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=Where Powers Collide 2025= OOC & Tournament Signups

 
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12/28/2024 8:53:23   
  Chewy905

Chromatic ArchKnight of RP



Order and Chaos. The two Powers above all else. Greater than Elements, Greater than Gods, Greater even than Good and Evil. Since the dawn of time they have clashed; a conflict beyond the folds of our world, in a space between space. For three cycles has Order reigned, scales tipped to their side to hold the world in a tight regime.

But no more. Chaos has finally triumphed and forced the scales to their side. And so, as always, Order has returned to bring them to balance. Together, The Powers call across the realms. They reach for villainous and just, the righteous and the scheming. All can be found worthy as pawns to be knighted, all can be reached by the single command: Tip the scales in favor of your Alignment, and let the scales of your life be tipped favorably in turn. Those who fail the Trials shall be lost… yet never forgotten.



Welcome, writers and poets, fighters and mages, heroes and villains, and everyone in between! Welcome to the place Where Powers Collide!

Similar to the Elemental Championships, Where Powers Collide is a combat-oriented, collaborative role-playing tournament. ANYBODY on the AE forums, regardless of prior roleplaying experience, is welcome to participate in the event! I, Chewy905, have the pleasure of being this year's Director and Judge.

In Where Powers Collide, characters are “summoned” from different countries, realms, multiverses, versions of Lore, etc. to serve as Pawns in the ancient war between Order and Chaos. While you do not need to name the specific AE game/location your character is from, their race/abilities/equipment should all be something that would not be unusual to see in one of the AE games. Your character should in some way be aligned with Chaos or Order - either through ability themes, personal beliefs, their role in their own realm, etc. The choice of Alignment does not need to be immediately noticeable or extremely obvious, as there are many different options to explore unique expressions of the two concepts. That said, a character who follows every rule to the letter is unlikely to make a good representative of Chaos, just as someone with absolutely no code (legal, personal, or other) will not fit well in the ranks of Order. Additionally, Good and Evil are on a different scale of Alignment - and you can find characters from any position of the former scale on either side of the line between Order and Chaos.

To sign up, you will need to provide a character biography that passes my inspection and includes the following general requirements:

quote:

Name/Title
Alignment (Order or Chaos)
Age Range
Race
Appearance (Build, hair, skin, clothes, etc.)
Equipment (Armor, Weapons, etc.)
Skills, Spells, Special Abilities
Personality/Backstory (Optional)


Please note that like last year’s competition, character alignments will be public and must be included in your bio. While there are no creation limits like the element-lock in the Elemental Championships, keep in mind that power levels should be similar. Your characters are “the best fighters”, not “invincible, unbeatable, ‘I-can-do-everything’ fighters”.

Any action performed in the tournament itself, including but not limited to spells, special attacks, and magical abilities, must have some reference in your biography. You may use spoiler tags to hide certain abilities, though this does not guarantee other competitors will not peek. I will be reading (and judging) the complete bio, and there will be consequences for those who attempt to pull off actions in the tournament that I was not aware of prior. It is based off of the listed abilities, skills, and so forth that your character will be balanced and admitted to the tournament. If you are new to balancing, I recommend checking out our Balancing 101 Guide.

Applications will be open until 11:59 PM (EST - or AE Server Time) on Saturday, January 18th. Any bios still under review will then have 24 hours, or until 11:59 PM on Sunday, January 19th, to get their characters approved. Once submissions have completely closed, I will reveal the Battlefields that will be utilized this year, and randomly assign participants to each based on the number of bios that are approved. Approved bios will be added to a list at the bottom of this post. If your initial submission is not approved, you have until submissions are locked to either re-submit an updated version in a new post, or submit an entirely new character. To assist with re-submissions, characters not approved will be given an explanation why and feedback for future attempts in this thread. Further clarification may be requested via PM. DO NOT edit your bio after posting without express permission. You must submit a new post to correct an error or to update your character, and only the most recent post submitted will be evaluated.

In the Trials of The Fallen, your characters are fighting to earn a spot in the armies of either Chaos or Order. The Trials will begin on Sunday, January 19th and last for approximately three weeks. Currently, the period is expected to end at 11:59 PM EDT on Saturday, February 8th, but I will keep everyone posted of potential date changes. At the end of the Trials, the top six writers from each Alignment will be selected as Knights to move on to partake in the Battle of Order and Chaos. Here, you compete for victory, fighting with your Alignment in the attempt to take down the opposing force. At the end of the final Battle, a single victor will be chosen to receive a blessing from the Power that they follow. As they have fought in this war to tip the scales in favor of their side, upon returning to their own realm, the scales will thus be tipped in their favor in some type of conflict or struggle they are involved in. It will likely take about a day to process decisions and get the Finals thread ready. Anticipated start date of the Finals will be Sunday, February 10th. More information on the Finals and their exact format will be released when they are closer.

Now, the Official Rules:

All normal RP Boards Rules will apply. In particular, please read and be aware of the definitions of Bunnying, God-Modding, and Meta-Gaming. Violators will be immolated, electrocuted, drowned, and pulverized. Survivors will be undone at an atomic level. Lists are kept of violators, and depending on severity, you may be barred from future participation. In addition, by participating in “Where Powers Collide”, you recognize my role as Judge and my say as final.

1. Characters must engage in combat.
This is a combat RP event. Your character must be willing and able to both initiate and take part in combat.

2. You must post regularly.
Consistent activity is required. Please do not enter the tournament if you are not committed to remaining active for the full duration. During the Trials, any fighter who does not post at least once every 4 days (counted from the time of your last post) will automatically be disqualified. Your character will then be considered free for the slaughter - any other character in the battlefield will be allowed to kill him/her/them/it. You are allowed to request up to 36 hours in extension, in 12 or 24 hour increments (so, either one 24 hour extension and one 12 hour extension, or three 12 hour extensions). Make extension requests via a forum post in your Battlefield’s OOC thread. Barring emergencies, no further extensions will be granted. If an emergency does occur, reach out to me via PM.

3. Do not edit your posts (or your bios) once they have been submitted.
You may only edit your posts or your bios with the express written permission of me, myself, and I. Editing of bios or of posts without foreknowledge creates the suspicion of foul play. Proofread and double-check formatting prior to posting, and live with any errors you might have made once a post is submitted.

Once more; Do not edit your bios or your posts once they have been submitted.

4. Each entrant is allowed one and only one character.
You may not enter in pairs, squads, platoons, battalions, armies, or swarms.

5. Death has Consequences.
Characters who die in Where Powers Collide are dead in the AE RP forums. This is a Canon event with regards to normal RP Board rules. Characters who die during the Trials are still eligible to be chosen as Finalists, but this is the only free pass to revival. Dying in the Finals is permanent.

6. Have fun!
All these rules and regulations may seem daunting, but while this is a competition, the entire objective is to have some fun. We all like to win, sure, but try to enjoy yourselves along the way!

The penalty for failing to follow the rules may result in immediate disqualification from the tournament. Failure to comply with the direction of the Judge may also result in immediate disqualification from the tournament. While discussion of a ruling may be allowed, as has been stated prior, I have the final say.

General Information and Tips:
On Collaboration: Though this is a competition, collaboration is both useful and necessary. Your character is in combat with other characters, but you are not in combat with the other players. If you are attacking another character, involving yourself in someone else’s duel, or performing some other action that will impact other writers’ plans, they should be made aware of your intentions prior to your posting. This is especially true given the tight time limits of WPC, as surprise posts and encroaching deadlines do not make for an enjoyable writing environment and can result in emergency extensions and confusing situations.

I urge you to discuss combat and options with your fellow contestants. You are free to make collaborative posts and elaborate battle sequences. Often such collaboration is what enables your characters and writing abilities to truly shine. OOC threads will be provided for each arena for the express purpose of communication with your fellow contestants and with us, and please keep records of any collaboration discussions held in PMs, as they may be requested depending on how close the competition is!

I say again: If your post involves another character, be it a direct attack or anything that would impact them in some way, make sure that character’s writer is aware of it BEFORE you post.

On Communication: The notification system of PMs for the AE Forums is unreliable. If you are collaborating with someone via the forums, please either use the public OOC threads, or be sure to check your inbox regularly. Additionally, you may make use of the AEF RP Discord Server. All AEF Rules apply to this server. This server is a privilege, not a right. If you do not follow the AEF rules or are disrespectful to others in the server, you will be banned, and you will need to rely on the forums for communication. The Discord server may be found here.

If you need to reach me directly, you can do so via PM, posting in the OOC threads, or using Discord. I do ask that any formal extension requests be posted in the appropriate OOC threads for documentation purposes.

On Drafting: When writing your initial post, it is strongly encouraged to do this in any word processor that is NOT the forums. It has been known for the forums to log people out while they are drafting, which can result in losing an entire post when you go to finally submit it. Many people utilize Google Docs or similar so that they can share drafts in advance with others in their battlefields, either to get extra eyes for editing or to confirm actions with other writers.

If you need to reach me directly, you can do so via PM, posting in the OOC threads, or using Discord.

Good luck, writers!

List of Order Entrants:
RT-7zq9-rsv, created by nield!
Tyrril Morningstar, created by Dragonknight315!

List of Chaos Entrants:


Master List of Accepted Entrants:
Total: 2
RT-7zq9-rsv, created by nield, fighting for Order!
Tyrril Morningstar, created by Dragonknight315, fighting for Order!


Rosters by Battlefield




< Message edited by Chewy905 -- 1/4/2025 23:28:11 >
Post #: 1
1/4/2025 11:04:53   
nield
Creative!


Name: RT-7zq9-rsv

Side: Order

Age: ???

Race: Balor Industries Servitor-Companion, Combat Model ‘Arthur’ Mk VII

Appearance: RT-7zq9-rsv is a robot with a humanoid form. Its skeletal elements are a dull, metallic grey, while its frame is stark white. The general structure of RT-7zq9-rsv’s body follows that of human anatomy i.e. two legs, two arms, a torso and a head. While RT-7zq9-rsv does have articulated hands following the human model, its feet are more akin to square platforms that its weight rests upon.

RT-7zq9-rsv’s head is incredibly simplistic, with no anthropomorphic features. At the bottom of the head, a small hatch opens, with a speaker system inside for RT-7zq9-rsv to communicate audibly. There are two visual sensors on both the front and back of RT-7zq9-rsv’s head that glow bright pink when active. Emblazoned on its chest is an image of a grey snarling head with a scar through the right eye and its left eye glowing red, the logo of Balor Industries.

Capabilities: Powered Sword, Model ‘Excalibur’ Mk IV: RT-7zq9-rsv’s weapon, Excalibur models are hefty devices, with one foot of hilt, on which rests a blade that is one foot wide and one and a half metres long. The sword can be used unpowered, whereupon it is a sharpened piece of metal with significant weight behind it due to its size. The sword can also be used powered, whereupon electricity flows through the blade, further enhancing its cutting power and allowing it to cauterise wounds it inflicts.

Steel for Bones, Oil for Blood: RT-7zq9-rsv is both more powerful and more durable than humans are, as one would expect of a combat robot. Due to design element holdovers from older variants of the Servitor-Companion however, RT-7zq9-rsv has many of the pitfalls a human body does, such as veins and arteries that carry vital fluids around its structure. RT-7zq9-rsv’s core processing centre is located in its head and where a human would have a heart lies a hydraulic pump, the loss of either would be just as fatal to RT-7zq9-rsv as losing their corresponding organ would be to a human. Additionally, where humans would have a stomach, RT-7zq9-rsv has its Power Core, which provides power to its body, as well as its Excalibur.

As a combat robot, RT-7zq9-rsv can strike harder than a prime human specimen, as well as endure more punishment, with its dermal layer being roughly equivalent to chainmail. Its bones are made of a lightweight titanium alloy which, though not impervious to damage, is not so easily dealt with as human bones would be. RT-7zq9-rsv is capable of wielding its Excalibur with a single hand if needed, though its dexterity would suffer greatly.

Dual-range movement: All of RT-7zq9-rsv’s joints have double-jointing, allowing them to bend not only in the direction one would expect, but also to bend in the complete opposite direction.

Eyes in the back of its head: The two sets of sensors on RT-7zq9-rsv’s head work independently of one another, however both cannot be active at once, it can only look forwards or backwards, not both at once. Switching between sensors is relatively quick, only taking a second to do so, though in that second neither set of sensors will be active.

Library of Collated Warrior Data: A collection of data on the best of Eronia’s warriors that humanity has gathered. This data informs RT-7zq9-rsv’s combat decisions and is also used as the base for its own fighting style.

Catastrophic Overload Inducer: Balor Industries’ Final Contingency, standard on all makes of the Arthur line. It provides the capability to overload RT-7zq9-rsv’s Power Core, which will result in it detonating. The resultant blast has a radius of 10 feet, wherein major damage will be taken. Additionally, lighter wounds will occur within a radius of 30 feet.
AQ DF MQ AQW Epic  Post #: 2
1/4/2025 11:56:57   
Sylphe
Member

“Sunlight in the waves, bird cries on fair winds. Things hidden in the moss and trees and the vast expanse. The universe is so rich! There’s so much of it I have yet to meet.”

Name/Title: Lucien, the Seagull
Alignment: Order
Age Range: 26
Pronouns: They/Them
Race: Human

Appearance: The seagull is a young-ish human of average height, with long blonde hair and dark brown eyes. While their hair is mostly left free flowing, they sometimes tie it with a red string that serves as a bracelet when not in use. They have about the build of a scarecrow, partially the result of poor health. Recent adventures have alleviated that weakness somewhat, and so where they were once almost a ghostly pale they’ve gotten a healthier colour from being out in the sun. Their wear is much more attuned for field work than a battle, and not even exactly that. They wear an older, somewhat elegant black coat decorated and repaired with patches depicting cryptids and creatures, a warm brown turtleneck sweater, simple black pants with microtrauma from brambles and branches and sturdy boots that are permanently slightly muddy. The seagull wears a small backpack with a steel reinforced bug-catching net fastened on, and their belt holds compartments for various samples as well as small field notebook and pen. A silver shark earring watches from their left ear. They have a few tattoos, though they are not all visible – a whale done in blue and black ink between their shoulder blades, simple two black rings on their left wrist, and a sleeve covering their right arm. The sleeve details their specialty and love of marine biology, depicting the layers of the sea, starting with kelp and a school of fish around their forearm and wrist, all the way through the darkening seas and bioluminescent creatures to a sea serpent twisting around their shoulder, marking the spot an eldritch creature made contact.

Equipment: Not much more than a trusty black coat littered with colourful patches, a reinforced bug-catching net and a notebook with notes on various creatures and environments they have encountered during their travels, and a small bag with a water bottle inside.

Look at this net!: The biologist’s bug catching net comes with a steel frame, further reinforced to serve as a decent and durable enough bludgeoning weapon. Furthermore, it may also serve to catch things, if it ever comes down to that. Bug-sized things. Maybe a small beach ball at most. The net is versatile and functions somewhat like a quarterstaff - it may be wielded in one hand or two for more power and easier maneuvering.

Should Lucien need both hands (writing notes, mostly) they usually awkwardly hold the net under their shoulder, which reduces their mobility. They may also fasten it to the small bag on their back, though this takes them a few moments to do so (same for retrieval).

Warmth: At some cost to their energy, Lucien may imbue their weapon with their inner flame, causing its damage to be treated as magical and fire aligned. The flame eats away at Lucien’s energy the longer Warmth is active, and could easily exhaust them were they to keep it up for too long without giving it a rest. This energy cost is reduced while they’re excited.

Field Notes: A water-proof notebook filled with countless (bad) doodles and scribbles detailing the creatures and environments Lucien has encountered. Fastened to their belt for quick access and complete with a waterproof pen for making field notes on the go.

Giddy: If Lucien stops and makes fast notes on something interesting they see, they get excited and receive a moderate boost in speed and physical power for a few seconds. Lucien is unable to attack or cast while making notes. While they can still move, their focus is divided.

Skills, Spells, Special Abilities:

Traits:

Spirit Fire: Not even a proper researcher and for sure not a fighter, Lucien’s weak physique and lack of battle experience is compensated for by inner fire a pact with an Old One awoke. This magic supports Lucien’s speed, strength and endurance enough to be on par with an athletic human.

Diver: Due to extensive diving experience, Lucien rarely panics underwater, and can hold their breath for longer than the average human.

Abilities:

Eldritch Ward: So long as they can see the strike coming/aren’t surprised by it, the seagull may shroud themselves in wing-shaped shadow to redirect some of the damage to target their mind and spirit instead. While Lucien can choose how much damage is redirected, they always have to take at least a third of the damage physically. The mental strain manifests itself as headaches, then confusion and hallucinations as it worsens. Additionally, it opens the seagull’s mind to other influences as their mental defenses falter, making them more vulnerable to abilities that target one’s mind or spirit.

When using Eldritch Ward to protect an ally, the split is always 50/50. Lucien is normally the one to take the mental brunt, but the targeted ally has the option to bear some of the mental strain to ease the toll on the caster. An ally needs to be in their line of sight to be targetable.

Seabird's View: Lucien’s keen eye for details gives them an easier time adapting to new environments and sometimes, adversaries. They have an easier time catching on to the mechanics of an arena.

Cryptozoologist: If an opponent is at least in part animal/monstrous, Lucien can attempt to focus on them for several seconds in an attempt to glean a single information about their battle style or a single ability. Lucien may still fight and cast, but is made vulnerable by divided focus. Only a single piece of information can be gleaned about an entrant this way.

FISH!! FISH!!!: Two pieces of information may be gleaned if an opponent is eldritch or aquatic in form or abilities. Only one may be picked up on per cast.

On what information Lucien may get: This ability is non-magical in nature and tied just to experience and observation, so they cannot pick up on anything that can’t be seen from the outside. The writer of the affected entrant decides what Lucien notices, and it does not have to be something useful.

Abyssal Radiance: The Seagull summons a spectral tentacle made out of bioluminescent light to aid them in battle or strike their foes. These tentacles are ghostly in nature and can be passed through with no difficulty, are about two meters long, and have the same physical strength that Lucien does. They also emit dim, blue light in a small radius around themselves. Lucien always needs a free hand to be able to control a tentacle, and may only have one active at a time – summoning another dismisses the first. While the tentacles are spectral in nature, they are still able to grab onto things (Though Lucien isn’t too used to controlling them, and so they’re too clumsy to, say, effectively grab and wield a weapon or do something delicate), and are considered light-aligned magic.

The biologist can summon a tentacle two ways:

Bound: The tentacle sprouts from either shoulder, and acts as a way for Lucien to get some more range. While this allows them to use the tentacle to lash at an enemy or attempt to impale them, it can also be used to grab onto things Lucien can’t quite reach, or help them pull themselves up. While cast this way, the casting time is much faster and the tentacle can stay until it's dismissed, or another is summoned.

Unbound: A spot within three meters of Lucien is marked. A tentacle bursts out of the ground after a brief delay (about a second), attempting to impale the target above it. The strike is telegraphed by a quickly growing shadow cast on the affected area, as if a creature was coming from underneath. Lucien is a visual indication as well, needing to perform a motion with their arm to call the tendril up.

Once summoned, an Unbound tentacle may still be controlled by the seagull so long as they remain within three meters of it, and have free motion of at least one arm. They may use it to attack or attempt to grab onto something or someone. The tentacle lasts five seconds, after which it harmlessly poofs into bioluminescent lights. A single strike from any attack will also destroy it.

Madness of Mu: Lucien may overexert themselves to briefly empower a tendril’s strength above a human’s capability at a cost to their mind (Worsening the effects detailed in Eldritch Ward). The cost is higher each use.
DF  Post #: 3
1/4/2025 19:24:51   
nield
Creative!


Name: RT-7zq9-rsv

Side: Order

Age: ???

Race: Balor Industries Servitor-Companion, Combat Model ‘Arthur’ Mk VII

Appearance: RT-7zq9-rsv is a robot with a humanoid form. Its skeletal elements are a dull, metallic grey, while its frame is stark white. The general structure of RT-7zq9-rsv’s body follows that of human anatomy i.e. two legs, two arms, a torso and a head. While RT-7zq9-rsv does have articulated hands following the human model, its feet are more akin to square platforms that its weight rests upon.

RT-7zq9-rsv’s head is incredibly simplistic, with no anthropomorphic features. At the bottom of the head, a small hatch opens, with a speaker system inside for RT-7zq9-rsv to communicate audibly. There are two visual sensors on both the front and back of RT-7zq9-rsv’s head that glow bright pink when active. On the sides of its head are small vents that house its audio receptors. Emblazoned on its chest is an image of a grey snarling head with a scar through the right eye and its left eye glowing red, the logo of Balor Industries.

Capabilities: Powered Sword, Model ‘Excalibur’ Mk IV: RT-7zq9-rsv’s weapon, Excalibur models are hefty devices, with one foot of hilt, on which rests a blade that is one foot wide and one and a half metres long. The sword can be used unpowered, whereupon it is a sharpened piece of metal with significant weight behind it due to its size. The sword can also be used powered, whereupon electricity flows through the blade, further enhancing its cutting power and allowing it to cauterise wounds it inflicts.

Steel for Bones, Oil for Blood: RT-7zq9-rsv is both more powerful and more durable than humans are, as one would expect of a combat robot. Due to design element holdovers from older variants of the Servitor-Companion however, RT-7zq9-rsv has many of the pitfalls a human body does, such as veins and arteries that carry vital fluids around its structure. RT-7zq9-rsv’s core processing centre is located in its head and where a human would have a heart lies a hydraulic pump, the loss of either would be just as fatal to RT-7zq9-rsv as losing their corresponding organ would be to a human. Additionally, where humans would have a stomach, RT-7zq9-rsv has its Power Core, which provides power to its body, as well as its Excalibur. Should the Power Core be destroyed, RT-7zq9-rsv’s system would undergo a full shutdown

As a combat robot, RT-7zq9-rsv can strike harder than a prime human specimen, as well as endure more punishment, with its dermal layer being roughly equivalent to chainmail. Its bones are made of a lightweight titanium alloy which, though not impervious to damage, is not so easily dealt with as human bones would be. RT-7zq9-rsv is capable of wielding its Excalibur with a single hand if needed, though its dexterity would suffer greatly. Arthur model Servitor-Companions are designed for stability over speed, so its movement speed is limited to a fast walking pace, though its overall dexterity is similar to a physically fit human. RT-7zq9-rsv has a full haptic sensor suite, which allows it to touch and feel, and while it is not designed to feel pain, the sensor suite does allow it to react to harmful stimuli in much the same way a human would.

Dual-range movement: All of RT-7zq9-rsv’s joints have double-jointing, allowing them to bend not only in the direction one would expect, but also to bend in the complete opposite direction.

Eyes in the back of its head: The two sets of sensors on RT-7zq9-rsv’s head work independently of one another, however both cannot be active at once, it can only look forwards or backwards, not both at once. Switching between sensors is relatively quick, only taking a second to do so, though in that second neither set of sensors will be active.

Library of Collated Warrior Data: A collection of data on the best of Eronia’s warriors that humanity has gathered. This data informs RT-7zq9-rsv’s combat decisions and is also used as the base for its own fighting style.

Catastrophic Overload Inducer: Balor Industries’ Final Contingency, standard on all makes of the Arthur line. It provides the capability to overload RT-7zq9-rsv’s Power Core, which will result in it detonating. The resultant blast has a radius of 10 feet, wherein major damage will be taken. Additionally, lighter wounds will occur within a radius of 30 feet.
AQ DF MQ AQW Epic  Post #: 4
1/4/2025 22:06:14   
Dragonknight315
Member

“Mother, father, do not worry. The Red Moon guides me. Have faith for I shall not be long. What is a few years when we have all of eternity?”

Name: Tyrril Morningstar
Alignment: Order
Race: Defiant (Demon-tainted Vampire-kin)
Age: ~34 Years Old
Pronouns: She/Her

Appearance:--- When hiding in plain sight is not an option, why not go all out?

On first glance, Tyrril certainly sticks out from amongst her peers, a fact she is well aware of. Standing around 6’2 in height, Tyrril is fairly muscular with narrow shoulders and pale skin with the slightest lavender tint. Her maroon hair is pulled back into an elaborate fishtail braid that reaches to the center of her back. It’s done in such a way as to avoid but also highlight her horns. Two ram-like horns emurge and spiral out from the sides of her head, their color and texture like that of obsidian. Her right horn is broken about halfway through the spiral revealing an internal opalescent structure at the stump. Sitting on top of her horns and head, Tyrril wears a thick black veil to help her function while in the sunlight. One might mistake the fledgeling vampire for a mourning widow, but Tyrril still has this spark in her yellow eyes despite years of service in the Fangguard. And when she smiles and laughs, two notable fangs peek out.

As a veteran and former medic, Tyrril prefers to adventure in a modified version of her old uniform. She dons a black, military-esque overcoat with a pullover-hood that is adorned with various straps, buckles, and pockets. On her left-side, a detachable half cape flows down over her shoulder and stops above her knees. Underneath the overcoat, Tyrril sports a set of grey-dyed leather bracers with a matching chest-piece placed over a plain white shirt. Her legwear fulfills the same winter combat purpose while also protecting her long, spade-tipped tail. It consists of dyed leather over black pants and wool socks in addition to some military boots. All of her clothes have the telltale signs of continuous repair and modification.

Attached to her belt are several pouches where Tyrril keeps her ammunition and other miscellaneous items. On her right side, two sabers wait patiently within their scabbards. Hidden beneath her half-cape on her left is a custom built holster for her unique rifle.


Physiology:--- Of the many diverse bloodlines of vampires to walk amongst the shadows, the Ikarion bloodline, better known as the Defiant, are an unusual kind. Their origin traces to their progenitor and god, Ana’Ysel. A fallen angel unwelcomed by both the heavens and the abyss, she sought to liberate her worshipers from the cycle of life and death. In granting them new souls and new bodies, Ana’Ysel partially succeeded but at a great cost.

Tyrril, like her fellow kindred, requires the blood of the living to survive. While a Defiant can persist to be hundreds of years old, their bodies are akin to candles burning from both ends, their lifeforce ever diminishing to fuel their extraordinary lives. This is because Defiants are walking embodiments of excess. All of their senses are dramatically heightened compared to an ordinary human for both better and worse— Thus, many of the common superstitions attributed to vampires hold some sway over Tyrril and her bloodline. A heartbeat may be heard and singled out from tens of feet away, but a chorus of feverish prayers would be like daggers to Tyrril’s ears. Her sharp eyes can perceive the world even in pitch darkness, but a daytime sky is blinding. A hair-trigger dangersense makes even the smallest of injuries more agonizing. Odors already unbearable to humans would be even more so to her.

Because of the fledgling's innate need for blood, any perception of it invokes a primal instinct within Tyrril. When sufficiently fed, she can go up to a week without requiring another meal. But when starving or injured, that deep-seated hunger becomes harder and harder to resist with each passing moment.

Due to their specific influences of their creation, Defiant are not fully undead. While extremely unpleasant to experience, Tyrril cannot die due to a lack of sufficient oxygen or warmth so long as she has lifeforce to consume. However, Ana’Ysel’s gift allows Tyrril’s heart to still beat and her body to grow and change. In the end, Tyrril is still effectively a mortal and will perish all the same as one after sustaining similar levels of injury. And in the presence of holy magics, her twice-cursed body will make this all the more apparent (with said holy magics having increased effectiveness on her.)


Equipment:---

Modified Fangguard Armor: Designed to provide ample protection in cold-weather environments while alieving the weaknesses of the Defiant, Tyrril’s clothes are thick enough to block any unwanted experiences without compromising too much on mobility. While stylish and well-designed, Tyrril’s garb is ultimately mundane in function. The multiple layers of different materials better protect against slashing and piercing attacks, but it is poorly suited for bludgeoning.

Affliction Long-Arm: The signature weapon of Her Lady’s Fangguard, the Affliction Long-Arm represents the pinnacle of the Ikarion Empire’s war machine. Mass-produced and enchanted at an industrial scale while still mastercraft in quality, this killing instrument rests comfortably if begrudgingly in Tyrril’s hands. It combines the utilities and functions of a concealable firearm, a blood siphon, and a magical focus with minimal compromises.

In essence, the Affliction Long-Arm is a pump action and foldable rifle. The rifle is slightly over 3ft in length with a wooden frame reinforcing the internal firearm components. All components are enchanted to have increased durability and to resist rot/rusting. The frame is designed in such a way as to allow the rifle to be folded and concealed beneath Tyrril’s overcoat or cape.

When loaded, the Affliction Long-Arm can hold three shots in addition to one in the chamber. These shots can be fired in quick succession when needed but the recoil makes back-to-back attempts more difficult. When all rounds are expended, Tyrril must undergo a lengthy reloading period before Tyrril can fire the rifle again. Without a means of resupply, the fledgeling possesses around twelve rounds total (including those already in the rifle) allowing her to empty and reload three times.

By default, the rifle excels at damaging lightly armored infantry at an effective range of up to 40ft away. Any further and the rifle becomes less reliable. However, should Tyrril need additional stopping power, she can rely on Affliction’s hidden function. Housed within the rifle is a hidden chamber containing a storage area for blood. By expending this blood as well as a few seconds of intense focus, Tyrril can empower her next shot with Affliction. When empowered, this Blood Shot has dramatically increased power, allowing it to pierce all but the strongest of mundane metals (requiring heavily enchanted or otherwise supernatural materials or forces to resist.)

Tyrril has two methods of acquiring the blood necessary to perform a Blood Shot. One, Tyrril can offer her own blood up as sacrifice through a special mechanism in the Rifle’s trigger guard. This comes at great personal harm to the vampire but is more reliable. Second, the Affliction Long-Arm has a large metallic spike at the end of its barrel akin to a bayonet. In the event that Tyrril can properly stab someone with the needle, she can draw blood from her victim (provided said target has blood). In either case, the Affliction Long-Arm can only hold enough blood for a single Blood Shot before needing to be reacquired. And once that Blood Shot is expended, Tyrril must wait for some time before attempting to perform it again. Tyrril must have ammunition loaded into her rifle to perform a Blood Shot.

Blood-Dance Blades: When combat requires a more close-up and personal approach, the Morningstar can use her Blood-Dance Blades to better control the flow of combat. Granted to her by her mother and father upon becoming an adult, these twin 12 inch sabers appear ordinary upon first inspection. However, when wet with a drop of Tyrril’s own blood, these sabers spring to life and dance with the wielder.

When activated, the blades will hum with a faint glow of moonlight and float in the air beside Tyrril. When Tyrril moves her arms, the blades will move in such a way as to mimic her actions, effectively extending her reach by a couple feet and allowing her to attack at unorthodox angles with precision. The blades can be at most 3ft away from Tyrril and strike with the same force as though she were wielding it in hand. If deflected, the blades will follow their interia unless Tyrril takes a moment to mentally reestablish control over the blade. And if they leave the 3ft circle around Tyrril, then they will immediately clatter to the ground until returned to it (at which point they will rejoin Tyrril’s side.) This enchantment lasts until Tyrril is unconscious or chooses to sheathe her sabers.

Berserker’s Ambrosia: Over a long timespan during downtime, Defiant possess some form of advanced regeneration, allowing them to more easily recover from serious injuries. Such prolonged periods of recovery are ill-suited to the battlefield. However, through a mix of alchemy and technology, the Fangguard has developed a means of temporarily accelerating this healing process while also extending it to other non-defiant races.

Dubbed the Berserker’s Ambrosia by the Fangguard, it is an autoinjector device that houses an alchemical mix made partially of refined Defiant Blood. Upon injection, the mix will rapidly heal minor injuries, temporarily suppress pain, and overall gives the recipient a second wind. However, it commonly has the side effect of exaggerating whatever emotion they are feeling for a brief period (typically seen to induce hyper aggression in Fangguard infantry.) Furthermore, the lingering demonic and undead traces in the mix may be rejected if used on a “holy” infused individual similar to an allergic reaction. The exact symptoms and side effects as well as their intensity highly depend on the specimen. Understood to be a limited item for emergencies, Tyrril possesses only one of these devices.


Magical Abilities:---

As a Defiant and worshiper of the Red Moon, a fragment of Ana’Ysel’s power rests within Tyrril. Tyrril can tap into this power to manifest one of two effects. Upon using one, Tyrril cannot use the other during the same duration. And when either one finishes, Tyrril must wait a few moments before attempting to use either again.

Curtain of Darkness: By invoking the demonic epithet of Ana’Ysel, Tyrril can conjure a field of magical darkness around her to provide cover as well as shield her from crueler sources of light. With a few seconds of intense focus and some of her lifeforce, a 5ft by 5ft square will manifest centered on Tyrril (It will not be if she moves afterwards.) This darkness is opaque, heavily blocking visibility through it and within it unless an individual has means of seeing in pitch-black darkness (such as Tyrril herself.) Counteracting the dark veil with light requires a sufficiently strong amount of holy magic; ordinary light will not work.

The shadow magic remains in the area for up to 30 seconds or until Tyrril chooses to dismiss it/falls unconscious. Onced dismissed, Tyrril must wait a few moments before attempting to resummon the curtain or use Bloodward Oath.

Bloodward Oath: By invoking the angelic epithet of Ana’Ysel, Tyrril is able to stand as a protective ward, shielding her allies and admonishing her enemies. With a few seconds of intense focus and some of her lifeforce, Tyrril manifests a thin 6ft tall, 3ft wide membrane-like wall made from magic in front of her. Tyrril must have both her hands empty and stand still in order to manifest/maintain the Bloodward barrier. While manifested, the membrane can absorb a significant amount of kinetic energy. Furthermore, any projectiles that come in contact with the membrane will transfer their energy as well as any special effects into the membrane before clattering to the ground. However, the Bloodward Barrier can only absorb so much energy at once. If a significant enough strike would hit the membrane (or multiple smaller strikes at once), then it can shatter, immediately ending the effect.

Tyrril can maintain the barrier for up to 6 seconds. Afterwards, the membrane will disappear releasing all the kinetic energy absorbed into a 5 foot long, 3ft wide line in front of her. If the barrier shatters, then the absorbed energy disappears without being released. Upon being released or broken, Tyrril must wait a few moments before attempting to use this ability or Curtain of Darkness.
AQ DF AQW  Post #: 5
1/4/2025 23:25:47   
  Chewy905

Chromatic ArchKnight of RP


One week passed, two weeks remain, and three bios right in a row! Time to start balancing!




@Nield- And our first entrant has arrived! And a robotic one, at that! We discussed some details over DMs, which you have incorporated into the second post of your bio, thanks for the quick work! RT-7zq9-rsv is approved!




@Sylphe - Let’s give a warm (and cold?) welcome to Lucien the Seagull! The base abilities you have here are well balanced, I just have some clarifications and notes to make for tying it all together and ensuring everything isn’t fully spammable. So, let’s get started!
Starting with an overall view; Both Eldritch Ward and Abyssal Radiance do not have listed cooldowns. While Eldritch Ward does have a penalty for using it, I would still like something implemented to prevent it from being a permanently active shield. There are two main solutions I see to these. You could either give them set cooldowns (maybe Abyssal’s would be longer if the tentacle is destroyed?), or you could have them draw from the same “energy” that Warmth draws from, limiting their uses by risking exhaustion if overused. If you have alternative ideas, feel free to either run them by me or change your bio around them as you see fit, and we can balance the results.

Moving on to specific abilities; when you say Warmth “treats the weapon as fire aligned” what exactly does that mean? Does the weapon now burn those hit? Is it warm/hot? I am also slightly hesitant on the cost being reduced by something a bit harder to define like “being excited”, but it should be fine.

For Giddy, based on your wording it seems the boost wears off once Lucien stops taking notes? Or does it linger for a short period after?

As an additional note on Eldritch Ward, I would like an actual range beyond just line of sight, as line of sight can vary greatly if you’re on a flat plane or not. Consider that the final battlefield (the largest) is 120 feet (36.6 meters) from end to end, and give it a range based on that, while still requiring seeing the target. Also requiring the one receiving the shield to determine if they take the mental brunt or not, while functional, creates an additional reliance on collaboration and the responsiveness of another writer. While you can keep it if you want, I would personally recommend removing that trait and just having Lucien take the mental damage instead.

Seabird’s View has me a bit concerned. This is an ability that will require heavy collaboration, and writing an ability that explicitly needs to call out that it requires another writer’s assistance to work properly OOC can be problematic, and may result on you waiting for other writers to actually be able to finish your posts properly. I would change it to be gaining insight and drawing conclusions based only on things Lucien can physically see as you say (potentially using bios as a touchpoint, though I’d be careful as this could become metagaming if you pull information that wouldn’t be visible), and replacing the “writers may give you useless information” with a chance to draw false conclusions on hasty observation. This allows you to determine the brunt of what Lucien learns and decide for yourself if you gain incorrect info or not, rather than relying on another writer.

Finally, Abyssal Radiance is overall a well-balanced ability save for the cooldown details noted above. I would just like clarification on if a Bound tentacle can still be destroyed by attacks like an Unbound one can be. I would also like a range on Unbound, so it can’t just be placed on the complete opposite end of the battlefield!

As usual please put up a second version of the bio with these edits in place, and we’ll take a second look to ensure our seagull is shipshape!




@Dragonknight315 - Good to see you return for another year! We discussed over DM that the Affliction Long-Arm has stopping power akin to a crossbow when fired normally, and more like a modern firearm when fired with the Blood Shot. With the delay and cost necessary to perform a blood shot, I am alright with this! Additionally we confirmed that Tyrril’s Defiant nature does not give her any direct physical improvements over a human in terms of strength or speed.

With those in mind, Tyrril is approved!




Off to a strong start, even if its a bit of a late one! I know holidays had people busy and there's a lot of cooking going on in the background! Let's keep them coming!
Post #: 6
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