)
AKA: Symbol
Elemental Core: Energy
Time of Creation: Error!?@?

!! Time of creation unknown, Please conduct time-oriented
synchronization and recalibration in the near future. !!



Model Description and appearance:
  This Unit is a male android designed to look as human as possible. From its skin to his hair, all look to be a standard male human in their mid-twenties. This unit’s designated height is 5 foot 2 inches. Its hair is short and
  a clean gray with a red strand that flows back on the right side. There are large metallic seams that line the ribcage and spine of the unit. It also splits down the center of its chest and stomach.
  These seams become very intricate in the unit's right arm. Large indents for pistons are in its back and joints in its arms and legs. Its Iris is a metallic sheen and the whites of the eye are a white metal shell.

  To maintain peak efficiency, it is suggested for the unit not to obstruct the back, chest, or right arm. As such, the unit is suggested to wear easily removed articles of clothing, or clothing that does not restrict
  functionality. With these guidelines and the creator's suggestion, Unit wears a removable collared shirt and black dress pants.


Functionality and physical capabilities:
  This unit is designed for combat and as such has been given heightened physical ability compared to the average human being. Furthermore, it has been given top-of-the-line combat data and statistics to properly be able to analyze
   opponents and conduct combat operations. Each weapon it has uses a different fighting style and the Unit has been given custom-made scripting for combat using its Electromagnetic Cylinders.

  Its body is slightly resistant to damage, comparable to if it was wearing leather armor. This is so it can remain nimble and not be weighed down by heavier materials. The Unit should avoid taking direct hits from enemy
  attacks of all kinds to avoid permanent damage.


Main Tenets and Laws:
  The rules which the device must follow at all times. If all Tenets become compromised, the device will default to a failsafe, shut down and control will be handed to the Assistant AI.

  The Laws are:
......
......
......
Error!


File “P//:root//LawsAndTenats//Laws_From_Creator.root”
cannot be read without proper permissions!

Please enter Password:
>******
Password incorrect, Continue without reading file[Y/N]?
>Y

Combat Abilities:

S.Y.M.B-01 Core AI:
  The Core Artificial Intelligence is designed to pilot the body, conduct the main functionalities of the unit, and follow the commands given by its creator. It is designed to learn from its environment to better complete instructions.
  Authors Note:
    This is the pride and joy of my creation. It functions as close to a human brain as possible. This being so, I had to limit its processing abilities and also attempted to give it the capability to read human emotion.
    The results often vary but I believe he does try to express himself! Just like a newborn, he can’t articulate his feelings yet but I believe given the neural learning network embedded within him,
    he will learn how to soon enough. He’s growing, not as an android but as a person.



Assistant AI:
  The assistant Artificial Intelligence (AAI) is designed to lessen the load of extraneous processes from the core AI. The chip is limited in its function but can help process information faster
  than average humanoid specimens. It shall also supply the core AI with suggestions based on the circumstances given. It has 3 modes:

    Passive: In this mode, it will complete observations and will not interfere with core AI’s decision-making algorithm. It will supply necessary information to complete commands
    and suggest alternative action if it believes it will better complete the current command.

    Combat: The chip will suggest and apply a decision-making algorithm to optimize the core AI’s combat abilities. If the core AI becomes overwhelmed and fails to process
    the necessary information to defend itself, the AAI can override the core AI’s control over the body to defend itself or conduct offensive sequencing.

    Full Control: As suggested, if the core AI becomes inoperable or all tenets are compromised, the AAI will take complete control and attempt to complete the current command
     then immediately return to the creator. If this isn’t possible, the body will be scuttled and the memory chip shall expose itself with a physical note for any passerbyers.


Multi-Weapon Holster Arm (MWHA):

  This Unit is outfitted with a MWHA concealment device that functions in its right arm. As such, its right arm contains a multitude of condensed weapons that can be
  deployed as per the unit’s discretion. When deploying, the unit's hand is condensed and concealed within the arm and replaced with the designated weapon. Each weapon is made with an
  alloy that allows compatibility with the Electromagnetic Cylinder systems of the Unit. Each weapon can be detached as well while switching between weapons.

  The weapons within the unit’s right arm are the following:

  Primary Longsword
    Description: A standard-issued blade. It is only a blade and the hilt is attached directly to the base of the arm. It is deadly sharp and reinforced to not break easily.
    While using this blade, refer to the combat directive referred to as “To be Indomitable with a Blade.” This is equivalent to a master’s skill in longsword combat.

  Secondary Shortsword
    Description: A shorter blade that is a backup weapon if the primary longsword is lost. The shortsword has high compatibility with the Electromagnetic Cylinders.
     When using this weapon, use a combat directive referred to as “Rogue’s guide to evasive combat.” The data translates to roughly 5 years of training.

  Polearm
     Description: an extendable pole arm that has high compatibility with the electromagnetic cylinders but specifically for throwing and launching the device. Otherwise, it functions as a standard metal polearm.
     When using this device refer to data collected from observing the polearm training from a monk temple. In a unique style, the data translates to roughly 2 years of training.

  Energy-Conversion Device (ECD)
    Description: The ECD can convert the core’s energy into a short-ranged, 30 feet, electric blast that can temporarily paralyze targets hit directly for a short period in optimal conditions.
     This device shouldn’t be used in quick succession for it can drain the CORE and require the Unit to reset. Cannot be detached.

  Crossbow and Bolts
    Description: a small hand crossbow that can fire bolts supplied within the device. The bolts are held within a 6 shot-magazine. This unit is provided with 1 magazine. It can fire at a rate of 6 shots per minute,
    it takes 3 seconds for the crossbow to re-arm by itself. Use aiming software to properly calculate distance and percent chance of being on target.

Electromagnetic Cylinders:
  When engaged, the pistons are extended and begin sapping energy from the core. While doing so the Unit can influence and control the weapons from its MWHA in its right hand. If the weapons
  are detached from the MWHA, they can be hovered and moved to perform offensive and defensive maneuvers. The higher the compatibility of the weapon, the easier it is to control and maneuver. It is not
  suggested to control more than one weapon at a time, the strain would drain the core at an alarming rate.

Energy Core:
  The core is located in the center of its chest cavity. The core will be drained to zero energy after 30 seconds of unrestricted use of the Electromagnetic Cylinders with a single weapon. Using more weapons will drain it much quicker.
  The Unit can reveal the core by opening the seams across its chest. This is highly un-suggested but in doing so it will increase the unit’s Electromagnetic capabilities significantly for a short period of 10 seconds before the core shuts down.
  As per the configurations set by the creator, this shall not be used in any circumstance without proper permissions.



*All author’s notes have been labeled as erroneous data and won’t be read by the Core Ai without direct instruction.
  Author’s Notes:
    S.Y.M.B-01 is the first of hopefully many more androids to come, or so I thought. The creation of this one will most likely be my first and last. He provoked questions I wasn’t ready to answer but by the time
    they were asked I had to see him through. I hope he finds himself in the future, whenever it is.





“Regi_Log.exe” has finished executing
>close
Post #: 29
7/13/2022 23:04:16   
deathlord45
Member

Name / Title: Francesca, the Woman who Ensnared the Stars

Element: Energy

Age Range: 35

Race: Human

Appearance: Quite tall (6’6”), long spindly framed, with a wild mane of orangish-red hair, Fran, has an ominous, striking and oddly imposing figure. Additionally she is often seen wearing a spider themed mask as it has multiple false red eyes on it and a clicking mechanism over where her mouth is; both hide her identity and disguise her voice. Fran also wears a knee length short sleeved dress combined with a simple waist vest and multi pouched belt at her waist alongside a simple scabbard, under a heavy partially armored leather coat. Rounding out her outfit are a pair of copper and iron gauntlets engraved with several runes, black plated boots that go to just above her knees over padded cloth pants.

Equipment:
Weavers Mask; A modified miners mask turning what was once slightly useful to exceptionally useful. It has eight “eyes” two of which are for the protection of Fran’s eyes while the other six are lights for illuminating dark places. Over where her mouth would be is a voice modulator and air filter disguised as spider mandibles.

Corsair’s Coat; A simple black dyed leather coat with several interlacing small plates hidden inside of the main body of the coat.

Thunder-Graven Gauntlets; Highly conductive gauntlets engraved with various magical runes for lighting and thunder. They allow her to create small bursts of sound similar to thunderclaps that disorientate her foes or a small burst of electricity that stuns them. She can only uses these effects three times per day each.

Weaver’s Footsteps: A pair of simple metal boots that are enchanted to allow their wearer to walk up walls.

The pouches on her belts are filled with simple objects like a whetstones, a handkerchief, granola bar, etc. Her sword is an ordinary scimitar.

Skills, Spells, & Special Abilities:
Spark Magic: Fran has a natural affinity for magic that involves the manipulation of small amounts of electricity both inside and outside of her body though she can’t use it offensively or defensively. The most she actively uses it for is to keep her body at its peak physical condition during down time or activating her gauntlet’s runes.

Peak human ability; Using small carefully planned charges throughout her body alongside a well maintained exercise regiment, Fran has brought herself to the best her body can do physically. She only truly excels at reaction based things as she once dodged or deflected a small volley of arrows. [She can easily lift and carry 150lbs objects. Run at a light jogging pace of the length of a short marathon. She is easily in the professional baseball batter tier of reaction speeds.]

Trained in the way of the Sword: Fran has learned how to use her scimitar properly but never put in the time to master it.
AQ DF MQ AQW  Post #: 30
7/14/2022 0:39:12   
  Starflame13
Moderator


3 days remain!


@roseleaf320 - Hello there! This is definitely a new concept you've brought, toying with your own character's Strand of Fate, so we have a few things to iron out but it's been well balanced on the whole!

First, your Strand of Fate: I'm assuming since you're supporting Energy that this applies electrical burns rather than thermal. If there's any key differences between those to be aware of at the level your Strand applies them, let us know here. Additionally, I'd prefer if we rephrased the two strikes required to cut through plate as multiple strikes - it's still possible in two, but this way it allows for other external factors like strength, exact placement, etc. to have an impact. Also, you mentioned in PM's that the Strand does injure Alceia as well, albeit less severely. Let's state that here.

Now, your abilities. A quick note on Anticipation: this has high potential to result in meta-gaming if you abuse it. You do not need to alter the ability as of now, but be aware that I will be watching your use of it, and I will remove it if it becomes an issue.

Now, Into Her Own Hands - specifically, Disappear. From your examples given, I assume this ability is meant to be a self-impact alone. Let's state that specifically, as well as rephrase the ability to make it clear that she's reversing the consequences of a single action performed against her, rather than reversing the action itself (since that's, ya know. Reverse). I'd also suggest adding an additional way to prevent chaining this ability, perhaps by increasing the exhaustion the longer she takes to Disappear a consequence.

As a last note for New Tactics, the Arena does resist external manipulation - so it could be the Will of the Arena itself that prevents Alceia from re-writing her past to the point where she would not have entered the Championships. If that's a path you're interested in, run the interaction by me first. See you for round 2!



@markthematey - Good to see you! Usually in-character or stylized bios have trouble getting all the information I need across; there a couple instances of that, but on the whole it's well done as far as communication goes, and a really fun read. That said, bios are not something that are judged, so do not be afraid to relax the script so I get the information I need.

That said, I have one major concern with this character. While I understand that the Core and Assistant AI's are meant to be set up as a concious, and a sort of sub-concious, as currently written this breaks the rule for multiple characters. A secondary character is something that can act fully independently from the main character - something that makes its own separate observations, draws its own conclusions, and acts autonomously without orders or influence from the main character. This makes passive mode illegal if it receives data from alternate sensors with which to inform the Core AI. It makes Combat mode illegal because it can choose to override the Core AI in contradiction to the Core AI's judgements / actions in order to perform actions without the main characters input. It technically doesn't make Full Control illegal since all the Assistant does once in control is execute the last command given to it, but Full Control has issues for other reasons (namely, the fact that the Laws/Tenets that could be compromised are unknown).

All that said, I think we can keep the concept in just reworking some of the wording and the modes of the Assistant AI. Namely: the Core AI is, from my understanding, an AGI (Artificial General Intelligence). This means that by the time it's entered the arena, it's neural network will have developed enough that it will be considered on par with a human as far as the breadth of tasks a human can mentally do. In contrast, the Assistant AI must be a Narrow AI - an AI that CANNOT develop unique thoughts - and static such that it's ability to learn new things is frozen. It can take inputs, go through its list of canned responses, and provide the most optimal output from those already generated. This generates two potential modes:
Passive, where using the same sensors the core AI has access to, it processes the input data at a faster rate and can provide highlights to areas of importance to inform decision making.

Combat Control, where if the core chip is entirely overloaded an unable to function, it can take over with a pre-ordained decision tree. My suggestions here are either "complete the current command" like in Full Control or "attempt to disengage" if the AI determines the situation is unsafe. An option in this tree can be scuttling the body if you wish, but unless you plan to give me the laws and tenants that would force that situation, that part of Full Control must be dropped.

Now, outside of our AI rework, I have a couple other balancing points. First, entering something that starts on the level of a newborn is not feasible. While some naivete is acceptable, Symbol must both be fully aware that they are entering a death tournament, fully willing to do so, and fully capable of making an informed decision in the process. List a current mental-age for the android upon entering the arena. I'm also curious if the android's sensors give it any detection abilities beyond what a human might have!

Next, the MWHA. With three highly-skilled close and mid-range options in the swords and polearm, it doesn't make sense for the android to also be built with multiple ranged options. My suggestion would be to focus on the ECD for range. For the ECD, please provide a rough size of the blast - smaller or glancing blasts might only temporarily paralyze a limb, for example. For the Electromagnetic Cylinders, please provide a maximum distance these can hover away from the core - you're not allowed to chase a character across the arena with a flying short sword!

This is a complex character, but it is feasible. Reach out to me if you wish to pursue a different route for reworking the Core and Assistant AIs, and then make a new post for the revised bio!



@deathlord45 - Death is always welcome in the ECs, and so are you! Got a fun spider-themed character going I see.

My one worry with Francesca is that, even at peak physical condition, she actually has fewer than normal offensive options with a single standard weapon and a two-for-one specialized magical attack in the Gauntlets. This is especially true given the tight limitations you put on the gauntlets. This is entirely your choice, but I would be willing to allow you to raise the limit of times that Francesca can use either gauntlet ability - with the caveat that after she goes beyond your initial count of 3 each, she starts to lose some of her ability to retain Spark Magic. Whether you choose to add this or not, please also give the details on how the electricity burst travels - whether as lobbed softball, a pitched fast-ball, or even a long-range bolt.

Beyond that, things look good so should be a quick turn around for round 2!
AQ DF MQ AQW  Post #: 31
7/14/2022 11:26:52   
roseleaf320
Creative!


Round 2-- changes in bold! Edited/clarified the Fate Strand's burns, added that Alceia herself can be burned; edited the wording of Disappear and added exponential exhaustion to multiple uses of it.


Name: Alceia Pharae, Fatethief
Element: Energy
Pronouns: she/her
Age: 24
Race: Human (Energy Touched)

Energy Touched: Alceia is a human who, through extended exposure to aspects of the elemental plane, has adopted a few characteristics slightly distinct from humans. Energy has begun to coarse through her nervous system, vessels and various receptors; this results in an increased ability to detect environmental changes such as heat, cold, wetness, and pain. At the same time, her body is equipped to handle this sensitivity with an increased tolerance for these feelings. Alceia’s blood has also become slightly electrified-- normal scarlet is mixed with a shining, metallic tint-- and delivers a slight static shock when it comes into contact with others. Otherwise, functionally, Alceia is human; though her abilities may lead some to believe she has become something more.

Appearance: Already standing at 5’9”, Alceia’s height is increased ever so slightly by the thick, short-heeled sandals she insists on wearing. Her muscular, boxy figure is accentuated by a male’s set of armor, leftover from her past that she has brought out and cleaned up for use in the Championships. She sports thin, straight white hair, grown out herself and then cut roughly around her shoulders. Her eyes shine and spark with a bright, yellow-tinted energy that at times entirely obscures the blue underneath. Her face is tall and thin, holding small lips often pursed in concentration, and marred by a red, malformed burn scar that encircles her left side forehead and eye.

Equipment:

Stealing my Strand from its plane was a faint hope. But it was the only way I could think of to save him.


Strand of Fate: Alceia’s main weapon is her own thin strand of fate. The strand is approximately half an inch thick, and Alceia can change the strand’s length at will anywhere between 1 and 8 feet in length. Alceia has yet to find anything able to break the strand; though with very significant force or magic, it is possible. The strand glows with white hot energy; touching it would almost instantly cause minor electrical burns which would function the same as a thermal burn. Constant skin contact with the Fate Strand, lasting several seconds, may inflict more severe electrical burns, and eventually cause damage to muscles and other surfaces beneath the skin. The Fate Strand functions similarly to a whip: forceful contact may cause lacerations, and the strand itself is flexible. The Fate Stand’s energy helps it to cut through metal: several hits to a piece of standard plate armor would likely slice through the metal enough to graze against the material beneath.

Alceia also feels a sting of electricity from the Fate Strand if it comes into contact with her skin. Her nature as Energy Touched, combined with her link to her Fate Strand, make this contact very mild and more akin to the feeling of an everyday static shock. Extended contact with the Fate Strand does have the potential to burn her, however, and she wears thick leather gloves to prevent her hands from being damaged (though the tips of the glove fingers are slightly worn down).


Armor: Alceia is wearing a male’s set of half-plate armor which covers her upper body, shoulders, and waist. Around her waist, the armor transitions into many metal straps which dangle just above her knees. Underneath the plate armor is several layers of white and yellow cloth. Her lower arms are covered in metal bracers, as are her lower legs, and she wears leather sandals with a slight heel to them. She also wears two leather belts, one around her waist and another diagonally across her chest, with several compartments.

Sentimental Value: Hanging from her waist is a two-tailed ribbon, one tail red and the other violet, approximately 8 inches in length. Alceia also carries, in various compartments, a needle strung with a long viridescent thread, a pair of dulled and breaking scissors, and a small cutting of a baby blanket.

Skills, Spells, and Abilities:

Physical Capabilities: Alceia trained as a gladiator; she is well experienced in close combat, but is used to fighting with a sword and shield. The use of her Fate Strand as a weapon began approximately two years ago, and is entirely self-taught. Alceia’s strength is that of a bodybuilder, but she lacks in speed and dexterity.

My mind is a tumultuous sea, now, flooding me with scenes and memories; I couldn’t tell you which are my own experiences and which are of the Strand.


The Effects of the Fate Strand: Alceia’s close contact with her Strand has given her a vivid, detailed memory of her past. Her future is less accessible, coming mostly in flashes: these are often far off, but occasionally, these flashes show her immediate future, as detailed in Anticipation.

Anticipation: Alceia will occasionally get visions that allow her to see her immediate future. She may see an enemy's blow a moment before it happens, or herself falling as a result of a bad step. She may change her course of action in response to these visions, but she has very little time to think through the vision before it actually comes to pass. Essentially, Alceia’s visions give her an extra moment to react to an oncoming event. The visions are also unpredictable and do not happen constantly.

No matter what I do, the scene always ends the same way.


Into Her Own Hands: Alceia can physically manipulate her own Strand to change the course of her fate. This manifests in several ways, and is facilitated by Alceia digging a fingernail into her Strand, which will brightly pulse for a moment as her fate is being rewritten. Doing this repeatedly causes Alceia to become increasingly confused and exhausted.

Reverse: Alceia pushes on her Fate Strand with her fingernail, then releases, sending a burst of energy towards an opponent. This may be aimed at an entire person, or simply at a part of their body, such as an arm. This creates a momentary heavy force attempting to push the opponent, or the opponent’s limb, back in the direction it most recently moved from. This is accompanied by an attempt to rewrite the opponent’s memory of what happened, erasing their memory of events between their original placement and the push that returned them to that location. The push can be resisted with heavy weight or a strong footing, and the memory tampering can be resisted by strong concentration or a well-trained mind.

Disappear: Alceia flicks on her Fate Strand to erase the consequences of a single action that directly changed the state of her own body and occurred within the last 20 seconds. If Alceia fell and twisted her ankle, she may rise quickly with her ankle uninjured; a slice from a sword’s glancing blow may seal, clothing and all. The larger the injury, the more confusion and exhaustion it causes for Alceia, and particularly life threatening injuries, such as a very deep cut, a wound to an essential internal organ, or the total break or loss of a limb, are impossible to reverse. Altering the physical state of her body is taxing, however; the level of exhaustion she feels after each use will increase exponentially if the ability is used several times in quick succession.

New Tactics: Alceia may manipulate her past in order to change the state of her present self. This manifests itself in sudden switches in combat style and preferred length of her Fate Strand as she changes the method of her training. She may display preference for use of a specific movement or body part, or holding the Strand in a specific manner or with one or two hands. Regardless of her preferred combat style, Alceia is unable to affect her previous profession as a gladiator, nor extend the time she spent (and, as a result, her overall skill) with the Fatestring.

*Note: Alceia has previously changed her past in other ways, but will be unable and unwilling to make such changes in the heat of combat.
In addition, she may attempt to and find she is unable to change anything related to her entrance into the Elemental Championships.


I’ll find a way to either change my future or end it entirely.


Post #: 32
7/14/2022 19:04:59   
Sylphe
Member

Here we go, round 2! Took a bit to keep it hopefully less jumbled. Its 1 am here and I am very tired but gotta hit that timer! :D Hope this is easier to read.


Name / Title: Ribali, the Maiden of Marbles
Element: Earth
Age Range: Ribali is a few thousands of years old, and though her intelligence and mind has deteriorated over the years, she is still self aware.
Race: Demon, a creature once divine but long since cut off from heavenly power. Though she only has wisps of celestial energy left within her, she carries some of her former might in the form of physical strength, endurance and durability, which exceed that of any, even trained, not augmented human. Since then, she has become a cave dwelling creature, becoming more attuned to the darkness, cold and occasional lava, and so parts of the earth have filled the vacant spots cosmic energy left behind. She carries around the same armor and inner heat as she used to, though now her armor is made of igneous rock - and her heat comes from molten metals, and not from the stars. As wings used to help her balance her strange four arms, she now has to rely on a tail, and walk with her palms to the ground like a wild beast.

Appearance: At around two and a half meters tall stands the Maiden. Her skin appears almost transparent, letting one see the pinkish muscle underneath. Her chest, stomach, neck and hands have had their skin harden into a layer of slightly cracked, deep gray igneous rock. She has the correct amount of legs, heads, and fingers. She walks and stands the way humans do, even. She almost gets it right. But her four arms are heavy. Her tail glints with obsidian stones and helps her balance, but she is constantly dragged down by the remains of obsidian wings jutting out of her back, their patterns featherlike, as if carved by an expert sculptor. Even with how small they are, she acts as if they held much more weight, and so she shuffles as she walks, bent and never quite to her full height.

The Maiden has no eyes on her one head. Horns pointing forward and carved of deep black obsidian line her handsome face better than any eyes could. A dainty pair of flaring nostrils rests on her maw, which is full of shiny, glass needlelike teeth. She breathes in heavy huffs, as if tasting the surrounding air, and vitreous, blue anemone-like tendrils taste the air with her.


Equipment:

Orion’s belt: Two threads of flickering starlight weave around the demoness. One around her neck, serving as a necklace, and the other around her waist, serving as a belt. Both threads feel ethereal to the touch, and objects can pass through them. The necklace serves as a storage for Ribali’s marbles, which hang on it as if they were beads, with the energy running around them and holding them in place. Ribali’s belt houses her Flute, letting it hang off as if it was a sheathed sword. The demoness can choose to take off and return those items from their belt as she likes.

Celestial Flute: Once as long as a spear, Ribali’s glass flute is broken in half. One half of the flute can be used as a weapon, as the sharp ends created with the breaking could injure if used to stab or scratch. The glass is infused with fading cosmic energy and as such doesn’t shatter easily - it carries the same durability as steel.

Maiden’s Marbles:
Ribali carries three large marbles masterfully made from blown glass. Even though they are Ribali’s prized possession, they can be used as a weapon in a pinch. Infused with energy, each marble can be used as a consumable explosive. Each of them can be activated either by throwing (With Ribali’s throws having a range of ten meters) or by smashing them.

The Jungle Marble: A beautiful marble with pastel pinks and lush greens and deep purples, this marble will detonate into a cloud of colorful petals, tangling vines that seek out targets to wrap around, and a heavy floral scent that could be a little distracting to sensitive ones. The vines target the person closest to the marble’s explosion, up to a meter of distance. The petals and aroma slowly fade out over three meters.

The Cliff Marble: Blues, silvers and golds decorate the inside of this marble. Should this marble be detonated, it will erupt into sharp shards of glass and rock, shot out in all directions. After about two meters, those shards lose altitude and power, and eventually drop to the ground after three meters, where they fade into nothing but dust.

The Desert Marble: The inside of this marble shifts and never stays the same. It looks hazy, though sometimes a flicker of colour can be caught - a green, red, orange, yellow or black. When this marble explodes, it unleashes those colours in the form of a quartz sand sandstorm that limits vision and causes difficulty through the scratching sand. The sandstorm covers the area of about five meters around the explosion, and lasts ten seconds.


Skills, Spells, & Special Abilities:

Senses: Ribali is blind due to her lack of eyes. At most, she can differentiate between light and dark. She partially remedies this thanks to her refined sense of touch honed through years of glassmaking and living in absolute darkness. The demoness can sense vibrations that carry through the ground through her palms and feet, as well as tell even the slightest changes in the material she treads on. The range of her tremor sense is about fifteen meters if undisturbed, though chaotic fights or material that does not conduct vibration well can lower her range or confuse her.

In addition, the vitreous anemone-like growths around Ribali’s maw help her taste the air, giving her a refined sense for surrounding temperature and the way it changes. This sense is very accurate, able to tell even the higher temperature of an active creature as opposed to it at calm, but it only has a range of five meters. The farther out into the range, the less precise this ability is.

Deep obsidian: Though Ribali carries no weapons of her own, her body is adorned with natural weaponry. Her horns, claws, teeth and tail and wingspikes are made of a strange, twisted form of obsidian that seems almost alive, light bouncing off the glass in odd ways as if the glass was moving, even though it stays firmly in place.

This obsidian holds all the properties of its earthly version. It is very sharp, but brittle and easy to chip off, and leaves just as sharp edges behind if it does chip. Obsidian dust and shards are also intensely sharp and dangerous to handle. The glass, however, holds much more durability than the regular volcanic glass, and while it is possible to break off a piece, it will not shatter fully unless struck with enough power to break through steel.

Natural: Ribali is an expert at fighting using nothing but her own body. While she is somewhat clumsy and slow whenever she attempts to walk on two legs, she much prefers to drop on all six of her limbs, giving in to the animal way of fighting using her teeth, claws, horns and tail. Ribali’s teeth are sharp and thin, able to puncture through upwards to leather armor and leave dents on metal, though they are easier to break off due to how thin they are. All four of her hands carry deep obsidian claws, though Ribali needs to stand up to use all four at once. The Maiden’s tail is about a meter long and a half long, with its tip housing several irregular deep obsidian shards. While the tail isn’t too delicate and able to act as another limb, it has enough strength to lash against or trip enemies, with the shards at its end able to cause cuts. What is left of Ribali’s wings are two spikes growing out of her back, each about thirty centimeters long, with many sharp and delicate points resembling feathers. They point upwards towards the sky, and Ribali is unable to move or fold them, which has lead to them getting even more chipped and broken over the years when she needed to squeeze through thin squeezes underground.

While on all sixes of her limbs, Ribali can move and leap with the speed of a wild feline predator.

Igneous armor: While most of Ribali is covered with a translucent skin about as hard as that of a human, certain areas of her body are protected with a layer of hardened, black rock-like skin. Those include her hands, as well as her stomach, chest, and neck. This rock is about as durable as plate armor, though ages of use has left a few cracks running across its surface, most notably on her neck and chest. Threads of molten metal-like blood seem to be poking out somewhere deep under those cracks, and an accurate strike at one of those cracks could cause Ribali’s armor to split and weaken.

Glassmaker: Ribali is strongly heatproof on all of her four palms, which can handle molten glass without a problem. If sand is in the area, Ribali is able to play a harrowing tune on her flute and call a portion towards her, allowing her to craft an item out of blown glass. This ability has lay unused for a very long time, and as such she would need at least seven seconds to perform it, as well as enough clarity to focus. Her objects can be of maximum size of a jug, and are and behave like plain glass.

Molten Core: The creature’s breath brims with geothermal heat, so much that her breath can be very unpleasant if direct (though it will not burn.). Her heated blood can scald if sprayed directly on one’s skin, though it will cool down soon after.

Artist’s Wrath: Destruction of any of Ribali’s creations will send her into a reckless rage.
DF  Post #: 33
7/15/2022 0:52:21   
  Starflame13
Moderator


2 days remain!
2 days to submit any NEW bios by 11:59pm ET on Saturday, September 16th. All bios that have been submitted but not approved will have 24 hours to get approval at that point.



@roseleaf320 - Quick turnaround! All the balances look good, so Approved!



@Sylphe - this version is much more polished, thank you! We talked a bit in PM's how you intend for Ribali to focus mainly on her demonic attributes as a physical fighter, which takes my concern about relying on the marbles our of the equation since these are now designed as last-resort rather than standard ammo. The last point I want to clarify is with the Jungle marble, where I am making the assumption that the vines are not magically enhanced and can be ripped/sliced through with enough strength or the correct tools. As long as that's the case, we're approved!
AQ DF MQ AQW  Post #: 34
7/15/2022 17:53:40   
Riprose123
Member

Name: Helmold Jardinier, Knight of the Ivy Wall, Order of the Garden
Age: 28
Element: Earth
Race: Human

Appearance: Helmold stands at approximately 6’ 4” and is nobly built. Underneath the eternal layer of dirt and grime that covers his face is a striking handsomeness, clean shaven and chiseled seemingly out of stone, Striking ice blue eyes scan everything before him, an inquisitive look taking in anything it can. Closely cropped blonde hair lines the sides of his head, flowing long from the top of his head and ending in a loosely knotted ponytail.

Equipment: All of Helmold’s possessions are either worn or carried with him. He has no pack to call his own nor camping equipment. He is often clad in full suit of dirty but well-maintained plate armor, affixed to him with bands of ivy. A surcoat of braided ivy and holly marks him as a Knight of the Garden and serves as some protection from the elements. Underneath his plate he wears a padded gambeson for comfort and a suit of chainmail for added protection for the areas his plate doesn’t cover. Helmold carries a heater shield made of wood and reinforced with steel. His shield is covered in vines of ivy that cling tightly to the surface. In his hand he carries a 6 and a half foot spear that is simple and wooden, ending in a broad steel head and sharpened to a deadly point. On his belt rests a noble arming sword, it’s handle wrapped in a mix of ivy and leather and its blade reflecting a soft green light. The vines present on Helmold’s equipment move and adjust themselves, repairing nicks in his surcoat and covering blemishes in his shield, which they do very little for but to cover them up.
Abilities: As a Knight of the Garden, plants that Helmold has cared and bonded with can grow and respond to his commands. This means that he can manipulate the ivy and holly on his person, but not any plants that he has not bonded with over a suitable length of time. He is also extremely knowledgeable about the care and maintenance of complex gardens and lawns and the nurturing of plants common to those areas. Helmold is trained in the use of knightly weapons and well acclimated to the use of full plate armor and knightly weapons. Apart from these general abilities, Helmold has developed skills from his training as a Knight of the Garden.

Clinging Ivy: When granted close proximity to opponents, Helmold can command the ivy vines that encircle his chest to reach out and ensnare an opponent. They often times target legs or arms to restrain, tying them together or pulling an arm back to the target’s body. The ivy can only reach within 3 ft of either Helmold’s shield or surcoat, and must be provided at least a 3 second opening before they can attach and grow enough to constrict. The ivy doesn’t have enough leeway to reach from the limb they attach to to other extremities, meaning that their first point of contact is often the only part restrained. Once the vines have a hold, they can be removed with sufficient strength or a sharp enough blade.
Kiss of Holly: Helmold’s scabbard is treated to coat his sword in holly toxin every time it is sheathed and drawn. Given a cut from his sword or other form of ingestion, the toxin enters an opponent and causes uncontrollable vomiting, vertigo and dizziness for a period of a minute. There is only ever enough toxin on the blade to affect one wound and the blade must be returned to its scabbard before it can be used again.
Rooted Defense: Helmold can force the ends of his surcoat or shield to the ground, either by slamming his shield into the ground or kneeling. If the shield is used, the ivy and holly weaves itself from the shields surface and into the ground, sprouting abruptly into a wall of strong tangled hedges. The wall is 7 feet wide, 6 feet tall and a foot thick. While it is possible to go through this wall, it will prove difficult unless some sort of cutting tool is used. It’s use as cover is dependent on what exactly it is blocking. The hedge will persist for half a minute before wilting and decomposing quickly into nothingness and there will be a period of another half a minute before there is enough ivy and holly regrown on his shield to use this ability again.
If Helmold uses his surcoat to perform Rooted Defense, a circle forms around him as the ivy and holly reach out into the ground, quickly forming root and vine systems and actively ensnaring the feet and legs of those caught within. The circle extends out into a 5 foot radius all around him, and while the vines ensnare those caught within quickly, they will not regrow if the affected individuals free themselves after the initial entrapment. This ability differs from the shield version of Rooted Defense as in that it doesn’t consume the plants from his surcoat; Helmold however must stay kneeling and unmoved for it to be in effect. If he rises to his feet or is forced to move from his initial position, the effect will end.

DF MQ  Post #: 35
7/15/2022 21:52:26   
Necro-Knight
Member

DOOOOOOOOOOOO-*cough* Doom Weaver 2.0! :P

~~~~~~~~~~~

Name / Title: The Doom Weaver

Element: Darkness

Age Range: 28

Race: Doom-Cursed Human

Appearance: Garbed in a ragged and worn Soul Weaver Apprentice tunic, any changes to the young man’s features since bonding with his Doom Weapon are veiled beneath a deep hood and scarlet glow to preserve his criminal identity. The remains of his apprentice tunic are intertwined with organic material spreading from his macabre gauntlet as its origin, forming a crude array of bone-plating across his chest, knees and the toes of his boots.

In place of an official Soul Weaver’s coat, the Doom Weaver wears a custom-made coat woven from threads of primordial darkness provided by his Doom Spirit. The black, unholy garment seems to absorb any light directed its way and its edges glow with a crimson light similar to the one radiating from the Doom Weaver’s gauntlet. Boots adorned with various bone fragments complete the twisted ensemble, their original color lost beneath countless layers of grave dirt and organic residue.

Equipment:

SoulShredder of Doom: The Weaver’s Doom Weapon itself was formed when a cursed dagger was combined with his student Loom, spreading its corruption into the learning tool to shape it into a proper vessel permanently grafted onto his right arm. The once pristine silver surface has been overtaken with a blood-red, crustacean-like shell and a gaping skull has formed where the Doom Dagger was stabbed into his forearm, the weapon eventually morphing into horns curving up the Weaver’s gauntlet. Each finger ends in a sharp claw stained with the remains of many experiments past.

As the Doom Weapon has evolved to its mature state, the gauntlet itself can not be destroyed by physical means and is very resistant to most elemental magics excluding the most potent of holy exorcism and purification spells that would destroy the spirit within instead. This resilience does not extend to any part of the Weaver's body.

If forcibly removed, the gauntlet will take the Weaver's forearm with it and risks his essence “bleeding” from the broken limb, as well as robbing him of any weaving magic. Eleftheria is able to reattach the gauntlet only within a short period of time post-removal before a more extensive ritual is needed outside of battle.

Eleftheria: The Doom Spirit inhabiting the SoulShredder gauntlet, her consciousness guides the Doom Weaver on his path to eldritch enlightenment, offering threads of herself as material for repairing his garb and experimenting with pushing the boundaries of weaving and necromantic magic. While she is aware of the Weaver’s surroundings, she is limited to only observing what her host also observes, as their souls share a space inside his form and is unable to offer any extra mana to her wielder.

Oblivion Coat: Woven from primal darkness and held together with a lining of soul threads from his Doom Spirit, the Doom Weaver’s coat is enchanted to soften physical assaults such as stabbing or slashing force but lacks the resistance to magical attacks that other Soul Weaver garments can have, suffering the most against light-based magic and risking being burned away at point of contact. If damaged, the coat can be repaired but it requires a focus unable to be obtained in combat.

The Wilted Rose: A Rose-forged dagger taken during he and his fellow inmates’ escape during The Black Winter, the Doom Weaver has since stained this dagger’s once-ornate color with blood and gore when used to cut bone and carve bodies. Despite Eleftheria’s best attempts though, she is unable to bestow the weapon with any magical properties, telling her host it is likely due to some misunderstood Rose metals within the weapon.

Skills, Spells, & Special Abilities:

Cursed Strength: Condensed purely into the Weaver’s right arm and at its peak in the grip of his gauntlet, Eleftheria’s host is able to reach the gripping power beyond that of a man his age, able to crush bricks with a direct impact. The rest of his body, being used as sustenance for his Doom Spirit-ally, is lacking the strength to hit any harder or move quicker than a man of middling athletic build.

Numb Soul: Being on the verge of true undeath, the Weaver’s body is held together more purely by darkness threads and black magic, numbing his nerves to the point of most minor injuries being ignored. Should his body suffer a grievous wound however, the Weaver will suffer more in the area of dexterity, the wounded limb or area performing far less effectively and risking a “true death” should his body be too damaged to contain the remains of his shredded soul.

Dead Man Walking: His soul in tatters and his body weighed down with curses for new power, the weaver's skin beneath his tunic is ragged, pale and his blood is cold in his veins, being pumped by a ghost of what was once the Weaver's heart. As he no longer needs to eat, drink or breathe as often as a healthy mortal, this makes death by suffocation significantly more difficult, but not entirely impossible.

Doom-Spine Whip: Eleftheria projects her power from the SoulShredder gauntlet and weaves a second skull near the Weaver’s elbow, leading down to a chain-like link of five bone-like spinal vertebrae woven together with her soul threads. Each spinal vertebrae's edge is curved and sharp, with a maximum extending reach of two feet between each section before the threads will snap, causing the weapon to unravel.

This spell is the Doom Weaver’s main form of attack, twisting the whip-like weapon around to either slice at his victims or coil the weapon itself around a limb. If the whip is broken or the threads cut, reweaving the weapon takes roughly 10 seconds and only requires a small amount of mana and energy from the Doom Spirit to reform.

Spinal Tap of Doom: While visually similar to the Spine Whip, the Spinal Tap blade locks each existing vertebrae into a rigid, straight position with their curved spikes facing outward and can be wielded like a barbed sword extending a maximum of 4 feet down the length of the Weaver’s elbow, or less should there be spinal discs missing.

The Doom Weaver’s weapon can transition between these two forms without needing to reform the weapon entirely, albeit being locked to either form for a brief period of time.

Soul-Snare: Forming a hooked shadow nail at the end of each finger, the Doom Weaver fires off each claw toward a singular target, with each connecting back to the gauntlet by a soul thread. Reaching a maximum distance of 25 feet, the barbs aim to catch on the body of their victim. If they catch, the Weaver expends the darkness magic in each thread and channel a stinging shock down into the victim, though the threads can be cut with a sharp weapon before this happens. This demands more mana from the caster and thus can only be cast so often, as not to exhaust the Doom Spirit or Weaver both.

Woven Ward: Spewing crimson threads from the Soulshredder skull’s gaping maw, the Doom Weaver focuses Eleftheria’s power into a circular ward of physical, black-red darkness, reaching a diameter of five feet across. While sporting the same resistance against both physical and magical attacks that enchanted metals would, the shield is extremely vulnerable to light or holy magics, shattering nearly instantly as Eleftheria retreats to prevent her own destruction. This ward requires a moderate amount of mana and thread to maintain against focused attack, becoming more demanding the longer it is held.

Shrieking Bolts of Doom: The most deadly spell in the Weaver’s knowledge and born of pure desperation and resentment during his affairs in The Black Winter, Eleftheria forms her spectral skull to lay over the loom’s knuckles and spreads the jaws as if trying to scream. A maximum of five spinal columns trailing behind are then used as catalysts, being expended one at a time to shoot from the skull’s jaws with an ear-splitting shriek. Should any vertebrae be missing from previous combat, this will reduce the number of projectiles available.

The spikes of shadow travel with the speed and distance equal to an iron crossbow bolt, though lack any area-of-effect on impact. Due to the force required to launch each spike, there’s a roughly three second delay between each “shot” being fired. Once all five spinal columns have been used, Eleftheria must recover, preventing the Weaver from using any spells for roughly five minutes.
DF MQ AQW  Post #: 36
7/15/2022 22:13:15   
nield
Creative!


Name: The Exudation of Radiance

Element: Light

Age: 35

Race: Zhliterel/Shtaratahn hybrid. Shtaratahn are a four-armed race who share an ancestry with the Vevalartraidan. Unlike their cousins the only real difference between the Shtaratahn and humans are their four arms, grey skin colour and an increase in average height. Zhliterel are a species that are translucent in nature, but hold no consistent shape between various individuals: some are shaped like humans, some like animals and others still little more than amorphous blobs. Their physical capabilities usually mirror those of whatever form they hold. Each Zhliterel relates to an aspect of light that determines the attributes peculiar to them.

Appearance:

The Exudation stands at 6’8”, which is slightly short by Shataratahn standards. His body holds the features of both his parent races, being translucent with grey skin, such that one can see through him, but cannot divine much about what is on the other side of his body, as well as having four arms. The Exudation is garbed in naught but a pair of white pants to best facilitate the intake of light. He also bears absolutely no hair anywhere on his body, with eyes a brilliant amber. His body is well-defined and muscular, bearing no scars or the like.

Capabilities:

Exudation of Radiance: The Exudation’s namesake, this ability allows him to exude radiance in the form of ‘hardlight’, that is, light with solid form. He can exude hardlight in various shapes, sizes and even at different speeds, each such attribute of the exuded hardlight having different capacities and affecting each other; ie if he exudes something at high speed it needs be comparatively small.

The largest amount of light he could exude at once would be capable of covering his torso, but wouldn’t be able to be expelled from his body. The fastest exuded hardlight can travel is the speed of a loosed arrow and could only be as large as an arrow itself. The largest exudation he could expel would be about the size of a sword, and would travel as fast as an item of that size being thrown by hand. Hardlight will fade over time, relative to the size of the object and the level of light in the environment: In neutral light an exudation the size of an arrow would last no more than a few seconds.

While an exudation is in contact with his body, the Exudation can reinforce it with radiance from himself, extending its lifespan indefinitely so long as his internal reservoir holds out. This process is significantly less intensive than exuding new portions of hardlight and drains far less from his internal reservoir than exuding another hardlight exudation would. He is also capable of exuding a new hardlight object while supporting an existing one. There is no practical limit to how many exudations can exist at once, but reinforcing multiple exudations brings exponential drain on the internal reservoir.

The Exudation’s ability to store light is not endless, there is only a certain amount of light he can accrue within himself safely, being enough light to exude a total volume about half that of his own body. If he were to exceed that amount of accrued light slightly, his body would begin exuding hardlight at random sizes and speeds until it was brought back within safe levels. If he were to all of a sudden accrue a massive amount of light over the safe limit, his body would detonate in an expansion of hardlight that would end his life.

The Exudation can choose whether or not to accrue light, so if he is at or near the safe limit, he can simply choose to let excess light pass through his body without being trapped within it. There are no risks associated with expending all of his accrued light, nor does accrued light only last a set amount of time, being kept within his internal reservoir until he exudes it. Exuded hardlight possesses properties similar to that of steel items

How quickly the Exudation can accrue light depends entirely on how much of his body is exposed and the level of light available: There is no difference between accruing natural and artificial light. However, he cannot accrue light while exuding light or whilst reinforcing an exudation.

Varied fighter: The Exudation was trained in a variety of weapons and styles, including bare-knuckle brawling with his four powerful arms, making him a formidable foe under any circumstances.

Clarification: As regards the Exudations translucency, when looking at him, one will see the portion of his body they’re looking at, as well as vaguely being able to see what’s beyond him, but would not resolve his internal organs or the other side of his body.

There is no inherent difference in physical ability or sensory ability between the Shtaratahn and humans. The Exudation’s blood maintains the same translucent nature as the rest of his body.
AQ DF MQ AQW Epic  Post #: 37
7/16/2022 1:21:49   
  Starflame13
Moderator


1 day remains!

1 day to submit any NEW bios by 11:59pm ET on Saturday, September 16th. All bios that have been submitted but not approved will have 24 hours to get approval at that point. Further details about the next round will be revealed tomorrow!




@Riprose123 - Hello, hello! About time we got someone into the ECs that could help Bren with its landscaping. Helmold's pretty solid on the whole, but I have a couple points that need balancing.

First, a quick comment on the armor - it's currently phrased like you have plate armor on top of a suit of chain mail, on top of a padded gambeson? This is a very heavy ensemble if so, and definitely will not help with dexterity. Did you mean that the plate mail included curtains of chain as a single suit of metal over the gambeson?

Now, looking at the abilities. My biggest concern here is with the Kiss of Holy. Remember, a minute is a very long time in a battle when five seconds is enough to chop someone's head off. Because of this, an ability that has someone so nauseous or dizzy that they may as well be fully incapacitated for a full minute is too powerful. If you wish to keep the severity, my recommendation would be to allow the effects to ramp up the longer the toxin is in effect - starting with mild dizziness and nausea and ramping up to the uncontrollable vomitting over the course of a minute. If we go this route, then the victim needs some way to cancel or remove the effect, such as by cleaning the toxin off the open wound. An alternative solution would be to have the initial severity linked to how much toxin is absorbed - a slight graze on the pinky is barely a hiccup, a significant stab to the gut is significant vertigo. In this case, however, the effects will need to be short term and start fading immediately - with the worst of it lasting only a few seconds and the lingering nausea around of 5-10 seconds. Pick the path that best fits the fighting style you want Helmold to have.

Lastly, Rooted Defense. This is fine fore the shield assuming a straight or slightly-curved wall, as you will not be allowed to form a circular barrier entirely around Helmold to hide from the rest of the arena. On the surcoat side, however, implies that the ability is dependent on the surrounding environment. Not every arena floor will have a material that you can form root systems in - and something like the Grand Arena, filled with sand, would form relatively fragile systems. If you are ok with asking me once arenas are assigned the extend to which this ability will work in your arena, that is fine, but you may also include a caveat that in the lack of a proper tunneling surface, the roots will form a significantly more brittle web above the surface.

Clock's ticking, so reach out quickly for questions and get round 2 up soon!



@Necro-Knight - Looks like all the required details are accounted for! I will note you have a couple places stating that mana is taken from the Doom Spirit, I assume this means the Doom Weaver as the Spirit cannot give her mana to her host. You have a lot of abilities that draw on his mana, so be sure to take mana drain into account for consistent writing. Approved!



@nield - thank you for the added points of clarification! One last note: since all your examples for scaling have an arrow as the lower bound, I will assume that an arrow is the absolute smallest you can exude light in a physical, damaging form. This is to prevent turning the Exudation into an automatic hard-light nail gun :P With that in place, approved!
AQ DF MQ AQW  Post #: 38
7/16/2022 2:04:43   
Riprose123
Member

Round 2, revisions are underlined.

Name: Helmold Jardinier, Knight of the Ivy Wall, Order of the Garden
Age: 28
Element: Earth
Race: Human

Appearance: Helmold stands at approximately 6’ 4” and is nobly built. Underneath the eternal layer of dirt and grime that covers his face is a striking handsomeness, clean shaven and chiseled seemingly out of stone, Striking ice blue eyes scan everything before him, an inquisitive look taking in anything it can. Closely cropped blonde hair lines the sides of his head, flowing long from the top of his head and ending in a loosely knotted ponytail.

Equipment: All of Helmold’s possessions are either worn or carried with him. He has no pack to call his own nor camping equipment. He is often clad in full suit of dirty but well-maintained plate armor, affixed to him with bands of ivy. A surcoat of braided ivy and holly marks him as a Knight of the Garden and serves as some protection from the elements. Underneath his plate he wears a padded gambeson for comfort and to avoid rubbing from the chain portions of his plate armor. Helmold carries a heater shield made of wood and reinforced with steel. His shield is covered in vines of ivy that cling tightly to the surface. In his hand he carries a 6 and a half foot spear that is simple and wooden, ending in a broad steel head and sharpened to a deadly point. On his belt rests a noble arming sword, it’s handle wrapped in a mix of ivy and leather and its blade reflecting a soft green light. The vines present on Helmold’s equipment move and adjust themselves, repairing nicks in his surcoat and covering blemishes in his shield, which they do very little for but to cover them up.

Abilities: As a Knight of the Garden, plants that Helmold has cared and bonded with can grow and respond to his commands. This means that he can manipulate the ivy and holly on his person, but not any plants that he has not bonded with over a suitable length of time. He is also extremely knowledgeable about the care and maintenance of complex gardens and lawns and the nurturing of plants common to those areas. Helmold is trained in the use of knightly weapons and well acclimated to the use of full plate armor and knightly weapons. Apart from these general abilities, Helmold has developed skills from his training as a Knight of the Garden.

Clinging Ivy: When granted close proximity to opponents, Helmold can command the ivy vines that encircle his chest to reach out and ensnare an opponent. They often times target legs or arms to restrain, tying them together or pulling an arm back to the target’s body. The ivy can only reach within 3 ft of either Helmold’s shield or surcoat, and must be provided at least a 3 second opening before they can attach and grow enough to constrict. The ivy doesn’t have enough leeway to reach from the limb they attach to to other extremities, meaning that their first point of contact is often the only part restrained. Once the vines have a hold, they can be removed with sufficient strength or a sharp enough blade.

Kiss of Holly: Helmold’s scabbard is treated to coat his sword in holly toxin every time it is sheathed and drawn. Given a cut from his sword or other form of ingestion, the toxin enters an opponent. While the toxin causes mild symptoms to begin with, if left untreated it will develop into dizziness and vertigo that cause even the most hardy people to stumble. These effects progress over a minute and begin to fade once they peak. Any victim who effectively treats the wound with water or other disinfectant in a timely manner will forgo the worst of the effects, with only a slight tummy ache to bear. There is only ever enough toxin on the blade to affect one wound and the blade must be returned to its scabbard before it can be used again.

Rooted Defense: Helmold can force the ends of his surcoat or shield to the ground, either by slamming his shield into the ground or kneeling. If the shield is used, the ivy and holly weaves itself from the shields surface and into the ground, sprouting abruptly into a wall of strong tangled hedges. The wall is 7 feet wide, 6 feet tall and a foot thick. While it is possible to go through this wall, it will prove difficult unless some sort of cutting tool is used. It’s use as cover is dependent on what exactly it is blocking. The hedge will persist for half a minute before wilting and decomposing quickly into nothingness and there will be a period of another half a minute before there is enough ivy and holly regrown on his shield to use this ability again.
If Helmold uses his surcoat to perform Rooted Defense, a circle forms around him as the ivy and holly reach out into the ground, quickly forming root and vine systems and actively ensnaring the feet and legs of those caught within. The circle extends out into a 5 foot radius all around him, and while the vines ensnare those caught within quickly, they will not regrow if the affected individuals free themselves after the initial entrapment. This ability differs from the shield version of Rooted Defense as in that it doesn’t consume the plants from his surcoat; Helmold however must stay kneeling and unmoved for it to be in effect. If he rises to his feet or is forced to move from his initial position, the effect will end. It should be noted that the effectiveness and maximum range of Rooted Defense varies depending on terrain. When presented with less stable ground, the radius increases but the effectiveness of the vines decreases, maxing out at 15 ft radius with extremely brittle vines that do little to restrain, while strong, stable ground causes the opposite effect, limiting range but strengthening the vines.
DF MQ  Post #: 39
7/16/2022 11:47:38   
  Starflame13
Moderator


I will try to get feedback up quickly today to allow folks time to balance better!

Remember: Bios close at 11:59pm ET tonight; so this is your last chance to enter! (I tend to sleep in on Sundays - so as long as your bio is posted before I get up, I won't look too closely at the time stamp. That said, don't push your luck).

Any bios that have been submitted at that point, but have not yet been approved, will have an additional 24 hours (until 11:59pm EDT on Sunday, July 17th) to get approval.




@Riprose123 - Changes all in place, Approved! Remember to talk with me upon Arena selection to work out Rooted Defense Terrain.
AQ DF MQ AQW  Post #: 40
7/16/2022 14:06:14   
Oddball
Member

An, admitedly incredible late, round 2! Additions are in Bold!

Name: Eirin
Alias: “The One who Drifts through Blizzards”
Element: Ice
Race: “Human” (Snow Spirit)
Age: Said to have settled in her village many millennia ago, and was wandering for far longer than that.

“Do you not see it, Child? The Mist beckons. . Pray, for its Chosen has descended…”

Appearance: Eirin stands at a height of 5’9” with Pale, almost Blue skin, with long, white hair that is dyed a crystal blue at the very tips. Her hair falls down to the base of her spine, and seems to radiate a light frost at all times. Curiously, her eyes tend to change colour as they please, and are currently fixed at a Crimson Red.
From a quick glance, she may seem frail, and prone to snapping like a twig at a stiff breeze. But a trained eye could quickly pick up on the surprising amount of strength hidden behind her thin frame.

Outside of combat, she wears a long, white dress that trails behind her as she walks, almost akin to a wedding dress. This dress changes how it looks depending on Eirin’s mood, and can range from a pristine white, to one that is tattered, dirty, and unpleasant to look at.
In combat, the top half of the dress melts into a fine mist, and is replaced by a Silver breastplate, the center of which houses a large sigil in the shape of a snowflake. This armour is sturdy, and is more than capable of taking multiple blows from the most seasoned of warriors. But the plate does have its limits, and if it is dealt enough damage, it shatters, reverting back into a full dress once again. Once this has taken place, it takes Eirin a total of 15 seconds before she is able to re-materialize the armour, a process which takes a full 3 seconds of concentration.

Equipment: The sole piece of equipment Eirin carries with her is a sword with no blade, which is gripped tightly at all times. This weapon has, essentially, fused with its wielder’s hand, locked in her icy grip and is incapable of being removed.

Blade of The Mist: A very unique weapon, as far as swords go. The handle appears to be inspired by designs from the far-east, and has a small charm shaped like an icicle dangling from the bottom of it. As stated, this weapon has no visible blade, and passes through any object harmlessly.
However, this weapon is tied to the Mist that is permanently surrounding Eirin, and while it is held within this mist the blade finally reveals itself. This requires half of the length of the weapon to be held within the Mist before it materializes, otherwise it remains as a simple handle. The blade is roughly 3 and a half feet in length, and its design is quite close to that of a traditional Katana
While revealed, the Blade is incredibly sturdy, able to withstand an almost impossible amount of punishment before showing any signs of damage


Skills:

Living as long as she has, Eirin has fought enough with the Blade of the Mist to consider it just an extension of herself, and shows the confidence of a Warrior of her years. She relies on swift, precise strikes while she is clashing blades with another, while attempting to keep herself as balanced as possible… As she knows that one wrong step could mean the end of her.

The Mist:

The strange, translucent mist that accompanies Eirin is linked both to her Blade, and her will. It is capable of extending out to a maximum range of 10 feet, but can only cover roughly 3 feet of that space. No matter how tightly Eirin packs the Mist into a space, it will never reach a point where it is too thick to see through Alternatively, The Mist can be used as a sort-of resource for enhancing her cryomancy abilities. Each time she uses the Mist like this, its maximum range is lowered by 2 feet until the spell ends. After an enhanced spell ends, the range of the Mist does return to its original maximum, but at a rate of a half a foot per 3 seconds.
External factors can have an impact on the Mists’ trajectory, such as a strong breeze knocking it off of its course, but it will ultimately reach where Eirin willed it.

Cryomancy:

As a Snow Spirit, Eirin is a natural cryomancer, able to create and manipulate ice with relative ease. While she can simply throw Ice at her targets, Eirin vastly prefers to limit her cryomancy to a few select abilities while facing a worthy opponent.

‘Flake Shield: On her free arm, Eirin is capable of creating a large, snowflake shaped shield that is capable of blocking 3 strikes before it is destroyed, and returns to The Mist. Eirin can use this as an offensive weapon, but the shield shatters after the impact.
While enhanced, the number of strikes the shield can block increases to 5, and it can survive a single shield bash before breaking.

Frostbreaker: A hammer made of pure ice, Eirin typically smashes this weapon into the ground, which leaves a 2 foot by 2 foot layer of ice over the ground afterwards. This layer lasts for 10 seconds, and acts like you’d expect it to. (Very slippy, would not recommend)
While enhanced, the layer of ice left behind is increased to 3 foot by 3 foot, and lasts for 15 seconds.

Icicle Spear: Eirin creates 3 sharp rods of ice with sharpened ends, each one being roughly 1 foot long. Eirin can fire these spears out to a range of 35 feet. Regardless of if they hit or not, the spear disappears immediately after.
While enhanced, the range increases to 45 feet, and the colour of the spears changes to the same crimson red as her eyes. This colour change is purely cosmetic, and serves no other purpose.

Snow Nails: Eirin creates a small, jagged blade of ice between each finger on her free hand. These can be used for sudden melee strikes, or as short-ranged projectiles. These small knives of ice can be thrown up to 10 feet. Whether used in melee, or ranged, these shatter after one use
These cannot be enhanced, and Eirin can only make 12 of these before having to wait 15 seconds to create more.
AQ DF AQW Epic  Post #: 41
7/16/2022 14:26:22   
  Starflame13
Moderator


@Oddball - I'd say you're just in time! Thank you for extra details on the mist. We further clarified via PMs that the mist can move to any point about her within 10 feet, but still will not cover greater than a 3 square feet of space. Since we don't have additional visibility concerns, I am ok with the range being restored as the various spells end. Approved!
AQ DF MQ AQW  Post #: 42
7/16/2022 19:24:24   
GrimmJester
Member

"Just… Just stay awake a little longer. Don’t let them through.

Name: Alderbaran The Dreamer
Element: Darkness
Age: 29
Race: Human

Appearance: Alderbaran stands at a slender 6’4”, although with their slouched posture could easily be mistaken for less. Long gangly limbs show little in terms of muscular definition, gaunt face and sunken eyes with deep rings around them give an appearance of a person who hasn’t slept in years. Ragged shoulder-length black hair matches the scruffed and patched loose fitting simple outfit that they wear, sleeves of their undyed linen shirt flowing past their hands, wide pants trying to add some mass to their gangly shape but ultimately fail. A heavy midnight blue cloak with golden threads dancing throughout, giving it the appearance of a starlit night sky hangs from their shoulders. It wraps around their neck and covers the lower half of their face, drawing more attention towards those sunken, bloodshot blue eyes.
They move with a strange sway, seemingly stumbling over their own feet as if constantly on the brink of exhaustion.

Equipment:
Armored Cloak: While mostly offering it's services as a comfortable blanket or a makeshift pillow, the thick heavy cloak they wear is inlayed with metallic thread, offering some moderate protection from cuts, although barely any from blunt attacks

Abilities:
Narcoleptic Fear: Alderbaran suffers from a rare form of narcolepsy which causes them to fall asleep during moments of high stress. However they suffer from mind-rending nightmares and therefore fight tooth, nail and claw to avoid sleep at all cost. This leaves them in a state of constant sleep deprivation.

Sway of the Sleepless: After living many years with minimal sleep Alderbaran’s body has adapted to the constant exhaustion, allowing them to move erratically and unpredictably, letting them stand their own in hand to hand combat. Although offering limited offensive potential it allows them to dodge and redirect mundane attacks they are aware of, of course limited by their human speed and slightly below average strength.

The Dreamer: While mostly seeming like just an average, tired, scruffy looking human, the true horror of what Alderbaran is, is the Dreamer. When falling asleep, their dreams infect the material world. Strange things begin to happen around them, escalating the longer they are allowed to remain sleeping. Due to their regularly sleepless state they are difficult to wake but not impossible. Enough of a physical jolt will dispel the effect and wake the Dreamer.

Creeping Dread: The Dreamer never dreams of pleasant things. The first stage of sleep sends a chill through their surroundings, as Alderbaran clutches their cloak tightly around themselves and shivers as if cold an urgent sense of impending doom spreads. The sensation that allowing the Dreamer to remain sleeping will lead to terrible consequences strikes the minds of those nearby, the closer they are the more urgent it seems.

Nightmare Reality: If allowed to remain sleeping the true horror begins. Alderbaran’s body begins to toss and turn, audibly grinding their teeth and occasionally letting out blood curdling screams of terror. Ghostly apparitions start to manifest as far as 15 feet away from the body of the Dreamer. At the very edges of this range only manifesting as transparent visions, low murmured whispers and tingling feelings upon the skin. But the closer to the host one moves the stronger they become. At ten feet away visions appear semi-solid, the sounds as loud as normal speech and the sensations of touch convincing enough to leave phantom bruises. Closer than five feet and it becomes near impossible to distinguish what is vision and what is reality, sounds scream and the illusions can create sensations of rending flesh.
Of course, none of the dreams are truly physical, all pain is only perceived and not real. If the one affected does not believe themselves to be hurt, then they are unharmed. An illusion swiping a claw at a fully armored knight who believes their armor will allow them to pass unharmed will cause them to take no damage simply because they truly believed they would not. Likewise someone who believes their heart pierced by a ghostly spear would cause their death might make their mind believe it enough for it to become true.

Blackout: The Dreamer does not wish to be disturbed. As a measure of defense, should someone be within ten feet of Alderbaran’s body or enter that close while they remain sleeping a ten foot radius dome of darkness forms around the Dreamer centered upon their body. It seemingly diminishes any light within the area. A torch barely provides any visibility except for the ability to see your own hand in front of you, while a floodlight might seem like a dim lantern. Creatures able to see in perfect darkness would be unaffected.

I’ve Dreamed of Worse: Because of the sheer amount of mind-rending nightmares they’ve seen, Alderbaran’s mind has become steeled against fear. This does not mean they are unaffected by supernatural fear effects, simply that they are more difficult to shake than most
Post #: 43
7/16/2022 20:14:26   
  Starflame13
Moderator


@GrimmJester - Glad that you made it in! This is a really unique twist on a dreamer, but we've got a bit of clarification for Nightmare Reality. My main concern, before we get into the abilities, is that Alderbaran needs to be asleep for the coolest things to happen - but once he's asleep, he really loses the chance to interact with everyone else in the arena, which is going to make for a tough balance to include character interactions while still showing off your character's abilities.

My suggestion to counteract this is going to be to re-divide how you have split Creeping Dread and Nightmare Reality. Creeping Dread, rather than the first stage of sleep, can be a form of sleep paralysis - where Alderbaran remains fully aware of the arena but can only move minimally and with great difficulty. In this stage, apparitions can start manifesting directly around him (say, 5 feet away, but with the original properties of those nearly transparent), but he would maintain a measure of simplistic, indirect control over them (i.e., basic, mentally taxing instructions like block or move towards someone). From here, Alderbaran can either force himself back awake, or succumb to the full sleep of Nightmare Reality. The chill of doom is something that can still belong here, but please give it a maximum range of impact for the faintest of unease.

That said, I need more detail about the ghostly apparitions themselves. From context, it seems that the figures come from Alderbaran's own nightmares. The key detail here is we need to avoid turning these apparitions into a multi-character swarm. Them not being self-aware is a good start, but they also need concrete limitations on their behavior. Do they merely attempt to intimidate? Do they attack whoever's in range, and attack more savagely the closer someone gets to Alderbaran? Or do they merely try to prevent people from waking Alderbaran? Additionally, there should be limitations as to what the apparitions can be. My instinct is to make them all humanoid; grotesque versions of the last people that Alderbaran saw before he woke up, simply because that puts some clear boundaries on who and how many can be there - but feel free to reach out to discuss alternative ideas.

Beyond that, we need some concrete method to wake Alderbaran up beyond just "someone slaps him hard in the face". Let's utilize Black Out for this purpose. As it reads currently, this is a passive ability that occurs whenever someone gets near Alderbaran, awake or otherwise. Instead, let's shift it so that it activates when someone is within 10 feet of a sleeping Alderbaran - BUT that it also gradually starts waking him up. That way, if it takes a five or so seconds for Alderbaran to wake up once it's activated, and then remains in place for another five or so seconds to give him the chance to move, this gives you a lot more freedom to move around without turning yourself unseeable/unhittable.

Lastly, your dreamer is lacking controlled offensive options. He knows he's entering a death tournament, and he wants to stay awake rather than allow his nightmares to fight for him, so I'd recommend giving Alderbaran at least a staff if not a blade of some sort as a weapon. (This also doubles as a prop so he can pass out standing up, if you'd like).

See you soon for version 2!
AQ DF MQ AQW  Post #: 44
7/16/2022 20:19:17   
deathlord45
Member

Name / Title: Francesca, the Woman who Ensnared the Stars

Element: Energy

Age Range: 35

Race: Human

Appearance: Quite tall (6’6”), long spindly framed, with a wild mane of orangish-red hair, Fran, has an ominous, striking and oddly imposing figure. Additionally she is often seen wearing a spider themed mask as it has multiple false red eyes on it and a clicking mechanism over where her mouth is; both hide her identity and disguise her voice. Fran also wears a knee length short sleeved dress combined with a simple waist vest and multi pouched belt at her waist alongside a simple scabbard, under a heavy partially armored leather coat. Rounding out her outfit are a pair of copper and iron gauntlets engraved with several runes, black plated boots that go to just above her knees over padded cloth pants.

Equipment:
Weavers Mask; A modified miners mask turning what was once slightly useful to exceptionally useful. It has eight “eyes” two of which are for the protection of Fran’s eyes while the other six are lights for illuminating dark places. Over where her mouth would be is a voice modulator and air filter disguised as spider mandibles.

Corsair’s Coat; A simple black dyed leather coat with several interlacing small plates hidden inside of the main body of the coat.

Thunder-Graven Gauntlets; Highly conductive gauntlets engraved with various magical runes for lighting and thunder. They allow her to create small bursts of sound similar to thunderclaps that disorientate her foes or a small burst of electricity that stuns them. She can only use these effects three times per day each, before it begins to take a toll on her body (6 times brings her to 50%, 9 times brings her to near incapacitation from exhaustion). [The burst of electricity takes the form of a short (10ft at max) bolt of electricity].

Weaver’s Footsteps: A pair of simple metal boots that are enchanted to allow their wearer to walk up walls.

The pouches on her belts are filled with simple objects like a whetstones, a handkerchief, granola bar, etc. Her sword is an ordinary scimitar.

Skills, Spells, & Special Abilities:
Spark Magic: Fran has a natural affinity for magic that involves the manipulation of small amounts of electricity both inside and outside of her body though she can’t use it offensively or defensively. The most she actively uses it for is to keep her body at its peak physical condition during down time or activating her gauntlet’s runes.

Peak human ability; Using small carefully planned charges throughout her body alongside a well maintained exercise regiment, Fran has brought herself to the best her body can do physically. She only truly excels at reaction based things as she once dodged or deflected a small volley of arrows. [She can easily lift and carry 150lbs objects. Run at a light jogging pace of the length of a short marathon. She is easily in the professional baseball batter tier of reaction speeds.]

Trained in the way of the Sword: Fran has learned how to use her scimitar properly but never put in the time to master it.
AQ DF MQ AQW  Post #: 45
7/16/2022 20:32:33   
  Starflame13
Moderator


@deathlord45 - Additions all look good to me. Approved!
AQ DF MQ AQW  Post #: 46
7/16/2022 20:58:51   
Anastira
Member

Apologies for the delay, real life bit me nastily this week! Quick summary of edits:

Changelog
1. Edited frostbite effect for both Absolute Zero and Celsius to fade over time.
2. Edited frostbite effect for Celsius to be stronger (longer fade-time) with more prolonged contact.
3. Added clause in Saltwater for energy drain and limiting duration.
4. Added physical (close) range for narcissism, increased lowest start time to five seconds, clarified that the ice melts as Wister moves away (or the victim moves away from Wister), and added a clause indicating direct line-of-sight and eye contact are necessary for any of the Mirror, Mirror abilities to initiate or continue. (The intent is that if eye contact were broken and then re-initiated, these abilities would restart from square one, as though the victim had not previously looked at Mirror, Mirror.)
5. Added energy drain and duration limit on Kaleidoscope, as well as possible negative effects to Wister themselves after a certain duration.
6. Clarified Titanic to only create up to two icebergs at any time, and no telekinesis involved (Wister can only break pieces off, but cannot otherwise control or manipulate the icebergs or their broken pieces).

And now, the updated bio -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name / Title
Wister

Element
Ice

Age Range
16 years

Race
Human

Appearance (Build, hair, skin, clothes, etc.)
Wister is androgynous, and continually flows between identifying themself as a “he” and as a “her.” (Address them with either one; you’ll be right half of the time, and Wister doesn’t take offense easily!) Wister has an almost Peter Pan air to them, with dark red hair cut medium length (for a boy) and roughly tousled, with glaring streaks of white strewn throughout. Their eyes are a deep brown speckled with flashing gold - looking into their eyes is like staring into the dying embers of a fire. There is a laughing curve to their mouth, an amused glint to their eye, and a youthful plumpness to their cheeks. Their teeth almost look sharp to the eye, and their skin is a deep sun-tanned brown that almost seems to glow with warmth.

They wear well-worn leathers, unassuming, dirty, and stained. They also wear soft boots and a belt around their waist. Some might say Wister chooses this outfit for dramatic effect - to not upstage the brightness of their hair or the fire in their eyes - and others would say Wister simply hates spending money. They’d both be right. However, if you stare too long, you will notice the clothes have an almost kaleidoscopic quality, mirroring the surroundings at random angles and in random repeating patterns.


Equipment (Armor, Weapons, etc.)
Fairest
An opaque hand-held shield made entirely of very strong, very cold ice. In fact, it is so cold that the surface steams against the air (an interesting visual effect, but with no practical purpose).

Absolute Zero
A collection of throwing stars shaped like snowflakes. There are a few different possible effects, each of which cannot coexist on the same snowflake with another: they can explode by very quickly melting (and releasing energy fast enough to cause a small explosion); they can cause frostbite, which feels like an intense spot of cold that fades over time; or they can simply be very sharp and very lethal. Wister creates them themselves in their free time, but they take a lot of time and effort to make, so Wister only carries twenty on themself today: five frostbites, five frostbombs, and ten frostblades. They cannot be reused even if they are recovered intact.

Celsius
A polearm with shards of ice extending along the blade in intervals. Wister has certain… opinions… on the Fahrenheit system, needless to say. Celsius can cause frostbite through prolonged contact, but it must contact for about a second minimum to create any frostbite effect and it must have enough contact to propagate (for example, a nick to the arm would not do it; a hand wrapped around its blade or jab straight through the chest would); also, the frostbite fades less quickly the longer Celsius is in contact with its victim.


Skills, Spells, & Special Abilities
Saltwater
Just as saltwater freezes at a lower temperature than freshwater, Wister does not freeze as easily as normal men. Wister creates a sphere of ten-foot diameter of blistering cold centered around themselves; Wister themself can’t feel the cold, although they know they are activating the ability. In fact, if anything, when the sphere is deployed Wister’s red hair shines more brightly, and their eyes seem to come alive, like true fire. Saltwater drains Wister’s energy over time, so it can only last for a few seconds at most, gradually fading over time (past the five second mark, it becomes more of an ambient chill than a severe frigidity).

Mirror, Mirror
Fairest becomes a mirror, the fairest of them all. Those directly facing the mirror will feel a love and appreciation for themselves that grows the longer they stare at the mirror, becoming harder and harder to look away with time. Ultimately (after about five seconds for a mere mortal, thirty seconds for stronger folk, but varying widely on the person’s mental strength), Fairest invokes narcissism, sending out tendrils of frigid cold at close range (about five to ten feet) that smoke and twine around the victim, seeking to entomb them as a statue encased in very thick, very cold, very hard-to-break (for normal men) ice. The further the victim moves from Wister (or Wister moves from the victim), the warmer the ice becomes, melting. For any of Mirror, Mirror’s abilities to trigger, the victim must be line-of-sight to the mirror and staring directly at it. (Breaking eye contact - whether by the victim’s own movements or by something else interrupting their line of sight - will break the enchantment.)

Kaleidoscope
Wister is catapulted one foot into the air and superhero-plunges onto the ground. When they land, their clothes send out a sphere of illusions ten feet in diameter. Anyone within the sphere will experience disconcerting visual effects - random things, possibly including: memories, current surroundings, visual representations of emotions or other intangible entities, places far away, other realms - mirrored around them in a constantly shifting kaleidoscope. This ability is very energy-draining for Wister: after five seconds the ability begins to fade, dissipating completely from the victim’s perspective at the ten second mark. In fact, at ten seconds, Wister themselves will become confused by their own illusions, which - while completely exterminated for the victim and to the external world - leave an afterimage inside Wister’s mind, releasing the intended victim and somewhat incapacitating Wister instead. For this reason, Wister is very careful to count when using this ability and will always intentionally shut it down early if they can physically do so.

Titanic
An iceberg materializes under Wister’s feet in a five foot diameter, rising up several feet into the air to form a tall pillar. Wister can control the iceberg by breaking pieces of it off - but once pieces are broken off, they are entirely out of Wister’s control. Once the iceberg has come to a stop, Wister cannot raise or lower the iceberg or manipulate it in any way except for commanding pieces to break off, at which point they are beyond his influence. Wister can create up to two icebergs this way, although in the past he has only ever experimented with one; so his ability to create or break a second pillar will be somewhat unreliable. If Wister attempts to create a third, both of the other two icebergs will instantly crumble. These icebergs can only materialize under Wister’s own feet - they can create an iceberg beneath themselves, jump off it, and create a second one, but they cannot create an iceberg from an area of ground that does not touch their feet.


Personality / Backstory (Optional)
Cold cannot exist inside me. I am heat, I am fire, and the world pays the price to maintain the balance.
AQW  Post #: 47
7/16/2022 23:12:39   
Synthe_
Member
 

Name: Ambriel, Arbiter of Light
Element: Light
Age: 28

Ambriel exists in this realm for no purpose other than to exhibit His will, to be His hand in the physical world. Just as the priest in your local church exists to spread His will across the land, so too does Ambriel. The only thing you must understand is that some problems require solutions rooted in understanding, from ideas shared between mortals. The judgments that Ambriel brings are no spoken word, but rather the most pure of adjudications. Free from subjectivity, the sharpened blade rends away corruption and leaves nothing but His will. The evil that resides in the darkest corners of our land cannot be reasoned with, but even the most ignorant cannot turn away from his halberd.

Race
Ambriel is a dark elf, his skin only a shade lighter than the armor that conceals it. While normally hidden by his faceplate, a bright light reflecting through the visor slit reveals his blood-red eyes that always seem squinted in concentration. In terms of actual differences from a normal human, Ambriel has noticeably better sight in dark areas and is slightly more agile. Otherwise, he is on par with the average person.

Appearance
Ambriel holds an imposing, powerful figure that seems to appear wherever there is conflict concerning His Light. Entirely covered in a set of onyx-black armor, the metal lacks any sort of sheen and looks more like smooth stone than steel. A brilliant golden trim adorns the edges of each plate, brightly contrasting the monochrome that fills the rest of his figure. Sharp, aggressive edges evoke an intimidating aura from all his equipment, clearly built with the intention of being used together. His helm fully encases his head, leaving only a small horizontal slit to see through. Overtop his armor sits a plain white surcoat, bearing a strange star-shaped symbol inked in the same black as his armor.
Ambriel’s weapon is a long, heavy halberd of the same material as his armor. Rather than a smooth slicing edge, the blade of the large ax-head is serrated such that it can be pulled across a wound to cause additional injury. Its spearhead is also nearly twice as long as a normal halberd, creating a smaller point of impact for better armor penetration. Both these additions make the weapon much heavier, and normal polearm fighting styles do not lend particular efficiency to using this slightly unorthodox weapon. Instead, Ambriel opts to use a fighting style not too different from a claymore; relying on momentum and inertia to turn the increased weight into an advantage. Wide sweeping slices and circular movements keep the blade constantly moving, optimally only slowing when colliding with his target.


Equipment
The metal that makes up Ambriel’s equipment is a type of vanadium-alloyed steel, though the specific additives that give it a uniquely flat reflectivity are not well known. It is capable of not just deflecting attacks, but absorbs a lot more energy than most full plates would, transferring less force to the wearer. The metal also has significantly better thermal tolerances, meaning his armor and weapons will not become brittle or blunt in adverse temperature conditions (though Ambriel himself will still be rather uncomfortable).
Ambriel’s equipment also carries a remarkably dense amount of holy energies, causing a faint wisp of white energy to follow in their wake. When his halberd collides with something, he can cause some of this energy to be released in a powerful burst. This is meant to be used against tough targets that can defend effectively from bladed weapons, heavy armor and shields for example. Rather than cutting into the enemy, this explosion of energy fires a directed blast along the direction of impact with a force roughly equivalent to a barrel of gunpowder. Ambriel’s armor will release some of this energy when struck in combat, falling to the ground as a thin layer of tangible light. This acts as a very viscous liquid that coats any surface it touches and releases a faint cloud of ‘mist’ above itself, further refracting the light emitted from the liquid. This ‘liquid light’ doesn’t really impede opposing fighters at all, as it does not cause the surface to behave any differently and acts more like a layer of very dense gas rather than liquid. However, Ambriel is noticeably invigorated when standing fully in the light, becoming around 50% faster and stronger than his normal self. Essentially the more damage Ambriel takes, more ground is covered with energy and his combat potential increases. However, when energy falls from his armor it only covers a small circle (About 10ft radius) so a sufficiently nimble opponent can drag him out of an advantageous position. It will remain on the ground until it evaporates several hours later or is dissipated by outside forces (Very strong wind pushing away the mist, coating itself being removed, etc).
Post #: 48
7/16/2022 23:33:10   
Ronin Of Dreams
Still Watching...


(I've been very sick leading up to the deadline, and this has none of the depth of review I normally put in. It's also semi-IC flavored as a bio, in a sense, which I wasn't intending and is stronger at the start. But ultimately? Ultimately #BlameCray for me doing this this year, and accordingly, I'm going to be trying a different writing style with the actual posts. This character, competing, alternate style, the whole lot. Author notes are in parentheses, IC Author notes are italicized.)

From the journals of renowned magibiologist researcher Daveed Battenburg:

  Specimen has presented themselves as a unique opportunity into studying the biology and culture of a normally deep arctic species. While first contact and subsequent data points are chronicled in depth in personal journals, they will be transcribed into academic work in the near future. Consider this a submission-in-brief of a rather peculiar entity.

Translated Name: Majordomo Jonathan Francisco de los Remedios Cipriano y Capicano. Has generously also adopted the moniker “MJF”.
  Original name is unintelligible to even cutting edge translator spells, and requires a vocal range in excess of the research team. This…translation has been provided by MJF and is of questionable validity and accuracy.

Elemental Alignment: Ice.
  Arctic origins have deeply ingrained into the specimen, who has reached a metastable magisymbiosis with the element itself. Specimen has indicated a willingness to “conduct fisticuffs” accordingly.

Race:
  Historical Magiscientific Designation: Homo-strauchizard Lapodus Proelium
  Common Parlance: Arctic Humanoid Battlezard
  Flagged for review, as the species exhibits far more similarities with toads and frogs than with any species of Zard.

Key Physiological Differences:
  - Extremities showcase webbing between digits that assist in mobility upon snow and within water, ending in short claws. These claws are not natural weapons, despite the ‘Battlezard’ moniker, but rather evolved for digging and climbing purposes.
  - Overdeveloped leg muscles allow for prodigious leaping and swimming ability. Similarly overdeveloped mouth and tongue musculature showcase immense bite force - despite lacking proper teeth - and the ability to rapidly extend the tongue towards prey up equivalent to their body length. Other tests of strength show little difference from baseline human reference models, though their gait shows a slower natural walk and run speed when not utilizing jumping movement.
  - Bone structure is…odd. Higher ratio of cartilaginous content in concentric rings rather than typical lamellar calcified deposits, requiring dedicated muscle and skin tension to support the body form. Leads to much rarer circumstances of bone damage and higher resistance to bruising given enhanced flexion of form, but even more susceptible to egregious wounds from cuts and slashes that pierce the hide.
  - Ratio of limb size to torso is much more skewed towards the limbs.
  - Eyes have multiple membranes, allowing for filtered sight in extreme conditions, though the race has apparent difficulty with color contrasts. This appears rooted in their sight being more geared towards picking up movement and heat rather than the sharp humanocentric vision patterns. Total illiteracy as a tangential result.

Appearance:
  MJF presents as a humanoid with an irregularly patterned hide that showcases a variety of off-whites and light grays, but the proportions compared to a typical humanoid are skewed in several manners. The torso is shortened, appearing wider than a comparative human, while the limbs are proportionally longer for the same height. Though MJF rarely stands straight at their full height, they have been measured at 6’1” after some mild bribery. In the warmer climes, they wear only a personal set of well-tailored attire fashioned similarly to a pair of clinging trousers and a waistcoat. Given the shape of their vocal sac when deflated, this presents the image of an exceptionally formal dress, with the vocal sac easily being mistaken for a color-matched scarf. Specimen MJF is rarely found without a long cane of darkened ivory, which he also demonstrably uses as a weapon, or a bandolier sling holding similar ivory javelins.

  Most disturbingly, perhaps, is the facial structure. The squat head feels impossibly wide to a humanocentric perspective, and the mouth is capable of frankly cavernous capacities. When adding the offset eyes, complete with cross-shaped pupils and multiple nictitating membranes…the appearance becomes very eldritch and unsettling. Despite this, MJF carries themselves with almost jovial mannerisms leaning towards uncommon propriety.

Equipment:
  One Dark Ivory "Beatstick” - Appears to be fashioned wholly of the bone of an undetermined deep-water dweller. Feels slickened to the touch and has an oily sheen visually, yet leaves no residues. The worked grip likely was once a joint end of the bone, and the length is about four feet and a few inches. Starting at the tip and extending six inches up the shaft, the cane has a sharpened bone ridge that has proven wickedly sharp. Whether due to the creature this bone came from, or the processes used to ‘refine’ the cane shape, it is a hard yet light material resistant to damage, to the tune of certain jungle ironwoods.

  Two “Azcona” - These two part implements of hunting are also fashioned out of ivories, creating a three foot length meant to be thrown in the style of javelins. The main shaft is of similar bone to the cane, while the attached tip is a more familiarly white bone that is both sharp and fragile. Upon impact, these tips are designed to fragment spectacularly while impaling prey - bloodloss being almost more dangerous at arctic temperatures than raw damage. A messy prospect to be hit with, but materials higher in resistance than hide are likely to be unscathed.

  Hide Clothing - The clothes MJF wears are fashioned from hides taken from ancestors, one of several cultural ‘quirks’ studied in depth elsewhere. These clothes retain the secretions as MJF’s skin, preventing his natural oils from being suppressed by clothing.

Abilities:
  Aura of Frost - (Flavor-Oriented Passive) Contrary to fears of exposing specimen MJF to temperatures well in excess of his native habitat, it appears that MJF carries his home with him. The air in MJF’s immediate surroundings notably drops in temperature, creating a chill that often carries with it a visual frosting effect upon nearby metal and glass. The chill itself is not sharp enough to cause damage, though more temperature sensitive individuals may find it uncomfortable. Tests are ongoing to see if the root cause of this is a magisymbiotic effect of their isothermic body oils or otherwise.

  Glacial Armor - (Combat Semi-Active) MJF is capable of focusing the cold along his hide and clothes to generate a thin layer of icy armor. The subzero temperature of the ice this armor effect creates dynamically crumbles against impacts, both heightening his resistance to blunt impact and somewhat mitigating his biological weaknesses. Forming anything beyond a thin layer not only noticeably fatigues MJF, but also weighs him down - leading him to ‘carry’ the equivalent of a light mail across their torso, though restoring it from damage is costly on fatigue. Anything greater than that comes at an accordingly exponential cost to movement and fatigue, though in a pinch, that could potentially be weaponized.

  Icicle Impale - (Combat Active) A very particular weaponized expression of Glacial Armor, notably one of the preferred ambush tactics against smaller prey. MJF can coat their tongue in ice while shooting it forward from their mouth in frog-like fashion, impaling targets and dragging them towards their maw. The likelihood of dragging a human-sized target is minimal, however, but the surprise attack option might catch a theoretical opponent off-guard.
AQ  Post #: 49
7/16/2022 23:49:08   
Ronin Of Dreams
Still Watching...


Fever fugue writing at it's best, I forgot Age Range. And with permission to double post to put it on the official record:

Apparent Age - Specimen MJF appears to be in the equivalent physiological and psychological state consistent with early-30s from the human baseline evaluation method.
AQ  Post #: 50
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