HoH '18 Bios [Page 1]

HoH season 18. Source: valucre.net static Gaia dump.

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  1. Supreme Jerk Commander
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1Supreme Jerk Commander

Finally...

GLACIER: 4/4

  1. Silver Alexander (Silver Alexander) - Captain
  2. Vahn Fah (Vahn Fah) - Vice Captain
  3. Maximos Lucillien Dark (Maximos)
  4. Lady Sierra’est’a’ra’lian Ethel’s tan (Lady Sierra)

MOUNTAIN: 4/4

  1. Anson Brent (themightyjello) - Other Guy
  2. Rayner "Kael" Veli (Psychofish) - Captain
  3. Celeste "Estèe" Veli-Browning (Tei Kae)
  4. Zandra Ryke (Sins of an Angel)

DEGENERATES: 4/4

  1. Kae de la Fontaine (Scalar Warfare) - Captain
  2. Namine Natalis (spooky thot cziri)
  3. Ferris(Trapdoor Spider)
  4. Grakav (Blade Theory)

MAKE WAVES: 4/4

  1. Marcus Sade (Better Than Gore)
  2. Leontias Metalliene (Trexasle)
  3. Gustave Aodhart (Spooky Mittens)
  4. Karne Divil (Jam House)

HOLD MY BEER: 4/4

  1. Jay S. Borne (Darkest Silver) - Thinks she is Captain
  2. Enness (Nighthunter) - Power behind the throne
  3. Dzan Streea (Ebag the II) - Woke up in the back of a van
  4. D 'Twitch' Aire (Uberwulf) - Bought her way onto the team like an heiress at an ivy league college

SILVER DRAGONS: 4/4

  1. Omi Barsait (Haelikor) - OOC Captain and IC Vice Captain
  2. Ammiel Moonblade (MagnusXL) - OOC Vice Captain and IC Captain
  3. Bob 'Silly String' Smith (MelonusHead)
  4. Yancy the Toothpuller (LeeRoy Brightmane)

RETRIBUTION: 4/4

  1. Artanthos Thulmann (Innocence Proves Nothing) - Captain
  2. Durandal Tomb of the Low Charm (Nihilistic_Impact)
  3. Tenkai Shinzou Matsumoto (Tenkai Matsumoto)
  4. Arthur Uskglass (Dr Queensborough)

SMASH AND SASS: 4/4

  1. V (v-v) - Captain
  2. Rance Einsgard (Ryugi Kazamaru)
  3. Hono'o Arashi Raven (HonoRaven)
  4. Cypher (Eternal Dirge)

MELLY AND THE JETS: 1/4

DEVIL MAY CARE: 3/4

  1. Roen (Not Roen) - Captain
  2. Canaan (Truest Valor)
  3. Vincentius Alaphare - (Striker Nightmare)
  4. Cherry Solo (Toriyoga)

ALL DEE: 4/4

  1. Battle-Pixie Rox (Supreme Jerk Commander) - Captain
  2. Madison "Hentai Kitsune" Weles (Dumble Dee) - Vice Captain
  3. Adrinai Telasai (Adrinai Telasai) - Vice Vice Captain
  4. Loppa da 'eadchoppa (The Charred Satyr) - Honorary Captain

DATASS: 4/4

  1. James Eredas (Fierach) - Captain
  2. Jinsoku Hayabusa (stillnohero)
  3. Sapphira Ecstuffuan (Tres Ecstuffuan)
  4. Rou Ji(Narcissa Nahara)

2Supreme Jerk Commander

The Charred Satyr - Loppa Wrote:

> show spoilerhide spoiler[Name:] Loppa da ‘eadchoppa > [Age:] ??? > [Weight:] 364 lbs. > [Height:] 6’6” > [Reach:] 86” > [Race:] (Warhammer Fantasy) Black Orc > > [Description:] > > Due to Loppa being a Black Orc he is taller than your regular (Warhammer Fantasy) Orc, heavier than your regular Orc, and stronger than your regular Orc. And the name Black Orc isn't just a title either. His skin color is nearly black in its hue, the epidermis darker than nearly any green in nature. Large and small scars criss-cross his body without color to them. Some wounds are even still open due to regular bodily movement preventing them from closing with any ease. Physically the average Black Orc ranks amongst the tallet of men, but the build of them is what truly sets them apart. Where a man is all pink meat and pudge, an Orc’s body type is not all that dissimilar from a silverback gorilla’s, if gorillas were prone to bipedal locomotion. From the tree-trunk sized forearms and thighs; to hands as wide and as long as a bear’s paws tipped with long, sharp claws; miniature elephant tusks for teeth; wide nostrils to aid an uncanny sense of smell; a flat face capable of taking some truly brutal knocks; yellow sclera and slitted irises to aid in low light vision, and so on. The Orc, especially the Black Orc, is a true beast to be feared. > > Loppa's defining characteristics beyond the above is the Deff Klaw, a replacement prosthesis for part of his left forearm and hand where he had them been bitten off by a giant beast known as a Squig. The Deff Klaw is bronze in coloring, but made of steel and allows for primitive hand movement. Additionally, each finger on the Klaw is pointed and razor sharp. Given an Orcs general lack of cleanliness anything that gets cut by these blades, or his Choppas is going to end up with a nasty infection if they don't end up dead from the initial interaction. Don't take to thinking that a missing limb means that Loppa is soft and squishy like humans, no way. > > [Outfit:] > > A right and proper Orcy version of a baseball uniform. Made from the hides of squigs, cloth taken from who knows where, and the scales of beasties. Loppa’s shoes have Squig Teef for spikes, tendons for string, and hair to hold it all together. On the front of his baseball jersey are looped hooks surrounding humanoid teeth to keep it shut, two breast pockets, and the name LOPPA on the top left breast in Greenskin iconography. Across the stomach is the bleeding (quite literally) crimson symbol of the Broken Toof tribe: a red greenskin skull with a single broken canine. On the reverse, there is a large number one emblazoned down the middle. > Arched over top of his designated number, the word EADCHOPPA in further unintelligible iconography. > > Over the jersey, the Black Orc dons an oversized jacket of similar make and materials, except it genuinely shines to emulate what actual baseball players wear. Just be sure not to mention to Loppa that he can’t go pro. To top it all off, he of course wears a baseball hat large enough to carry a watermelon so that it might just be able to fit his giant ****** head. And yes, there is a belt and all the other items that make up a baseball uniform. > > [Equipment:] > > - DA BIG STIKK - [Once Per Turn.] > > DA BIG STIKK is Loppa’s weapon of choice. It is a transforming splinter of wood from an elder Treeman of Athel Loren, and was originally one of its “fingers” before the Black Orc hacked it off with NUMBA ONE, which he was forced to leave behind in order to escape certain death from the enraged Treeman. The stick in its natural state is about 42 inches long and roughly three inches in diameters at its thickest point, it is shaped like a taper. Over time though Loppa has been able to control the stick through the use of CHOO and deplorable Orc graffiti carved into the wood by him that the Orc insists are “Magik Roons”. Despite this, DA BIG STIKK is constantly trying to heal itself and is covered in lichen, moss, and sweats sap from in between its fibers. Since acquiring DA BIG STIKK he has learned to increase (or decrease) its length out to twice its original size, flatten it, bend it, curve it, give it a wicked sharp edge, make into a hook, turn it into a giant needle, etc. Essentially so long as it maintains a non-stupid form (i.e. trying to make a gun is a no-no), is a solid, and doesn’t try to go beyond the 84 inches then Loppa can will DA STIKK into taking on that form. The precise weight of DA BIG STIKK is unknown due to its mystical properties, but given that it came from massive walking ancient ent it is probably non-trivial to most creatures that don’t have some sort of enhanced strength like Loppa. It should go without saying that this is a potent magical weapon, so breaking it easily you shall not (- Yoda). > > [Unfinished Fluff for DA BIG STIKK & CHOO] > > The biggest brained Shaman of all Shamans in Da Broken Toofz told Loppa (under extreme duress) that he could find a well of power similar to the Troll flesh that had fueled growth and vitality of the legendary GROM THE PAUNCH! Many Orcs had tried to mimic the power of Grom since the tale of his supernatural growth first began to spread around Greenskin campfires, but none had succeeded. Loppa being a bit brainier than the average Orc who sought to capture that strength for their own surmised that he would never be able to simply become another Paunch, but perhaps there was another way, a safer way, to become even BIGGA and TUFFER. Thus the Shaman sputtered out his tale of how Loppa might be capable of accomplishing just such a feat. > > In the the great and ancient forest of Athel Loren one can find the heart of the Wood Elves, the Oak of Ages, the steadfast and mighty tree that dwarfed all around it. Having withstood the near mythical battles from the Old War between the Pointy Ears and Chaos Fings, the Oak is the home of the Mage Queen and some of the most venerable of all Woods Elves and their Treefolk kin. Only those seeking to abscond with the power of the Wood Elves, or are so foolish as to let themselves get lost in their borders would dare to enter Athel Loren. From the branches of the Oak, the Wood Elves regularly collected a bounty of acorns. Loppa had never seen an acorn before, but the Shaman explained it to him thusly. It was a seed roughly the size of a Gobbo’s brain, and just as hard. The Wood Elves took these totems of power and used them for their own end. > > Loppa pressed his NUMBA ONE Choppa deeper into the side of the Shaman’s throat, and he finally got to the point of why Loppa ought to care about such trivialities. A story had been whispered of how a miniscule rodent that dwelled in the Oak once snatched an acorn from the hand of a Wood Elf before they could stash it in their satchel. The little beast swallowed the prize in one gulp, it almost immediately grew to be the size of an Ogre and just as deadly. Many Wood Elves died before it was slain, and they swore to redouble their efforts to never let an Acorn fall from the Oak without their stewardship ever again. Loppa was transfixed. He quickly imagined himself becoming the size of a Giant and knew that in order to capture this bounty, he’d need a weapon born from the body of one of the Oak’s saplings. > > Treemen, the mightiest of Treekin, ancient protectors of Athel Loren and all its residents. Few beings in the world are capable of standing before the blows of a Treeman protecting its home. When the aid of the Treemen is not called upon, they rest amongst the trees. Sleeping for years, decades, perhaps centuries without interruption. A Treeman can feel the presence of any interloper simply by the foreignness of their feet upon the soil and moss of the forest floor. Such an intrusion will rouse the resting verdant colossus to action, spelling certain doom for them. Whole hosts of Greenskins trying to breach their borders have been obliterated, scattered to the wind like leaves. > > Consequently, Loppa, despite his own prodigious strength and bluster would never be capable of fighting a Treeman. The Black Orc bled the Shaman for that insult to his pride, but the brainy git was right. Neither one Loppa, nor a hundred could fight a Treeman toe to toe. Thus he sat upon the arrogant gits’ corpse and began to ruminate on the problem. He sat for days. Not moving, not eating, just thinkin’. He thought so hard and so long (for an Orc) that the air around his head began to steam from the heat of neurons firing in his calcified cranium. His eyes began to boil. Smoke drifted up out of his ears. Fracture lines formed in his teeth. And then all at once, the great neurological stress fractured the blood-brain barrier and he came upon the much desired answer. “Shooz.” He whispered, voice cracking, and barely audible due to the lack of water over so many days. An intrepid Goblin stepped forward, lent an ear and asked him to repeat himself. “SHOOZ!” Came the bellow. Loppa rose and murdered everything around him, flaying the skin from their muscle, he would use their hides as test articles for his attempt at becoming the very first Orc Cobbler. > > Some unspecified time went by, and Loppa (now the proud owner and manufacturer of a very profitable shoe line) captured himself a few Wood Elves who were travelling to the lands of their other Pointy Ear brothers. From their bodies Loppa was able to create pairs of shoes unlike any ever seen before. They were light, springy, you could dunk on anyone with them, but most importantly the Treekman would never know of their approach. He rightly surmised that to a Treeman the leather of a Wood Elf being used for shoes would go unnoticed from the real thing. As he and the small squadron of goblins he had press ganged into this expedition stepped into the realm of Athel Loren they were setting out to do something no Orc had ever conceived of. Finding a Treeman was far easier than anticipated. Their nature magnetism seemed to draw in life from all over to them, their tracks blessed the land with ever more splendiferous greenery allowing even the most novice hunters to follow in a Treeman’s path. > > Loppa and his band followed after the Treeman, he coerced the smaller goblins ahead of him so as not to die stupidly - that was the job of Gobbos, not Orcs. Wildlife retreated from their brutish approach, but no silent marksmen loosed arrows of lethal intent, no swordsman swung down from trees to hack them to pieces. Then finally, nestled in the thickest family of trees Loppa had ever seen was the moss and lichen covered giant. The ancient Treeman had grown into the flora around him, nestled into a sort of alcove that drew of natural spotlight onto his majesty. For a long time Loppa looked his prey up and down, the Goblins began to grow restless while they waited. Their natural skittishness began to feed into their reserves of anxiety about being forced into this excursion. Finally the silence forced one of the Goblin’s hands and he spoke up, beginning to form a sentence to ask the Black Orc about what they were going to do now. Just as the first few syllables left the Greenskin’s mouth Loppa silenced the knee high henchman with a single twist of his fist around the creature’s neck. > > The Treeman shuddered, and its form began to gain some semblance of self from the trees around it. > > - CHOO - > > Shredded pulp from an acorn taken from the Great Oak of Athel Lorn. Each acorn is a deep well of magical energy, from them one can great enhance their magical abilities. Consequently they are used for various rites and spells by Wood Elf casters. Loppa learned of the acorn’s power from a Shaman, and sought it out for himself. Instead of eating the whole acorn like a greedy git, Loppa realized that he could slowly make himself more… magick-y by shredding the acorn over time and letting its natural power seep into his saliva. Loppa dubs this compound his CHOO. He places it on the inside of his lower lip and will just let it sit there for days at a time until the innate power of the acorn has been exhausted. Side-effects include (but are not limited to): the need to tell people he uses CHOO all the time, making his teeth blue, spitting up gobs at inappropriate times, and being able to control DA BIG STIKK. He holds a spare supply of CHOO in a pouch found inside of a pocket on his shirt. > > There is one other thing CHOO can do, and I am certain this isn’t going to be allowed but bare with me here. Loppa can swallow the CHOO. He has never done so, but if he were to do so the act would cause Loppa to very quickly start to transform. Growing in both size and strength, Loppa would be able to rival a Giant, but not without ill effects. The rapid synthesis of new flesh by his metabolism would start to cause him to burn out and force his body to shut down, further the creation of so much organic material would not be a uniform growth spurt. Such a change in Loppa’s flesh would cause it to twist and bend, split and reform him into a half-Orc, half-Abomination incapable of actually holding its form for very long. Ever watch Akira? Yeah, you got it. As stated before, within a relatively short period of time, Loppa’s body would begin to shut down and he’d rapidly decay. Let’s call it five rounds in this form, and one round to change into Tetsuo. > > - GUT UV OLDIN’ - > > 12 x regulation size baseballs. 4 x steel boules > > Given that these are “common” items Loppa will refill his stomach full of baseballs and boules in between matches. > > - THE DEFF KLAW - [One Turn to Fire / One Turn to Retract / Two Turns to Rewind] > > During a fight with a mighty Squig, Loppa found himself in a terribly bad situation. Before the life or death struggle even got started, the foul beasty had managed to bite directly down on Loppa’s left forearm and shear part of it off. Eventually, even sans one working arm, Loppa won the day and killed the Squig; whose teef he took and wears as a necklace. Knowing full well how useless he'd be without a working hand, and not wanting some sorta primitive hook as a replacement he bashed the brains together of a few Brain Boyz and got them thinkin' about a way to replace Loppa's hand. And not only that, but make it better. Enter the Deff Klaw. > > The Deff Klaw is a steel claw with limited mechanical operation, capable of opening and closing from an open palm to a fist, allowing him to wield a Choppa (or bat) with very little noticeable difference in skill. Individually each finger on the Klaw is razor sharp and capable of rending flesh. But that's not all! This killer Klaw can be fired via wind up driven force, and then recalled by spinning what appears to be a large shackle around the claw. Physically the Klaw is bolted directly to him in typical Orc fashion, but the fist portion is connected via a chain that stretches out to ten feet at its maximum length. The fist is capable of traveling 150 feet per second, allowing it to easily puncture the hides of lesser creatures and even dig straight through weaker armor such as iron chainmail, leather, etc. > > [Traits:] > > All Orcs are special. Some are "special” as it were. How their individual attributes are spread around largely depends upon physicality, but it also kind of relies on what's going on upstairs. Orcs aren't smart, but they can be "dedd cunnin' gits", and Loppa is a dedd cunnin' git. His brain is just slightly larger than your average peanut sized, or even grain sized ball of gray matter that other Orcs aside from Shamans have. As a result he's been specifically trained to go places and do things that Orcs typically would not ever do because their instincts (hence his flair for the drama and other such peculiar personality quirks that are just flavor text), their primal brain nodes would never let them without the urging of a Warboss. Because of his aberrant personality, he is capable of actual independence from a tribe. So physically and mentally, what does this mean for Loppa? Well... > > · Can flip a VW Golf. · Can lift and walk a VW Golf when Enraged (see “I’ze Mad!” below) · Physical resistances and toughness akin to a full grown bull hippo. · 15mph sprint in a straight. · 25ft forward leap at a sprint. > > Beasty Boyz > > As a Black Orc, Loppa inherits all Black Orc traits (stupendous strength, reflexes, fortitude, night vision, etc.), but combined with him being a Kinda Cunnin' Git, they are only amplified in certain areas. He is capable of some level of camouflage, the dark skin of his body allowing him to hide in certain environments which include but are not strictly restricted to: swamps, jungles, junk yards, alleyways, etc. Basically if it is grim, gritty, or matches his skin tone he becomes harder to hit, harder to hear, and even more menacing to face off against. (Not quite on the level of the Predator, but close.) Further, due to him being an Orc this grants him a rather unique biology. All Greenskins are derived from spores that eventually grow into the hulking (or tiny) beasts that they are depending upon the races and strains that brew in the area. Hence why you might end up with a plague of Snotlings and not Black Orcs. This also means that Orcs are practically immune to nearly every disease a human or elf or dwarf might be susceptible to given their physiology resembling more fungi than flesh, but it also comes with the downside of them being a bit more... flammable. Then again, who isn't when put to the torch? Otherwise he has near night vision in low visibility lighting, and a sense of smell that can act as an additional sense of sight for him given its strength. > > Kinda Cunnin' Git > > Part title, part personality. A Cunnin' Git is an Orc, capable of independent thought and planning. They are incredibly important to the strength and survival of an Orc tribe, and Loppa is KINDA an Cunnin’ Git. He isn’t there completely, but he’s mostly there. His mental reaction time isn’t all there to subtle changes, but overt things? It’s no different than you or I. He can still set up plans and tactics, but usually they take a little bit of time to put together unless he’s come up > with them pre-game such as, “I’ze gonna hit dat ‘umie wit uh bat!” But can possibly be expanded to, “I’ze gonna hit dat ‘umie with uh ball I hit wit muh bat!” See? He’s not a total dullard. > > I'z Smellz > > In keeping with Black Orc physiology, Loppa has an unnatural sense of smell that allows him near preternatural detection of his prey. Able to scent out near anyone and anything for miles around, Loppa uses this trait to find that which is not visible. > > I'z Dedd Eye'd > > Black Orc eyesight isn't anything to write home about, aside from the minor fact that they have extremely good low-visibility sight. > > I'z Bitez ‘n Gobz Up > > Loppa doesn't have an aversion to biting down on his enemies and taking gouges out of their flesh when he feels the need or want to do so. Which is pretty apt when you consider the bite strength his mouth can provide, coming in at around 3500 psi Loppa's tusks and teef make it something of a minor task for him to take away massive hunks of meat like a knife through warm butter. Further, he has the ability to swallow very large items (think a dwarf) in one go, and then regurgitate the exact item he wants to. So long as it’s still in his stomach. > > I'z Tuff > > Inflated like a balloon of muscle mass, Loppa isn't built out of musculature like most other creatures out there whose muscle offers only a passing toughness -- as a Black Orc his muscle makes his body strikingly difficult to wound, even without armor (remember: hippo). Meaning for blows to really have an effect on his body they must be truly harrowing strikes. That isn't to say though that he can't be cut, he can, almost as easily as anyone if you can get through his pachyderm like hide -- it is just the depth and outcome of the attacks is considerably less effective on his body than say, a human, or an elf. Restated: I’z Tuff is just an explanation of Black Orc physiology, and how this makes even an unarmored Loppa particularly hard to cut, pulverize, pierce, etc. Basically he’s a hippo-gorilla-bear on two legs. > > I'z Mad! [Two Turns / Can Be Procc'd Every Four Turns] > > When pushed beyond his normal capability of taking pain, Loppa goes into a frenzied state that nearly doubles his strength and speed for a short period of time. Letting him swing his weapons faster, bite harder, punch dedd meaner, and in generally just become a considerably tougher son of a b*h to deal with. This effect only lasts two turns and takes twice as many to cooldown. In order to enter into an enraged state, a prolonged exchange between viscera must occur (with rage stemming from his opponent not dying fast enough) or Loppa incurring deadly damage.

3Supreme Jerk Commander

Adrinai Telasai Wrote:

> show spoilerhide spoiler > Adrinai Telasai > > Class: Paladin (non-deistic) > Species: Elf > Alignment: Neutral Good > > Equipment > > Armor: Adrinai has a full set of crimson plate armor, although he rarely wears the entire suit. He usually only wears heavy bracers, gauntlets, a set of greaves, and plate boots. The armor is made from a mithral/steel alloy. While no stronger than steel, it is considerably lighter, allowing him to wear the armor without unduly hampering his racially-enhanced mobility. The armor is otherwise non-magical. > > Shield: Adrinai's heater shield measures one and a half feet wide and three feet long, coming to a point at the bottom. The shield bears his family's heraldic display, as he has no chosen god to announce despite being a paladin. The shield weighs roughly 10 pounds, being wrought from same mithral/steel alloy as his armor. It possesses a small gnomish engineering modification in the form of quick release buckles, activated by a button set into the top of the shield's handle. While his shield has no magical properties of its own it can be enhanced with his Shielding Aura and various Seals, as described below. The shield also has a bladed "stamp" on the back, which Adrinai can use to quickly inscribe a Seal of Blood into his skin. For the purposes of Adrinai's abilities that affect shields and weapons, his heater shield does not count as a weapon. > > Gnomish Buckler: Adrinai's buckler, which he wears strapped to his dominant hand, is a piece of Gnomish engineering. While it normally appears and functions as a normal steel buckler, Adrinai can use his thumb to manipulate a pair of switches on the handle of the buckler that can cause either a curved blade to form from the leading edge of the buckler, extending only slightly beyond the original curve of the shield as the metal thins out to form the blade, or a 6" spike to protrude from the center of it. Both the blade and the spike are formed from an arcane-infused metal known as Livesteel, which can be crafted to have both a dormant and active form that is toggled with a current of tuned arcane energy. While dormant, the two weapons merely appear to be a part of the buckler. For the purposes of Adrinai's abilities that affect shields and weapons, the Gnomish buckler can count as both a shield and a weapon. > > Weapons: Adrinai carries a one-handed arming sword (30 inches, 2 pounds) and a one-handed round-headed mace (36 inches, 4 pounds) with him, although he would only choose to use them over the buckler for his dominant-hand weapon under special circumstances. The sword has a wide pommel guard and gems set at both the base of the hilt and up the center of the sword itself. The mace is less decorated but no less dangerous. It is a simple wooden rod wrapped in cloth for ease of grip, ending in a large round steel ball. Neither weapon is magical, but they can serve as conduits for Adrinai's divine energy. > > Elven Abilities > > Elven Agility > Elves have dexterity and reaction times that would seem supernatural to a normal human. For a trained fighter, such speed would be recognized as being beyond mundane peak human potential, although not by a significant margin. This speed comes at the cost of reduced physical strength and hardiness. He is still stronger than an average, untrained human, but is weaker than an ordinary human fighter and much weaker than the peak human specimens that would enter this fighting tournament, despite having reached the limits of Elven physical strength. Similarly, his bones and organs are more fragile than a human’s. Adrinai's use of heavier armor is considered unusual by Elven standards because it limits his ability to take advantage of his natural agility, but he considers it a fair tradeoff for shoring up his natural lack of durability. > > Arcane Sight > A small fraction of Elves possess the ability to see arcane energies without the aid of any magic or technology. Adrinai is one such elf. He can see the flow of magic around active spells, magical equipment, or spells that are in the process of being cast. The general exceptions to this are illusion and some enchantment spells whose usefulness depends entirely on people's ignorance of the existence of the spell; spells such as these, by their very nature, layer magic atop themselves to hide themselves from Arcane Sight and require more specialized means of detection. > > Divine Sight > While not technically a separate ability from Arcane Sight, Adrinai's ability to see divine energy in the same way that other Sighted Elves can see arcane is entirely unique. Adrinai developed and cultivated the sensitivity to divine energy over many years, and it is this ability to see the very flow of the divine that allows him to tap into and siphon off some of that energy for himself to power his Paladin abilities without having a divine patron of his own. > > Paladin Abilities > > Inner Radiance: Adrinai draws in divine energy by syphoning from the conduit of power that allows deities to grant abilities to their chosen, as well as latent, omnipresent divine energy that is the result of the divine spark within all sentient beings. Because his divine energy is restoring at a slow but consistent rate, his powers are limited by how much energy he can take in at once versus how much he outputs, rather than relying on a depletable store of energy. His energy level at any given time can be measured on a scale of 0 to 4. > > 0 - Flickering > 1 - Weak > 2 - Moderate > 3 - Strong > 4 - Intense > > Likewise, Adrinai’s abilities can be measured by how much they deplete his Inner Radiance, whether as a continuous upkeep for as long as the ability is active or for a period of time after using an instantaneous ability or short-term buff. Normally, Adrinai cannot go below Flickering Inner Radiance, but suffers no ill effects for being at Flickering. > > Overdraw As a last-ditch effort, Adrinai can manifest a Seal (but not a Touch) that would put him below Flickering Inner Radiance. If he does so, he is drawing on his personal divine essence, which amounts to tapping his own life force to make up the difference. At the end of the post in which Adrinai uses Overdraw, all of his passive abilities immediately shut off, and any buffs with remaining duration end prematurely. Additionally, beginning with the following post, Adrinai experiences Divine Withdrawal, as his body and soul turn their energy inward to keep his divine spark from going out completely, which results in vertigo, physical stiffness, and intense headaches that make both movement and concentration difficult. This persists for one post per level of Inner Radiance below Flickering that the seal used would have brought him to. For the duration of Divine Withdrawal, Adrinai cannot manifest any abilities, even those that would have no Inner Radiance cost. Beginning with the post on which Adrinai first recovers from Divine Withdrawal, he begins to generate a surplus of Inner Radiance once again, setting his maximum Inner Radiance to Flickering and allowing him to use zero-upkeep abilities again. For each post after that, his maximum Inner Radiance increases by another level until he recovers to Intense and his abilities function normally again. > > AURAS > Adrinai’s Auras are generally minor effects, most of which have no upkeep cost. Adrinai’s Auras affect both himself and his allies, although he must designate such allies when he activates the Aura, and must lower the Aura and raise it again in order to change who the Aura affects. A single Aura costs the listed upkeep, while each additional Aura that he chooses to maintain adds one more level of Inner Radiance cost to the listed upkeep than the previous Aura. It takes Adrinai no time to raise an Aura, but one full post to lower one. > > Courageous Aura: This aura will affect Adrinai and any allies that he designates within thirty feet of him. Those affected by this aura will have their minds steeled against fear and the dangers of combat. They will be undaunted by numerical disadvantage, gruesome or powerful foes, and will even gain significant resistance to magical effects that cause or play upon a person's fears. > Upkeep: None (0) > > Coordination Aura: This aura will affect Adrinai and any allies that he designates within thirty feet. Everyone affected by the aura is made aware of the positions of their allies as well as the position of any other creatures that anyone in the aura can see. The allies are also made aware of any significant terrain features that any member of the group can see. > Upkeep: None (0) > > Light Aura: A physical manifestation of the divine light that Adrinai channels, he creates a glowing aura as a strong torch out to 30 feet. The light generates no heat unless he wills it so, in which case he himself will feel no cold at any naturally occurring temperature, and his allies within the aura will feel as if they are in the presence of a warm campfire. The aura will not fully protect him from magic that freezes or chills, but it can mitigate the effects somewhat and allow him to recover more quickly. > Upkeep: None (0) > > Mystical Aura: An aura only possible as a result of Adrinai's melding of his racial ability to see magical auras and his manipulation of divine energy, this aura allows the supernatural effects of Adrinai and his allies within 30 feet to function normally even in areas that are affected by any form of anti-magic. This does not allow magic to affects creatures or objects that are warded against magic, but merely being in an anti-magic zone or within a creature’s anti-magic aura has no effect upon Adrinai and his designated allies. Because anti-magic has to suppress all forms of magic, whereas this Aura is designed to subvert a very specific effect, the Mystical Aura itself is not subject to anti-magic effects or counterspelling of any sort, even those that are not area or aura based, and can be activated after being affected by anti-magic. > Upkeep: Weak (1) > > Wards > Wards represent a variety of passive defensive effects that are generally more powerful than Auras but that can only be applied to the Paladin or his equipment. Similarly to Auras, one Ward costs the listed upkeep to maintain. Each additional Ward costs the listed upkeep plus one additional level of Inner Radiance per previously maintained Ward. It takes Adrinai no time to raise a Ward, but one full post to lower one. > > Shield Ward: This Ward affects the shield that the paladin carries. If he is not currently using a piece of equipment that would be considered a shield, the Ward has no effect. The Ward reinforces the shield against magical and energy-based attacks, allowing it to convert non-kinetic attacks that strike the shield directly into an amount of kinetic energy proportional to the destructiveness of the spell that can then be blocked as normal, with a commensurate amount of recoil. There exist spells so potent that, even once converted to kinetic energy, they could destroy the shield and likely the paladin behind it, but only truly legendary spells could cause that much damage. While under the Ward, the shield will also not count as a part of the paladin for the purpose of spells that require direct contact with the subject, or "touch spells". Finally, in addition to the defense against magical attacks, the shield will also not conduct non-magical electricity, heat, or cold (beyond the temperature of the environment) while affected by this aura. > Upkeep: Weak (1) > > Mind Ward: This Ward creates a barrier against harmful effects that are purely mental in nature. Mental domination and compulsion (including sleep spells, or any spell that dictates the paladin's actions against his will) will not affect the paladin, nor will the paladin be deceived by illusions implanted into his mind. In the case of illusions, the paladin is still aware of the illusion so that he may react as he chooses to it, but he will be fully aware of its illusory nature and see the truth that it conceals. Unless a mental effect specifically prohibits it (such as being dominated and ordered not to use any abilities), the paladin can switch to this ward after the mental attack begins to break the effect. > Upkeep: Weak (1) > > Reflecting Ward: This Ward can only affect a small surface, and Adrinai's gnomish buckler was specifically crafted with the dimensions of this Ward in mind. When applied to his buckler, Adrinai can intercept magical and non-kinetic attacks and reflect them in the direction that he aims the buckler. For any such attacks that are lobbed or thrown, Adrinai can only reflect them with the amount of force that he strikes the projectile with, whereas attacks that are beams, bullets, etc, will be reflected at the same velocity that they struck the buckler at. If such an ability has a distance limitation, the distance is reset upon being reflected, allowing it to potentially reach the originator of the ability even if the total round trip would be longer than its normal maximum distance. If the ability applies to an area larger than the buckler can block, only the portion that contacts the buckler will be reflected. The rest will affect the area as normal. > Upkeep: Moderate (2) > > SEALS > The "spells" of Adrinai's arsenal, Seals provide temporary boosts to his combat abilities or an instantaneous effect, and consume an amount of divine energy proportional to their effect. He can activate a seal at will, and it begins taking effect immediately, but its duration also begins to run down immediately as well. Seals do not have an upkeep, but rather lower Adrinai’s Inner Radiance by their listed value for a duration that is independent of the duration of the Seal’s effect. The post in which the Seal is used counts toward the duration of both the effect and the Inner Radiance cost. This forces Adrinai to carefully choose which abilities to use and how often in order to also be able to balance the upkeep of his Wards and Auras with the tactical options that his Seals represent. Careless use of Seals can leave him with no reserves for a tough situation or, even worse, force him to Overdraw his Inner Radiance to get out of a crisis and leaving him highly vulnerable afterward. > > *Shieldbearer:* > Adrinai can summon one or both of his shields onto his arm(s), buckled into place and ready for use. This can be done even if a shield is in someone else’s possession, provided that the current possessor of his shield doesn’t have a means to prevent teleportation magic. If he uses this ability on both of his shields, double both the cost and duration. > Cost: Weak (1) for 1 post > > *Flash:* > A seal appears on the front of the paladin's shield, although it is rarely seen as the shield will at the same time give off a burst of light in a cone in front of him. The light is bright enough to render anyone in close proximity that is looking at it blind for a few seconds as their vision goes white and gradually returns. > Cost: Weak (1) for 2 posts > SPECIAL: The cost is merely to manifest light energy that Adrinai passively converts from Inner Radiance over time. It takes Adrinai an independent cooldown of 4 posts to store up enough energy for another Flash, or 5 posts if his Light Aura is active at any point during the cooldown, as the Light Aura siphons from the same converted light energy as Flash. > > *Farshield:* > A seal appears on the front of the paladin's shield and persists for one post. A ghostly image of the shield appears at a point of the paladin's choosing within 30 feet, and moves as his shield moves while deflecting attacks as his shield would. His shield can block anything that he would be able to block if he was at the Farshield’s location, including preventing an opponent from moving through the shield’s location, but Adrinai also experiences the recoil of anything that he blocks as if it had struck his physical shield, meaning that attempting to use Farshield to block a charging opponent can potentially cause Adrinai himself to be knocked over. If a Ward affects his shield, the Farshield is affected as well. > Cost: Weak (1) for 2 posts > > *Deflection:* > A seal appears on the front of the paladin's shield that lasts for 2 seconds, usually only long enough to block a single attack. During that time, any kinetic impact that is blocked by the shield is deflected away by a violent burst of recoil. The shield itself is unaffected by this recoil. This ability cannot be combined with his Shielding Ward to negate the force of spells blocked by the Ward. > Cost: Moderate (2) for 3 posts > SPECIAL: Should this Seal attempt to affect an attack that is itself supernaturally prevented from being blocked or redirected, an alternate ability is activated instead. Adrinai will immediately feel the feedback from the Seal, making him aware that the alternate ability is activating, at which point he can choose a direction, and the Seal will send him flying in that direction at high speed, potentially getting him out of harm’s way. > > *Bubble:* > A seal appears on the front of the paladin's shield that persists for one post. During that time, the shield projects a "bubble" radiating out from the shield and curving back toward the paladin. The Bubble will block area-based effects such as dragon's breath or an explosion. A pinpoint attack such as a thrown knife, melee strike, or magic missile will pierce the Bubble as if it wasn't there, although the Bubble won't be dispelled until the duration ends. > Cost: Moderate (2) for 3 posts > > *Divine Might:* > A seal appears on the paladin's left and right bicep that persist for two seconds (generally a single action within a single post). During that time, he is given great physical strength throughout his entire body. The divine essence reinforces his muscles and bones to protect him from the strain of using that strength. The divine might granted allows him to perform such feats as flipping a car or overpowering an ogre, albeit generally for only a single action. > Cost: Moderate (2) for 3 posts > > *Smite* > A seal appears on Adrinai's weapon, or his gauntleted fist if he is not holding a weapon, that persists for 3 posts. Adrinai must focus on smiting a specific target when he activates this seal, and the benefits only apply to that target. For the duration of the seal, any attack that hits the target ignores any inherent damage reduction or immunity that they may have that are the result of supernatural effects or the result of being a supernatural race, and halts any regeneration or fast healing abilities that they may have for the duration. For example, Adrinai could stab or strike a stone elemental and affect the creature as if he was striking flesh, and such a creature would not be able to regenerate from the attack until the Seal lapsed. When the Seal would lapse at the end of a post, Adrinai can choose ahead of time to pay the cost again at the beginning of his next post and continue the effect, renewing the duration starting with his following post and preventing an injured target from healing in the intervening period. > Cost: Moderate (2) for 3 posts > > *Blood* > The paladin's most powerful seal, it is the only one that doesn't manifest itself merely by the paladin's will. He must carve the symbol into his skin (Adrinai has a bladed "stamp" on the back of his shield to hasten this) and then focus divine energy on it. At that point, it will glow with holy light as any other Seal. The Seal of Blood grants the Paladin's weapon the might of the ancient weapons of lore. For two posts, his weapon will radiate a glowing aura of its own from its striking surface. Any time the weapon strikes, it will let out a thunderclap of divine energy, slamming with far more force than the wielder himself put into the attack. Under the power of this Seal, armor will crack and shatter, shields with be thrown back, weapons will be blown out of the wielder's hands, and bones will suffer much the same effect as armor. Every time the weapon strikes and makes use of the Seal, the Blood Seal inscribed on the paladin will emit divine-infused blood, glowing pearly white as it shoots from the self-inflicted wound. The paladin will suffer internal damage every time he strikes, facing hemorrhage and eventually organ failure if he overuses the Seal. He can, of course, heal the damage as normal, but doing so is tricky given his limited Inner Radiance reserves and the cost and duration of his healing Touches, outlined below. > Cost: Strong (3) for 4 posts > > TOUCHES > The final manifestation of divine energy is the channeling of it in its purest form. When used in this way, it can heal the sick and wounded, harm undead, and even return life to the newly deceased. This all comes at a cost of divine energy, of course. He requires only a second of focus to mold the divine energy to this purpose, and once expended the effects occur over a period of five seconds. Although they are called "Touches", Adrinai can also channel the abilities through his weapon. When used for healing, doing so doesn't negate the harmful properties of being struck with a weapon. The downside to using raw divine energy in this way is that it depletes his Inner Radiance for a very long time, and it would always be far more efficient to mitigate damage using his other abilities than to heal it after the fact, as even relatively minor healing effects can leave his Inner Radiance suppressed and his optioned reduced or removed for a very long time. > > *Mending Touch* > Adrinai channels a small amount of divine energy, which can heal cuts and bruises or damage the unholy essence of the undead, destroying weak incorporeals and injuring and slowing weak physical undead. > Cost: Weak (1) for 8 posts > > *Healing Touch* > Adrinai channels a moderate amount of divine energy. It can set and mend a broken (but not shattered) bone or cure deep cuts or serious bruises, as well as other forms of physical damage such as burns and frostbite. When channeled into an undead, it can destroy weak undead, especially those of the mindless variety, and harm more powerful unholy beings. > Cost: Moderate (2) for 8 posts > > *Purifying Touch* > Adrinai channels divine energy, which purges a living recipient of illness, poison, and disease. When used against an undead with a harmful aura or that can convey disease or sickness at a touch (such as mummy rot or vampiricism), the ability to convey such disease is dispelled for up to a 10 posts. > Cost: Moderate (2) for 10 posts > > *Holy Touch* > Adrinai uses divine energy to break curses, geasses, and other magical ailments afflicting a living target. The most powerful forms of curse can't be broken entirely, but can be suppressed for up to five minutes. > Cost: Strong (3) for 10 posts > > *Saving Touch* > Adrinai uses a substantial amount of divine energy to heal the most grievous of wounds, repairing failed organs, rebuilding shattered bones, reattaching (but not regrowing) severed limbs, and replacing lost blood. Against undead, this will obliterate weak undead and severely injure all but the most powerful manifestations of undeath. > Cost: Strong (3) for 8 posts > > *Reviving Touch* > Using a massive amount of divine energy, Adrinai restores life to the recently deceased. Once the soul has departed the body after a few minutes, the paladin can do nothing for them. This spell will heal that which caused their death, repair the body enough to sustain life, and then give a divine "shock" to reattach body and soul and cause the body to begin functioning again. Against undead, even powerful beings such as mummies, vampires, and liches should fear the divine might of this Touch, as it can grievously harm even them. > Cost: Intense (4) for 10 posts > Special: Normally, only Seals can be used with the Overdraw ability, but this Touch can be used with Overdraw provided it is being used to restore life to another person.

4Supreme Jerk Commander

Dumble Dee - Madison Wrote:

> show spoilerhide spoilerName: Madison "Hentai Kitsune" Weles > Sex: Female > Age: 250 appears 26 > Birthday: August 25th > Height: 6'3 > Weight: 200 > Measurements (B/W/H): 32/20/34 > Mode of Combat: Intermediate > Birthplace: Gaia > Hobby: Collecting HoH memorabilia > Personal Treasure: Specially made pillow cases > Favorite Food: Fried Fish > Dislikes: Apples, Rox's fans > Forte in Sports: Shuffleboard > Other Things Worth Mentioning: > Mouth- Unlike most humanoids, Madison's mouth contains carnassial teeth between her canines and molars. > Jaw - Stronger than the average human, with a bite force around 200 lbs (humans are around 120lbs). > Ears - Has the enhanced ability to hear with great clarity and out of normal frequencies. 65,000Hz at a range of 160 ft. This also makes her more susceptible to damage from louder noises.Her ears are abnormally large and sit at an angle on the top/side of her head. > Night Vision - Ability to see clearly in the dark, eyes more sensitive brighter lights. > Strength - Can lift a person weighing 190lbs, easily. > Durability - In her humanoid form, Kitsune is a weak fire user, but is less effected by flames than when she is completely human. Her hair and clothing are vulnerable, but her skin is able to withstand heat up to 200 degress Fahrenheit. > > Earring Transformation- Madison has a single earring shaped into a teardrop that can transform into a few different shapes while she's holding it: > Staff - A simple staff about 6 ft tall and 1.5 inch diameter. Immediate transformation. > Baton - 16 inches long, 2.5 inch diameter. Immediate transformation. > Scythe - This is the most difficult form the earring takes on. 22 inch steel blade attached to a 5.5 ft snath with two handles. 1 turn for transformation. > > Body Pillow* - 10 large pillows, each with a different case covering it. > Omi Barsait, Izzette Prechtl, Dzan, Rayner Veli, Tenkai Matsumoto, James Eredas, Silver Alexander, Reiko&Fox, Ryugi Kazamaru, Roen > > Notice me Senpai - [STRIKER ability] > > In a time of need, Kitsune will use this ability as a quick (one post) distraction. As soon as she steps into the active arena area, an illusion is cast, the specified target will be hypnotized and be shown a much more attractive (per their preferences) Madison. This illusion will be seen by the target with hearts shooting off of her and blowing kisses, winking, giving risque skirt lifts, etc. > If the target happens to be one of the characters seen on her coveted ******pillow cases*, the spell will be stronger as the passion Madison feels towards said person will be stronger than normal. > > True Form > Being a yokai, Madison has a simple humanoid appearance that she normally uses daily, but does have a 'true form'. When angered or extremely weakened, she has the ability to change into this form. Her body morphs into a large, 7 tailed fox. Standing on all fours, from shoulder to paw, her height measures about 8ft tall, 14ft long (tails add another 5ft in length), and weighing around 700lbs. > > The transformation cannot be interrupted, but she is in a vulnerable state the entire time, unable to fight back or protect herself. In this state, as she is transforming, she neither gains nor loses any durability or strength (specifically from the trans, this does not mean she can't be damaged from opponents). 15 posts to fully transform. > > As a fully formed Yokai, Madison is only able to speak telepathically and has the ability to spit orbs of fire. These orbs are green in color and measure about 10inches in diameter. She is also completely invulnerable to fire in this form. Able to lift 2.5 tons with her mouth with little effort. If she picked up a F150 with her mouth, she could crush it, a bit. Skin beneath her fur is thick, but not impenetrable.

5Supreme Jerk Commander

Supreme Jerk Commander - Battle-Pixie Rox Wrote:

> show spoilerhide spoiler > INFO > Name: Renae Roxanna Rey > Sex: Female > Age: 21 > Birthday: May 17th > Height: 157 cm > Weight: 56 kg > Measurements (B/W/H): 80 cm/60 cm/84 cm > Mode of Combat: Salty. > Birthplace: Whatever Gaia's equivalent of Texas is. Space Texas? > Hobby: Live-streaming, vlogging, and fighting games. > Personal Treasure: Her stream-channel and stream-viewers. > Favorite Food: Pasta dishes. > Dislikes: Her stream-viewers, stream-snipers, Evil™, PICKLED ANYTHING, and people calling her ‘Roxy’. > Forte in Sports: Fighting games, and the martial arts. > Other Things Worth Mentioning: She is being mentored by Dash (unfortunately). > > SPECIAL ABILITIES: > Battle-Pixie Mode > show spoilerhide spoilerRox's transformation. Unlike most magical girls, Rox is quite vulnerable during her transformation sequence. She will most likely transform before her fights. > In order to transform, Rox must always perform the following three steps: > > -Load the Battle-Pixie App on her phone, thus logging her into her stream-channel (requires stable Internet connection). > > -Attach her phone to her magical selfie-stick (the stick actually contains her “suit”). > > -Take a selfie (confirms identity). > > Afterwards, the transformation sequence begins. The duration of her metamorphosis depends heavily on dramatic timing and the urgency of the situation. That being said, the MINIMUM amount of time required for her to fully transform is 10 seconds (1 post). This does NOT include the time required to perform the three steps mentioned above. > > If she is attacked before she has completed her transformation, the entire process is canceled and must be started again. If her phone and selfie-stick remain intact, she only needs to take another picture to begin the next attempt. > Battle-Pixie Mode draws power from Rox's SPAZM stream, specifically the viewers. The more people she has logged in and watching, the greater the boosts provided by the transformation. There are five tiers of power. > > Level 0: Base Rox, AKA “Offline mode”. > Appearance: Street clothes > Stat Boosts: Strength x1, Reaction Time x1 > Abilities Available: Battle Aura, Denied! > Max Denied! Charges: 1 > Notes: While not transformed, Rox’s Battle Aura will provide some protection for her unless she was forced into this state by it shattering. She does not have access to any other abilities or boosts. > > Level 1: Battle-Pixie Rox > Appearance: Magical girl attire > Stat Boosts: Strength x2, Reaction Time x3/4 > Abilities Available: Battle Aura, Denied!, Smile!, Pixie-Gun, Weapons Poll > Max Denied! Charges: 1 > Notes: This is the stage Rox begins most fights in. She can not transform unless her  Stream Level is at least 1. > > Level 2: Super Battle-Pixie Rox > Appearance: Suddenly, WINGS! > Stat Boosts: Strength x3, Reaction time x1/2 > Abilities Available: Battle Aura, Denied!, Smile!, Pixie-Gun, Weapons Poll, Hype, Wings > Max Denied! Charges: 2 > Notes: Rox can not transform to this stage unless her Stream Level is at least 2. > > Level 3: Shin (True) Battle-Pixie Rox > Appearance: She gains considerably more bling and is surrounded by a majestic white  aura. > Stat Boosts: Strength x6, Reaction time x1/2 > Abilities Available: Battle Aura, Denied!, Smile!, Pixie-Gun, Weapons Poll, Hype, Wings, :Kappa:, Her Finest Moment > Max Denied! Charges: 2 > Notes: Rox can not transform to this stage unless her Stream Level is at least 3. > > Transition between the levels of Battle-Pixie Mode occur with no significant delay and cannot be interrupted. If for some reason Rox loses access to her stream, she will immediately drop down to the previous level of transformation. If this doesn't cancel her transformation, Rox will continue to drop down levels at a rate of 1 per post until she is no longer in Battle-Pixie Mode. > > When she regains Internet access, her transformations will continue working as normal. If she has reverted back to level 0, she must restart the entire transformation process! > The SPAZM Stream (The _r0x_ Box) > show spoilerhide spoilerWhile fighting, Rox can monitor and interact with her stream chat through the use of her augmented reality visor. The channel is moderated by a mysterious benefactor known only as “HBPixie-Bot”. > > During her participation in the tournament, her stream will be modified in the following ways: > > -Messages containing information about any opposing combatants that Rox herself would not know will be instantly deleted. She will never see them. > > -All HoH Judges and Officials will have access to the stream at all times. Other HoH participants and spectators may also join the stream if they want, but they may be banned/kicked if needed. > > -HoH Sponsored Ads will play periodically. > > -There is a 5 second delay added to the stream in order to prevent viewers from warning Rox about incoming attacks, or stream-sniping. > > -The Stream's POV will be that of the official HoH broadcast with a window in the lower left displaying Rox's first person view (or face-cam if she's not participating in the battle). > > Rox’s stream has four levels representing its activity and the excitement amongst its viewers. > > Level 0 “Offline”: The stream is inactive. Rox may not transform into Battle-Pixie mode. If she is already transformed, she we de-transform. > > Increases When: > > -Rox regains internet access. > > Level 1 “Normal”: The general starting point of Rox’s stream. She may immediately transform into Battle-Pixie mode and fight normally (if she hasn’t already). > > Increases When: > > -Six posts have passed in a fight that originally began at this level. > > -One post has passed since she regained internet access in a fight. > > The second case only applies when her stream has already reached a higher level, otherwise, six posts must still be spent at this level. If internet access was interrupted before the initial six posts have passed, the count does not reset. It only resumes once she regains internet access. > > Decreases When: > > -Something prevents or causes Rox to lose internet access. > > Level 2 “Getting Hype”: The usual escalation of Rox’s stream. At this level she may immediately transform into Super Battle-Pixie mode. > > Increases When: > > -She is the last person left on her team during a battle that started with at least five other participants (3v3s, 4v4s, Battle Royale). > > -If she is alone and outnumbered in a fight by two or more participants (3v1, 4v1, etc...). > > -Her or her teammates are in sudden mortal danger (situations where the attacking person will most certainly be red-carded or disqualified). > > -Six posts have passed in a fight that she originally began at this level. > > -One post has passed since she regained internet access in a fight (using the same rules as Level 1). > > Decreases When: > > -Something prevents or causes Rox to lose internet access.   > > Special Cases: In the following circumstances, Rox’s stream will START at Level 2: > > -When facing a past HoH finalist. > > -During an eliminator round. > > -It is at least the final round of HoH’s “Round Robin” stage. > > Level 3 “Vahngasm”: st is going down and the stream-monsters hunger for more! Rox may now immediately transform into Shin Battle-Pixie Mode.. > > Increases When: > > -Rox’s team is on the brink of elimination during the Semi-Finals, Finals or the last round of HOH’s "Round Robin" stage AND at least 12 posts have passed since the start of her fight. > > -12 posts have passed in a fight she began at this level. > > -One of her teammates dies during the Semi-Finals, Finals, or the last round of HoH's "Round Robin" stage. > > If these conditions are met and for some reason Rox is not already in Shin-Battle Pixie Mode, she can immediately transform into it (even from regular Battle-Pixie mode). > > Decreases When: > > -Rox loses internet access. > > Special Case: In the following circumstances, Rox’s stream will START at Level 3: > > -VS Glacier or Mountain > > -Her team reaches the HoH Finals. > > Level 4 “Her Finest Moment”: Story mode has been activated, Rox may now use the ability “Her Finest Moment”. This is limited to a single use during the tournament. > Battle Aura > show spoilerhide spoilerRox's fight-energy. The stream makes it stronger, and in turn, she becomes stronger. > > It cannot be seen by the naked eye except during special circumstances (Shin Battle-Pixie Mode, Hype abilities, and during :Kappa: ). It cannot be detected unless the individual is trained in sensing auras. It is not a “spell”, so silence and de-spell themed abilities will have no effect on it. The energy is spiritual, but doesn't belong to any 'element'. > > While visible, it gives the appearance of white flames but generates no heat. It creates light equal to a flame of its size (which varies from 10% to 30% larger than her body depending on her mood). Occasionally the aura may make sounds or cause physical disturbances, though the effects of this are negligible. > > When Rox has been pushed to her limits, the Battle Aura may shatter. Once this happens, Rox will instantly revert back to her original self and lose ALL benefits she receives from the aura. She becomes a regular human woman. It takes at least 6 hours (so, more than an entire round) for her aura to restore itself. During that time she cannot transform. > > Rox must be conscious to benefit from the effects of her aura. > > DENIED! > show spoilerhide spoilerTo defend against particularly strong attacks, Rox may further intensify her aura while she focuses to defend. This creates a barrier that projects a dome large enough to completely shield her body from the front (think the push-block effect in a fighting game). While in her non-transformed state or in Battle Pixie-Mode, she may block one attack before the barrier goes into recovery mode (10 posts). > > When Rox is in Super or Shin Battle Pixie-Mode, she is able to block two attacks in this manner. Each block causes this ability to go into recovery mode in order to rebuild to its two-charge maximum. Blocking before recovery mode is completed (if she has a charge remaining) will reset the timer. For instance, Rox blocks a fireball, expending a charge. The 10 post recovery mode will begin. 7 posts later, Rox must block another fireball. She still has another charge so she spends it, resetting the current timer back to 10 and starting a new recovery mode. It will now take 20 posts of Rox not using her barrier to restore both charges (10 to gain each charge). She may still use charges as she gets them, but the recovery timer will always reset. > > If Rox decides to use “Denied!” to block an attack when she has no charges remaining, her aura will shatter. She will still be protected as before, but afterwards she loses her transformation. While shattered, her barrier does NOT go into recovery mode until she is able to transform again (6 hours later). > > “Denied!” offers 3 tiers of protection. > > Tier 1: Against an attack that costs considerably less than this ability (IE: something the opponent can reasonably use more than twice over a 20 post period), Rox experiences no knock-back forces from the attack. Elemental effects are extinguished (if possible), or simply splash off of the barrier. Projectiles can be swatted aside DBZ style or ricochet off. She will receive negligible damage. > > Tier 2: Against an attack with comparable cost to this ability (IE: stuff that doesn't fit in the above category), Rox experiences at least half of the knock-back forces. Elemental effects are dampened to levels a regular human could withstand and still keep fighting. Face-melting heat will manifest as blisters and second degree burns, lightning will stun, but not cause severe burns or stop her heart, excessive kinetic forces will cause bruises and micro-fractures etc etc. > > Tier 3: Against ultimate abilities (IE: stuff with multi-fight cooldowns, single use abilities with costly drawbacks or setups, basically an opponent's strongest move), Rox dons plot-armor. Elemental, kinetic, knock-backs and other status effects are reduced just enough in severity for Rox to hang on. She will absolutely be in horrible condition afterwards, but it’s guaranteed that she’ll be an annoyance for a few more posts before passing out in dramatic fashion. In cases where tanking an attack will destroy her, she'll be protected enough to not be mortally wounded. > > There are some exceptions. Things her barrier would not be effective against (as listed in the “Limits” section below) are also not affected by “Denied!”. Excessive kinetic forces (Like very high-velocity bullet-like projectiles, being hit by a car, and a big dude swinging a war-hammer to name a few.) even though they could occur at relatively little cost, fall under Tier 2. Tier 3 can also be possible depending on how ridiculous the source is (IE: high-explosives or a plane crash). > > When Rox FIRST transforms into Super Battle-Pixie mode and Shin Battle-Pixie Mode, she immediately gains 1 “Denied!” charge if she’s not already at maximum. If this does not place her at max charges, the recovery mode of the remaining charge is not reset. Rox always starts a fight with the maximum amount of charges allowed for her current transformation. > > If Rox drops below Super Battle-Pixie mode, she immediately loses her second charge. > > Hype Effect - <Name TBD>: For one post, the next attack Rox blocks will be treated as Tier 1. Attacks that fall within Tier 3 are still treated as such. This will consume 1 charge. If Rox has no charges, she can still use this ability without her aura shattering. Any recovery mode timers are reset. > > :Kappa: Effect: None. > > Notes: Rox can only project the dome from her arms and legs as she needs to make a traditional blocking action to activate it. The exception to this is when she’s in Shin Battle-Pixie Mode. In that case she can project the barrier from anywhere on her body, allowing her to do things like stand motionlessly to face-tank someone’s fist or slow-walk through weak fireballs. > Weapons Poll > show spoilerhide spoilerRox starts a stream poll to decide her weapon for the round. The weapon with the most votes (sometimes I’ll RNG, sometimes I’ll just pick it, depends on the mood and the fight) after 10 seconds (about 1 post) will spawn into existence. She may start another weapons poll every 10 posts and must get rid of her current weapon (if any) before spawning another. Any weapon Rox creates in this manner will persist until it is either destroyed or despawned. While anyone can wield her weapons, only Rox may use their special properties. > > Weapons will generally spawn in her hands, or as close to her as possible without clipping through objects or people. They will not spawn in a position to be used as an attack (IE: her spear spawning above someone to fall down and stab them). They can spawn in convenient places, however (IE: just within reach while she’s immobile). If for some reason it’s absolutely not possible for her weapons to spawn, then they will be delayed until such a moment IS possible. > > If Rox is forced out of her transformation completely, her weapons will despawn and the Weapons Poll cooldown is cleared. > > The weapon choices are: Spear And Shield, RPG, and The Hands. > Hype > show spoilerhide spoilerUnder certain conditions Rox builds meter. Once filled, she gains access to various special abilities. Each ability will completely deplete the meter on use. What she can do exactly depends on her current weaponry and her general creativity. > > Charge Rates: > > Defensive Actions: > > Dodges: 0% > Blocks: 10% > Verbal insults or taunts from opponents: 20% > Being called “Roxy” by an opponent: 20% (per instance) > Being Hit by an opponent (enough to bruise, draw blood, or produce significant pain): 25% > Heavy Injury sustained (something that will leave a sizeable scar, or cause other non-trivial damage without immediate medical care): 50% (overrides being hit) > > Offensive Actions: > > Misses: 0% > Partial or blocked hits on an opponent: 10% > Hits on opponent: 20% (overrides partial hits and blocks) > > Notes: Multiple events may charge up Rox's Hype meter in a single post, but they must be different types. IE: an insult, a hit, and a block. Three blocks in a post won’t gain 30% Hype. The exception comes with being called “Roxy”. Every instance of an opponent she is fighting calling her that will net her 20% Hype. If someone decides to call her Roxy 5 times in one post, it WILL charge the entire thing! > > Once used, the Hype meter will not begin to recharge until 10 posts have passed. She must be in at least Super-Battle Pixie mode to build hype. If she drops to a level below that, all Hype gained is lost. > :Kappa: > show spoilerhide spoilerRox calls upon all of her streamers to spam the :Kappa: emoji and grant her the power needed to defeat her foes! For every post she manages to channel :Kappa:, it grows stronger. While collecting :Kappa:, she can not attack or use any abilities. The protection provided by her battle aura is reduced due to the fact that it remains in its passive state. > > Like Hype, :Kappa: allows Rox to perform various special abilities depending on what weapon she's using. :Kappa: has a maximum of 3 levels. Levels are gained in the following ways: > > Undisturbed posing : 1 level per post. > Moving: 0.5 levels per post. > Blocking, attacking, taking hits: 0 levels per post. > > Once the :Kappa: gathering process begins, Rox can only gain levels for 4 posts maximum. She must then use the :Kappa: during the following post or it is wasted. :Kappa: must be at least level 1 to be of any use. All fractional levels are ignored. > > As a special case, if Rox uses :Kappa: of at least level 1 to engage in a power clash (think two powerful abilities smashing into each other), then she may continue to gain :Kappa: levels. :Kappa: gained in this way ignores the 4 post limit and will increase to level 3 at a rate of 1 level per post. Whatever attack she uses to trigger the clash is expended to resolve it (when and how that happens exactly, depends on the opponent). > > Notes: :Kappa: can only be used once per round. Once used, :Kappa: will deplete any built up Hype, but will not put it into cooldown. If Hype is already on cooldown, nothing happens. The Hype meter does not need to be filled to use :Kappa: > Wings > show spoilerhide spoilerFrom Super Battle-Pixie onward, Rox sprouts a pair of butterfly-esque wings. They aren't particularly functional and mainly serve to let everyone know that she has access to a few gravity-defying abilities. > > Air Brake: Rox will slow her descent to non-terminal velocities (to around 3 m/s). She still needs time to decelerate safely, however. The effect lasts up to 2 complete posts or until she stops moving (whichever comes first). Common uses for this ability are to not die from incredibly high falls,“glide” from one location to a lower location, or to slow herself down rapidly after another ability. > > Dash: Rox will suddenly accelerate in a given direction at a speed of up to 15 m/s over a period of 1.5 seconds (part of one post). Common uses for this ability are to dodge, double jump, or close in for an attack. > > Hype Effect - Flight Mode: Rox can fly. The cooldowns for both Dash and Air Brake are reset and she may use them both twice in any order or combination. This effect lasts 2 posts before consuming the Hype meter. > > Notes: Her wings are not physical objects. As such, they can not be grabbed onto or damaged. She can use Air Brake or Dash once each every 5 posts (they do not share cooldowns). She may use them one after the other during the same post as long as they are both off cooldown. Rox can fly unrestricted at 20 m/s. > Pixie Gun > show spoilerhide spoilerRox makes a finger gun (with one or both hands) and uses it to fire a projectile of energy at a target. The projectile travels 25 m/s and dissipates after 25 m. The Blast hits as hard as one of Rox’s punches when fired from one hand, twice that when fired from two. Since her punching power is modified by her strength increases, the attack scales with Rox’s transformations. > Each “blast” takes the form of a ball of white light that bursts on impact. The one-handed version may be fired 3 times consecutively from either a single or alternating hands with a 5 post cooldown. The two-handed version may be fired once with the same cooldown. She has to do one or the other, not both. > > Hype Effect - <Name TBD>: Rox’s pixie gun may now fire 6 (5 one-handed, 1 two-handed) times consecutively over the course of 2 posts. These attacks posses the same power, speed, and range as the original versions. > > :Kappa: Effect - <Name TBD>: Rox will make a two-handed finger gun and point it at a target. As :Kappa: builds, the attack increases in strength. Once fired, a beam of energy moves at 50 m/s for a maximum distance of 50 m. Upon impact, Level 1 is similar to being hit by a sledge hammer. Level 2 is similar to being hit by an even bigger sledge hammer; it matches the max attack power Rox can muster with an unarmed Hype ability (explained further in the “Limits” section). Level 3 is roughly twice as strong as level 2. > > If nothing is hit within 50 m, the beam bursts into white light, producing shockwaves. Objects within a 2 m radius of the beam’s tip will experience a severely dampened version of the above effects (about a third as strong). > > Notes: Rox tends to make “pewpewpew” noises when she shoots. > Smile! > show spoilerhide spoilerRox summons her phone and snaps a quick selfie. If someone is within 1 m of her and looking in the phone’s direction, they will see a blinding flash. The effect lasts only 3-4 seconds, long enough to give Rox some initiative. This effect can be negated by either protective eyewear, or the potential target actually posing for the picture. > > She can do this once every 10 posts. > > Hype Effect - <Name TBD>: Rox will pose as usual and take a picture. In addition to the original effect on someone within 1m of her, any projectile attacks that are not directly attached to, or held by the attacker are slowed significantly to allow Rox time to avoid them. The duration of this ability is the post that the selfie took place. After that, the attack returns to normal. > > In order the be successful, the offending object must be within 2 m of her AND be part of the resulting picture. The entire object does not have to be in the picture, only part of it. > > If the “attack” is some type of explosion or area effect spell that is not directly attached to the attacker (this doesn’t work on abilities like a magic whip, chains, force-lightning, or whatever...), the entire thing will be slowed so Rox can dive away from it action-hero style. Obviously something too fast for Rox to pose with and photograph on reaction is unaffected. > > :Kappa: Effect: None. > Her Finest Moment > show spoilerhide spoilerThe absolute of Rox's resolve. Her desire to not disappoint her fans, even in the face of insurmountable odds, propels her to greater heights. For the next 5 posts Rox gains the following buffs: > > -She will ignore the effects of pain and fatigue. > > -Any abilities on cooldown are immediately refreshed with the exception of :Kappa: and the “Denied!” recovery mode. > > -The Hype Bar is infinite. > > -Rox will gain 1 :Kappa: level per post up to its level 3 maximum regardless of what she’s doing. > > -She can freely cycle between her weapons. She is still limited to one at a time and it takes a full post to despawn/spawn another. The Pixie-Launcher can only be reloaded once by using its hype effect. > > -EMPs and High-Voltage Electricity will not disrupt her internet connection. > > After the 5 posts are up, her aura will shatter and she reverts back to her regular self (level 0). Whether or not she can continue fighting depends entirely on her state before she was pushed into using this ability. Regardless, if she does continue fighting, it will be as an unpowered and incredibly fatigued regular human. > > This ability will only trigger if Rox’s Stream Level is 4. > > Hype Effect: All hype effects have 0 cost, but may each be used only once. Multiple hype effects may be used simultaneously provided there is reasonable time to do so. > > :Kappa: Effect - <PIXIE HAMMER!>: While in this state, Rox will continuously draw :Kappa: from her stream channel, gaining 1 level per post up to level 3 regardless of what she’s currently doing. While this happens, her battle aura will increase in intensity. Once she reaches level 3, she will be able to summon the strongest weapon in her arsenal, The Pixie Hammer. She can instead use her other Kappa abilities before then, but it’s highly unlikely that she would choose to do so. > > > The Pixie-Hammer resembles a typical fantasy mallet/warhammer hybrid that’s a little over a meter long. It’d probably weigh 15 kg if it were a “normal” weapon. But it is not. It’s more like a manifestation of Rox’s determination and her stream’s desire to troll the **** out of whoever she’s attacking with it. Furthermore, in spite being a :Kappa: attack, the Pixie-Hammer only has a Level 3. > > Her modified strength at this point allows her to easily wield the hammer, and it’ll do damage equivalent to a person of her modified strength swinging a weapon of its apparent mass (15kg). However, when she chooses to “release” her Kappa in a decisive strike, things get real. > > Anything within 5 m of the impact zone will be having a bad day. Most non-meta humans would be outright killed by a direct hit. As for everyone else, think of someone being strong enough to lift an SUV, and then also being strong enough to powerbomb that SUV onto someone from the top rope of a wrestling ring that’s 3 stories tall. That is what’s happening here. Since this is HoH, Rox will nerf the ability quite a bit. Most of the impact energy is dispersed into the surrounding area (IE: the ground or wall), creating a disproportionate amount of collateral damage. That said, she will still focus enough power into the attack to incapacitate whoever she’s swinging at. She is still aware that there is no killing allowed, and that she shouldn’t harm spectators. > > Notes: This ability is pretty much story mode. It can and will only be used ONCE during HoH. Exactly when and how will depend on tournament shenanigans. Also, after using this ability, Rox’s transformations and strength will no longer be tied to her stream activity, a perk she won’t discover until the HoH finals. If there are matches left and she’s still competing, her transformations will behave as normal. > > The Pixie-Hammer is especially powerful, though keep in mind Rox has to reach what is pretty much the climax of her “story” in order to use it. That, and it definitely requires someone willing to sell it. > EQUIPMENT: > Weapons: > show spoilerhide spoilerPixie-Spear > Length: 2m > Weight: 1.5kg > Durability: The blade and butt-spike are as strong as steel. The shaft is as strong as ash wood. > > Special Ability - <Pixie-Lance>: A blade of energy extends from the tip of her spear up to 2m. It carries with it piercing power equivalent to the spearhead itself. The rate in which the blade extends is similar to how fast she thrusts the weapon. This ability has a 5 post cooldown. > > Hype Effect – <Name TBD>: Rox's spearhead hardens to some impossible degree and ignites in white flames. She then has one post where her next attack will pierce through any material that is not protected by powerful magic or possesses some sort of otherworldly property that makes it immune to such. Mundane equipment will break, special stuff will break if the opponent agrees to it. > > :Kappa: Effect - <Name TBD>: Rox extends her spear to the heavens, imbuing it with the :Kappa: from thousands of streamers. When she attacks, a blade of energy extends (at the same speed as her spear thrust) from the tip of her spear up to 3/4/6 meters at levels 1,2, and 3. The energy blade and the spear tip have the same properties as the above Hype effect. > > Notes: Rox's spear resembles a Dory used by Ancient Greeks. At the base of the blade are two lugs that extend on either side to prevent the spear from stabbing too deeply into a target. At the other end of the shaft is a butt-spike > > Pixie-Shield > Diameter: 60cm > Weight: 6.5kg > Durability: The shield is as strong as steel. > > Special Ability - <Pixie-Impact>: When Rox strikes something with her shield, it emits a force strong enough to push a 75kg object 2m in the opposite direction of the strike. This ability has a 5 post cooldown. > > Hype Effect – <Name TBD>: Rox's shield ignites in white flames. She has 1 post to block an incoming attack. During that post, any attack that would normally destroy or pierce her shield, will not. Also, knock-back effects are cut down to a third. > > :Kappa: Effect: None. > > Notes: Rox's shield is a slightly domed round shield with a small crescent-shaped notch cut out of the top to rest her spear. > > Pixie-Launcher (Nerfed) > Length: 95cm > Weight: 7kg > Muzzle Velocity: 100m/s > Range: 100m > Durability: The same as a regular RPG-7. > > Hype Effect: If the launcher is empty, she will reload it. > > :Kappa: Effect: None. > > Notes: This launcher closely resembles an RPG-7. Since the rules of HoH prohibit the use of actual RPGs, this launcher has been modified to fire weaponized pillows. > > Pixie-Pillow > Size: 50cm x 66cm > Weight: 1 kg > Durability: It's... a pillow. > > Hype Effect – <Name TBD>: When fired the pillow doubles in length, becoming a full-sized body pillow. It is also packed with twice the filling as before (doubles in weight)! If the launcher is empty, she will just reload a regular pillow as mentioned above. This one will not expand when fired. > > :Kappa: Effect: None. > > Notes: This is the typical ammunition fired from the Pixie-Launcher. Upon impact, the pillow explodes into feathers and pixie-dust (AKA glitter). It lacks any sort of aerodynamic design, yet still manages to somehow travel a relatively straight line when fired. It is not really used to deal direct damage, but to create a distraction or temporarily impair someone's vision (as much as feathers and glitter to the face would). > > On impact, it creates a sparkly cloud of feathers and pixie dust that lingers for 2 posts in an area of about 2m in diameter (4m if the “body pillow” is used). > > Pixie-Hands > Size: Small > Weight: 260g > Durability: About as strong as leather. > > Special Ability - <Pixie-Strike>: Her next unarmed strike will be twice as powerful as usual. The attack doesn’t need to come from her hands and can be from any part of her body. So if she wants to booty-bump someone she can, it’ll just be twice as strong. The cooldown for this ability is 5 posts. > > Hype Effect – <Name TBD>: For one post, Rox's next unarmed attack will carry with it a sizable impact. Unlike the special ability, this attack must be either a kick or a punch. The strength of this attack is equal to the maximum detailed in the “Limits” section below. > > :Kappa: Effect - <Name TBD>: None. > > Notes: The Pixie-Hands are sparring gloves that exist for the sole purpose of letting Rox's opponents know that she plans to give them “The Hands”. They provide some protection to her hands as she punches, but her Battle Aura does that anyway. > > Oh, and each successful strike leaves just enough “pixie-dust” residue to be annoying. So yeah, glitter fists! > Misc Equipment > show spoilerhide spoilerPixie-Phone > Size: Typical Smartphone. > Weight: Typical Smartphone. > Durability: Uncanny resistance to cracking and water. The batter life is pretty ridiculous, also. > > Notes: It looks and functions much like a regular smart phone save for its durability. It is also specifically used to activate Rox's transformation. When transformed, the phone disappears from existence unless she “summons” it. If the phone gets damaged or lost, she can just summon a replacement between rounds (which also destroys the original). > > Pixie-Eye > Size: Covers both eyes and her right ear. > Weight: Negligible > Durability: The visor itself is bullet resistant and is highly unlikely to shatter. > > Notes: An augmented reality visor that allows Rox to monitor and interact with her stream channel. It displays information such as the outcome of polls, subscriber/donation notifications, and oftentimes the chat itself. The information is presented in a way that isn't obstructive. If she wants, she can minimize the stream chat to better allow her to focus on the battle. It can also bring up publicly available or personally acquired information about people or objects that she scans. > > Pixie-Stick > Size: 17cm retracted, 80cm fully extended. > Weight: Negligible. > Durability: Same as a regular selfie stick. > > Notes: It looks and behaves like a regular selfie stick, although it's only compatible with the Pixie-Phone. It serves as a vessel for Rox's Battle-Pixie outfit, and disappears entirely during transformations. Like the Pixie-Phone, if the selfie stick is damaged or lost, Rox can summon another between rounds while destroying the original. > > LIMITS: > Base (No Aura) > show spoilerhide spoilerRox keeps herself in peak physical condition. As such, her strength and endurance are considerably higher than average human women of her build, but not quite at the level of a world-class Olympian. She is about as nimble as an experienced martial artist and can perform acrobatic feats that would demand respect from even the most seasoned of free-runners. > Her reaction time is better-than average when compared to other humans her age, though well within the realm of what is considered possible. > > Being 100% human, Rox has no innate special resistances. > Battle-Pixie Mode with Battle Aura > show spoilerhide spoilerIn Shin Battle-Pixie Mode, Rox grains the following effects: > > Strength: A 600% increase. Keep in mind that the aura also scales down each task to what her body can handle. With her current build and training, Base Rox can deadlift 63kg. This increase would allow her to deadlift about 378kg with the same amount of exertion. If she's lifting half the weight, then it'd be the same as her lifting half of that 63kg. > > Reaction Time: A 50% decrease, making her a little slower than a cat. > > Agility: Increases in movement speed are a product of her boosts in strength and reaction time. Given how her mass doesn't change, the increase in strength allows her to jump higher and run faster than any vanilla human could hope to, yet still be well within the realm of sanity. She won't be leaping over multi-storied buildings or outrunning cars. At least, not without creative use of her other abilities. > > Endurance: No direct increase. What the battle aura does do is scale her actions down. Rox can sprint her fastest, jump her highest, lift her heaviest, and punch her hardest for as long as she is able to normally. > > Durability: Passively, Rox's Battle-Aura is evenly distributed all over her body. While blocking or attacking, the aura will concentrate in the relevant areas to aid in either action. This means that if Rox can see a big attack coming and braces herself, she will be well protected. If she is caught unaware or is attacked in an area where her aura is at low concentrations, her protection is minimal. Think of this like a fighting game character. Blocking normally will mitigate damage (with some chip from stronger moves), and getting hit while attacking or in recovery (counter-hits) will allow more damage. > > The primary job of Rox’s Battle-Aura is to act as a special FX generator. It allows Rox to do things like go crashing through solid surfaces or plow throths through the ground after taking a powerful hit. It allows her to stand toe-to-toe with individuals outside of her weight class and still be able to take a punch or two without shattering into pieces. It also serves to mitigate all the insane forces people like to throw around without regard for that “equal but opposite reaction” nonsense Newton bitches about, resulting in minor collateral damage. The higher Rox’s transformation, the more exaggerated these effects become. > > Blunt forces are diverted away from the point of impact with an effectiveness that varies with the aura's concentration. At full concentration, Rox can block the average baseball bat (being swung by a considerably strong dude) hand-to-hand with relatively little injury. Blocking standard punches and kicks will not do much to her unless the individual is also adding secondary effects (such as added kinetic forces from special moves or elemental abilities). > > Abrasions caused by excessive friction (IE: road rash, rope burn, etc...) are highly resisted by even the passive aura, protecting from them about as well as thick leather. Extreme cases (like prolonged exposure to a belt sander or being dragged at high speeds for long distances) will, over the course of a couple posts ramp up to normal unmitigated damage unless Rox uses “DENIED!”. > > Crushing attacks are scaled down in relation to strength as it takes that much more weight to crush her. If she is being crushed by forces greater than what she could handle, the aura will strengthen up to the point where it fails (again, 2 posts). This does not apply to someone trying to choke her out or perform some sort of hold. In those cases, the attacker will have just as difficult a time as they would against someone of her modified strength. > > Heat, Cold, and Electrical attacks are not well mitigated without use of “DENIED!”. At best, she can stave off third degree burns and frostbite for about a post. Stuns from electricity however, will not be affected. > > Rox's aura is ineffective against piercing attacks, cutting attacks, and shrapnel, even when concentrated. Rox gains no increased pain tolerance except during “Her Finest Moment”. Rox gains no resistance to poisons, acid, or biological weapons. Rox's mass does not increase, so even though she can take more damage than someone of her size, that does not stop her from being thrown around by sudden forces (unless DENIED! is used). As such, her aura does not protect from things like concussions and whiplash. > > EMPs ignore Rox’s Aura (even when DENIED! is used) and will cause Rox to lose internet connection for a MINIMUM of 3 posts. High Voltage electrical attacks must be blocked with “DENIED!” or she will experience the same effects as an EMP. > > Anti-Magic fields limit Rox’s ability to go beyond Battle-Pixie Mode for as long as she is affected by them, regardless of her stream level. If she is at a higher level of transformation, she will downgrade at 1 level per post until she has reached Battle-Pixie Mode. Her stream level itself, is NOT affected. > > Much like “DENIED!”, Rox can only concentrate her aura for defensive purposes in her limbs as she must make traditional blocking actions to activate it. Also like “DENIED!”, this requirement is waived for Shin Battle Pixie Mode. > > Attacks**: Typically, Rox's HTH attacks do as much damage as expected from someone with her modified strength. She will generally concentrate her aura into the attacking body part to protect it from the effects of forcefully striking hard surfaces. > > When she uses her Pixie-Hands Hype effect, a singular concentrated attack can gain up to enough force to crater a solid stone wall, or blast through it completely if it's thinner than 30cm. This tends to cause some close-up collateral damage as well since the opposing forces are usually blasted back around her (so she doesn't shatter her arm or whatever from the recoil). At maximum :Kappa:, her finger pistol attack is roughly twice as powerful as this.

6Supreme Jerk Commander

Jam House - Karne Divil Wrote:

> Basics > Name: Karne Divil > Age: 467 [Appearance: 31] > Height: 5’9 > Weight: 155 pounds > Race: Elven Human [Half and Half] > Karne is toned, but not built. He prizes athletics and balance over raw physical power. > > Fighting Stance > Mixed; with no official martial arts training, Karne relies on experience. Preceding incarceration, Karne used the rough violent methods of the streets. Since his return to the streets, he had taken the time to study literature and keenly watch his opponents to enhance his own repertoire. > > Equipment/Outfit > Clothing crafted of modern materials, Karne’s clothing uses blends of linen, cotton, silk and cashmere to present a sophisticated image, yet still provide comfort. The clothing is well made, but isn’t designed for combat, offering little in regards to defense. [Dress Shirt/Pants] > Strong leather provides Karne with his fitted white gloves and it durable combat boots. More durable then his silk shirt and pants, but nothing beyond consumer grade quality. > Drill is used to provide a strong and light weight black trench coat, Karne’s first defense against any attack, and also nothing outside of consumer grade quality. > > Weapons > No physical weapons on person > > > > > Magic > Structural Magic; A method of manipulating personal magic, and ambient magic [Example: Aether/Spiritual Energy] to reduce consumption of one’s personal mana pool.  Structural magic takes raw magic or mana and gives it physical shape and structure. Karne programs mana by applying code or structure, altering the purpose of the magic without obliterating the resource. > [45/55 Mana Resources][Mana Limit per Fight – Resets per Match] > Resource governing use of all Karne’s magic > Digits > A quick symbolic gesture of his digit(s), Karne indicates the power of his magic. Digits(s) representing the value of mana behind the following channel, and/or magical discharge. > Base Power or One Digit valued at the strength of an “Average Human Punch” a force of about 300 pounds. In spear object variants “Average Human Punch” is replaced with “Average Human Thrust”, retaining 300 Pounds of Force. > > One Digit = Human Punch [Cast Time: Instant] [Cost: 1 Mana Resource] > [Blast Radius: 1 Square Foot] [Durability: 2 Strikes (Shatter on Third)][Cooldown: 0] > > Two Digit(s) = 2 x Human Punch [Cast Time: Instant] [Cost: 2 Mana Resource] > [Blast Radius: 2 Square Foot] [Durability: 3 Strikes (Shatter on Fourth)] [Cooldown: 0] > > Three Digit(s) = 3 x Human Punch [Cast Time: 1 Post] [Cost: 3 Mana Resource] > [Blast Radius: 3 Square Foot] [Durability: 4 Strikes (Shatter on Fifth)] [Cooldown: 1] > > Four Digit(s) = 4 x Human Punch [Cast Time: 1 Post] [Cost: 4 Mana Resource] > [Blast Radius: 4 Square Foot] [Durability: 5 Strikes (Shatter on Sixth)] [Cooldown: 2] > > Five Digit(s) = 5 x Human Punch [Cast Time: 2 Post] [Cost: 5 Mana Resource] > [Blast Radius: 5 Square Foot] [Durability: 6 Strikes (Shatter on Seventh)] [Cooldown: 3] > > Six Digit(s) = 6 x Human Punch [Cast Time: 2 Post] [Cost: 6 Mana Resource] > [Blast Radius: 6 Square Foot] [Durability: 7 Strikes (Shatter on Eighth)] [Cooldown: 4] > > Please Note: In the process of indicating gestures both hands can work independently. > > Vector Gestures: Directions indicated by Digit(s) allow Karne to direct any of his objects towards the designated direction. Object(s) thrown upwards to 15 feet at the speed of 150fps > [Cast Time: Instant] [Cost: 1 Mana Resource per Object] [Cooldown: 2] > Vector Hold: When summoning any Hard Mana object, the structured mana retains itself in levitation at the point of summoning for 2 seconds before gravity takes effect. > Please Note: In the process of indicating gestures both hands can work independently. > Judges Consideration: Vector Gestures 250fps was unintentionally higher, value now closer resembles a professional baseball pitch. > > Forms of Structural Magic > “Objects”: Any structure produced by Structural Magic, objects can be summoned anywhere within 3 feet of his person. > > Solid Core [Hard Mana]; Mana concentrated into a crystallized state and densely layered until the appearance resembles of softball sized stone, a solid physical object fit for throwing. Shape can vary; allow for smooth, jagged or flat variants. Object varies approximate weight 5-7 ounces. > [Cast: Digit] [Cost: Digit] [Cooldown: 0] > > Solid Core Variant Hollow: A forceful blast from Karne’s palm designed to knockback and stagger. > [Cast: Digit 1] [Cost: 2 Mana Resources] [Cooldown: 0][Range: 2 Feet Max] > > > Mana Spears [Hard Mana]; Magic structured into a form of a simple spear, the method put on display is similar to the production of a Solid Core. Requiring additional mana and focus, as Karne mentally visualized the image of a spear. [Spear]: [62 Inches Long] [3/4 inch Diameter] [Weight: 11 Pounds] > [Cast: Digit][Cast Time: 1 Post] [Cost: Digit+1 Mana Resource] [Cooldown: Digit+1] [Durability: Digit] > > Hard Mana Field; Producing an area or wall of Hard Mana to guard against incoming strikes, with size and shape indicated by Karne’s gestures. > [Cast Digit] [Cost: Digit + Size Multiplier] [Cooldown: Digit] [Durability Digit] > > Size Multiplier: > 1 Square Foot: 0 Mana Resource > 2 Square Feet: 1 Mana Resource > 3 Square Feet: 3 Mana Resource > 4 Square Feet: 5 Mana Resource > Etc. [Increase of 2 Mana Resource per Square foot increase] > > Judge Consideration: Clarification; There can, and only ever will be one "Hard Mana Field" at any given time. > > Mana Burst: Karne can remotely erupt any of his Hard Mana objects/Structures with the snap of his fingers, triggering an unstable aspect hidden in the structural coding. > [Cast: Digit] [Cost: 1 Mana Resource per Object][Cooldown: 1][Explosion Radius/Power: Digit] > > Mana Reclaim/Restructure: Presuming his Hard Mana was a miscast; Karne can withdraw the mana spent on the “spell” or restructure the Hard Mana object into another of equal value without any strain. Karne may also upgrade to the next level of power by adding more mana to the structure, note that all these efforts require direct contact with the object during the process. > [Cast: Digit+1 Post] [Cost: Digit][Cooldown: 0] > > Multi-Cast: By prepping mana, Karne can produce multiple of the same spells in a single action. The method rarely used due to the cost of his mana pool. > [Cast: Digit per Object] [Cost: Digit Per Object +1][Cooldown: 2][Prep: 1 Turn] > > Ambient Magic Channel [Structure]: Absorbing ambient from the environment/arena into one of his Hard Mana structures, Karne can increase the explosive power of an object. Indicated by the growth in size, and unstable energy breaching it shell, the power increase is represented by the time spend absorbing environmental magic. > [Prep: 1-?][Power: Digit* + 1 Digit increase per Turn][Cooldown: 3] > Ambient Magic Channel [Body]: Recoding ambient magic to fuel his own mana pool, Karne can forgo casting magic to instead recover mana. This channel is visual to even those without the gift of magic, a clear image of magical flow coming into Karne. > [Post: 1-?][Mana Resource Gained 10 per Turn][Cooldown: 2] > Example: 2 Turns without casting recovered 20 Mana > Judge Consideration: Karne cannot channel/fuel his mana pool during melee confrontations or grapples. Presuming enemies posses techniques capable of breaking Karne's concentration or denying this ability, there is additional unforeseen methods to hamper or prevent Ambient Magic Channel [Body]. > > Passive Abilities > Natural > Masterful Mage: The capability to sense magical beings and magical pressure isn’t rare among metahumans, but Karne’s “6th sense” is highly developed. Sensing and understanding small alterations in the flow of ambient magic, magical fields, auras, and even the knowing the focal point of channeled mana. > Cold Calculated Perception: A mage who adapts his methods and magic to suit his surroundings, Karne has spent years analyzing mage craft. Much like his understanding of martial arts, Karne keeps a keen eye on movements and interactions to evaluate his foes abilities. By reading important details, processing information of value while discarding irrelevant details, the mage can even predict potential threats through a combination of keen instincts and experience. > > > > > > Magical > Denial Frame: Discarding armors and physical weapons to reduce weight and ensure ease of movement, the mage relies on magic to boost his defense. Structured mana intertwined with the thin outer layer of skin, Karne produces a flexible shell to ensure his safety. Comparable to chain mail, the mage reduces incoming damage, while also serving as a guard against burns, frost bite or poisons. Sharing similar weakness to chain mail, this shell doesn’t serve much benefit towards blunt or heavy blows. Numerous blows or consecutive strikes capable of breaking the structured mana frame. Damage to the shell represented by cracks across the flesh, resembling shattering glass. This magical barrier serves to reduce damage, but never negates it. Offering Karne the ability to take strikes that would normally breaking human bones without crumbling. > Shell also serves to prevent Karne’s body from being manipulated by outside forces, rejecting inputs of telepaths and telekinesis. [Cost: 0][Start of Battle/cannot be reproduced during a fight] > > > "Burst" > Over-Burst: Feeding muscles with his raw magic results in a powerful surge of physical growth, allowing Karne to surpass his normal limitations on strength, speed and physical exhaustion. An ability that can be used to end a fight quickly or depart from a situation turned unfavourable. This is burst to Karne's physical attributes shares similarities to "The Right Eye of Divil" ability and its resulting feedback. Though the occasional brief moments may simple leave Karne with muscular stain, an extended use or multiple successions could easily lead to fracture or broken bones on top of fatigued and even torn muscles or ligaments. [Doubles physical Abilities: Base Athletic Human/Elf] > [Cost: 5 Mana Resources per Second] [Cooldown: 2] [Uses: 2 per Fight] [Instant] > > Theme Song: > [DMC5 ‘nough said] https://www.youtube.com/watch?v=YV5IheNfK54 > > "Numberman.Exe" > The following section will profile answers to HoH Staff Judges' questions and concerns. This section only applies to details that didn't have a suitable location under another category in the profile, or possessed information that added to much clutter to the profile. > > On the subject of Denial Frame & the absence of innate resistances. Karne's body is half elf and half human, and if given time would likely be able to purge illness or poison from his body through the use of magic. However while in combat (or during the process of this tournament) Karne will have no such skills in his repertoire. > > [Concern] Limited only by Cool-downs and speed of Projectiles: Reduced the starting mana available to Karne, and the previously reduced projectile travel speeds should eliminate previous concerns. Karne is not a close combat fighter, and need to play to this strengths. Part of fighting is figuring out how to get in close to limit him spell options. > [Clarification] Weapon Durability: Giving an example like "Average Human Punch" doesn't apply nicely to the creation on weapons. As a single strike of a pole arm or spear carries more momentum then a punch. I simplified it to "strikes" to keep the concept of limit durability, as nothing formed of magic should be a perfect reflection of a material counterpart. > A [Level 6] Mana Spear for example can strike an object 7 times, but will shatter of the 8th strike. But could be broken earlier if struck against an object in motion, or used to defend against a foe who possessed strength beyond "average human". Depending on circumstances, the strikes against the durability would vary. > [Clarification] Spear Penetration: Weapon penetration is a combination of the momentum before the weapon and its durability. Durability factoring in only by the means on the weapon tips hardness. Example: Say a character produced a powerful shield that took multiple turns to energize, a [Level 1] spear is unlikely to survive the collision with such a powerful barrier, sudden decline of moment scatter the spear. This is where a higher tier spear offers "high penetration", as it can survive the collision of two opposing forces. The penetration doesn't necessary improve, but what the spear is capable of does. > [Clarification] Persistence of Created Objects: Karne's creations persist indefinitely, unless broken, or dismissed by him. This may raise concerns of Karne littering the battlefield with spears, but that isn't a likely possibility. Though capable of such a task, the consumption of mana to produce all the spears would leave him with a limited pool. And if he desired to move these spears, he would require at least a single resource per spear. So only under an extremely favourable circumstance could this action be a suitable strategy.

7Supreme Jerk Commander

Trexasle - Leontias Metalliene Wrote:

> Basic Info > > Name:: Leontias Metalliene > Age:: 24 > Gender:: Male > Race:: Malmosi > Ethnicity/Culture:: Malmosi/Thunderborn > Profession:: PFC Of the Malmosi Militia B.A.R.D. initiative (Currently AWOL) > Religion:: None > > Appearance > Lanky but fit, toned, but only slightly, fingers are slightly skinnier than most males, ears are shaped oddly like elven ears. Various that had been gained both naturally and unnaturally. Most Malmosians are born with Tribal scars, these scars represent the element they are to master. These scars are usually placed around their face and across the arms and legs. With Leon’s element being that of electricity, his face is covered with spark shaped tribal scars. However, during the escape from his planet he was also hit with a fireball that scorched the left side of his body. This event left him burned and missing an eye. > > Equipment > > Weapons > > Hawkwind: Leon’s Current Guitar Axe. It is wielded similar to a 41-inch bardiche, and thus shares a similar range to it. However, this range can be extended by the guitar’s secondary ability, by using the sound emitting system to focus the sound on the blade itself, Leon can extend the range of his axe swing, at the cost of the sound-based attack doing less damage the more distance it covers and being completely ineffective at a range of four feet and above. If it reaches one foot ahead of the axe, it is at its strongest and the wave would be akin to being hit by the actual axe itself, including the chopping power that the axe has. two feet ahead is when the actual axe starts to weaken only having the force of a blunt object being swung at a person at the speed of the axe itself (Akin to a shovel more than likely.) At Three feet, it becomes a joke being close to a very hard slap if anything and losing almost all of the impact the axe would normally have.This sound based enhancement can be seen with a blue aura in the shape of the guitar itself surrounding it. > > Tomahawks x2: Leon’s main side arms, both covering lengths of 13.25 inches (About a foot in range.) and weighing in at two pounds each, they are your standard modern day tactical tomahawks. With the blade made of Crucible S7 graded steel. It is made to be shock resistant, while still resisting the chipping and breaking common with most axes > > Four Bags of Metal Shards: These are mainly used if the area around Leon is lax of any Ferrous or Magnetic material. It’s just a bag of Metal shards. (In HoH this will be replaced with metal spheres instead, about the size of a marble.) Each back will about 50 shards/spheres each > > Two Bags of Metal Tablets: Again Mainly used if Leon is lax of Ferrous materials, same application as above. Each back will about 50 shards/spheres each. > > Fighting Style > > Malmo-Tiasen: Leon was mostly trained to use his instrument and music as a weapon. Like many B.A.R.D. Members Leon is trained in both Mid and close ranged combat. When up close he relies on Malmo-Tiasen. A B.A.R.D Created Style of Fighting with Emphasis on quick takedowns, joint locks, and chokes. Emphasis on throws and disarms are key with this style, in order to perform close range breaching and quick reaction to counter strikes and small weapons combat with quick disarms and takedowns. While Malmo-Taisen normally relies on Joint Locks (and Leon can still do so if need be.), Leon is miles more experienced to disabling throws and disarming the opposition if any weapons are available, before moving onto joint locks and possible executions if situation depends on it. > > > > > Armor > > Malmosian AP Armor: Military grade Power Armor, has a weight akin to iron armor. while it does protect against most ballistics, like any sort of bulletproof armor it does come with a taxing limit and some bullets can puncture said armor depending on caliber. Against swords and other weapons however it offers quite the ample protection, the side gauntlets are specifically hardened to parry sword swings. It covers about the same amount of body as normal plate armor so mostly the joints and the chest are the weak points. Being a More Futuristic armor, the helmet actually gives him a full view and a GUI that shows conditions such as heart rate, and in the case of Leon. It is also in charge of protecting the user against various magical attacks, specifically their lingering effects. The Variable Protection System (or VPS) Is in charge of nullifying specific magical elements, any lingering magical or elemental effect casted on the user will be reduced to one turn instead of their normal period of the lingering effect. > > Abilities > The Lightning (Electromagnetism Generation) > Leon’s main ability is controlling and creating electromagnetic fields using his own body to gather electricity to do so. In normal situations Leon’s own electromagnetic field has a range of a 3-foot radius. Any ferrous item within that range can be controlled by Leon as long as it is not in a combined excess of 40lbs. > > Basic Movements > > With Control of the Electromagnetic spectrum, This grants Leon certain movement that many others do not have. Being able to Cling onto walls and glide in the air with enough focus. Whist gliding however, leon only travels at about 15 miles. With a single turn of focus Leon can also super jump. This allows him to just Five feet in the air on top of his already 44 inch vertical leap (3 Feet.). He can essentially charge his jump per turn (For a Maximum of Three turns.) Each turn will grant him an additional 5 feet (A Fifteen foot maximum vertical leap.) With the Cooldown rate doubled (Six Turns maximum) While abilities like Gliding and Wall clinging are completely passive and have no cooldown or charge period. > > > > Gliding: Passive > > Wall Clinging: Three Turns > > Super Jump Charging: A turn per 5 Feet of Height, and a cooldown of two turns per 5 feet > > > Gravity Storm > As Leon plays his guitar, a large magnetic field is created. At a Maximum Leon can only gather about 40 pounds of objects at a single time, and the magnetic field grows at a rate of 10 feet per turn with a maximum of 40 feet. While inside of this magnetic field ferrous objects will gather into it (And lead to any of the abilities below.) While in this field Leon can control any of the magnetic objects that is inside of it and control it at his whim, but it cannot travel no faster than 50 mph and. > > His movement will also be nearly frictionless. However, this only is possible inside of the magnetic field itself. Also, if Leon at any point stops playing his guitar instead of going away instantly the magnetic field will slowly shrink 20 feet per turn before it dissipates completely after the last ten feet. It cannot be used again if there is another Magnetic field, lest they interfere with one another nor can he recover the “Field.” If he’s “dropped” it. However, he can still benefit from the effects if he plunges in after dropping it, as long as it has not dissipated during that time. > > Cooldown: A Turn Per every 10 feet. Taking effect after the magnetic field has withered off. > > Tornado of Souls > > > This is only possible if Gravity Storm reaches at least 30 feet in diameter, at any point during Gravity Storm, Leon instead of holding the Magnetic Field can completely inverse it, creating a vortex of Electricity, around Leon that he can swing around at his leisure, during this time, no other electrical attacks can be used. The small almost dime sized sparks that bounce in bunches around due to this vortex, will cause second degree burns and slice through skin like sharp metal. > > Cooldown: Double that of Gravity storm (If Gravity storm reached 30 feet and thus a 3 turn cooldown, this would be 6 turns.) > > Ride the Lightning > > With a single Power Chord, Leon can generate a bolt of electricity to shoot toward his opponent in a flash, if hit by the bolt, they will suffer first degree electrical burns. However, they gain an added effect during Gravity Storm, Leon can use other Ferrous objects in the magnetic field and store it into those objects. While these objects have the electricity stored, Leon has it under his control until he decides to release the electrical energy. (The Direction of which he can still control.) > > Cooldown: Three Turns. > > Scatter Triad > > Using his own short electromagnetic field, Leon attracts a handful of small metallic ball. He then uses electromagnetic propulsion to fire the packed-up balls. Once it is launched the steel spheres spreads throughout a cone, becoming more ineffective the more distance it travels and becomes completely ineffective at 105 feet of range. At the most effective range (0 to 5 feet.) It can break smaller bones like hands and fingers and cause bruises. At longer ranges the damages diminish from just minor bruises (20 to 50 feet.) To mere scratches (55 feet onward.). However, if it is deemed necessary, Leon will instead use small metal tablets in order to dent armor pieces at the closer ranges, However it only works at close range. > > Cooldown: Three Turns > > Pull Me Under > > Leon must be using a Metallic weapon to do this, if any of his magnetic weaponry latches onto the body of his opponent or stick onto their armor, he can use that as a grappling point to pull his opposition closer to him, for a Maximum range of Ten feet. However, the user is not stunned by this and any available way they can resist the grappling pull (Or even remove the weapon in question) Can apply. However, this has the added effect of Leon being able to recover his weapon from anywhere on the field. > > Cooldown: Three > > Soul Doubt > > Instead of creating an electromagnetic field, Leon uses the energy stored inside of his body, to send out an Electromagnetic pulse, through his guitar, with a simple strum. This EMP temporarily disables a bevy of electronics, such as basic sensors, Electronic Communications, any bionic physiology such as robotic and electrical prosthetics, and all nanites, but only slows down technorganic physiology. The secondary effect is that it causes a temporary zap anyone hit by the range of the EMP (Which is a 20 foot radius.), not causing much damage other than a quick discomfort. This EMP will last two turns > > Cooldown: Four Turns > > The Thunder (Sound Manipulation) > Leon second ability based on his training as a Malmosian B.A.R.D is the ability to wield sound as a weapon, no matter how the sound is generated as long as it is generated by him. Whether by the guitar himself or anything throughout his body. > > Enhanced Hearing > > Being one trained in the use of sound as a military weapon, Leon was also trained in the use of sound for tracking and scouting. To this end, Leon’s hearing has been trained to the highest possible peak. As Long as he is not moving, he can hear any sound of any frequency if he focuses on a specific location. However, if interrupted at any point he can no longer focus on the location at hand, he MUST not be in combat or attempting any of his abilities in order to use anything to use this passive ability. > > SCREAM FOR ME DUBLIN > Unleashing a violent scream, the scream generates a high-pitched wail, this scream will generate winds at almost 200 MPH, pushing anything in from of the scream as far as 40 feet ahead. Mostly used as crowd control than anything significant to cause damage (Not that it couldn’t depending on what is in the trajectory of the victim). > > Cooldown: Three Turns > > > Up The Irons > > The replacement for Rust in Piece for HoH, Instead of Gathering Metal shards to create a shrapnel explosion. He uses one Metal Disc to shroud in a similar manner but with a much different effect. Unleashing the Supersonic Punch will give his power enough force to break through armor, at the cost of his hands becoming completely unusable for the duration of the cooldown period. (This will Disable any attack that uses his guitar.) > > Cooldown: Three Turns. > > > > Undertow > With a bend of his guitar string, Leon creates a discordant and low frequency sound wave. This sounds which covers a 30-foot radius can cause a case of Vertigo if in the vicinity of the sound itself. However, the effect of said Vertigo becomes weaker after each turn. > > Turn 1: Feeling of imbalance, spinning, and tilting, Nausea, Hearing loss (Muffling any sound around the 30-foot vicinity.), Are felt in full force. > Turn 2: The Imbalance begins to relax, along with the Nausea. > Turn 3: Everything begins to return to normal. > > Cooldown: Six turns. > > Hard as Iron > At any point, Leon can solidify the soundwaves that are immediately around him (Only at a range of 3 inches at best.). Once he does this they will act as a force field, temporarily absorbing any physical attack that strike his body. However, anything that Leon was supposed to succumb to for this turn will affect him next turn. This does not block any effects of an attack just merely delays Leon’s reaction of it until the next turn. Any physical effects of the attack will still apply. > > There is a second way to use this ability and that is as a general force field, with his guitar the field will cover two feet ahead of him, and block incoming damage. The forcefield is not invulnerable and at best, can only stand about 3000 newtons of force before it breaks, which stacks with each concurrent hit. If the Force Field breaks, his cooldown rate is doubled. This only blocks the actual FORCE of the blow (Note the word force in force field after all.) not energy or magical effects. > > Cooldown: Five Turns for both. (Doubles to 10 if the force field is broken.) > > Ram it Down > > This is actually an extension to Hard as Iron, when the force field is generated, Leon can intentionally break it, causing a massive release of sound force creating a small explosion that will release in 15 foot radius, causing major pushback. However, this massive release of energy and the broken force field doubles the cooldown of the ability (From Five to Ten turns.) > > Cooldown: Ten Turns > > Master Exploder > > Instead of playing his guitar Leon taps the ground with the body of the guitar two times. The ground within a 5 foot diameter of the impact point becomes sonically unsettled, if if that five foot diameter is stepped on during that time, it will expand the sound waves within the area, increasing the sound pressure, and causing an Sonic Explosion. This can be blended with other objects to cause differing effects, For example Leon can use one of the packs of Metal spheres to cause similar damage to Scatter Triad. He can also wait until someone steps on it and use Ride the Lightning to create a geyser of electricity, this will cause mild electrical burn damage along with a pushback > > Cooldown: Three Turns after Placement > > Stained Class > > If Unarmed, Leon can use his fist as dangerous sound based weapons. Using his ability to control sound and vibration He expands the expands the sound wave generated by the attack itself, inducing a small explosion that doubles the concussive force, nearly forcing a knockdown. This can be used for a total of three attacks, Before Cooldown starts. Missing an attack will still count against the number of attacks made before the ability goes on cooldown. > > > Cooldown: Three Turns (After the three attacks are used.)

8Supreme Jerk Commander

Spooky Mittens - Gustave Aodhart Wrote:

> Physical Characteristics • > Height: 5'11" > Wingspan(Arms): 70" > Wingspan(Wings): 142" > Weight: 199.7lbs. > Carry/Lift/Drag: 260/600/1000 > Sprint Speed: 15mph > Handedness: Left > > Stuff: > > Item • Undershirt > Description • A modern piece of clothing meant to wick away sweat and prevent chafing. It's a sleeveless, tight fitting spandex-blend garment, gray in color. > > Item • Pants > Description • Polyester Denim blended red slacks, stuffed into the tops of his tall boots. Durable enough for Gustave's needs, and cheap enough to replace in case they're ruined. > > Item • Arming Jacket > Description • This arming jacket is a soft, lightly padded garment designed to be worn under other regalia. It is secured at the front by a heavy duty zipper. The jacket is black and red, covering the torso and the upper arms in light padding, while the forearms are not padded. The jacket has tails that hang down ceremoniously in the front of the legs and behind. > > Item • Brigandine Vest > Description • A heavy overcoat with durable canvas fabric on the outside. Solid overlapping plates have been riveted to the inside of the jacket to protect the wearer's chest and back. Offers better articulation than a solid breastplate, at the cost of the rigid shell-like defense. Effectively immune to cutting and slashing, it is more protective than chainmail, but less protective than more rigid armor against bludgeoning. > > Item • Armored Boots > Description • A pair of tall combat boots, heavily modified. The front of each boot is affixed with a greave that protects the shin and calf. Additionally each boot has interlocking sabatons on the instep and toes. > > Item • Long Gloves > Description • Soft, grippy gloves that offer some small amount of protection against incidental cuts when performing binding and winding techniques in swordplay. These gloves are not proper armor and will not protect against a proper strike. > > Item • Vambraces > Description • A pair of gunmetal vambraces to protect Gustave's forearms and the backs of his fists. They leave his palms and fingers unprotected, but protect his forearms and wrists up to his elbow. > > Item • Scarf > Description • A kind of infinity scarf, puffed up around the neck. It's made of cut resistant fabric but offers minimal protection in this regard against anything but the lightest of cuts such as from a knife slash or a push/draw cut from a sword that has lost its momentum. > > Things: > > Item • Flanged Mace > Description • A one handed flanged mace with a foot and a half long shaft and a six inch bludgeoning head. The mace head sports eight individual flanges and weighs about three pounds. The mace hangs from a hook on Gustave's left hip. A textured metal disc acts as a blade catch and hand guard. > > Item • Type 2 Falchion > Description • A single edged one handed sword with a plain cross guard that curves away from the hand and flat disc pommel. The blade curves very slightly away from the wielder with a clipped point. The blade is 29 inches long. It weighs two and a half pounds. Gustave carries this sword in a scabbard on his right hip. > > Item • Heater Shield > Description • Also called a triangle shield. Gustave's heater is fairly large considering the type. From top edge to the bottom point it spans three and a half feet. Across from left edge to right edge it is two feet wide. The face of the shield is covered in a thin sheet of steel, allowing the wood beneath to be fairly thin. The back of the shield is coated with a thin layer of hide. Two straps run vertically with plenty of space to facilitate various gripping methods. Two additional straps sit near the edges of the shield allowing Gustave to take a more traditional kite shield grip with the top rim facing up and the bottom point facing down, or a point-forward grip. Gustave can also hold the middle straps and control the facing of the shield like one might do with a buckler. > > > Powers Explanation: > > Resource: > Gustave uses a resource called Arcane Power (AP) to cast his spells. > > > If Gustave is made to take a persistent bleeding wound he loses one point of Arcane Power per wound. Gustave can lose AP multiples times per round if multiple wounds are taken. > If Gustave takes "magical" damage he will lose a point of Arcane Power, but gain an additional AP on the next round. Loss of AP stacks, but the AP gain cannot increase further than +1 > While concentrating on maintaining or casting a spell or ability, Gustave does not accumulate any Arcane Power. > Gustave cannot hold more than 10 Arcane Power at a time, and will not gain any Arcane Power when he is at the maximum. > > Terms: > > Arcane Power - The charges of resource that Gustave uses to cast spells. > > Cost(#) - How much Arcane Power a spell costs to cast. > > Instant - This spell can be deployed in the same post it is cast. > > Sorcery(#) - This spell is deployed a number of posts after it is cast. > > CD(#) - How many turns after casting before Gustave may cast another spell. > > Upkeep - How much Gustave must pay each turn to maintain an ability. > > Range(#) - How far a spell can reach in feet. > > Spells: > > Wrath Bolt > Cost(1) > Range(30) > Instant > CD(1) > > Gustave conjures up a swirling mass of arcana in his hand and throws it like a ball. On impact the sphere of energy will violently burst, casting strands of energy in multiple directions. The initial impact hits like a normal punch, but it can leave shallow lacerations on the target. The Wrath Bolt causes increased damage to armor, leaving clean cuts through leather and narrow gouges in metal. It moves at forty miles per hour. This spell requires an empty hand. > > Firebolt > Cost(1) > Range(120) > Instant > CD(1) > > Gustave creates a tiny mote of heat hovering over one of his hands. He may throw this sphere like a ball, which he can lob up to one hundred and twenty feet away. On contact the firebolt can leave first degree burns, and it can ignite flammable objects that are neither worn or carried. It can be blocked by thick clothing, armor, and shields. It moves at forty miles per hour. This spell may be cast from an empty hand or from the tip of Gustave's mace. > > Burning Chain > Cost(1) > Range(15) > Sorcery(1) > CD(1) > > Gustave conjures a ghostly chain from another plane for the duration of the spell. He can make a single attack with the chain up to fifteen feet away. The chain hits with weight, able to leave shallow dents in steel armor. It can also leave burns on bare skin that will blister on the next turn. If the chain makes contact it will magically stick to a surface such as armor or skin, allowing Gustave to yank upon the chain a single time with added magical force in an attempt to trip an opponent up or draw them into striking range. After pulling the chain, or if the initial attack misses, the chain will dissolve immediately. This spell requires an empty hand. > > Ice Javelin > Cost(2) > Range(60) > Sorcery(1) > CD(3) > > Raising his hand above his head, Gustave conjures a solid spike of ice to his grasp. On the turn after casting, Gustave may throw his ice javelin up to sixty feet away at forty miles per hour. He targets an area on the ground near his opponent's feet. When the Javelin hits the ground it bursts throwing out a cloud of magical chill that slows opponent's movement speed as if burdened by extra weight (opponent’s choice how much) for 1 turn. The Javelin cannot cause damage in any form. If struck by a weapon or a limb before impact with the ground, the Javelin will shatter and have no effect. While channeling the sorcery cost for the spell, the Javelin manifests and is targetable. > > Smoke Plume > Cost(2) > Range(0) > Sorcery(2) > CD(2) > Upkeep(2) > > Gustave conjures an obscuring cloud of magical darkness in the form of a smoke-like illusory mantle. This smoke can be seen through by magical means such as a light spell or eyes that can penetrate illusions. This illusory smoke permeates the air for several inches around Gustave for (1) turn unless he pays the upkeep. Within the smoke it is difficult to detect precisely where Gustave is, reducing accuracy from specific targeted attacks to generalized attacks as he may or may not be several inches towards either side of the illusory mantle. While cloaked in this way, Gustave is unable to see out of the illusion and must rely on his Keen Senses to navigate his surroundings. > > Witchblade > Cost(1) > Range(Self) > Sorcery(1) > CD(3) > Upkeep(1) > > Gustave channels elemental energies through his hand, or into a sword that he is holding. Beginning on the next turn, and persisting for as long as Gustave is able to pay, he conjures a three foot stream of pure elemental arcana that can be wielded like a sword to burn, shock, or chill whatever he cuts. Fire causes a mild lingering burn that blisters on the next turn. Lightning causes numbness in the limb that was struck for one turn. Cold causes the cut limb to become sluggish as if burdened by excess weight. When cast with a sword in hand, his blade becomes wreathed in Fire, Lightning, or Cold. In addition to the regular strikes Gustave may cause with his sword the weapon will also deliver the normal effects of Witchblade. At the start of each turn, Gustave must spend 1 Arcane Power to maintain concentration on the spell. If no Arcane Power remains, or Gustave chooses not to pay the Upkeep cost, the spell ends. > > Dragon Scale > Cost(2) > Range(Self) > Sorcery(1) > CD(3) > > Gustave enchants a shield with a physical coating of arcane protection. The spell roots within a shield, causing it to glow bright red for three turns. While this glow persists the effects of magic and energy upon the shield are muted, preventing such effects from penetrating or damaging the shield. For example, the flames from a flamethrower are stopped and diverted away from the shield and it's wielder, or the lightning from a spell would be deflected off the shield's surface, rather than penetrating it. This spell does not affect physical damage to the shield by physical objects. For example, a stone conjured by magic will crumble against the shield, but a naturally occurring stone that has been thrown by magical means will still deal it's damage as normal. A magical sword will have its magical effects muted by the spell, but the sword part will still be able to bite into the wooden rim. > > Spectral Wings > Cost(1) > Range(Self) > Sorcery(1) > CD(3) > > Gustave creates a pair of magical, translucent wings on his back. These wings are intangible and cannot be used to parry attacks or soak damage for Gustave. They also cannot be grasped or controlled by physical manipulation. Their transparency makes it so Gustave cannot use them as blinds either. While the wings persist, Gustave can leap horizontally up to forty feet, or vertically up to twenty feet. He gains the effects of slow-fall, allowing him to drop great distances and land on his feet without harm, or to perform acrobatic feats even while wearing his heavy brigandine armor. While mid-air, Gustave can flap his wings once in order to immediately change his direction a single time before landing. This effect cannot cause Gustave to gain or lose elevation differently. The wings last for three turns, vanishing immediately at the beginning of the fourth turn. > > Natural Actives: > > Breath Weapon: The most basic expression of a dragon's power. Gustave has the natural ability to conjure up a breath weapon. He can do this twice per combat with a cooldown period of (5) posts, and a prep period of at least (1) post (though he can choose to hold it for up to three turns). Gustave's breath weapon is restrained to first degree burns and blistering. The flames take the form of a cone, having a threatening reach of five feet max with a three foot diameter. > > Lesser Magic Resistance: Gustave is naturally resistant to the effects of magic, though not nearly as much as a true dragon. At the cost of (1) arcane power, Gustave can reduce the damaging effects of a piece of spell-craft or sorcery that he can see by (50%). Possible targets have to meet certain criteria. The spell must not be psychic in nature, not god-spawned. The spell must align to an elemental type, such as fire, ice, lightning, ect. Gustave cannot use this resistance against Positive/Negative or non-elemental offensive magical effects. He can end one charm or illusion effect on himself at a cost of (1) arcane power. > > Fire Resistance: Natural fire is unable to burn Gustave's skin or hair, but it can cause damage to his internal organs and eyes. This allows Gustave to ignore the effects of natural, non-magical flames for one post with a cooldown period of one post. Magical fire can still cause him harm as normal, but may be mitigated by Lesser Magic Resistance. > > Natural Passives: > > Keen Senses: Gustave is blessed with a sense of touch that is so finely tuned that he is able to detect motion within a short range around himself. Within ten feet, Gustave is able to feel slight changes in air pressure. This alerts him to the location of bodies larger than your average house cat when his sight is otherwise compromised. This makes it difficult to sneak up on him, but still leaves him vulnerable to ranged sneak-attacks. He can detect the direction of movement and the placement of solid objects with general effectiveness, but he cannot locate pinpoint targets. For example, if he senses a body moving within five feet of him, he does not also get to know what objects they may be holding (if any) or the exact shape of their body so as to determine where their arms or legs are for example. > > Sangrite: When losing AP to a bleeding wound, if the single wound is sufficient to threaten a black-out or hamper Gustave’s ability to continue the fight, his blood will crystalize on air-contact over the wound. This is useful for Gustave, as it stops him from bleeding out, but it can also be used against him. By grabbing the crystal and ripping it out of Gustave's wound, an opponent can cause him to start bleeding again. In addition, an enemy gains temporary knowledge of Gustave's magic over the next turn. By crushing the Sangrite crystal an opponent may cast any spell on Gustave's spell list, so long as it is an instant with (1) cost. When applied to a weapon, Sangrite gives it the effect of Witchblade for a single attack. When ingested, an opponent may use Gustave’s Breath Weapon a single time at some point before the end of the fight. > > Enchantment Actives: > > Draconic Resilience: Gustave's skin is enchanted with red, scale-like, arcane markings. This enchantment makes his extremities unnaturally resilient when they are charged. At the cost of (1) Arcane Power, and an additional (1) Arcane Power for each turn beyond the first, Gustave can channel his magical energy through these markings to bolster his ability to take force in both his arms and legs. This allows him to parry blows that would otherwise be too strong. In addition his skin from the elbow down, and from the knee down become hard like iron for the duration. Gustave does not gain AP while focusing on this active, as though he were concentrating on a spell.

9Supreme Jerk Commander

Better Than Gore - Marcus Sade Wrote:

> Name: Marcus Sade. > Race: Voro Mundus(World Eater). > Age: 28. > Height: 6'4". > Weight: 205lb. > Reach: 84". > Leg Reach: 45". > Mode of Combat: Mixed Martial Arts. > > Jareth the Goblin King: Marcus wears a rashguard and matching spats, crafted from finely woven mythirl and made specific to Marcus' figure. Despite being made of a somewhat heavy metal it is virtually weightless and doesn't limit mobility or flexability. Similar to that of fitted chainmail, resistant to stabbing, however blunt damage will impact it rather heavily due to being skin tight. > > Batus Gigantis: A Louisville Slugger crafted out of ash timber; lengthing 32" and weighing 5lb, embedded with 3" nails. > > Paul Hogan: A large bowie knife; 24" blade and 6" handle, weighing 2lb. > > HTSAW: Marcus is the host of a unique parasite, in the case of her mutation(s), the parasite acts like that of a mana system. Every post, while engaged in combat, a single point of Insanity is produced(with a maximum of ten). Marcus starts out with a total of three Insanity points per fight, gaining one every round as stated. In order to mutate her body, Insanity must be spent, and once it has been spent it must be regained. > > Flea Flicker: Marcus is able to store a vast amount of energy within his legs and launch himself with said energy. This energy will be stored passively upon the activation of the ability, capping off at three charges. Each charge costs one point of Insanity. A single charge will enable him to leap forward/backward in ten foot increments(a maximum of thirty feet with three charges). This ability can also be used offensively, but the distance is halved, upon connecting his opponent will be launched the remaining distance. For example, if three charges are used, Marcus will jump fifteen feet and knock his opponent back fifteen feet. Whenever the ability is used a cooldown of two posts will come into effect. > > The Kraken's Maw.: For one point of Insanity, a mitochondria is released into the bloodstream of Marcus' right arm, mutating it into something truly disturbing. What was once an arm will become a disgusting appendage resembling a tentacle, from shoulder to mid forearm, below the forearm is a multitude of tentacles, six exactly. In a hexagon shape, with each point being a tentacle. On the bottom of each individual tentacle is a row of teeth, much like that of a rattlesnake these teeth act as a fang that are connected by venom ducts to large poison glands near the outer edge of the tentacle. When the tentacle has wrapped around a victim, the muscles on the sides of the venom glands contract, which squeezes the venom through the ducts and into the fangs. Marcus' venom is a neurotoxin, which causes muscle spasm on the limb it has latched onto(for a total of two posts). Kraken's Maw cannot occur instantly and must happen over the course of one post. During this time, he can not use the Kraken's Maw in any deliberate way. Kraken's Maw must be paid for on every other post(one Insanity to summon, one Insanity on the third post to keep active, so on and so forth). Any damage done to the Kraken's Maw will carry over to his arm if it is reverted back(if a tentacle has been removed, a finger will be gone). The Kraken's neurotoxin takes a single post to take effect(one post for the tentacles to attach and administer the poison, on the following post the affected limb will experience minor paralysis). Only the targetted limb will be affected by the poison and it cannot spread throughout the remainder of the body. > > Points of Tension: If a lock is established on an opponent, a point of Insanity may be spent to rupture a spike from Marcus' body, particularly where the lock has taken place. This ability will take a post to occur. The spike is six inches in length and will leave Marcus' limb in a metastasized state for a post after use of the ability. It has a three post cool down. > > You're Carapacin' Me Off: Marcus is passively protected by a second skin that protects him from blunt trauma. Upon being hit the damage is evenly distributed in attempts to withstand it. A single location can absorb a hit before being rendered useless. It is broken down into six sections, head, torso, left arm, right arm, left leg, right leg. Damage to one section will not compromise the whole. > > You Gotta Be Chitin Me.: Marcus may mutate(one Insanity per limb) his second skin further with this ability, assuming it hasn't been damaged previously in the limb he has deemed worthy of mutating, it will not cover his entire body unless he has paid the required Insanity to do so. Instead, it will coat one limb at a time(head, torso, etc), he may coat an additional section for another point of Insanity. This mutation will transform his second skin into that of an exoskeleton, equivalent to that of plate mail, albeit somewhat lighter. The armor will limit his mobility and speed accordingly but can add impact to his blows due to the extra weight. Due to being made of bone, it has a weakness of sheer force, such as twisting or cranking. Any damage in that subject will be highly destructive; as bone is not especially strong in that regard. Being her only protection against magic, the armor can resist 1,000°F before becoming charred, it can only absorb cold damage for so long before it will become brittle, acidic type magic will surely eat away at the armor but it will protect Marcus for a prolonged period of time(if an opponent's magic/ability will take a post-period to take effect, it will double the time taken to react), electricity can do quite the number on the armor due to the fact that it will course through the entire suit/limb. This mutation must be paid for each round that it is active(one Insanity point per limb effected following the initial post), and has a cool-down of one post between each use. Marcus cannot use this ability on a section of his body that his carapace has been broken. It also cannot take place instantaneously; the armor will start to produce itself on the same post it is activated but will not be fully fuctional until the following post. > > Pegs Of Insanity: Marcus is able to sprout tentacles from his back. When two points of Insanity have been used, two tentacles errupt from his back. Totaling five feet in length, not nearly as strong as the average arm but are capable of establishing a bruising grip. Each tentacle can lift a maximum of fifty pounds. Being that of a tentacle, they are devoid of bone and made of muscle wrapped in fact, making them quite easy to get rid of. If they are cut off, Marcus will be responsible for feeling the pain, they also cannot grow back for the remainder of the fight. After the duration of two posts has expired, the ability will go a cool down of two posts. > > World Eater's Tongue: Marcus' tongue is prehensile, extending a maximum of three feet and can bifurcate upon paying a point of Insanity, brandishing numerous 2" spikes(lining the full length of the tongue). If the tongue is removed, then it remains so for the remainder of the fight. When bifurcated, it must slither, not lash, if it wishes to wrap around a target.

10Supreme Jerk Commander

Sapphira Ecstuffuan - Tres Ecstuffuan Wrote:

> Name: Sapphira, Sapphira Ecstuffuan > Alias: The Stone Queen, The Salt of the Earth, The Jewel of Ngranek, > Age: 17 > Birthplace: Sigil: the City of Doors but was raised in Granek > Height: 5'8" > Weight: 184 Pounds > Race: Meta-Human > Attributes > > Strength: > > Sapphira is monstrously strong betraying her relatively small stature. Her strength does not come from sheer bulk of muscle which she lacks but instead derives from her explosive full-body power and preternatural technique. You won't see her out-bench pressing the miners that she works with and maybe she can't curl nearly as much, but she is often thought to be the strongest person in the room. She is known for her skill as a wrestler, throwing men, women and monsters alike about with terrifying strength. > > She has lots of explosive power, allowing her to sprint at high speeds and run up to 100 meters in 11 seconds, though doing so would tire her out and she would not be in control over her momentum. > > Dexterity: > > Sapphira lacks her father's or grandfathers precision, coordination or discipline. While she understands the techniques she often loses herself in battle rage and falls back to using reckless techniques that are potent but leave her open for counterattack. She frequently throws herself at the opponent to get her hands on them, lacking her father's beautiful footwork. She is often either planted close to the earth or charging head first into the opponent. Outside of battle, she is clumsy to her own frustration. > > Constitution: > > Don't let her cute face fool you. Sapphira can take a hit from the best of them and keep coming. The reason they call her the stone queen is because of her stone like resilience. Her preternaturally tough skin and the ability to coat her flesh in stone affords her a mighty ability to take punishment. She also has a lot of stamina and endurance allowing her to work in the mines for days on end and fight for hours. > > Intelligence: > > Sapphira was never quite book smart but she makes up for it with her common sense and street smarts. She lacks any increased ability to comprehend and retain information if it does not have to do with the earth, or the ground or soil or rocks. This isn't to say she is dumb, just certainly no genius. > > Wisdom: > > Sapphira has an incredible intuition and common sense. She is uncannily clever and often very aware of her surroundings via her connection with the earth. She is perceptive and while her own finesse may be limited she is good about devising strategies in combat to suit her own way of fighting. At times, despite her rash and sometimes juvenile behavior she has moments of wisdom beyond her age. > > Charisma: > > Honestly she is kind of grating to be around. She is uncouth and is easily angered, or she is extremely overbearing. Sapphira hasn't really matured yet and is easily flustered, making people feel somewhat uneasy around her. > > Natural Traits > > Earthborn > > Sapphira's body contains an abnormally high amount of earth minerals. This high amount of earth material is incorporated into every aspect of her being, down to the composition of her cells. This makes her muscles and flesh more dense while retaining their flexibility, giving her a degree of supernatural strength and toughness. Besides her physical toughness and power she is as quick as a normal seasoned brawler ought to be. > > Sapphira maxes out at 400 pounds on bench press and maxes out on dead lifts at 1200 pounds. She can press 250 pounds over her head with both arms. When it comes to injury her skin is possessed of a leather like toughness and her bones can tolerate almost twice the strain of an average human before breaking. She has an incredible tolerance for pain and injury that makes her a terrible opponent to contend with. > > Normally Sapphira generally weighs around 165 pounds out of competition, however, her weight and her physical abilities can fluctuate. Sapphira possesses the inborn ability to absorb earth minerals through her flesh and store them in her body. She requires physical contact with earth, soil, rock or concrete which means she may be at a disadvantage in some stages. This material can be used to manifest certain Psi-Onyx powers. She can hold a maximum of six charges of earth material in her body, representing a general composition of earth minerals flowing through her blood stream. Each Earth Charge increases her virtual weight by 60 pounds. > > With each Earth Charge absorbed Sapphira's body takes on gradually more stone like qualities. At zero charges, her flesh is indistinguishable from normal human flesh. At six charges, her flesh appears to have the same texture as mountain rock. With each charge, she becomes slower and heavier, reducing her speed, and reaction speed by a noticeable degree (5%). However, she also becomes stronger and tougher, as if putting on 25 more pounds of muscle and increasing her strength and durability by a maximum of 50% at 6 charges. > > Naturally her body will attempt to release extraneous earth material from her body in the form of gaseous dust that sloughs away from her skin. After three post without charging, Sapphira will lose one earth charge. Gaining an Earth Charge requires one post per charge, in which Sapphira must be touching the ground with exposed flesh (hands, bare feet, etc). Gaining a charge requires only about two seconds of time. > > Iwaken > > Sapphira's left arm appears to be made of animate stone, starting from the deltoid. The texture of the stone is like smooth marble stone. Tresondros whose left arm is made up of psychic crystal called this phenomenon Iwaken, or Stone Fist. The left arm is the same shape and strength as a normal left arm. It bends at the joints as a left arm would, with the stone like material bending as if through supernatural manipulation despite its hardness. She has the same level of fine motor skills and flexibility as a normal left arm. The biggest difference is, Sapphira's left arm is tremendously durable and is as tough as a similarly shaped piece of solid stone would be. This means that Iwaken can be used to block and grasp sharp weapons without fear of injury. Because of the hardness of the fist, it can be used to deliver crushing unarmed strikes. > > This does not mean Iwaken is invincible. Sapphira's left arm can be broken the same way a normal left arm could, through breaking it at the joints through hyperextension. The left arm cannot be used to block heavy attacks forever, eventually with enough damage the stone arm begins to crack and can be at risk of shattering. Iwaken contains vital neural networks that are essential in the function of her psychic abilities. Therefore, if the arm is destroyed, she will immediately lose 15 power points, half of her daily total! > > Iwaken is Sapphira's primary defense against armed and armored opponents. Iwaken can be affected by Sapphira's own stone manipulation powers, allowing her to do things like make her fist spiky. > > Consume Earth > > Sapphira can draw sustenance by consuming earth minerals and rocks. The more precious the stone the more power she can draw from the material. Sapphira must consume and swallow the rock or stone. Rock and Stone breaks down in Sapphiras mouth allowing her to eat it comfortably without hurting herself. Eating a precious stone mineral will allow Sapphira to gain 1 Earth charge. Sapphira requires 15 seconds, or 2 post, to digest this material and therefore can only gain an earth charge this way once every 2 post. She also physically needs to eat the material, which can make her vulnerable. > > Tremorsense > > Sapphira has a sixth sense similar to those of the dwarven race. She can feel through the earth around her and sense nearby movement. As long as her feet are on the ground she can sense all movement across the ground around her in a 20 feet radius. This makes her difficult to sneak up on by grounded opponents. Creatures not touching the floor or walls within 20 feet of her are invisible to this sense. > > Psi-Onyx > > Sapphira can manifest psionics as a naturally psychic creature. Her brain has numerous nerve clusters made up of earth minerals that contain and guide the psychic energy that her body produces to produce psionic phenomenon. > > Each morning Sapphira must engage in meditation to collect and consolidate the mental energy in her mind. This forms what is known as a power point pool. Each morning Sapphira starts off with 30 power points. Power points cannot be restored except by a decent meal and a nights rest. Manifesting powers requires the expenditure of power points, however certain powers may require Sapphira to spend Earth Charges as well. > > Sapphira may only use psionic powers in the air if she also utilizes an Earth Charge in manifesting that power. This is due to the fact that her psychic power is dependent on a strong, mental and physical connection to the earth. > > To manifest a psychic power, a psion must be allowed a reasonable amount of focus. Because Sapphira is a martial artist she can reasonably focus while moving or grappling but she cannot be in a striking exchange while manifesting a psychic power. Sapphira may either manifest one standard power or two immediate powers per post. Only immediate powers can be manifested as a response or counter to an opponent's action. > > Learned Feats > > Wrestling > > Sapphira learned how to fight at an early age, first from her father, then later from her grandfather when her parents separated. However, due to Sapphira's naturally headstrong and rebellious personality she never learned the disciplined style of her father and grandfather. Instead Sapphira relies on her natural athleticism and focuses on impact throws that let her get on top of the opponent and beat them into submission. Her style combines brawling and Greco-Roman Wrestling together. > > Throw Anything > > Chucking stones and other items at opponents provides Sapphira with a long range tactical options. Despite her reckless way of fighting, she can generally hit a target within 10 or 15 feet with a thrown object up to her lifting capacity. Usually these objects are massive stones, so supreme precision is often unnecessary. > > Improvised Weapon Mastery > > Her way of fighting was honed mainly in bar room brawls and slug fest with the monsters of the Necropolis. She has learned to use everything in her surroundings as a weapon as a means of survival in fights with desperate men and creatures. She has an uncanny ability to use anything at her disposal as a deadly weapon. > > Powers > > Telemetry > > [Standard - 4 points] > > Sapphira can read the residual psychic energy in a physical item, to determine the items history and the history of its previous owners. She can glean information from cherished or highly venerated items, objects that owners have put a lot of mental energy and focus on. For example, she could see the manor of a heroes death by touching the sword he was clutching at the time of his demise. > > If sapphira was to gain possession of an enemies item or weapon, she could use this ability to activate that item as if they were the owner. This power can be used even if not in contact with the earth. > > Earth Glide > > [Standard - 5 Power Points or 2 Earth Charge] > > Sapphira may fall into any solid earth or soil surface and swim through it as if it were water at a speed of 30 feet across and 4 feet down per post. Solid materials that are destroyed while she is moving through them will instantly expel her from the earth and deal significant damage to her body. This form of supernatural burrowing leaves behind obvious signs of her passing, as the material contorts and bends to show that something is moving beneath it. if Sapphira goes more than 10 feet underground, she finds it difficult to breath and must hold her breath. She cannot manifest other powers while using Earth Glide. > > [Augment - 6 Points] > > Sapphira may activate this power an an immediate action. > > Transmutation > > [Standard - 5 points, 2 Earth charges] > > Sapphira may transmute any rock, earth, soil, mud, or stone formation within 15 feet of her up to 250 pounds within a 10 feet area into a different form of rock, earth, soil, or stone. The state that she transmutes a surface in to must be a earth mineral that she has consumed that day, with Consume Earth ability. This allows her to do an assortment of things such as transmuting soil to mud, or mud into hard stone. She may turn a block of granite into an equal amount of Basalt or limestone into obsidian. This can be used in an assortment of ways, such as disrupting the footing of an opponent or causing a cliff face to break off. > > Earth-Bend > > [Standard - 3 power points or 1 Earth Charge] > > Sapphira may target 5 square feet of earth or rock in any natural or synthetic earth formation within 25 feet of her eyesight and manipulate that section of earth. Sapphira may translate, rotate, expand/contract, extrude, or bevel that section of earth. The section of earth may be translated or extruded at a rate of 5 feet per second to a maximum length of 50 feet, expanded or contracted to twice or half its size, or extruded to a length of 10 feet. These changes in the earth formation last for 18 seconds (3 post). Manifesting this power requires a physical motion coincide with the change. If she wants to rotate a section of earth, she might spin her arms, if she wants to extrude a section of earth she might push her arms out or clap them together. > > With this power, she can create walls or columns. She can create holes and elevated surfaces. She can elevate a section of stone before throwing it at an enemy. She could strike an opponent with a section of suddenly raised stone. The extrusion of the earth is enough to boost her jump, allowing her to leap high up into the air. Generally these shapes are broad, so as not being useful for skewering. Also it is easier for her to create extrusions rather than intrusions in stone. Using this power has many sensory 'tells', usually the manipulation must be accompanied by a corresponding movement from her body. Her eyes glow with a silvery light and the smell of rain about to fall fills the air. > > [augment - 1 point] > > Sapphira may target an additional five square feet of earth with this power. The transformation to the rock or earth formation last an additional 6 seconds (1 post) > > [Augment - 6 Points] > > Sapphira may activate this power an an immediate action. > > > Stone-Shape > > [Standard - 2 power point or 1 Earth Charge] > > Sapphira may pull earth minerals from her blood stream to produce six pounds of stone in a pre-determined shape on her body or in her possession. She may use this power to coat her body in temporary stone armor. She can use this power to produce stones for throwing or crude stone weapons for striking. > If using this power to produce armor, she may cover a single limb, either her arms, legs, face, and torso. The stone is as tough as a thin sheet of mountain rock, brittle but hard. The stone remains in place wherever it is grown. After 18 seconds (3 post), the stone crumbles into dust. > > If using this power offensively, she can produce a large stone (about as big as a soft ball) that she can use to club her opponents or throw at them. > > [Augment - 3 Power Points] > > By augmenting tis power, she may produce an additional 12 pounds of stone (so a much larger or heavier stone) or cover an additional section of her body. > > [Augment - 3 power points] > > She may manifest this power as an immediate action. > > Seismic Core > > [Immediate - 5 points or 1 Earth Charge] > > This ability allows Sapphira to briefly charge psychic energy into her abdomen and direct it. This technique helps Sapphira to defend against a sudden force threatening to knock her prone. However, this technique if misused can actually increase the amount of damage Sapphira takes from an attack by preventing Sapphira from rolling with the blow. > > To use this technique Sapphira quickly assumes a stance with a low center of gravity. After using this technique and until she changes her position she becomes nearly immovable like the mountain she visualizes preventing her from being knocked to the ground. Despite making herself immovable she does not prevent herself from being damaged in any way. > > This power also adds the effect of supporting Sapphira's balance and by doing so can increase her leverage during standing grapples. It can make her hard to lift while improving her own ability to lift and throw particularly with the use of Greco-Roman style suplex's. Sapphira's grappling strength and leverage are heavily augmented by this power. > > Equipment > > Rock Candy x12 > > These colorful stones are packed with various exotic minerals. They do not provide any more sustenance than any other stone for the purpose of consume earth, but they are carried on her belt in a small pouch and that means they are available for use on stages where earth minerals are not readily available.

11Supreme Jerk Commander

James Eredas (Fierach) Wrote:

> Name: James Eredas > Known Alias/Titles: The Daemonslayer, Demon Phoenix Fist, Demon-slaying Demon, The Butcher of Odessa, Founder and Master Knight of the Order of Force Majuere > Age: 29 > Sex: Male > Birthday: August 1st > Birthplace: Myrama Mountains of the world called Gaia Primus   > > Physical Details > Eye Color: Brown > Hair Color: Brownish Black > Height: 6’0” > Weight: 182 pounds > Blood Type: O > Race: Metahuman > > Other > Patron Diety: None > Marital Status: Single > Ethnicity: Chinese-Japanese Asian > > Equipment: > > Reinforced, Imbued Combat Gloves: > Designed to guard the hand and wrist against injury from bladed weapons, they are armored up to the knuckles, and the rest are fingerless to better facilitate use of James's ki through his fists. Crafted with a combination of enchanted steel and master worked leather, these gloves are capable of withstanding extreme pressures and temperatures. They are comfortable, and adequate defensive measures against both weapons and magicks, and are also very potent offensive weapons thanks to James's skill in hand-to-hand combat and martial art masteries. James has been observed deflecting sword blows, punching through weaker/lighter projectile abilities or attacks with these gloves. This item withstands up to 2k degrees Celsius before beginning to warp and weaken from heat. > > Imbued, Master-Crafted Combat Knife: > A large, black, and intimidating knife. 13.75-inches in length overall with a 7.25-inch recurved modified spear point blade, the weapon bears two hooks on its hilt guard for catching and disarming other weapons and the handle also contains a small ridge for use as a hammer. Both edges are half-serrated, and this weapon is enchanted to be highly resistant to high temperatures and is capable of conducting James's ki. The blade is coated with a non-reflective material, allowing it to be used stealthily in low-light scenarios. This weapon weighs .65 pounds. This item withstands up to 1k degrees Celsius before beginning to warp and weaken from heat. > Reference here > > Telescopic Composite Spear: > The Composite Spear James possesses is a specially crafted, double-sided and retractable polearm weapon. 18 inches long when fully retracted, the Composite Spear reaches to five feet when fully extended via a button and is tipped on both sides by a one-inch long titanium spike, Portions of the spear's composite ceramic and metal "shaft" is grooved for better grip and aerodynamics, allowing the spear to be thrown with a fair amount of accuracy. Like all of James's weapons, it has been imbued to resist extreme heat, and is quite sturdy. The weapon extends with 85 joules of energy, which is barely under what is necessary to pierce modern stab-resistant body armor. > > Upgrade: Hunter's Pledge: > Through extensive use and experience, James has seen fit to modify his composite spear. The shaft, or body of the spear has been lengthened slightly, and is now 24 inches when fully retracted, making it harder to carry concealed, and five feet, 10 inches when fully extended. The weapon itself has been reinforced to be even tougher, and now features two sets of blade catchers at either end where the tips neatly fit into when retracted. The tips have been lengthened to two inches and are now tipped with a tungsten alloy, and also feature backward-facing barb-like protrusions to help embed the spear a target and cause greater damage when being pulled out. Projection force has been unchanged. This weapon weighs 4.5 pounds. This item withstands up to 1.5k degrees Celsius before beginning to warp and weaken from heat. > > Custom Combat Jacket: > James's “normal” jackets are enchanted to be extremely heat resistant, and are composed out of a tough, leather-like material. Underneath the jacket however, is a layering of Kevlar and titanium carbide fibers, and ceramic discs woven into the lining. This grants James a superb amount of protection against shrapnel, good protection against blunt force trauma, reasonable protection against light slicing and cutting attacks, but relatively poor protection against piercing and stabbing attacks. This item weighs 6 pounds. This item withstands up to 2k degrees Celsius before beginning to warp and weaken from heat. > > Steel-Toed Boots: > Simple, reinforced boots that have been enchanted and crafted with the specific materials in mind to resist extreme heat. The soles are grooved with metal, allowing James to catch blades under his feet. Not recommended though. > > Heat-Resistant Sunglasses: > Because it’s cool. These also provide adequate protection for the eyes against most minor threats. Like pocket sand. Or acid to the eyes. Not the rest of the face though. > > Nodachi "Amaterasu": > An ōdachi, meaning "great big sword", was a type of long Japanese sword. The term nodachi, or "field sword", which refers to a different type of sword, is often mistakenly used in place of ōdachi. Although the two types of swords are often similar, odachi are generally more ceremonial, while nodachi are made mainly for battle. > > The nodachi that James wields, is named Amaterasu, after the Japanese Goddess of the Sun. The weapon was originally a zweihander named Hellfire, container of the dark Etifini fire God named Halcyanos. After the deity was defeated by James, he took the weapon back to his clan and had it reforged as a magnificent nodachi. > > At an overall length of 66 inches with a 50-inch blade, 16-inch hilt, the nodachi is a massive weapon, almost as long as James is tall, and the gentle 3-inch curve on the blade enhances the cutting power of the blade, while still keeping stabs and thrusts viable. The blade itself sports an intricate lotus pattern, creating a beautiful, but deadly weapon, crafted for war in mind. The round tsuka, or hand guard, and the handle are suitable decorated, and provide a firm guard and grip for James against any rigor of battle. > > The actual strength of the blade however, lies in its artifact origins. Reforged from the former weapon of a Fire God, the nodachi is naturally aligned toward fire entities, even with the original owner dead. To top it off, the artisans of the Eredas clan master-crafted the weapon in the heat of the clan's own sacred flames, further purifying and imbuing the sword with the ability to channel the Eredas's supernatural energy. (James is not using his flames for the tournament, this is flavor text that I left in because I’m lazy and I’m not removing it from the original profile) > > The nodachi is sharp and highly resistant to damage of any kind (just means it can’t be broken). The very nature of the sword itself allows James to cut through magic and other sorts of supernatural attacks with relative ease, while also allowing him to channel his formidable sacred fire through the blade to enhance power and reinforce the weapon itself. Handling is superb and balanced specifically for James. He often wields it without a scabbard, not really having to worry about maintenance, and preferring to be able to wield the weapon without having to draw it from a sheathe. James sometimes uses consecrated white wrapping cloth to wrap the blade when not in use. > > James can use this weapon to cut through instant or one-turn attacks with little effort. The manner of dissipation depends on the concentration of the enemy attack. A highly focused energy sphere might be split in half, each half still dangerous at half power, while a cloud-like or less focused attack can be dissipated outright, or remain as a light nuisance. Higher tiers of enemy magical abilities or physical powers require a casting of Empower to match all but the most powerful of enemy spells or abilities (3 charge/turn and higher cannot be matched/defended against by Empower and Amaterasu). This weapon weighs 8.5 pounds. This item withstands up to 2.5k degrees Celsius before beginning to warp and weaken from heat. > > Longsword "The Rending Blade": > A powerful longsword, the Rending Blade is of an olden design, measuring 44 inches of blade and 10-inches of hilt and guard. Six inches of sword where the base of the blade meets the hilt is blunt but ridged, allowing for an easy grip for half-sword techniques and the guard itself is fashioned in a decorative, if mostly still utilitarian fashion. The Rending Blade is crafted out of an unknown metal but it seems similar to steel. When unsheathed, the longsword glows a dim blue with the power of an unknown energy field. The Blade is incapable of receiving empowerments or enchantments of any kind, because it weakens all magical, spiritual, psychic, and supernatural effects in its immediate vicinity, and nullifies said powers upon contact with the blade.  > > Note for Judges: FOR ALL INTENTS AND PURPOSES for HEAVEN OR HELL. The Rending Blade longsword has the exact same magic and physical abilities, if any, as the nodachi Amaterasu. So it’s the same as Amaterasu. Only it’s a longsword. Shaped differently, lighter, European style weapon. > This weapon weighs 3 pounds. This item withstands up to 2k degrees Celsius before beginning to warp and weaken from heat. > > Daemonbane Armor: > Used to be here. > I removed it so I can beat everybody in Heaven or Hell with a stylish outfit instead. > > Or probably just get stabbed more. > > Combat Abilities and Techniques: > > Daemon Hunter: James is a veteran daemon and monster hunter. His sense of instinct is incredibly developed, and it is by this supernatural aspect of his sixth sense that allows him to track and detect the truly cruel and maleficent, as well as sense the “aura“, spiritual energy, or killing intent of others nearby or at a distance. Barring that, he is very knowledgeable about supernatural creatures as a whole. As for physical capabilities, James possesses superhuman stamina, and is generally considered to be at just above peak human physical capability in his ordinary, restrained state. James is conditioned to take and withstand blows that could cripple an ordinary human, and he is right-handed, but has trained to be ambidextrous. > > As befitting a master daemon hunter, James's willpower is the stuff of heros' tales. Experience and training has granted him high amounts of mental resistance and fortitude. There are things that man was simply not meant to know, but James is one of the few who hold the line against such horrors, with steely will and ironclad discipline. > > James is resistant to extreme heat. Although the empowered Eredas family members are not heat-resistant from birth and often scorch themselves, as they mature and gain mastery over themselves their bodies become more and more resistant to heat and high temperatures. Currently, James's body can handle up to roughly just over 1000 degrees Celsius with no ill-effects whatsoever, although his fists and arms can resist much higher than that. There have also been occasions when he has been shown withstanding even temperatures that could melt high-grade metals, usually in the midst of an extremely tough battle. > > Note for Judges: Lets make this simple. > > James is at peak human physical condition for his size and weight. Maybe some extra stamina. Let me know if I have to put in hard numbers to satisfy any conditions. > > As for flame resistance, lets say he has a 50 percent fire resistance to all flame-based attacks across the board. > > ======================================= > > Martial Artist: Shin Soulchiou Style > >  The Shin Soulchiou Style is a development of the Eredas family’s original Soulchiou style. James is proficient with swords, spears, knives, and many other sorts of melee weaponry, but he is most masterful in hand-to-hand. On his wide travels and adventures, James has encountered and learned many more types of fighting styles and has continued to hone any useful skills acquired into his repertoire, making it more unique, different, and more powerful. > > Primary Striking Technique influences: > >  Chinese Kenpo >  Bajíquán > > Secondary Striking Technique influences: > >  Wushu >  Shotokai Karate >  Tae Kwon Do >  Muay Thai > > Primary Grappling Technique influences: > >  Judo >  Muay Thai > > Secondary Grappling Technique influences: > >  Sambo/Military CQC > Energy System: James starts every battle at 2 energy. James possesses a cap of 15 energy. James passively gains +1 energy every post/turn, unless using Empower. > > Sun-Well: James powers up, gaining an extra +1 energy. Performing practically no other actions, James gains additional power at a faster rate (+1) if left to charge for a consecutive turn, up to a cap of +3 additional power. > Silent Wave: At the cost of three energy, James concentrates a mass of his energy in a hand, and sweeps it out before him, projecting a short-ranged wave of force. This wave of force is effective up to six feet away, and strikes with enough force as if James were tackling an opponent at 30 miles per hour. The wave of force is warm to the touch, and James is capable of casting this attack in mid-air, where the force of it can arrest his motion or push him back. No its not silent. There’s a WHOOSH sound that often accompanies. > > Empower: At the cost of three energy, James channels and infuses his ki within himself to empower a single action, be it a dash, strike, parry, or block with enhanced speed, strength, and resilience for one post (2X). This ability can only be used twice in a row before incurring a two post/turn cooldown. > > Flesh over Steel: Once a day, in any state of mind, James can expend all of his current energy to deliver a powerful blow, capable of meeting, and destroying nearly any mechanical or metal object up to the size of another human being or confer to himself enough resilience in one section/limb of the body to resist some of the most powerful of blows. This technique requires a post to set up, and costs 10 energy minimum to use, but will expend all available energy. Any of his own armor at the point of impact, whether on defense or offense, will be destroyed. Only Amaterasu and the Rending Blade are capable of surviving being used in this technique.

12Supreme Jerk Commander

Jinsoku Hayabusa - stillnohero Wrote:

> Core > > Name: Hayabusa, Jinsoku (Known Alias: Babyface) > Method of Combat: FYSU-ryu > Date of Birth: -- > Place of Birth: Okinawa, Japan > Race/Ethnicity: Human (Host to a Raiju (Yokai)) > Height: 5'6'' > Weight: 182lbs. > Reach: 33" inches. > Body Type: Athletic, built, well defined. > ____________________________ > > Equipment > > +.] Weapon: Modified Halberd: This pole-arm is approximately six feet in length. The metal handle hosts an ax head, featuring a thorn to its backside and a spike tipping the shaft beyond the ax head. The blade, thorn, and spike portions of the weapon hold a hue completely unlike the shaft, eluding to a different nature altogether. These portions are coated in a layer of a mysterious alloy found in the bottom of a lake on a distant world. It is most widely known on said world that the mysterious metal increases the force of the wielder's blows two fold. This weapon weighs approximately 12 pounds. > > +.] Armor: Bronze Man Armor: This ancient, and ornate-looking armor doesn't look like it provides much protection. It covers half the body, giving its wearer a fearsome appearance on one side of the body, and not the other, with a shoulder plate, face mask, greaves, and breastplate. The merchant tells you of this armor's ancient beginnings, how it was worn by the strongest of an order of monks, and then mysteriously disappeared, only to show up here. You can't feel anything about the armor, but you can tell it is special, somehow. This half body armor weighs approximately 50 pounds and currently features no enchantments.  > > +.] Items:  > - > ____________________________ > > Abilities > Any powers, supernatural traits, special techniques, etc. get listed here. Try to label them "Active" or "Passive." [something your character does versus something that's constantly in effect] > > +.] [Passive] - Resistance: Jinsoku is 50% resistant to electric shock and it's effects. He is also 25% resistant to heat/fire as a result of his electric affinity. > > +.] [Passive] - Electrolocation: Jinsoku is extra sensitive to even the slightest electromagnetic fields and pulses. He is able to feel these vibrations and discern them to a clarity akin to how he perceives the world with his usual five senses; if not better. This ability is best when compared to echolocation in species such as dolphins. > > +.] [Active] - Magnetic Manipulation: Jinsoku is capable of generating fields of magnetic force capable of push and pull within 12.5 feet of himself. He can directly localize the force for a single designated act, or he can project a field all around himself that literally releases from his core and stretches up to a 10ft radius. Max of 100lbs of objects at a velocity of 50mph (1 Post duration use, 1 Post Cooldown) > > +.] [Active] - Greased Lightning: Jinsoku is able to charge and release a single burst of localized electricity through his limbs. This is optional with discharging the electricity through his muscles, though instead of pushing said electricity outside the body for use, he can instead super charge his form to double his speed temporarily. (i.e. Jinsoku could perform two actions in the time it would take to complete one (or one extra action in one post).) (Instantaneous use, 2 Post Cooldown) > > +.] [Active] - Surge: User emits an electric pulse from his entire body, zapping a striking or grappling foe. While in contact with the current, the offender might find it hard to 'let go', though once the current passes, the offender would surely think twice before repeating the offense. (1 Post Duration, 3 Post Cooldown) > > +.] [Active] - Thunder Clap: Jinsoku is able to harness the might of a crash of thunder, in which he discharges from his hands by harshly slamming his palms against one another. This in close proximity can cause temporary deafening, disorientation, and can even warrant a flinching or stunning effect. (1 Post Duration, 3 Post Cooldown) > > +.] [Active] - Lightning Strike: Jinsoku is able to conjure and mold electricity in the form of bolts or orbs of electricity. The bolts can jump and reach up to ten feet off of his physical form, as to where the orbs can be released and launched 20 ft as a projectile completely separate from the body. The orb moves at 75mph. (Instantaneous use, 2 Post Cooldown) > > +.] [Active] - Crashing Thunder: Jinsoku can charge a single limb at a time to deliver a forceful concussive blow that would measure about 2500 pounds of force. The force itself discharges upon the limb impacting another solid surface. (1 Post duration, 3 Post Cooldown) > > +.] [Active] - EMP: Jinsoku has the capability of producing/releasing an Electromagnetic Pulse, causing a concussive burst to detonate around him (approx. 25ft), and forcing a field that is disruptive and even damaging to electronic equipment even further than that. (Approx. 50ft) (1 Post Duration, 5 Post Cooldown) > > +.] [Passive] - Supercharge: Despite his physical resistance to shock, or rather a compliment to it, Jinsoku is capable of absorbing electricity from external sources. For each round he absorbs energy, he losses one Cooldown on any one other skill. Should no Cooldowns exist, Jinsoku may store the excess energy to amplify one of his skills of choice for a round. (Instantaneous use, -1 Cooldown or +1 Charge) > > +.] [Active] - Iron Shell: Jinsoku is capable of infusing his Ki through and out of his pores. Once the Ki exits the body, it covers covers the body while taking on a black color. This ability allows the user to become incredibly resilient to physical damage at the full expense of his mobility in the same moment. Gauging the right and wrong times to employ this technique is difficult considering the harder something is, the more brittle, rendering him without invulnerability. (1 Post Duration, 4 Post Cooldown)

13Supreme Jerk Commander

Rou Ji - Narcissa Nahara Wrote:

> • Name: Rou Ji > • Mode of Combat: Firebending/Biting Wit > • Birthday: August 12th > • Height: 5’5” > • Weight: 140 lbs > • Body Type/Features: Athletic, well-endowed; those tits could put out an eye. > • Birthplace: Durem > • Hobby: I like to look pretty-- that’s a hobby, right? > • Personal Treasure: Rafael’s piano > • Favorite Food: CENSORED > • Dislikes: Almost everything. > • Forte in Sports: Kickboxing > • Other things worth mentioning: Best watch your wallet. > > ---------------------------------------------------------------------------------- > > *FIGHTING STYLE: THE BUXOM BANDIT* > Through the combination of movements, will, and energy, Rou can spawn flame from the air, expelled through her hands, feet, or mouth. It allows her to make progress as both a mage through the casting of spells, and as a fighter coupled with melee fighting, where fire is expelled forward from punches, kicks, and other movements. > > Rou’s most common method for starting a fire is in the snap of her fingers, to create a spark that ignites the energy expelled into a physical flame. Once the fire is started, she can manifest it into a variety of forms, but as the nature of fire is “alive”, it still requires the basic principles of fire to remain live, however the “fuel” component is her spiritual energy. The nature of the fire is deeply correlated to her emotions; calm and concentrated application of her powers can create a more controlled flame that is more precise, whereas emotions like rage or fear are less precise, but more chaotic and widespread. > > True to the nature of fire, fire is less potent in rain, and cannot be summoned underwater. Rou can, however, heat up a body of water that she’s in, or heat up the surrounding air to make it start steaming. The more dense the body of water, the longer it takes. To be able to set another object on fire, it has to be within two feet of her person, be flammable (excluding skin), and she has to be able to see it. This is a directed “skill shot” ability, and does have the potential to miss if the target is moved. This excludes items that are cosmetically set aflame (for non-combat purposes), such as candles/torches/ect. > > > > Rou relies on traits as a firebender and her experience as both a swordsmith and a master thief to navigate combat, narrowed down into two stances: > > *SPELLWHIP STANCE* > Primarily for spellcasting, Rou uses both projectile fire magic and the precision of her manipulation to create a whip of fire through the extension of her shackles (see Equipment) in order to attack from a distance. Opponents are susceptible to both burns and physical damage from an array of different applications of this magic. > > Projectiles are formed by the manifestation of her spiritual energy, and then engulfed in flame. They can range in sizes, from the size of a baseball that fits neatly in her palm, to a sphere with a diameter as tall as herself. The smaller the projectile, the easier it is to handle, as it can be thrown or slung like a physical object of similar size. Projectiles can cause as severe as second degree burns (which result in pain, blisters, ect) as well as welts from force delivered upon impact. After leaving connection with Rou’s body, the fire and energy dissipate a few moments after it has ceased momentum. > > Manifestation of Rou’s whip gives it the tensile strength of a leather bullwhip, and while connected to Rou’s person, maintains that thickness. The whip can reach up to 6 feet in length. The whip can be wrapped around a person or object, and grappling with the whip can cause it to burn through cloth and cause second degree burns to flesh until the third turn, in which they begin to cause third degree burns. Lashes caused by Rou’s whip can leave welts and first-degree burns, or even split the skin. > > > *SWORDSMITH STANCE* > Primarily for short-range combat, Rou’s time as a blacksmith and a thief keep her both in Olympic physical condition: muscled, flexible, and nimble. When partaking in short range, she can employ the use of a Cutlass (see Equipment) or pairs firebending abilities in cooperation with melee tactics. Her strength allows her to keep up with the contenders, and gives back as good as she gets. The more angry she is, the more viciously she fights back. > > Through time as a smith, and with her resourcefulness, Rou has various ways of repairing broken metal or magical equipment while on the sidelines (while currently not engaged in a match) to assist herself and her teammates. Rou is also known to have a set of sticky fingers, and valuable items often go missing after passing her by. > > > *SUPPORT SPELLS* > > Rou also knows rudimentary Runic Magics, such as basic glamours, utility levitation, and enchanting, performed by the writing of runes (which can be performed on skin, objects, or even drawn in the air). All spells have a maximum distance of 20 meters, from which she can summon or cast. > > List of Runic Spells: > > Holding: Ability to open the path to Sitra Ahkra, to deposit or withdraw items from the Gem of Holding on her bracer (see equipment.) > Magelight: Ability to cast a glowing orb that illuminates a space and lasts for a duration of 2-3 minutes. She can either carry the light or place/throw it somewhere. > Detect Life: Ability to stretch forth her spirit energy no farther than 20 meters, during which time she must be standing still and with her eyes closed for a period of 10-15 seconds. It detects both movement and heat of beings, much like whiskers. > Telekinesis: Ability to pull items closer to Rou-- the larger the object, the more focus and time it takes. This must be an item that is soulbound to Rou, such as her equipment, or an item from the arena that she has handled for more than 5 seconds. > Ex: Rou could use this to return her cutlass to her hand if dropped, or use in conjuction with Holding to summon the correct item from Sitra Ahkra. > Ward: Ability to conjure a shield with her energy, approx 3 feet in diameter. It does not stop physical attacks, but may lessen the blow of magical ones. Rou must wait 3 turns after having a ward struck with a magical attack before she can conjure another one. > Glamour: Ability to shift her own shape, though it must remain humanoid. She can either use it to disguise a portion of herself, or look like someone else. > > > > ---------------------------------------------------------------------------------- > > *EQUIPMENT* > > [Wrist Shackle](https://i.imgur.com/bSI1qzh.jpg) > A thick steel manacle that encompasses her right wrist with a simple fastening mechanism that no longer has a lock, with a tail of 18 inches of chain. The manacle itself is about 2.5 inches wide, and the length of chain almost sweeps the ground when her arms are down at her sides. The gauge of the chain is thick enough to not be broken by blades. When not in use, Rou keeps this item in the Gem of Holding on her bracer. > > [Steel Cutlass](https://i.imgur.com/QI8KY5b.png) > A thin steel sword with a jeweled guard to protect her knuckles, less wide than a broadsword, but wider than a rapier. The blade measures 26”, and the total length from tip to pommel is 32”; the grip is wrapped in leather. When not in use, Rou keeps this item in the Gem of Holding on her bracer. > > [https://www.gaiaonline.com/gaia/redirect.php?r=https%3A%2F%2Fi.imgur.com%2FGvq16VO.jpg](https://i.imgur.com/Gvq16VO.jpg)Silver Knife > With a blade length of only 4” and a total length of only 7.5”, this small knife hides in a leather scabbard along the inside of Rou’s boot. The blade itself is silver, the bane of various degrees of fae and otherworldly creatures, and the handle is ivory. The blade is only intended for one person, and he knows what he did to deserve it. > > *CLOTHING and ARMOR* > > [Garments of the Incendiary](https://i.imgur.com/k6j50d5.jpg) > Rou has enchanted her reimagined bodysuit, tights, and boots to not catch fire from her own magic or others. They don’t retain much quality as armor, other than the thickness protection of leather. Panties may or may not be included-- depends on her whimsy. > > [Bracer](https://i.imgur.com/rspUqk4.png) > A steel bracer padded with leather that’s worn only on Rou’s left arm, covering the back of her hand and up to the elbow. On the back of the hand it has a red Gem of Holding in the center, which can hold various items for Rou in Rafael’s dimension of Sitra Ahkra. She can summon items by thinking of the item and tapping the gem, which takes a few seconds for the item to then appear in her right hand.

14Supreme Jerk Commander

D 'Twitch' Aire - Uberwulf Wrote:

> Character Name: D' "Twitch" Aire > Age: Apparently mid 20s, actually 114 > Height: 5'11" > Weight: 155 > Markings: A tattoo of tattered “demon” wings is on her shoulder blades. The tattoo disappears if she actually uses her wings. Beneath her left eye is the acute triangle-like “Tear of the Fallen” that marks her as a (former) Daraku Tenshi, which translates from Esterian to “Shattered Angel.” > Species: Esterian Hellcat Tame. The closest Gaian feral equivalent is the caracal. > Build: Thick and athletic > Occupation: President of The Blazestar Empire > Hobbies: Martial arts, creative arts, caring for children, puzzle and music-related video games > Additional Information: Was part of the divine pantheon as the Avatar of Hope for her homeland of Tel'Rune after death and resurrection (“Falling”), but the Powers That Be saw her constantly and directly helping her old friends, so relieved her of her duty. She still has situational, temporary use of her former powers as proven by the Tear of the Fallen. She's once again mortal now, simply long-lived thanks to the Falling process removing the spiritual blocks on an Esterian's power. Finally, Twitch has a black feline nose, tail, tufted and pointed ears, and her nails are sharp enough to be considered claws. > > > > > Combat Abilities > > > Style: Tenma ne Gato - One of Esteria's "Loveless" animal-based fighting styles. The Cat Without Love is an agility-based style that focuses primarily on countering and defensive fighting, with a focus on leg and foot strikes. A secondary focus is on the claws, real or manufactured, that can deliver a variety of slashes meant to slow an opponent and set them up for an assault of the feet. Twitch mixes Tenma ne Gato's physical and aural branches with her Tae Kwon Do, bojitsu, and XPJS training. > > Style: Tae Kwon Do - A martial art famously practiced by native residents of Aekea’s Seoul Train district, this martial art focuses primarily on the distance and power offered by attacking with one’s legs and feet. Practitioners are taught a multitude of martial techniques to maximize the efficiency of every kick delivered, whether the aim is a jabbing strike as quick as one delivered by the hands, or a an expert heel kick able to split a small tree. Twitch’s rank is 2nd Black Decided, as awarded by Master Seung Kim of Blazestar Tae Kwon Do / Xtreme Platform Jumping School. > > Style: Xtreme Platform Jumping School Though the name sounds like an antiquated relic of the 90's, XPJS is a style that has endured through a close-knit network of schools that teach mobility through terrain. Nicknamed by some as “Parkour 2.0,” XPJS takes the supernatural abilities of meta individuals and teaches them not only how to safely land from jumps and maintain their momentum for a chase or escape, but other techniques such as how to scale and descend sheer vertical planes if their limbs or abilities allow it. It also teaches non-metas how to perform the same actions with tools, allowing all people to increase their mobility and agility. > > Innate: Seventh Sense - D’ has the ability to sense the passive and active magical energies in a person, place or thing. If it’s not obvious from context clues, within about ten seconds’ time she can determine how powerful something/someone is, and what elements, if any, are at play. > > Innate: Adrenaline - In a fight, as long as she is attacking, defending, or moving, D' will gain one “charge.” Doing things that are not directly related to physical exertion to beat an opponent, such as catching breath (except during Ante Up) or trading witty insults, gives no charges. She enters battle with a single charge and there is no max yield to charges; charges do not transfer between battles save special circumstances. > When using an ability, charge gain is ½ rather than a full charge for the post; while Adrenaline is perpetual, magic fatigue is a real issue Twitch factors in. > > Innate: State Shift – Twitch has the Esterian trait of physical state shifts, and is able to freely move through them as situation demands. In her Feral state, she is a ~40 inch (head/body length) hellcat with a fully black coat save the gray stripe down her belly and the dual purple streaks down her back. As the smaller Hellcat Feral, her bite and scratch are as devastating as one would expect from a member of the large cat family; the Hellcat Feral closely resembles the caracal in appearance and power. Her most common form is Transitional, where she appears as a caramel-skinned humanoid with her feline ears and tail, fur only on those two parts, and her streaks appearing in her hair. In Transitional she is more technical and agile, though she loses the feral power in her jaws and claws, and maneuverability with the smaller size of the Feral; her stats could be considered “peak human” in all areas save raw strength. Her final form is the Negative, which stands at 6'5” and gives her the look of an anthropomorphic Hellcat, bipedal and fully covered in fur in Feral arrangement though she retains her hair and its coloration. This state increases her power and toughness at the loss of some agility. However, her claws and jaws reclaim feral power, both gaining a full inch in size. > > At all states, mass increases and decreases proportionally to her Transitional state, so she will always have the same body type in Transitional and Negative. There is no Adrenaline cost, and the shift happens within a couple of seconds. In addition, Twitch loses her clothing in Feral state but they are attuned and shift with her in Transitional and Negative states. The cooldown is a single post (shift in post – post – shift available). > > > Innate: Pyromancy - D’ can control open flames and sources of notable heat within 60 feet that are not being manipulated by others. Her training has allowed her to prevent other energy-readers or pyromancers from taking control of her abilities as they are being actively cast, but as a result she cannot control others’ fire as well. Flames she manipulate or create will be of a dark, pale purple hue. Use of a charge gives her manipulation of flame for a single post. Typical manipulation includes creating columns, thin walls, or whips of flame <6’ or projectiles separate from her Fireball ability. Control of flames will cost 1 charge per turn. > > Innate: Hellcat Senses - In normal circumstances, D' can safely and effortlessly land on her feet and/or Ukemi from a fall 15 feet high and is quite agile; one can expect to see her moving quickly in short bursts. Against vertical surfaces, she can use her claws to slow her descent in what she calls a “Wall Fall.” What her sub-species does not give her in the way of pure power is made up for in her ability to stay mobile. She also has superhuman hearing, smell, and sight-- the latter, despite or because of her slitted pupils' tendency to be contracted. > > Special: Ante Up - By focusing on her aura flow, D' can increase her stored, ready-to-use aura to deliver special attacks more frequently than would be the norm; colloquially, this is also known as "charging the super bar." Requires little else major movement, though she can block some attacks such as light-medium punches or smaller thrown projectiles, or simply accept attacks from a stationary position without penalty to charging. There is no limit to how much this can be done in a match; if she is allowed to charge, she can charge as there is no ceiling to the amount of Adrenaline charges she can have ready to use. The ability adds two charges of Adrenaline with exponential gain per post. For example, a single charge-post will give her 2 charges, but two charge-posts will give her 2+1, three charge-posts will give her 2+2, and so forth. > > Special: Pulse- A thrusting hand distorts air as if it were water, and the ripple effect continues in a straight line; size of actual distortion is 1 foot in diameter. Concussive force upon direct impact delivers the force of two strong punches, and an indirect blow gives the impact of a single strong punch. Moving at a constant rate of 10mph, it has an effective range of 35 feet, after which it dissipates completely. Despite visual distortion, there is no elemental tie to Air or Water. One charge. > > Special: Dust Kick - A straight or side kick sends out a shockwave of energy on the ground, raising the titular debris in a 3-foot wide, 4-foot high line. Direct hit delivers a concussive force of two strong kicks; getting caught in its immediate wake (1½ feet) or the edge delivers the force of a single meaningful kick. Moving at a constant rate of 20mph, it has an effective range of 50 feet after which it dissipates completely. One charge. > > Special: Heal - A registered Cleric in her homeland, D' has the ability to heal herself and others. As would be expected, the severity of the wound changes how much energy she has to put forth. After scrawling script into the air, D' concentrates to restore her health and condition. Stopping light bleeding and light headaches, the things that one can consider minor scratches, takes one charge. Stopping more substantial bleeding—a gash from a weapon or the effects of a heavy blow to the head—takes three charges. The ability to heal fairly quickly is offset by her need to be cognitive enough to actually scrawl the text—a visible, but incredibly fast action which can be interrupted. In tournament combat where health restoration is not allowed, the spell instead stops Twitch from passing out from blood loss, or dealing with a potentially crippling migraine or other such impairment or status ailment. > > Special: Rolling Buckler - The body curls into a ball and speeds toward the opponent at an initial speed of about 15 mph. When curled she has an inch-thick energy layer around her body, that will compels objects to roll move with her; the effect of touching her is the same as placing one’s hand on a quickly spinning cog. Maintaining spatial awareness, she can launch into another attack from this state or with perpetual motion continue on to increase her speed (+10 mph) in a single direction. Prolonged use (beyond 3 consecutive posts) will produce dizziness that will keep her from using the attack for a short time (2 posts). While it is extremely unwise to touch her body, she is not invincible and susceptible to sufficient stopping force. One charge to start, one charge to maintain. > > ESpecial: Fireball – an enhanced version of the Pulse, this time with a purplish red ball of flame traveling in the center of the rippling. Fire element, distortion size remains the same. A direct impact delivers the force of three punches while a glancing blow offers the force of two. Direct impact saps ¼ of an opponent's accumulated magical energy, 1/3 if they are in a super-powered state, and refunds one charge of Adrenaline. Glancing impact neither siphons or refunds. On any impact, delivers moderate damage to the area around it by way of a burst that can set cloth aflame. Three charges. > > ESpecial: Tornado Kick – an advanced version of the Dust Kick, Twitch rotates to add more torque and double the power of her physical and aural attack. Can be delivered with any type of kick; roundhouse kicks concentrate all of the power in a crescent before her, axe kicks and vertical kicks deliver the power downward and upwards, respectively. Direct/glancing strengths are appropriately doubled. Three charges. > > ESpecial: Blazestar Kick – after leaping an ideal height of at least six feet into the air, Twitch can drop quickly onto her opponent with an angled kick, the descent predicated by a shadowy flash of torn wings. The rate of descent is twice the rate of gravity. Three charges. > > EXSpecial: Egami Evitagen – Tapping into her Tear of the Fallen and all of the powers it represents, Twitch temporarily switches the elemental planes' alignment, reversing the elements – fire looks like fire, but reads as water and is thus unusable by anyone using fire abilities. Only if an attack is switched to fire can she manipulate it, and depending on the situation, it may actually appear as fire. However, note that this “Dramatic Effect” applies only to the affected attack rather than the field or magical field effect, and Egami Evitagen will not cause any immediately damaging field effects. For example, in an arena where Dark is the latent element, EE temporarily switches the latent element to Light. While this will surely make demons and vampires uncomfortable because it will be like fighting on hallowed grounds, it will not make them begin to burn on the spot. Likewise, switching a forest’s Terra alignment to Lightning will not turn the ground into a lightning net. > > The technique does not switch what a person is able to control, only what the elements on the field are. Twitch will always stick to what reads as fire, a cryomancer would always stick to what reads as ice/water, and a typical priest would always stick to what reads as light; and if they are able to control open fire/ice/electricity, a zone switch would allow them to do so. If the field switches favorably for her and becomes temporarily fire-aligned, “Dramatic Effect” activates field-wide, changing the appearance of the arena. Furthermore, D’ will not incur any cost for manipulation of open flames. The elemental plane opposites are as follows: Fire / Water; Lightning / Terra; Light / Dark; Air / Non-elemental (Chi, Spirit). Sub-elements such as Ice, Void, and Steel will be classified into appropriate approximate elements depending on the attack affected. > > No matter the result of elemental zone switches, Egami Evitagen’s activation is very visible and audible, a large magical circle's individual shapes and characters spinning on the ground around her with a 120 foot radius; singing can also be heard. Twitch's general maneuverability increases as she regains shredded, ethereal wings that increase her land speed by hovering a foot over the ground, causing direct-ground attacks to pass beneath her unless she is pointedly standing on the ground. In addition, Fireball's siphon effect automatically drains 1/3rd of an opponent's energy. > > The effect lasts four posts, including activation (activation post: active – sustain post: active – sustain post: active – sustain post: active – deactivation post: inactive) and includes everyone in the field unless she makes exclusions at execution. Egami Evitagen costs seven charges, and cannot be used or maintained in the Feral state. Extension of the ability is possible at the cost of 1.5 Adrenaline per post. > > > Equipment > > > Weapon > Blazestar Staff- made of oak, the staff has been pressurized and treated. It is otherwise an ordinary, though notably hard and dense, staff of red stain with hard, golden-colored caps of metal at the end. Its signature treatment allows it resilience against breaking bludgeoning and cutting, though it is still ultimately susceptible to both. Measures 5½ feet long, 1¾ inches in diameter. > > Claws- Twitch maintains small, ½ inch claws extending past her fingertips. While they cannot shred armor, they can inflict expected damage on uncovered flesh and mundane cloth. > > Typical Clothing > 1. Pinstripe suit pants (red stripes) with suspenders, black shirt, red tie, black gloves, black calf boots, black leather collar w/short silver spikes > > 2. Black TKD uniform, black belt with her name, tee, barefoot, hand/foot wraps > > As situation demands it, she can switch her clothing to something unlisted. Unless stated and approved by tournament officials and with common sense in use, such switching will offer no major benefits other than comfort and style. > > > > Final Notes > > > > Energy and travel- No energy is lost through distance. Getting hit by Pulse from a meter away feels the same as it would from ten meters away. Justification lies in that while she has taken up a fighter position, D' was originally a mage-type and has retrained her abilities with the power she still holds to act thus. She notably lacks raw physical power and the ability to withstand punishment when compared to the bruisers one can come against, and relies on her abilities and weapon, along with her mobility and ability to think on her feet, to keep her going. > > Hitbox Romance- At no point is D’ ever invincible. She is stubborn and tougher than she looks, and she would always say it’s unwise to try to stand in the way of any of her attacks. However, she can be tanked or knocked out of anything except Egami Evitagen; the latter would require being forced into magical fatigue or unconsciousness. > > Egami Evitagen- Phonetically, eh-GAH-mee ehv-ee-TAH-zhin. The purpose of the technique is obfuscation, disorientation, disruption, and all other synonyms of “things are not going as I had planned,” as she changes an area's elemental alignments and attacks before her opponent can figure out exactly what has changed in their abilities. When hovering, she is still considered on the ground despite avoiding direct-ground attacks, with movement similar to Orochi (KoF) or Super Sonic—low hovering, rather than high flight.

15Supreme Jerk Commander

Enness - Nighthunter Wrote:

> Name: Enness > > Mode of Combat: Axeman, brawling, krav maga, firearms and explosives. > > Race: Human > > Gender: Male > > Birthday: June 19th > Age: 32 > > Height: 6' 5” > > Weight: 230 lbs > > Eyes: Blue > > Hair: Dark brown > > Birthplace: Gaia > > Hobby: Drinking, hunting, fighting. > > Personal Treasure: His weapons, particularly his axe. > > Favorite Food: Whiskey (It's a food, right?), anything spicy. If it doesn't burn, you're not doing it right. > > Likes: Whiskey, American Football, Ice hockey, Rugby, getting paid. > > Dislikes: Stupid people, so people in general really. Not getting paid. > > Occupation: Contractor > > Weapons (Obviously won’t have all these on him at the one time): > > Irritant capsule gun: Looks almost like a standard pistol and works like a 2-round burst fire paintball gun, but fires frangible rounds filled with a powdered irritant. Round impacts with force comparable to a light punch and breaks open dispersing the powder. > If the rounds hit the chest area or above, Causes uncontrollable sneezing or retching when inhaled. Makes the eyes water, unless protected by something, and can hinder a person's ability to speak temporarily or breathe properly for 2 posts counting from impact. > If blocked directly in front of these areas, lasts for 1 post counting from impact. > Anything else counts as a miss. > Effective firing range: 5-30 feet. Will effect him if used at close range. > Magazine fed. 6 rounds per magazine. Carries 1 loaded. Multiple hits do not add cumulative effect. > > Beanbag shotgun: Remington 870 pump action shotgun loaded with beanbag rounds. Round travels at 100 mph and impact with force strong enough to potentially break bones on unarmored targets. Could knock back/down armored targets. > 3 round capacity. Carries 3 rounds loaded plus 3 extra. 1 post to reload. > Effective firing range: 15 feet > > Taser gun: Pretty standard taser gun. Fires two barbed prongs that can penetrate normal clothing and sink into the skin. Sends a strong electric shock into the target in an attempt to temporarily disrupt muscle functions and/or cause pain. Can also be used in direct contact against a target without firing to deliver the same effect (still consumes ammo). > Duration: Both firing and contact 1 post. > 1 shot capacity: Carries 1 loaded plus 1 reload. > Effective firing range: 15 feet. > > Battle Axe: The haft is made of a lightweight durable metal so it can be used to block and deflect most physical attacks. The blade itself is a silver composite alloy. (Blade is blunted for use in HoH, so it won’t chop off limbs and st as easily). > > Dimensions: > Overall Length: 52” to the tip of the blades > Haft: 48” long, 3” diameter > Blades: Each 10” from edge to the haft. Edge is 8” long > Weight: 10lbs > > Halligan tool: Pretty standard steel alloy halligan bar forced entry tool. > Dimensions: > Length: 36” > Adz head length: 6” > Width: 3” > Spike length: 5” > Weight: 14lbs > > Extendable hardened steel baton. > Extended length: 28” > Weight: 2lbs > > Standard USMC style Ka-bar knife > Gerber Mark II knife > Tranquilizer gun: Loaded with horse tranquilizer. Purely for use against his own team. > > Items (and related abilities): > > Sunglasses: All applicable items and weaponry relay important information to a HUD displayed on the left lens. Including ammo count, position of known enemies through vision or use of other items, etc. These are ballistic polymer glasses, so not as easily breakable as regular glasses, but far from indestructible. Has two alternative display modes. > > Nightvision: Acts like nightvision goggles, enhancing low levels of light so he can see very well in darkness, though with a green tint to everything. > > > Magnetic Vision: Acts as a limited range radar, detecting metallic objects and obstructions within 20 feet. Allows him to see through illusions and the like if they're not actually corporeal and therefore have no metallic objects. > > 2x Stinger Grenade: Fires out multiple small rubber balls at high speed within 10 feet of detonation. Being hit by one of the balls would feel like a strong punch if unarmored. If set off in a confined space (< 10 feet), balls would bounce within the area for 1 post. > > 1x Smoke Grenade: Standard smoke grenade for obscuring vision. Smoke sprays out of the canister when “detonated” and fills a 20 foot area over a 1 post duration. Cloud then lasts a further 2 posts before dissipating completely. > > 1x EMP Grenade: Disables any non-protected electronic/electric equipment within 10 feet of detonation for 2 posts. > > 2x Sensor Grenade: Small baseball shaped item that acts as a radar like device, relaying information to his HUD. Maps everything in a 20 foot radius. > Duration: 2 posts. > > 6x Zip-ties: For reasons. > Bottle of whiskey: Full. > Zippo lighter: Standard. Fully fueled. > Pack of cigarettes. > > > > > Equipment: > > Tactical vest: Vest that extends to his waist, covering his torso. Has Level III standard of ballistic protection, with level 2 spike and edged blade protection. Also contains lightweight polyethylene plates in the front, back, and sides. So it doesn't really impede his movement while providing significant protection from most weapons, as well as some blunt force protection. Has a Nomex weave for some added flame resistance. > Carries some items such as a pair of glasses, the zip-ties, zippo lighter, his cigarettes, and some of the listed equipment in pockets on it. Has a bit in the middle of the back as well for holding his axe. > > Thigh holster on his right thigh for the pepperball gun. > Thigh holster on his left thigh for the Ka-bar. > Holster at the small of his back for the Gerber. > Taser in a holster on the vest. > > Gloves: Tactical kevlar threaded gloves that extend a little more than an inch below his wrists, padded with a thin layer of goat leather on the palm. The back has a nomex layer giving them some flame resistance, and hard thermoplastic rubber knuckle and finger guards. Giving his hands a little protection against light slicing and blunt force attacks, as well as added impact to his punches, but not losing grip in his fingers. > > Elbow and Knee pads: Standard military style, except they have a small metal plate in them to add more power to knee and elbow strikes. > > Combat boots: Standard style, with a hardened steel toe and heel. > > Jay S. Bourne: The character. Played by her owner. Including his teammate here in case there is some reason to wield her. > > Abilities: > > Durability: Being a natural born Gaian, all that entails evolutionary and otherwise, has given him above average human resilience and endurance. Added to this is having been involved in combat and fighting in some form or another since misspent teen years and through his adult life. So while he is a pure human, he can take a couple hits even from stronger, larger, meta opponents. > > Thrill of battle: Besides being more than a bit of a masochist, few things make him feel as alive as fighting and testing himself against an opponent. This, combined with the above ability, also gives him a higher than normal pain tolerance. So while he will feel the pain, it’s likely to only excite him and drive him to fight further (within reason). This in no way detracts from actual physical effects of wounds however. > > Berserker: Pretty much an extension of the above two abilities. Can go into a berserker rage while in combat, allowing him to ignore pain and injury (unless debilitating, like a broken leg will still make him unable to walk pretty much at all. He just won’t feel the pain of the broken bone). Basically a last ditch, all or nothing effort to take out an opponent. Max 2 post duration. Drains him of any remaining stamina. Will pass out within 3 posts after it ends. > > Silence: Punches a ****** in the throat to interrupt the casting of the current spell.