Dzan Streea - Ebag the II Wrote:> Dzan Streea - HoH Profile > > > Full |born| name: Dzan [ D - Zan ] Streea [ Stree - A ] > Acquired |spoken| name: Dzan Streea > Known |alias| name: Cyberpunk > Age |seen|: Forty [ 40 ] > Age |factual|: Forty Four [ 44 ] > Date |of birth|: October 31 > Lineage |direct|: Scottish > Lineage |mentionable|: German, English > > Origin |Planet; original|: Gaia Primus > Origin |Planet; stated|: Sarlona > Origin |region; original|: Western > Origin |region; stated|: Southern > Origin |country|: N/A > Origin |city; original|: Durem > Origin |city; stated|: Hive Dynol > Location |current|: Wandering; Gaia Primus > > > Personality |schematics|: Proud, Scheming, Deep > Personality |disorders|: Threatening, Cruel > Likes: Money, Girls, Food > Dislikes: Failure, Establishment, Cowards > > _duo_the body: agnus dei_________ > > Hair |color|: Oil slick dye - Example > Hair |length|: Short; bed head > Eye |color|: Bronze > > Skin |complexion|: Tanned > Skin |condition|: Seemingly Perfect > > Height: Six foot three [ 6' 3" ] > Weight: One hundred eighty pounds [ 180 lbs. ] > Voice: Hateful > Blood type: AB > > Build |overall|: Muscular, not overly > > Body art: > - Lightning bolt-esque design under left eye > - Tongue Pierce > - Right side of lip pierced > - Both eyebrows pierced, multiple times > - Tribal tattoo; shoulders to spine and down. > - Nex tattooed under the neck. Means violent death/slaughter in Latin. > - Skull on fire located on his chest and flows up to the shoulder. > - Complete sleeve; left arm > > > _tres_the machine: deus ex machina_______ > cybernetics and enhancements: 12 points. > > Cranium based enhancements: > > - Electromagnetic Cognition Digitizer: Required for any wearer of a Cranial CPU. This electrical chip fits snugly on the base of the neck, beneath the spine, and converts all cognitive information (sight, hearing, smelling, touch, and taste) into an electrical signal for analysis by the CPU. This also decreases the time for information to be processed, and therefore allows the wearer an increased reaction time. [One Point] [Required.] > > -Neurostructure: Replacement neural fibers that increase synapse speed and improve the natural senses by a multiplier of 10. Some neurostructures are designed for a specific sense. Hearing [One Point] > > - Optical Tracking Structure: A great tool for sharpshooters, this device consists of a network of gyroscopic motion detectors laced into the length of the arm to track the direction in which the hand is pointed down to a thousandth of a degree. When holding a weapon in hand, the information is sent directly to the cranial CPU and relates to the wearer where their mark is without having to use a traditional reticule. Wearers who have a HUD can actually see where their mark is, making then extremely accurate shooters without having to undergo much training. [Two Points] > > Musculature and appendage based enhancements: > > - Technoarm: A prosthetic, mechanical arm that resembles a human arm perfectly, although much stronger. [Two Points] > > - Electromuscles: For those who don’t have the money to purchase a full replacement techno-appendage, these replacement implants are fitted to replace nearly any muscle in the body and are designed to fuse seamlessly with bone and tendon material, increasing the strength of the wearer although not the rigidity of the body. This device has proliferated in the adult entertainment industry, allowing erotic performers to move for several hours without tiring. [Two Points] > > Healing and organ based enhancements: > > - Healing Cell: This device is the size of a typical cellular phone battery and is usually implanted beneath the breastbone. It secretes toxins and chemicals that improve the speed at which cells grow. Although not as effective as the high-speed healing amplifier, this device provides around-the-clock chemical supply that is generally safer over the long term. Modified cells have been known to prolong an entire life span. [Two Points] > > - Responsive Electrolung: This implant is a full organ replacement and can either replace one or both lungs. Like the assault chemoheart, this implant is designed to react to the increased stress levels of the wearer by maximizing oxygen conversion during times of peak physical activity. The increased oxygen improves awareness as well as stamina and endurance. This is much different from the bionic preserver lung and serves a completely different purpose. [Two Points] > - Electrokidney: This implant serves as a full organ replacement of the kidney. Easily filtering toxins at a higher and more efficient rate than the typical human counterpart. This requires Dzan to take in more drugs and alcohol to even feel the effects as well as poison and the likes having to be administered at higher dosages. > > > > _quinque_the arsenal: c** gladio et sale_________ > > Clothing: > - Leather belt > - Chain shackles > - Jeans > - Sneakers > > Weaponry: > > - Kraken Tooth Dagger: A dagger made by a master craftsman. The dagger is made from the tooth of the almost mythical space-faring Kraken. Though, how it made its way through the Imperium to Gaia Primus and into Dzan's hands is through the black market. It is still the real deal. Made completely from the tooth it is a weapon that seems to stay sharp. > > - Chainaxe: A chain weapon is a weapon that has motorized biting teeth that saw and slash through a prospective victim, in a similar fashion to a chainsaw. The teeth themselves are fashioned to be incredibly sharp, in some cases carrying a monomolecular edge. Some chain weapons are capable of slicing through bulkheads and thick armour. > +++- Daemonic Weapon: The chainaxe has gone through a change. It has a daemon of Khorne within its workings. The daemon constantly hammers at Dzan's psyche and emotions causing him to completely lose himself in bloodlust and killing frenzy. The axe is now molded into the likeness of the snarling form of the daemon's face and the the teeth seemingly it's own teeth within it's maw. Though, Dzan constantly self-medicates through drugs to lessen the effect the daemon has on his person. > > - Sledgehammer: A ten pound sledgehammer. Like what one would see within the aspects of a construction zone or someone's shed. The shaft is a dark brown in places from the blood of victims during tournaments he has used it in. The head a dark gunmetal color. > > -Crowbar: A gift from the team captain, a slightly rusted and blood stained crowbar, used in various tournaments. 70cm in length, enchanted (Please see jay’s profile for details) to avoid bending or having the home sharpened points dull. > Aside from this it is a normal crowbar. Lightweight and durable. > > Accessories: > > - Golden ring on middle finger: An ordinary golden ring. Not always worn. > > - Anti-Magic Gem: Embedded within the technoarm helps improve the durability of the user against the pesky magicians and sorcerers and the supernatural alike that run wild within the realms. This gem, active at all times, is put to great use within the tournaments for that is the only time it is truly within the technoarm. The dark purple gem is placed within the inner workings of the arm and is protected by the steel and other components. This making the gem hard to remove and get out of play. The gem nullifies the inner workings of magic and the supernatural alike against the right arm of the wearer. This granting him an ability to, literally, punch through fireballs and the likes as well as extinguish the likes on contact with his right arm. > > - Necklace: A necklace made out of human teeth that he, literally, knocked out of people's heads. They're primarily made from the teeth he knocked out of some guy's face during the Heaven or Hell tournament, but they're also some old hiver ganger's teeth that he beat up, and other assorted teeth. Not always worn on his body. > > - Trophy: A trophy won from the Heaven or Hell 2008 Tournament. The trophy has a voluptuous, naked woman snaked around a pole with his name engraved on the base with FIRST PLACE, the tournament's date, and Bloody Pandas; his team name. It's kept in his apartment in Durem. > > (Clarifications - Nothing is ever a one turn destroy. Magical weapons? Wont destroy but definitely will try and yank it from grip. Adamantium type s**t? Multiple turns to get through 100%. Maybe chunks. 100% guarantee for damage against my weapon. Losing teeth etc. > Limitations of use - One post to start/activate the chain - On second post can be used. After use goes into 2 post cool down. > Note: this is a daemon weapon - would do more damage than regular chainsaw type weapon. > > Anti magic gem = direct contact type deal. wave of fire he would be able to protect some of his body but he would still be pretty singed up/on fire depending on strength of attack. > Gem is a passive ability.)
HoH '18 Bios [Page 2]
HoH season 18. Source: valucre.net static Gaia dump.
Table of contents
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
- Supreme Jerk Commander
Jay S Borne - Darkest Silver Wrote:> Jay.s.Borne. Rp character. > > > Name: Jay. S. Borne > D.O.B: Unconfirmed > Age: 75 - appears 25 > Race:Enhanced Human/ Cursed being > Height: 5'6" > Weight:70kg > Occupation: Unknown (Jack of all shady trades) > Eye colour: Dark brown > Hair colour: Black hair, thick white streaks throughout, mostly on fringe. > Appearance: Hair length is just past her waist, often tied in a ponytail. Pale skin, soft facial features. Well built, dd bust, slim waist, well rounded hips, muscular thighs and calves, and average length legs. > Attire: Often wearing a heavy winter coat with a thick fur trim around the collar. A black patent bikini top and hot pants with a thick studded leather belt. Knee high red and black striped socks and shin high combat boots. > Strength's: Physically strong, well muscled body. Knowledge of street fighting (Random combinations of martial arts and other things learned over time and often used in unorthodox ways.). Above average stamina. Able to withstand intense pain for a time. > Weaknesses: Being partially human (can still suffer from illness, physical damage and death. Extreme heat and cold also cause significant discomfort.) > Personality: Cold and feral at times, has a dark heart and shows kindness when there is something in it for her. > Distinguishing marks: Four vertical scars on her upper back, a mark left by a clawed demon. Purgatory tattoo down her left side from under her arm to her hip. Mark of the demon - A cross shaped scar above her left breast marking her as a pet to a higher being. > > Weaponry/Battle attire: > Two knuckle duster handled daggers (Trench blades) Now housed in sheathes strapped to her outer upper thighs. Blades - 8 inches - Drop Forged High Carbon Steel. > > Bladed boots, small blades hidden in the toes of her boots that can extend out to 2 inches and retract with a click of an internal button inside the boots (Wriggly toes…). Drop Forged High Carbon Steel. > > Halligan Bar - 12 pounds - Drop Forged High Carbon Steel - 30in Handle > 32 x 7.2 x 8.3 inches ; 12 pounds > > FIRST STRIKE COMPACT PISTOL - FSC PAINTBALL PISTOL X 2 > Compact .68 Caliber Pistol, Ambidextrous Safety, 20% Smaller Grip than standard 8.1 Pistol, 6 round magazine, Standard 8.1/9.1 magazine compatible, Under Mount Rail, Textured Grip, Micro-Honed Barrel > First set- . One loaded clip of 6 fin paintballs, one spare attached to leg holster. > Paintballs - First Strikes are the most accurate paintball rounds available. Utilizing a combination of aerodynamic shape and fin stabilization technology, the fin stabilized First Strike paintball projectiles maintain their velocity longer. The result is 50% greater range and unrivaled accuracy. Stats - .68 Caliber Fin, Self Rifling, Fin Stabilized, Ultra-Thick Fill, Brittle Polystyrene Shell, Biodegradable. > Second set - One loaded clip 6 smoke balls, one spare clip attached to leg holster. > Smoke balls - Contain coloured powder that explodes upon impact and covers a limited area. Designed to hinder the target's vision while gaining ground. Any strike on the body or on an object within 2 feet of the person will have this effect, only lasts 1 round at max efficiency, 2nd round it will start to clear, 3rd round it is gone if the target does not move from the area. > Side note - Smoke balls are coloured pink. > > (Clarification - these two clips totalling 12 smoke balls are for the entire tournament, not per round.) > > > > > Armoured boots - Heavy combat boots with thick plated armor attached to the front shin, knee and lower thigh. Offering protection as well as some extra oomph for those wily kicks of hers. Plates - 7075 aluminium alloy. > > Gauntlets - not really, more a case of some nice fingerless, palmless gloves with a small strap going around her palm to secure them in place before continuing up her arm. On top of her forearm is a reinforced plate that covers the arm up to the elbow (stopping prior to it), also a shaped plate covering the back of her hand and sides. This allows her to hold her knuckle duster styled dagger hilts without any hindrance while still offering some protection. Plates -7075 aluminium alloy. > > Due to her partners constant moaning about not wearing clothing Jay caved and bought a new pair of pants. Appearing skin tight, possibly revealing more curves than the other clothes ever did. However these pants are made from a combination of the same slightly flame resistant material (nomex weave)that is used in the PMC combat vests and light weight leather to help with spike and edge blade resistance. Colour - Black. > > To top it all off Jay even had a vest made to match her partners, this is obviously smaller and light weight in comparison.(Yes her tits are covered.) Colour - Fuchsia > Tactical vest: Vest that extends to her midsection, covering her torso. Has Level II standard of ballistic protection, with level 2 spike and edged blade protection. Also contains lightweight polyethylene plates in the front. So it doesn't really impede her movement while providing significant protection from most weapons, as well as some blunt force protection. Has a Nomex weave for some added flame resistance. > > Please note all of her clothing, armor and weapons have been enchanted - This is primarily to stop her items from melting away when her touch is activated (Weapons never going dull and being more resistant to breakage). However as a secondary effect it has slight magical resistance such as not catching fire immediately when exposed to flame… but her skin will still burn. > > > > Added attributes/abilities: > > Poison > 'Although the scent was alluring it carried with it a sense of imminent danger..' > > Due to the touch granted to her below her genetic makeup has been altered, the blood running through her veins classed as toxic. This has also altered how she smells to creatures who feed on humans - Having a more alluring scent that draws them to her. > Should a creature demon or otherwise feed on her flesh or blood it will become deathly ill within seconds once ingested/swallowed, the blood causing them to rot from the inside out. > This is a passive ability, it must be directly ingested in order to come into effect. This only causes death to low tier demons/vampires etc. Higher tier or ones with faster regenerative abilities may survive if they spit out or regurgitate what they swallowed. > (This goes for all things who think to have a nom on her wink ) > > (Clarification - This is not deadly during the tournament - It will cause nausea and severe stomach pains for 2 turns after a forced ejection of the blood/flesh.) > > Compound V > This million dollar steroid is taken one time only. The purpose of the serum is to enhance strength and speed in a human being in order to make them a more formidable opponent against other/out world-ish creatures. This serum also allows for larger burst of adrenaline to travel through the bloodstream at a slightly accelerated speed, this makes the user experience an unnaturally high threshold for pain. [Max Lifting Capacity: - 850 lbs, Max Running Speed: - 28mph.] > > (Clarification - Passive ability - Constantly in effect - Shows stats for max weight lift and speed. Jay can not exceed these amounts.) > > > The Touch > :: After rescuing a dying mute in Sigils streets, an ancient force graced Jay with this unwanted gift; granting her access to the aspect of decay, and allowing the female brawler to become its embodiment. Essentially, this allows her to touch any physical/material substance and implant it with an infectious energy of rotting affluence. While markedly powerful, the “disease” takes time to manifest fully; the impact multiplying with each, successive, touch. While often expressed by touching the same target multiple times, this is not required…Meaning that she may increase the power of The Touch by utilizing it on, for example: a wall, a plant, a person, and then the wall again. Each successive touch increases the potency of the decay by one step (listed below), and progresses Jay one step closer to her “cool down” phase. That being said, she is only able to (safely) raise The Touch to it’s fifth (5th) step; risking damage to herself should she attempt to take it further. In order to continue the decay progression she must use this ability at least once every three (3) posts, or else the counter drops by one step. If forced into her cool-down phase, The Touch immediately resets all the way back to it’s first step after the five (5) round cool-down is complete. > > Step One - Blackening of the surface touched: Causes localized burning sensation (similar to a serious sunburn), and tightness to the skin/scales/fur/etc. of any living creature; Weakens any non-living structure/object as if exposed to open flame for approximately a minute. > > Step Two - Splitting of the surface touched: Causes painful lesions (like having the flesh ripped away), and ruptures of the skin/scales/fur/etc. in the area touched of any living creature; Weakens any non-living structure as if exposed to open flame for approximately four minutes. > > Step Three - Rotting of the surface touched: Causes underlying tissue/bones/etc. to ache as if under pressure (like being gripped by an adult gorilla), outer layers of skin/scales/fur/etc. to begin falling away (exposing muscle), and weakening the living creature as if recently dehydrated; Weakens any non-living structure/object as if exposed to open flame for approximately six minutes. > > Step Four - Rotting of the surface touched: Causes underlying tissue/bones/etc. to ache as if under increased pressure (like being run over by a motorcycle), outer layers of skin/scales/fur/etc. are completely removed(exposing muscle), and weakening the living creature as if moderately dehydrated; Weakens any non-living structure/object as if exposed to open flame for approximately eight minutes. > > Step Five - Decay of the surface touched: Causes underlying tissue/bones/etc. to ache as if under extreme pressure (like being run over by a car), exposing underlying tissue (muscle) rotting away as to begin exposing skeletal structure, and weakening the living creature as if severely dehydrated; Weakens any non-living structure/object as if exposed to open flame for approximately sixteen minutes. > Forced into cool down for 5 rounds. > > Side note - Each time the touch is used Jay is slowly covered in the black ink like stains. Everywhere they spread over her body she feels pain, much like a searing hot sensation slowly eating away at her from the inside. Due to her high pain tolerance and natural resistance to the curse it takes a while before her body gives out. Once this happens she is left unable to move and in agony. > Consecutive touches limit is 5, so if she touches a person in each round consecutively her body is fatigued quickly and she is rendered useless for the next 3 rounds as well as the ‘touch’ being forced into cooldown for 5 rounds. > > The touch is also able to be limited to a particular level. So although each time she uses it her body continues to be consumed, she can use the same tier without going up to the next one for a short time. So 3 times per tier except for 4 and 5. > > Example of spacing - > 1 -Touches the tree with tier three… > 2 -kicks the tree, just because it was a bad tree > 3 - touches the tree again with tier 3. > 4 - Sits down for a smoke > 5 - Drinks some whiskey > 6 - Touches the tree again with tier three. Tree falls down. > > So long as it is not let into cool down she can use the same tier 3 times in the fight before moving up to the next tier, bearing in mind they can be spaced out to make better use of her stamina and fighting abilities. She is not new to this ability and has lived with it for a long time, learning how it works and what the limitations are. So effectively she is not going to run in and shoot to tier five right away as that is stupid. > > (Clarification - the use of 3 times per tier excludes 4 and 5. These can only be used once before being forced up a tier or being left to go into cooldown. Also max use consecutively is 5, regardless of tier. To use it more would mean she needs to go into cooldown first. Also only 3 touches per tier for 1,2 and 3 - Cooldown phase is being adjusted so that if she lets it drop to cool down at any stage due to lack of use it will reset to tier one, regardless of what tier she was on.) > (Clarification 2 - the touch can be used on any surface, so she can build up tiers by touching the ground, trees, other objects outside of her opponent but still can only be used within the limitations stated above. ) > > Life steal - Effectively she is able to drain portions of a person/beings life force to heal herself. Basically stealing time from them. On top of this she is able to take a person's limb to replace one of her own should it go missing. > There is however a down side, she is unable to receive any form of ‘magical’ healing. It will in fact do more harm to her than if she had set herself on fire for a giggle. As this is the case she has a distinct distrust of all healers, refusing to let them within touching range at all. (If forced to receive healing in this manner the touch will manifest and drain their life force without Jay’s conscious decision to do so.) - Note - this is only ever going to be used out of the ring. Just wanted to note she does have a healing ability. Also that her right hand was once dithikars hand. wink
V - v-v Wrote:> V HoH Profile: v2 > Name: V > Age: 30 (Mental) Physical ??? > Race: Slime (Obsidian Blood Variant) > Gender: Varies > > Slime Body Anatomy > > Material - V is made up from a type of molten glass (obsidian) that has a relatively low melting temperature (500° C). This Obsidian has a movement speed comparable to molasses, and consistency to match. When disconnected from the body, the slime acts like jello. > > Bone Structure - Mimicking human anatomy, V has a type of bone structure that helps to support the weight in his body. Functionally they are twice as durable compared to an average human. The bones also are also more malleable than human bones, able to bend up to 45° before snapping. > > Nuclei - While V doesn’t have a ‘brain’ he does have a Nucleus. It’s equivalent in size to a human brain and controls V’s bodily functions. Most of the time the Nuclei is surrounded by an Inner Membrane to protect it but that can be removed in emergencies. The Nuclei can not be shifted during fights. If the Nuclei is destroyed during the fight, V loses his humanoid form and turns into a generic blob, his mental capacity also drops dramatically, effectively removing him from a fight. > > Organelles - In his body, V has organelle that help to maintain, alter, and create the various membranes inside of him. If these organelles are damage or destroyed it can limit his ability to store, create, and change the two different membrane types. V’s eyes are also organelles and are how he primarily see’s the world. > > Volume - V has compressed around 5 cubic meters (approximately 1000 liters) of the obsidian inside of the membrane that holds his body together. Due to pressure of being condensed, when the membrane is perforated, the obsidian flows out at a rate of 1% of the current volume, per wound, per post. Loss of limb bleeds out at a rate of 10% per post. Losses take place at the start of the post. > > Membrane - V has a membrane that surround his body that acts like human skin while holding in the more liquid parts of him. The membrane is somewhat resistant to physical blows from outside sources (such as attacks). The membrane has an absorption threshold of 2000 pounds of force. Once the threshold is reached, a new membrane needs to replace the current one or V won’t be able to hold his humanoid shape. V has two different types of Membranes: Inner and Outer. Inner membranes are dense, and make up V’s protective layers around nuclei and organelles. Outer membranes hold V’s body together or help to support the body when extra limbs, or aspects are added. > Membrane Resistances: V’s membranes are resistant to physical attacks. until the threshold is reached, membranes absorb, 50% of blunt strikes, 30% of slashing attacks, and 25% of piercing attacks. Damage absorbed this way counts toward the cumulative total that the membrane can withstand before it breaks. > Inner Membrane: Inner membrane primarily plays a defensive roll. V starts off HoH with an Inner membrane surrounding his Nuclius and one surrounding the membrane generation organelle. > > Physical Prowess > Lifting Ability - V is able to lift 230 kg (507-ish lbs), in a dead lift or around 100 kg (200ish) per bone reinforced arm. Without bone structure, the slime can lift 50 kg (100- ish pounds) per limb like appendage while V has at least 50% of his mass. Everything is halved after V loses 50% of his mass. > > Strikes - V’s punches are heavy, but their force depends on the mass in each arm when striking. On average, the slimes strikes are able to bruise bones of an average human (17% of maximum body mass). V’s strongest trike is able to crack 1 inch ceramic plate (70% of maximum body mass). At the weakest force, V’s strikes are akin to a toddlers flailings (1& of maximum body mass). > > Agility - V’s agility is directly related to his body mass. At 100% to 75% of his maximum mass, V moves at about 20 feet in a post. Typically he is able to make two attacks or actions at this speed. From 74% to 50% V’s able to move 30 feet in a post. From 50-25% V is able to move 40 feet in a post and can make either two more physical strikes (maximum of 4), or can make one more action. Below 25% V’s body size starts to reduce. > Actions are either using active abilities, making a single attack (Punch, kick, grab etc), or making use of an object or terrain feature. > > > Background Systems (Passive Abilities) > > Except for Membrane replacement, each of these systems has a corresponding organelle to go with it. > > Membrane Storage > V stores extra membrane inside of his body within an organelle that can be deployed at a moments notice to either. Each membrane storage area can hold up to five (5) outer membranes, or two inner membranes. One inner membrane takes up the same amount of space as two outer membranes. V can create a Membrane storage using one outer membrane. The storage organelle is the only one that can be recreated in battle. > > Membrane Generation > V is able to create more membranes from the liquid obsidian in his body. Thought the use of an organelle, V turns 1% of his body (0.05 cubic meters/10 liters) into a new inner membrane. This takes two posts to complete. If the organelle making this transition is damaged, the process can take up to 4 posts to complete. If the organelle is destroyed, V cannot make more membranes. > > Membrane Replacement > One of the slimes key features is an ability to replace one outer membrane with another. Doing so is similar to shedding skin a snake might make. In this process V expunges an extra 2% of his maximum body volume while having the new layer take it’s place. This process increases in cost by one membrane and 1% for every extra limb or major feature added to the slime. > > Membrane Mutation > V is able to alter membranes inside of his body. During a fight V is only able to break down inner membranes to turn them into five outer membranes. In between fights V can compress outer membranes into inner membranes. There is no organelle for this change. Breaking down an inner membrane is an active ability. > > Slime Generation > Outside of a fight (read, in-between rounds), V is able to stop most of his other functions and regenerate up to 40% of his maximum body mass. During this time V can either repair bones and organelles that might have been damaged in a fight. If his Nucleus was damaged, V is only able to regenerate 20% of his maximum body mass. > > > Active Abilities > > Stretch: Using one of the outer membrane in V’s body, the Slime can add to his shape up to one meter squared of surface area. This surface area is not supported by bone so it has less resistance against opposing forces but is more flexible. Resistances on this area drop by 10%. Typically the move is used for elongating limbs but is not limited to that. This move can also be used to create new limbs or body features such as tails, tentacles or fancy looking wings (Not functional). These extra appendages vary in strength, depending on how much of V’s body mass he puts into them. > Uses 1 membrane > > Absorb: By removing removing part of a layer on the surface membrane V can start to pull objects into his body using the liquid and another membrane to latch onto said object. While V is trying to draw the object in, his body and responses are significantly slowed down. The obsidian goo combined with the membrane makes escaping from this grasp difficult. Objects require 10 times more force to remove from V as it would take to strike him with them. Individuals caught in his grasp will find that they will need to struggle for their life as the flesh is crushed by V’s weight. It will require considerable effort and/or skill use to escape unharmed from absorb. When the item is absorbed or removed, V can replace the removed membrane area. > Uses 2 membrane and halves movement from V while he tries to absorb the object. > > Mass Shift: Moving the proportion of ooze inside of him, V can shift his weight around anything inside his outer membrane. Membrane with ‘bones’ can support up to 50% of V’s original mass in one location, but membrane without ‘bones’ can only support up to 25% of V’s max weight. If V exceeds this weight in a Mass Shift he will need to reinforce the area with an extra outer membrane for every 10%. If he does not, he the at the start of the next post he will lose the % of mass over the threshold as it seeps out of him, damaging the membrane in that area. Mass does not automatically shift back. > 1 post cool down, limited movement next post, reducing max running speed and augmenting strikes an movement around where the mass shift took place. > > Membrane Reset: By avoiding combat for a turn V can focus on the internal workings of his body, and one of the spare internal membranes in it. By unraveling the inner membrane V is able to gain five more outer membranes for use immediately. This ability can not consume the inner membrane used for ‘bones’ but it can consume the inner membrane used to protect the nuclei. > Consume 1 inner membrane > > Transpose: Shifting his body back into a more gelatinous form, V temporarily becomes more monster than man. Able to maneuver as a blob, V increases his base move speed to 80 kph but his lacks enough from to make any kind of attack. While in this form Kinetic absorption is disabled. Reforming the change from human to slime and vice versa is nearly instantaneous. > Once per fight, consumes an inner membrane. V is unable to attack. V recovers human form at the start of his next turn and is able to move as he would normally. > > Leap: Combining Mass Shift and Stretch, V takes a one to three seconds to prepare his body before leaping towards a destination. V can travel up to 10 meters at full weight and this range increases by 1 meter for every 5% of body mass that is lost. For a single second V travels at 30 kph, while with a 3 second charge, he travels at 60 kph. The leap causes a small shockwave dependent on mass when he lands. Unlike Mass Shift, V’s internal mass will reset after use, even if it wasn’t at normal normally distributed before. Leap is not limited to just moving V’s body and can be repurposed for attacks. > Uses one outer membrane and slows movement next turn wile body mass resets itself. Three post cool down. > > Take Attack: Wile V will often trade blows, he can specifically take an attack with the intent to counter it immediately by temporarily stopping his kinetic resistance. The enemies attack will go through no matter how small or large when using this ability damaging the slime. For a small moment V strength is unaffected by this and he can bring his full power to bear in a counter attack. The exact form of the counter attack varies depending on the situation. If V is bisected or dismembered during the initial attack taken he will lose that mass normally. > Uses 1-4 outer membranes, has a 3 post cool down. > > > Stats at the start of HoH: > 100% of Body Mass > Three membrane storage organelles > Two inner membrane > Five Outer membrane > Nucli > Nucli Barrier (Inner membrane) > Male Body Type > Skeleton > Two Arms > Two Legs > Prehensile Hands and Feet > > > > > > > Gear: > > Red Hawaiian Shirt > Baggy Black Pants > Leather Belt with a steel buckle > Flip Flops > Old Man Sunglasses > Attack Board (Surf Board) > > The Attack Board: The attack board is a layered ceramic board that doubles as a shield or melee weapon for V. It’s primary function is an air surf board. Able to hover and ride the wind and air, V can use the board to travel quickly and with style through the air. While it can be used for attacks, the board doesn’t have sharp edges on it, making it a blunt weapon. The board is also capable of surfing on energy, whether it is magical or technological in nature. The board does have a breaking point if too much pressure is applied to a single area. The board has an ability that lets it burst forward but in return the it temporarily loses its ability to fly. > > Dimensions and Specifics: > Height: 3 meters (9.84’) > Width: 70 cm (27.55”) > Thickness: 10 cm (3.93”) > Weight: 11 kg (24.25 lbs) > Durability: Able to withstand .30-06 rounds and 7.62x51 AP rounds. > Speed: 10 kph normal, 20 kph burst (1 post loss of flight, 2 post cool down)
Cypher - Eternal Dirge Wrote:> Cypher > Race: Arian Elf > Age: old as balls man > Height: 5'5" > Weight: 160lbs > Hair: Copper > Eyes: Anti-freeze green > Skin and Build: Grey(like ash), build is athletic(much of his power resides in the legs) > > Racial Abilities: > > The Long Mile > > Arian elves are able to run not only incredibly fast but also for a very long time. Cypher has been clocked at around 60 miles an hour and maintained that speed for 8 hours at a time. He is also very fast over short distances. A side product of this is incredibly powerful legs and kicks, able to shatter stone with no damage to his own body provided he has a stable enough platform to perform this with. The ability to jump extremely high is another product of this aswell as their ability to climb nearly any surface as adeptly as a squirrel would.( Cypher can jump roughly 10 feet vertically and has a kicking power equivalent to a horse on a front snap kick, substantially stronger when hitting people with the bottom of his foot and braced, still subject to physics though so hitting more stable objects sends him flying) > > I SEE you > > Arian elves communicate through a kind of telepathy based on vision amongst themselves, there have been no cases of outsiders being able to mimic this ability. While not based off words, it is primarily an image based ability. They are also able to communicate with animals in a similar manner, although responses are understandably limited, although he can perform something abit like too many fat men trying to go through the same door. This only works on animals, but essentially he throws far too much information at once for them to respond to. Oddly, this hurts the eyes as opposed to anything mental. This makes them excellent marksmen as well as slightly unsettling as they strive for eye contact with everyone they meet. (Immune to vertigo causing effects and blindness effects, and is also not affected by splitting his vision to see in two areas at once) > > Only a flesh wound > > As a race bearing many flora-like traits, it is unsurprising that Arian elves don't bleed blood so to speak but a slightly thicker sap. Getting cut can be no less deadly to them, but it takes them far longer to bleed out and they appear able to take more punishment as a result. This also means that their lungs process air in a different fashion, able to not only go much longer than a human would without oxygen but processing it much more efficiently to allow their somewhat overactive lifestyle. (Just grants Gaia-standard toughness, isn't super tough) > > Mimic > > Perhaps as a byproduct of their latent psychic abilities, Arian elves are capable of committing certain actions and motions to their eidetic memory and then to muscle memory. Any spell/ability that he has seen can be cast/used in this fashion, but spells/abilities that require extreme power are beyond him as he draws in ambient energy. This also allows him to recognize different types of castings and ritual symbols, comparing them to a broad knowledge of how symbols and motions work to produce effects rather than recognizing off-hand what the spell might actually do. (Cypher cannot copy single use abilities or spells with the highest cost on a characters profiles, as are multi-fight cooldowns or cooldowns/charge longer than 3 turns. He can use a copied ability once and only once and then the ability becomes unusable. Passive abilities that are always activated or have no real visual effect cannot be copied) > > Reality is Perception > > Perhaps a secondary effect of this telepathy is the ability to use their vision in unexpected ways, telescopic, thermal, low light, and even see from perspectives completely outside of their own body. If something can be perceived under any sort of spectrum then Cypher is capable of tuning his eyes in to see the thing in question, after abit of trial and error. This also means that he can see through objects, such as armor, walls, clothes, and other physical objects to see what is actually within them. (Immune to vertigo causing effects and blindness effects to include flashbombs and supernatural darkness, and is also not affected by splitting his vision to see in two areas at once.) > > Mind over Matter > > A Gift of the goddess that created them, Arian elves have unprecedented control over their own biology, able to change the color of their skin and hair in seconds, growing or losing hair in a similar amount of time, in efforts to be as ever changing as Life itself is. It is rare to see an elf with the same features over the course of years as even their bodies are subject to change over extreme periods of time. Cypher is an exception, choosing instead to remain as the Goddess made him from the very beginning, altering only his hair style in the intervening years. Recently, however, he has been talking about making a change.(note this is not an active camo ability) > > Lusus Naturae > > The first magical weapon Cypher has ever gotten his hands on, these weapons hold only a cursory sentimental value to him. While not made for the elf himself they never the less have become a mainstay weapon for him as they augment his already devastating kicking ability. Made of a boot segment and an ankle to knee guard segment, they are summoned at will, replacing whatever footwear was present before and sliding underneath clothing to better protect the skin they were ment to guard. On the font of each shin guard section is the emblem of a tree reaching up into an imagined sky towards a symbol of the Watcher Luminous on the knee guard. The roots of the tree appear on the boots, stretching forward over the top of the foot to form the symbol for The Shadow Father, Nocturne, with three curving spikes like thorns decorating the curved front of the boot. The metal is unknown and undoubtedly magical, enchanted to be lighter on the foot than they would otherwise appear, no heavier than a pair of sneakers and stronger than their weight would allow. The designs seemed to have sprung later, having not been present when Cypher first acquired them, although he has never complained. The metal around the designs, which are done in gold for Luminous, a jade for the tree, and black for Nocturne, is a silver so bright it is almost white. (armor for his legs, as light as socccer shin guards, magical in nature, really nothing else, coverage is knees down to plates over the arch of the foot) > > GearBeetle pistols > > Gross and weird, these pistols are handcrafted by Cypher through a little magical engineering and slightly unhinged science, only kind of mad at best. The grip and main body of these pistols are made of blessed ironwood for durability and defense against the ravenous beetles that are "mounted" ontop. The wood is grey and the grip is wrapped in leather down to were a normal pistol would have a magazine and up to the still existent trigger guard. Each is roughly the size of a desert eagle, but weigh only 21oz(the same weight as a loaded 9mm glock) a piece.The beetles make up the bulk of this, their shiny black carapaces nestled tight against the wood with their heads pointed back towards the wielder. That's right, they shoot with their a**. The "firing point" is located at the end of their thorax and resembles a sphincter. Each fires on mental commands from Cypher making them unusable as projectile weapons in anyone else' hands.They have 3 "bullet" profiles as listed below but each projectile travles at roughly 60 mph. The beetles and wood are also resistant to heat, natures frenemy, up to 200 C. Cypher can remake these between rounds if they become destroyed. > > - Normal > > What it says, just a solid mass of waste. These are blunt and extremely dense, at close range(less than 6 feet) the impact is enough to crack bone. Ranges more than 6 feet depend on the area shot but are generally comparable to being punched(not a jab). Each beetle has 4 of these inside. > > - Acid > > A ball of extremely powerful digestive juices, each beetle has 1 of these inside and each "bullet" is capable of melting through 1 inch thick steel in 2 seconds in an area about 2 inches around. Strangely this only works on inorganic material and is comparable to a paintball of grossness on organic materal. On organic material these act like normal bullets. > > - Stink > > Not a bullet as such, but each bug is capable of spraying a noxious liquid into the air, acting much like bear spray does to anyone gifted with more than normal senses of smell. Can also be irritable to the eyes but only if sprayed directly into them. The smell is capable of filling a 10 by 10 room almost instantly and symptoms include nausea(1 turn of exposure), vomiting(2 turns of exposure), and potentially diarrhea(3 turns of exposure) if they remain in the cloud for longer than 1 Turn. Clouds remain "active" for 3 turns. Nonsmell gifted individuals just think it smells horrible. Each beetle is capable of this once. Heat makes the smell worse. > > Venom Jutte > > A set of Jutte, magically reinforced to better handle western blades, each weapon is capable of delivering an electrical shock every 3 posts. The shock is comparable to 50V alternating current and lasts for 1 second, not enough to numb a limb but causing more pain than the simple physical contact would. The metal just has to contact skin or armor to impart the shock. Each jutte is 18 inches overall from pointed tip to end of the handle. Handle is made of ironwood and wrapped in leather to improve grip. Cypher, being the user, is immune to these shocks while holding one or both of the weapons. Both weapons have to be in hand for the shock effect to work > > Artists Gloves > > Outwardly a pair of long leather gloves,extending over the hand up the forearm and terminating 2 inches in front of the elbow. Laces run from the wrist up to the termination point to add extra security and ensure the gloves are unlikely to slide off. Seared into the leather are a series of dwarven runes that act as both a channel and a battery, these glow when the gloves are capable of being used and extinguish once the gloves are activated. One activation lasts for 1 turn. Both gloves activate at the same time and can only be activated once per fight. While active, the gloves provide resistance to electricity( up to 35kv), heat(1000 degrees Farenheit), extreme cold, and corrosive effects(generally speaking anything comparable to lye) but only where the gloves cover. They also allow the manual manipulation of non-organic material. Cypher can scoop up handfuls of things like iron, concrete, plastic, and separate them from a mass to mold like clay. The severing point is clean as if cut or scooped and is not limited to one substance at a time. This does not affect magical items beyond providing elemental immunity.
Rance Einsgard - Ryugi Kazamaru Wrote:> Name: Rance Aurelius Einsgard > Alias: "The Blackblade Knight" > Race: Lamentian Human > > Age: 35 / Height: 6’4” > > Occupation: Mercenary - Ex-Lamentian Legionary > Residence: City of Lament - House Blackblade > Alignment: Chaotic Good/Neutral > > ____________________________________________________________________________ > > - EQUIPMENT - > __________________________________________________________________________ > > The Blackblade: > This weapon is the source of the Blackblade house’s fame. Six feet from tip to pommel, it was first wielded in battle by Rance’s great great grandfather, Auran Blackblade, in the conflicts known as the Sundering. Auran developed a style of combat utilizing a blade forged of Blackstone, a material that was mined from the mountains surrounding Lament. As light and tough as Mythril, but as black as obsidian, this material has innate magic-dampening abilities, allowing it to interact with spells like a physical force, and unravel them if struck in the right way. In a world then dominated by magic, it allowed soldiers like Auran to break apart some of the strongest foes the world has ever seen. When he died, his weapon, along with his techniques, were passed on through his family line, until being held by Rance. Nigh unbreakable, the Blackblade stands as a testament to martial strength overcoming all foes. While weighing a staggering 30 pounds, even despite its large size, over double the weight of a traditional greatsword, Rance’s strength allows him to wield this weapon with the same skill and speed as any person might a standard blade without being negatively impacted by the extra weight. > ____________ > > Lamentian Spiked Plate: > While serving in the Lamentian Legion, Rance was bestowed with a set of black-steel Lamentian armor, tempered by the forges of Krexus, famous for their blades and metalwork. Forged light at roughly 45 pounds, but dense and durable, there is no confusing the obsidian-hued plate for anything other than Lamentian in origin. While not supernatural, the armor is made of material that has protected Lamentian soldiers for ages on the battlefield, made from an ore thick with traces of adamantium, making it about 50% stronger than standard steel composites. The armor has spikes along the pauldrons, gauntlets, and greaves that serve to help him in close combat when simply muscling his way through isn’t enough. This includes a gambeson and chain under the plate itself, as is standard for a proper set of armor. > > ____________ > Tattered Battle Cloak: > Though nothing of major importance, Rance also wears a cloak of sorts, tattered from years of combat without undergoing repair. It works well enough to keep him dry in bad weather, and at one time it may have been more crimson in color, bearing the Lamentian crest, but it has since faded to a slightly less brilliant hue. > ____________ > > > Lamentian Dagger: > While nothing special, this weapon is stored in one of Rance’s boots in the case he is somehow disarmed, and needs a backup weapon. Though capable of effectively using any weapon fielded by Lamentian soldiers, including crossbows, the dagger is small, easy to access, and serves as the perfect backup weapon. The blade is 6 inches long. It can also be thrown with precision. > ____________ > > > Lamentian Compound Bow: > Sometimes, mages like to fly. Since Rance cannot, he keeps a bow on his person at all times. The only thing special about this reinforced bow is the incredible draw weight behind it. As Rance is quite strong, the maximum draw weight has been set to a heavy duty 150 pounds. While he could likely pull more weight than this, the firing speed would be diminished as a result. On average, Rance can fire about 4 arrows every 6 seconds (4 per post) without pulling the string to its maximum, but prefers to instead fire a single shot at full draw for the most impact and precision. While the standard shots will not pierce anything but padded or leather armor, the single shot can pierce platemail and deliver significant damage if it hits. It should be noted hits to shields will pierce the shield, but go no further, effectively not harming the shield’s wielder if the arrows are blocked. > > ____________ > > Arrows and Rope: > Rance carries two types of arrows in a quiver on his back (22 total). The first are standard, run-of-the-mill arrows that can be obtained before a battle from HoH standard armaments. The second are specialized Barbed Arrows. Rance has 2 of these in his quiver, and they are restocked between matches. These arrows are attached to a long, durable cord and can latch onto both terrain/stage materials and pierce into opponents. Rance must spend a round tying rope onto a barbed arrow before they can be used in this manner. He can then use the rope to climb up, or to try and pull an enemy down to him, or even tie the rope to something to act as an anchor, including himself. While the barbed arrows themselves are rather durable, made of a thin tube of mithral to be able to hold the weight of a person or two, the cord is nothing special, and while it can hold around 400 pounds before snapping, it can still be cut or burned easily. Removing a barbed arrow itself, however, is dangerous, as it might pull something else with it that shouldn’t be removed... > > __________________________________________________________________________ > > - PHYSICAL ATTRIBUTES - > __________________________________________________________________________ > > Body: > Rance has honed himself through extreme physical training, most of which would have broken lesser men. He is capable of “superhuman” feats of strength and endurance that make the average Lamentian soldier look like a pansy. With some modicum of preparation, his high-tier feats can include things like smashing through walls and doors, as well as cutting boulders and trees in half with his blade, though he is limited to one such feat per post, and can only do so again after a turn without such a feat. His bones are hardened from repeated stresses, his muscles toned and firm, built for extreme bursts of might. Combined with his armor, Rance is a true juggernaut of man and muscle, akin to the old heroes of myth. That said, he is still every bit as mortal as a normal human being. He is also incredibly resistant to exhaustion or energy-draining effects, and thus, rarely has to sleep. > > > > Spell Resistance: > Rance hates magic. He sees it as “cheating” compared to hard work and stubborn tenacity. He hates it so much that he actively trained to disconnect himself from the natural magical flow of ether that leaks into the world from Gaia’s leylines. As a result, he has what is effectively incredibly high spell resistance to any and all magical effects. Unfortunately for him, this resistance also applies to any beneficial magical effects as well, including magical healing, which is to say he can’t be healed by them or buffed by them. Of course, the mages of HoH are very skilled, and will have found ways to pierce such defenses. As a result, what would normally function as magic immunity against the simple masses instead only functions occasionally to prevent a spell from affecting Rance. (Once per 10 posts, Rance can instantly nullify exactly 1 magical or spell-like ability from dealing any damage or effect to him.) > > Unnatural Resilience: > While Rance has managed to disconnect himself from magic, he has also learned to shrug off several negative effects simply by pure stubbornness and will of mind. In his case, it is literally mind over matter. He naturally heals faster than a normal human being, scrapes and cuts healing over a matter of minutes instead of days, and can even recover from what would be debilitating injuries to others in weeks rather than years. As an additional benefit, negative status effects such as blindness, poison, deafness, etc last only half as long on Rance, and their severity of symptoms (for poisons etc) is cut in half as well. This also means any chemical stimulants or performance enhancers are ALSO cut in effectiveness in the same way, as his body does not differentiate between the two. (The “Healing Factor” aspect of this ability only realistically functions outside of combat/a fight). > > > __________________________________________________________________________ > > ABILITIES > __________________________________________________________________________ > > *Blind Fighter – > Due to extensive martial training, Rance can function even if blinded or if he can’t otherwise see a foe (invisibility). He is never truly caught unaware by a foe he cannot see, and remains accurate with his strikes against invisible enemies as well, having learned to track their sounds rather than rely on his eyes. > > *Protection from Arrows - > As preparation for learning to deal with mages and their abilities, Rance trained himself to plot the trajectory of projectiles such as arrows, crossbow bolts, and other ranged attacks, only to then counter and deflect them with his blade. This can also extend to allies adjacent to him as well. He can only counter up to 5 projectiles in this way per turn, however, and can be overwhelmed as a result. (Usable only with The Blackblade) > > *Battle Continuation - > Rance can push himself well beyond the limits of any normal human being with regards to his tenacity. If Rance were to somehow suffer a truly catastrophic blow that otherwise leaves his body largely intact, he can remain conscious and active for a significant period of time afterward, acting as normal. (Obviously if limbs are missing, those limbs do not magically return to functionality with this ability). This ability has a 4 post duration from when it is activated. After the duration expires, Rance immediately succumbs to his wounds as normal based on their intensity. > > __________________________________________________________________________ > > - RUNEBANE STYLE - > __________________________________________________________________________ > > Ghostslayer: > By attacking the supernatural energies surrounding ghosts, spectres, and spirits, Rance has found a way to effectively hit ghosts with a weapon that is effectively non-magical. Such attacks only deal half as much damage as they might otherwise deal, but the sheer fact that Rance has managed this feat in and of itself is no less incredible, and a testament to his stubbornness. (Usable only with The Blackblade) > > > Runebreaker: > In their study of martial training and through their understanding of how a caster uses their magic, those of the Runebane Style can actually break through magical effects as if they were physical objects. Lightning bolts or magical beams can be shattered, fireballs can be carved in half and rendered inert, and magical defenses can be cracked and broken like reinforced glass. Using this requires that the spell or effect be attacked instead of the caster themselves. If this ability is used to attack a magical item’s constant ability or enchantment (like a flaming sword, or a constant shield of force), if Rance’s blow hits, said ability or enchantment is nullified for one round, after which it returns to normal, giving Rance an opening to strike. This ability cannot be used to counter instantaneous magical abilities, such as a blast of fire “appearing” on him with no real warning. (Usable only with The Blackblade) > > Magic Deflection: > Through mastering the Runebane Style, Rance has learned to deflect directed spells or energy attacks using his blade, causing them to do no harm to him or adjacent allies. He cannot reflect them directly back to the caster, but can effectively direct attacks to either side or above him, or into the ground below. He cannot deflect them directly behind his person. Large Area-of-Effect attacks, in the realm of 15+ feet, cannot be stopped using this ability. Using this ability effectively takes the place of an attacking action, regardless of how many spells or abilities are actively deflected in this manner. Up to 5 magical abilities or attacks can potentially be deflected in this manner in one turn. If Rance has also used Protection From Arrows to deflect attacks, he can deflect no more than a total of 5 arrows/bolts or spells combined. (Usable only with The Blackblade) > > ____________________________________________________________________________
Hono'o Arashi Raven - HonoRaven Wrote:> Gaia Name: HonoRaven > > HoH 2018 Registration Form > > Name: Hono'o Arashi Raven > > Birthday: September 15th > > Height: 5'0" > > Weight: 105 lbs > > Birthplace: Leviathan Stadium > > Hobby: Shopping, causing trouble > > Personal Treasure:Unlimited Platinum Credit card xp and a bracelet Maximos gave her > > Favorite Food:Strawberries or French Fries > Dislikes: people who do not take her seriously due to her carefree and flirty attitude! > > Forte in Sports: Acrobatics, Kickboxing and street fighting... simple kicks and punches, jumps, flips, and tumbling while moving as fast as she can > > > > Mode of Combat: Armed; prefers the use of a pair of daggers or the Tessen (iron fan), also can make use of the ability to control multiple elements, including fire, air, and earth as well as being trained as a field medic, a magical healer, and a registered nurse. She will try fast slashes, and precision jabs at exposed pressure points or nerve clusters, ‘dancing’ around her opponent rather than trying to go toe-to-toe with larger opponents (Almost everyone is larger than Hono’o and she knows it). She only uses her magical healing abilities between rounds, since she tends to think it isn’t fair to heal herself or her teammates during a fight. > > > > Unarmed; Uses her acrobatic dexterity and preternatural speed, with training in kickboxing, and many... many... years of street fighting experience to try and keep from being squished. Even without a visible weapon she is still strong enough to put a dent in plate armor with a good solid kick or punch, and in dire stress she can (and has) throw up to 600 lbs a very short distance (it was a motorcycle, and the bike was picked up only a few feet off the ground and flipped towards her opponent on a vertical incline, again, only a few feet away from her. This is the utmost use of her inhuman strength and is not the sort of strain that she would subject her body to without dire need). Raven routinely carries an average of 100 lbs of gear without breaking a sweat, carrying one of her teammates (or friends) off the field is not difficult for her. She prefers to throw elemental attacks at her opponents from a distance, whenever possible. > > > > Other things worth mentioning: Hono'o is not what she appears to be, so if she appears to be a woman in her early-twenties with fiery red hair... then that is what she wants people to see, not her true form. Raven is a shapeshifter and an elemental, capable of assuming many forms. For instance, her very long wavy red hair, is actually an illusion she uses to keep people from staring at the wildly flickering flames that now sprout from her scalp instead of hair (grabbing said hair illusion is going to feel like passing your fingers through a candle flame... the longer you try to hold on the more your brain will start screaming at you “No touchy! Fire! Hot! Ouch!”... hair pulling is juvenile, so no one should really have to worry about this effect, right?), and she occasionally likes to wear illusionary clothing as well. Her fingertips end with short, black, bird-like talons instead of nails, aiding her in gripping vertical surfaces like walls or cliffs when free climbing, or putting a bit of bite into a slap, however they are not the long talons of a bird of prey, ravens are omnivores, not real predators. > > > > > > Abilities and Equipment > > Hand-to-hand combat: Raven prefers a fighting style that closely resembles a mix of kick boxing and acrobatics, straight forward punches and kicks combined with speed and flexibility from a background in gymnastics, kickboxing, and classical ballet, are used to create forceful attacks from almost any angle and heightened agility allows her to dodge or twist her way out of most troublesome positions. > > For defense Raven does not wear much in the way of armor, but she does wear a pair of fingerless, black, fire retardant gloves with light, fire resistant steel plates, across the back of her hands and around her wrists, each plate being no more than 1.5 inches squared with about an eighth of an inch between each plate around her wrists to allow for a full range of movement. > > Raven is good at making the most of what she has at hand, using her clothing as a defense or a makeshift weapon when out of options! For example, Raven is not above using a belt or sash as a garrote if need be... She dresses for the situation, fire retardant leather vests and pants with solid leather boots and vulcanized rubber soles when necessary, or jeans and t-shirts depending on what she knows about her opponent. The point is to maintain her flexibility, so plate mail, or even chair mail is out of the question. > > > > Note:“Fire retardant leather” = Flammability of tanned leather is resistant to a short-time exposure to temperatures up to 200°C (higher temperatures result in pyrolysis). Exposure to temperatures in the range of 130-170°C for several dozen minutes does not cause structural changes > > Note: “Fire resistant steel” strength = 217 N/mm2 for Grade SM490A steel with a yield strength of 325 N/mm2 and a tensile strength of 490 – 610 N/mm2 > > > > Armed combat: Raven always carries a pair of simple light weight fire resistant steel daggers (8” long, and 1” at the widest part of the blades, tapering to a point) that she can wield in a knife fighting manner as well as throw with fair accuracy. > > A fire resistant steel Tessen is often used against an opponent with a much greater reach... the foot long metal blades of the fan are quite capable of doubling as a small half shield, when the fan is snapped and locked in the open position, with the added bonus of still being able to use the razor sharp crescent edge as a slashing weapon once within reach of her opponent! > > She is also known to carry other knives, usually in hidden places... A fire resistant steel push dagger (3” long blade), a fire resistant steel hunting knife (4.5” long blade), up to 2 fire resistant steel tiger claw karambits (folding knives with curved 3” long blades), a fire resistant black oxide finish double bladed combat knife (6.5” long blade, serrated on one side), up to 2 boot knives (5” long blades), up to 6 ‘Triple Strike’ throwing knives (Overall Length: 6.50 Inches), a fire resistant balisong (4” long blade), and a Japanesse tanto (11” long blade) knife. All of these knives are interchangeable but would never be worn all at the same time, as so many blades hidden on her person would make her acrobatics antics difficult. > > She is trained in sword fighting, staff work, and archery, and very willing to use found objects/weapons in a pinch. > > Note: “Fire resistant steel” strength = 217 N/mm2 for steel with a yield strength of 325 N/mm2 and a tensile strength of 490 – 610 N/mm2 > > > > > > Magic: Every fight starts with 100% stamina unless otherwise stated at the beginning of the fight > > > > > > Fire: > > Elemental Affinity ~ Being an Elemental, Raven doesn’t always have to summon/create the flames she uses... like other found objects in the arena, she is willing to use some of her stamina to steal and then maintain any flames she can get her hands on, literally. > > } Elemental Affinity can only be used with flames that are not being controlled by an opponent when Raven appropriates them... for example; If something is burning without being sustained by someone else, it’s fair game to be picked up and reused! > > } Raven has to be capable of touching the flames she intends to steal to repurpose them > > } Flames can be reshaped once appropriated or grown, wrapped around her hands for a fire punch, her feet for a fire kick, or transported to a new location to be released and allowed to resume their natural lifecycle (consuming flammable materials until they die out) > > } Once appropriated Elemental Affinity makes the flames Hono’s own, ensuring that they can no longer burn her while she wields them > > } In order to grow the appropriated flames past the size they are when Hono makes them her own, additional stamina will be required based on the height/width of the new flame creation. Eg; a candle flame would require an additional 1% stamina in order to become large enough to cover her fist. The stamina drain to grow flames to something very large would obviously not be worthwile. > > Casting cost: 2% of stamina to appropriate the loose flames, an additional 1% to reshape them (if required), and a further 1% stamina is needed to maintain the flames for each turn that she keeps them going without another fuel source (if required). > > > > Fireball ~ a contained sphere of flames that can be thrown at an opponent > > } Fire will burn for 1 turn unless smothered or otherwise ‘put out’ (stop, drop, and roll works just fine!) > > } ranges in size between 5 inches in diameter to 1 foot in diameter, this is determined at time of casting > > } Fire balls are thrown at an average rate of 65 MPH (the average speed of a baseball thrown by a semi-pro athlete) > > } temperature of core is at 150 to 300°C (for reference the core temperature of a candle flame is 1000°C and the pool of melted wax below the burning wick is 60°C . Serious injuries will only happen if there is an accelerent present that prevents the flames from going out. Any injury is only likely if the target does not even attempt to put out the flames) temperatures are decided via the size of the fireball, as well as how much stamina is put into the casting to begin with. External factors will also effect the fireball. Eg. - if it is raining, snowing, really bloody cold, or really damn windy > > } 150°C = Ouch, HOT! Don't let it stay on you, unless you want to blister! I suggest .. STOP... DROP... and ROLL!!! Although you could also very easily smother these flames too (Think action movies, where someone is on fire and someone quickly starts slapping at the flames until they go out). Water works too, but watch out for steam! If you don’t try to put out the flames they will spread, and your skin is going to be all red and tender, think like a nasty sunburn! > > } 220°C = $HIT! HOT!.*.. bad to touch! Blisters for certain, and say good-by to your flammable clothing (Even leather is going to be getting crispy around the edges if exposed to these flames for longer than two turns) if you don’t at least TRY to put out the fire... remember STOP, DROP, and ROLL! > > } 300°C = stressed a trip to the healers for certain! The good news is that you remembered to STOP, DROP, and ROLL! So, despite your flesh hating everything (because burns hurt like you never knew was possible before now! ....Like, even a soft brush of air hurts like you stuck your flesh back in the fire gonk !), you aren’t going to lose anything, except the first couple layers of skin to those damn blisters, and any body hair that happened to be in the vicinity of the burn ( sweatdrop sorry about that, it will grow back though!)…. You did remember to try and put out the flames, right?!! > > *Casting cost: 15 to 25% of stamina per fire ball, dependent on the size of the fireball > > ~same turn = form and throw 5” diameter 150°C for a cost of 5% stamina > > ~1 turn to charge & throw on the second turn = 8” diameter 220°C for a cost of 10% stamina > > ~2 turns to charge & throw on the third turn =1’ diameter 300°C for a cost of 20% stamina > > > > Wind: > > Howl of Air ~ a directed blast of wind meant to either drive an opponent back or hopefully knock any lightweight projectiles off course > > } The Howl is directed via hand motions, but controlled only in the initial casting, meaning that the air will blast in a straight line or will flow naturally around solid objects > > } wind speeds are from 50 to 190 km/hr when outdoors and 30 to 90 km/hr inside an enclosed building(due to the lack of actual wind inside most enclosed areas), the wind speeds tend to drop at a rate of 10% per meter after the casting point > > } initial wind speeds are determined at time of cast > > } casting times are; under 60km/hr winds=no charge time = cast in post... 10% stamina casting cost > > ~60-90km/hr winds=charge one post and release on the second post.... 20% stamina casting cost > > ~ +90km/hr winds=charge for two posts and release on the third post... 30% stamina casting cost > > } Howl can start charging on the same turn as any other spell and is only a minor distraction to charge although it can not be released in the same turn as any other spell > > Casting cost:10 to 30% of stamina, based on initial wind speed > > ~wind dissipates after hitting target. If the target dodges, the wind just gusts past and dies out > > > > Air Cushion ~ A change to the density of the air creates a cushion to arrest a fall or soften an impact against a solid object > > } The cushion works, and is sized, just like a rectangular stunt bag full of air, and just like a stunt bag it is not movable once set. Raven won’t be doing any shapeshifting, so flying is out of the question, but with the Air Cushion she isn’t afraid of jumping or falling from any height where she can see where to set her cushion on a solid surface below > > } The cushion can also be set against a stationary vertical surface, as well as the normal horizontal, to lessen the impact of a body against a wall, for instance > > } The cushion’s air all flows out when impacted by a body, it is not good for multiple impacts > > Casting cost: 10% of stamina, air cushion is formed, cast, and dissipated in the same turn > > } Cooldown 2 turns > > > > > > Earth: > > Earth trap ~ the ability to condense 'earth' into a spike ring > > } Creates slightly cone shaped spikes that rise out of the ground in a ring around the target to try and entrap them. The spikes are less durable than steel, and about 8” in diameter at the base, thinning to a point at the top making them quite brittle at the top > > } Spikes can be created out of dirt, sand, lose rock, granite, tile, or concrete > > Casting cost: 30% of stamina for each missile ring, and can be created and pulled up in the same turn rising to their full height of 6 feet in only a second > > > > Rupture~ A focused mini-quake rolls through and breaks up the ‘earth’ in a circular area > > } the ‘earth’ within the affected area will shake and roll in waves (no higher than 6” above ground), high enough to break apart the area and create very uneven footing. A person within the affected area would only be affected by suddenly not having stable ground to stand/run on, and most likely would only fall down at the worst. > > } 'Earth’ can consist of dirt, sand, lose rock, granite, tile or concrete > > } Affected area is 16 feet in diameter (the target will be 2.6 yards, or 8 feet, from the edge of the affected area. Jumping out of the way would not be easy) > > } Rupture’s waves only last for 5 seconds > > } Affected area will remain broken after the waves have ended, creating a 16 foot circular area of unstable, and uneven footing. Wooden objects buried in the ‘earth’ within the area have a 50% chance (roll one 6 sided die, 1-3 = break and 4-6 = stable) of breaking at the surface, metal and concrete objects buried in the ‘earth’ of the affected area have a 25% chance (roll one 4 sided die 1=damaged and 2-4 = undamaged) of breaking/warping at the surface > > } Calling up a Rupture requires that Raven touches the ‘earth’, sights a specific spot, and then calls up her quake, the location can not be changed once decided upon > > Casting cost: 10% of stamina for each circle. Rupture can be created and pulled up in the same turn > > } Cooldown 3 turns > > > > Natural Magical Defenses/Weaknesses: An affinity towards fire, thanks largely to Sunstrike, allows Raven to handle her own fire creations without being burned, otherwise she has 50% resistance to fire magics. > > She also has 25% resistance to wind/air magics, and 25% resistance to earth magics. > > Raven is very weak against electric magics –20% resistance, and she despises the cold... just being on a cold stage will make her tired, and will have her moving slower than normal, the colder it is, the closer to ‘human’ slow she will get > > > > > > Learned Talent:Raven is a well trained medic and registered nurse, quite capable of cleaning and binding wounds without the aid of any magic, she usually has a roll of bandages in a pocket... but she will likely have a fully equipped medical pack with her throughout the duration of the tournament. Her training has given her a very good understanding of humanoid anatomy, making the targeting of muscle groups easy for the knife fighter. > > > > Medic bag contents ~ AED semi-automatic defibrillator with 9 Volt battery pack, Bag valve mask, Adhesive Bandages, Sterile eye pads, Sterile gauze pads, Sterile non-adherent pads (containing a non-stick Teflon layer), Petrolatum gauze pads (used as an occlusive(air-tight) dressing for sucking chest wounds, as well as a non-stick dressing, Gauze roller bandages, Elastic bandages, Adhesive, Elastic roller bandages(commonly called 'Vet wrap'), Triangular bandages, Butterfly closure strips, 3 Saline 0.9% Sodium Chloride 1000ml containers for cleaning wounds or washing out foreign bodies from eyes, soap, Antiseptic wipes and sprays, Burn dressing, Adhesive tape (hypoallergenic), Hemostatic agents to promote clotting for severe bleeding, Trauma shears, Tweezers, Alcohol pads for sterilizing equipment, Irrigation syringe, Instant-acting chemical cold packs, Alcohol rub (hand sanitizer), Thermometer, Space blanket, Aspirin (primarily used for central medical chest pain as an anti-coagulant), Epinephrine autoinjector, Paracetamol (also known as Acetaminophen), Ibuprofen, Naproxen, Codeine, Loperamide, Activated charcoal, Emetics to induce vomiting (such as syrup of ipecac), Smelling Salts (ammonium carbonate), Benzalkonium chloride, Neomycin, Polymyxin B Sulfate or Bacitracin Zinc, Povidone iodine, Aloe Vera gel, Burn gel, Anti-itch ointment, Anti-fungal cream, Tincture of benzoin, Copper rods (5mm in diameter and 2 feet in length) for use as splints, R44 NFPA Static Rope (10.5-mm x 200-Feet, for repairs to bag, used with splints, or stabilizing limbs, etc.). > > The bag itself is padded to protect the contents, waterproof and made of the same flame resistant material as modern firefighter suits.
Kae de la Fontaine - Scalar Warfare Wrote:> Vital Statistics > Name: Kae De La Fontaine > Age: 28 > Sex: Female > Birthplace: Sion, Switzerland (AU) > Height: 5’ 8” > Weight: 146.3 lbs > Measurements: 28J(44) - 22 - 40 > Physique: Curvy Hourglass > Musculature: Toned Athletic > Fighting Style: Powered Melee, Gravity Manipulation > > General Summary > It would be most accurate to describe Kae as a close-range kiting specialist in terms of fighting style, and as an accomplished, almost diabolical manipulator of perceptions, giving her a perhaps well-deserved reputation of villainy. Using tantalizing glimpses of her near-perfect body to underscore an innate, aggressive sensuality, Kae always prefers seduction and distraction to actual combat. Failing this, she will try to use her femininity to project harmlessness until the situation has evolved more to her favor. > > Although largely possessed of the same features typical to an athletic female human of her size, age and weight, Kae does have a few things that set her apart from baseliners. For one, her bodyfat distribution is completely ideal, allowing her to maintain a figure that is highly desirable to both sexes while also possessing the musculature to make her an effective combatant. Over time, her exposure to the Rose has gradually shifted her facial structure to be more ‘elfin’, tapering her ears, giving her a cute nose, high cheekbones, and so forth, and making her appear significantly younger than she actually is. Her canines have also lengthened slightly, enough to be noticeable when her teeth are bared and sharp enough to be more akin to that of a vampire or werewolf. Her tendon and joint flexibility is high, near the limits of what the best body contortionists might be able to achieve. Lastly, her regular weight training, cardio, and gymnastics done while wearing high heels allow her to compensate for such footwear when moving and fighting with ease, and she considers them as natural and comfortable as sneakers. > > > General Information > Resource Pool: Gravitic Charges > Kae begins a match with 3 Gravitic Charges, and begins generating more the turn after her entry post. These are used to fund the bulk of her supernatural abilities. The rate of charge gain is based off of parasite growth benchmarks, as detailed below. > > The Rose Parasite > This sentient, partially sapient being, comprised of a rapidly mutating mass of pliant rose vines and more robust, solid rosewood, intimately inhabits the surface of Kae’s body to the exclusion of any other equipment, functioning as both clothing and armament, in addition to various other minor boons that it bestows upon its host. In return, it feeds on the magical or psionic potential of its host, using it to power its own transformations and greatly diminishing the power of the host’s abilities, though if the parasite is ever successfully removed, these leeched capabilities are restored to their proper strength. It is never satiated, always seeking out new fonts of energy potential to consume, particularly psions, which it hunts with the aid of its host in fanatical fervor. For tournament purposes, the parasite, despite sentience, cannot act on its own without Kae’s mental command. It cannot respond to stimuli she is unaware of, nor can it act if she is unconscious. > > More tangibly, the relative strength of the parasite is inversely proportional to its coverage of the subject, outside sources of power notwithstanding. These states of power can be roughly approximated to six benchmarks, at 1%, 10%, 25%, 50%, 75% and 100%. Roughly summarized, the more growth the parasite exhibits, the more the host’s native powers are suppressed, with the reverse being true when it recedes. > > The parasite is capable of rapid, variable growth, both exhibiting the ability to make sophisticated and articulated extensions of itself at Kae’s command, as well as exhibiting self-repairing potential. Kae may command the parasite to increase or decrease it’s coverage by two ‘steps’ or benchmarks in a single turn if no other transformations are manifested, or one step if the parasite is also being used in another way. Transformations unlocked by the new state of coverage are not available until the beginning of the following post. She always begins a match at 50%. The details of the parasite’s self healing are detailed per benchmark section below. > > > Power Benchmarks > 1% - 9% - ‘Goddess’ > In this state, the parasite is in full recession, covering only the bare minimum to remain decent, or sometimes not even that, leaving the body of its host exposed to the elements. Although Kae typically will wear mundane clothing to cover herself while in this state in day to day life, this is not practical in a combat situation where varying strengths of the parasite might be needed. Thus revealed, she appears very much like the goddesses of antiquity, with her latent gravitic powers far more potent than in any other form, though still short of their complete potential. > > When withdrawn completely into its host in this state, the parasite is capable of rapidly regenerating lost or damaged mass if Kae decides to feed it charges of gravitic power, roughly equating to 1 per damaged section. She may choose to do this gradually or all at once, provided she has sufficient charges to do so. The repair happens passively over the course of the post indicated, becoming functional the following turn. > > Goddess mode generates 1 gravitic charge per post, or 2 if Kae is somehow allowed to spend the entire turn unmolested and does not initiate any hostile actions. > > The Enemies’ Gate Is Down [Passive] > While this passive is active, Kae is supernaturally immune to damage she would otherwise sustain from falling from a great height. It does not prevent harm sustained from other outside forces or actors. > > Deflecting Strike [Self] > Deflecting Strike is baseline and the activation is at-will. This technique generates a reverse gravity field in a localized area around the extremity of choice (hands, feet) out to about 1ft in all directions with increasing field strength in proximity to the surface of the limb (or, if you prefer, treats itself and other objects as having negative mass to the same degree). Objects of less mass than the designated extremity are repulsed entirely, ones of equal or closely similar mass are halted, and objects of greater mass are slowed proportionally. When applied to spatially large objects (like a human body) the repulsion effect will be concentrated onto the points of actual contact, allowing for selective and rapid acceleration of certain areas in contrast to the general inertia of the overall object, generating forces similar in effect to an actual, abrupt collision of the area with the limb but without physical contact. > TL;DR: Allows Kae to deflect light projectiles and slow down incoming strikes with her hands and feet, or to simulate a strike with them. > > Repulsor Lift [Self] > Kae passively floats several inches above the ground while active, reminiscent of someone suspended in liquid. This effect persists over all solid and liquid surfaces, allowing her to cross them with ease, though dangerous areas may still present other hazards that she is susceptible to (radiant heat from lava, acrid fumes from acid, etc). It also means that she cannot exert much outward physical force while hovering, as she is almost entirely devoid of friction with which to resist Newtonian reaction force. Thus, some external force or momentum is required for propulsion, she does not generate it passively. It may be canceled or resumed at-will. > > Repulsor Lift [Target] > As the self-targeted version, but without the option to cancel the effect if it is not desired. Requires the subject to be touched by Kae. Lasts 1 opponent post. Costs 1 gravitic charge. 3 post cooldown. > > Enlighten [Self] > Reduces the effects of local gravity on Kae herself, reducing it to 1/10th of its normal strength. Her mass and momentum are not affected. Lasts 1 post. 1 post cooldown. > > Enlighten [Target] > Reduces the effects of the local gravity on an object within 5ft, allowing it to be handled as if 1/6th of its normal weight by Kae only. The mass and momentum of the object is not changed. If the target is a complex mix of parts, such as armor, or a machine, all the constituent parts are affected equally as long as they can be said to be part of that contiguous, discrete entity. If the object is unattended, this ability has no cost. It the object is attended, it costs 1 gravitic charge. If the object is a living, resisting being, such as the opponent, the cost is 2 gravitic charges. The effect lasts 2 posts (or two opponent posts if the effect is directly targeting them). 4 post cooldown. > > Enlighten [AoE] > As the single-target version, but affects all unattended discrete objects within 20 feet. Costs 1 gravitic charge and lasts 2 posts. 4 post cooldown. > > Beta Orbit [Target] > A single designated, unattended object of up to 20lbs takes up a stable, orbital path with Kae as the center, somewhere between 5 and 20 feet away. The object rapidly accelerates to a maximum speed of 50m/s, or about 112mph. It may be held in this way, altering its orbital radius gradually over a given post, for up to 3 posts, after which it must be released as a projectile. Releasing it earlier ends the duration and begins the cooldown. Costs 1 gravitic charge. 2 post cooldown. > > Beta Orbit [AoE] > As the single-target version, but affects all unattended objects up to 20 lbs within 20 feet. Orbiting objects may be released individually, in groups, or en masse. When the final item is released, the duration ends and the cooldown begins. Costs 3 gravitic charges. 6 post cooldown. > > Lourd a Pieds [Target] > Kae alters the relationship of a touched, discrete conceptual object to the local gravity field, inducing a progressive strengthening of attraction between it and the ground. On initial contact, this interaction is increased to 1.5 times local gravity. The following turn, it increases to 2 times local gravity. By the third, it has increased to 2.5 times local gravity. Assuming normal Earth conditions, this is akin to the weight an object would have in the atmosphere of Jupiter. The object’s mass does not change. The effect ends abruptly at the beginning of the fourth post, starting the cooldown. Costs 2 gravitic charges. 4 post CD. > > Gravity Spike [Self] > For about 3 seconds or half-post after activation, the caster’s touch designates directly contacted areas on inorganic, unattended surfaces to become pocked with micron-wide, cylindrical fractures by applying a tremendous reverse gravity field in the confines of a miniscule surface area, effectively creating thin vertical cylinders of intense negative pressure. A few seconds later, the localized strain causes these points to flare up, violently expelling matter from below the surface in a pressurized stream as they seek equilibrium. On normal terrestrial worlds, this ability is capable of reaching down to vent aquifers in brief, high-powered geyser-like blasts of water, sand, and soil, lasting about a second and jetting dozens of feet in the air if not otherwise impeded. The damage inflicted is akin to being briefly subjected to the blast of a waterjet pressure cutter. Other surfaces may yield different results - a frozen moon may jet liquid methane instead, or a solid metal sphere may just create a sandblast-type effect. This ability may also be used on non-horizontal surfaces as well as discrete objects. The effects manifest as above, based on the material of the surface. Costs 2 gravitic charges. 3 post CD. > > > 10% - 24% ‘Enchantress’ > Representing a transitional state between the maturation process of the Rose parasite, and full recession, Enchantress mode is an evolutionary phase that emphasizes Kae’s best physical attributes while making use of the budding growth of the plant entity inhabiting her. Although a few of her less powerful gravity manipulation persists in this mode, the primary defensive mechanisms of this ‘neither here nor there’ step focus on sensuality, charm and close-range crowd control effects. The parasite is not yet advanced enough to manifest extensive hardened defenses, and primarily gains mass and coverage as soft vine clothing. It can however provide limited solid utility to a single part of the body, such as manifesting pointed thorn-like claws at the end of fingertips, a single forearm ‘bracer’ or robust soles for footwear, etc. > > While Enchantress is active, Kae generates 1 gravitic charge per post passively. > > A Rose By Any Other Name [Passive] > The budding blossoms of the growing parasite perfume the air around Kae out to 15 feet away with a pleasant, if pervasive rose-scented perfume. It is non-toxic on its own, and has no visual presence. It cannot be dispersed by natural wind, though strong magical winds can suppress it for their duration. Filtration systems both mechanical and magical can cut through it, though they become overwhelmed if exposed for more than 3 rounds. This persistent scent can be further modified by active abilities listed below. > > Drink It In [Self/AoE] > With subtle mutations, the rose blossoms dotting Kae’s living attire shift the nature of their perfume, lacing it with powerful, broad spectrum mating pheromones that encourage feelings of lust and longing in the victim, primarily directed at Kae herself. If the affected party would naturally be attracted to her sex, the effect is especially pronounced, invoking involuntary physical responses to her presence and subliminal desires to minimize harm done to her. This is not inherently a charm effect, although it does make the victim more susceptible to both mundane and supernatural charms. Lasts until cancelled or 3 turns have elapsed, whichever comes first. Ending the effect begins the cooldown. 3 turn cooldown. > > Cinquante Grandmere [Self/AoE] > A more direct method of subduing the opponent if her charms are rebuffed; Kae encourages the parasite’s blooms to over-saturate the air with cloying, volatile rose perfume. The intensity of the perfume is nauseating and choking, inducing, at the very least, dry-heaving and coughing in those inhaling its vapors. Lasts 2 turns or until cancelled. Ending the effect begins the cooldown. 3 turn cooldown. > > Bask in the Sun [Self] > When active, if Kae is struck by a magical or supernatural ability of any kind, the energy is partially absorbed by the parasite, allowing it to heal any single damaged section of it, and gaining 1 gravitic charge to add to Kae’s pool. The ability otherwise affects or damages her as normal. This ability is always active in Enchantress mode, but incurs a suppression cooldown of 2 turns after being triggered. > > Ambrosia [Target] > A supernatural charm effect bestowed on a subject with a kiss. The target does not need to be fully willing, but it must make full contact with the victim’s lips for at least a second to take effect. While under the effects of the charm, the subject is infatuated with Kae, such that at the very least, they cannot take harmful action against her directly, though subjects already subjected to her pheromones or naturally attracted to her may be compelled to go so far as to only be able to caress her lovingly, exclusively seek her attention, and so forth. The compulsion lasts 2 turns. If Kae takes overt hostile action against the subject of the compulsion, it ends immediately. Once successfully bestowed, the same target cannot be re-affected by [Ambrosia] for 24 hours. > > Pollinate [AoE] > The roses blooming across Kae’s body go into reproductive overdrive, spewing out a dense cloud of pollen in much the same way a mushroom would explosively release spores. The pollen is highly irritating, inducing strong histamine reactions in mammals, even ones that are normally not allergic to flower pollen. This includes teary, itchy eyes, sneezing, runny nose, and hives and rashes on exposed skin. The expulsion is intense, but brief, obscuring vision for a few seconds before settling out of the air onto surrounding surfaces. The pollen persists indefinitely after settling, though after about 4 turns the pollen becomes inert and no longer causes new symptoms on re-exposure. Pollinate cannot be active at the same time as Cinquante Grandmere. 6 turn CD. > > Corruption of Champions [Target] > When within 20 feet of an opponent, as long as Kae maintains vision on them, she may simulate the physical contact of her hands upon them with a pair of invisible, astral hands. The hands may ignore clothing and armor at her discretion, but cannot be used to inflict harm or be used to transfer touch-range spells/effects. They are capable of anything Kae might be able to do with her own hands, including light slaps, grabs, caresses, tickles, etc., although the effect is clearly artificial and ghostly. If she mirrors the movements of the hands on herself, however, the touch carries the warmth and immediacy of her entire body, as if she were pressed against the subject in direct skin-to-skin contact. Lasts up to 2 posts. 6 turn CD. > > Deflecting Strike [Self] > As before, but costs 1 gravitic charge per turn in use. > > Enlighten [Self] > As before. > > Enlighten [Target] > As before. > > Lourd a Pieds [Target] > As before. > > > 25% - 49% ‘Gladiator’ > As the flowers of the previous benchmark mature, most of them wither and dry, marking the next stage in the Rose parasite’s evolution. Although the faint scent of roses lingers, it is no longer capable of seriously affecting the environment other than smelling nice. More importantly, this maturation marks the beginning of Kae’s ability to make reliable use of the parasite’s variable morphology while still employing some degree of her intrinsic gravitic manipulation. > > Most of the form’s special properties revolve around the use of bespoke grown, polished rosewood or rose vine weaponry that may be detached fully or in part from the body as one would pluck a fruit. Assuming they aren’t destroyed, these parts may be returned to the parasite’s mass and be reabsorbed. Generating a weapon or armament in this manner takes up to half a post, and is limited in scope by the actual amount of plant material available on her body to form it. Functionally, this means that the combined generation of weapons cannot be greater in overall volume than about 2 cubic feet. > > Likewise, the option to begin armoring herself in rosewood plating becomes available. Any amount of the vines growing across her body can be hardened in this manner in a few seconds, but its limited in scope by the actual coverage percentage of her body, leaving large swathes of flesh exposed. Moving protection from one area to another is achievable over the space of a single post, even while performing other actions. Kae’s head cannot be covered or protected in this manner, though her neck, up to her jawline, may be covered or protected if she so chooses. > > While in Gladiator mode, Kae generates 1 gravitic charge every other post passively. > > Thorn In Your Side [Passive] > Whenever Kae inflicts an open wound with any part of the Rose parasite, it leaves behind tiny, thorny burrs that continue to tear at the flesh inside, aggravating the injury further and preventing blood clotting or the proper closing of the wound by mundane means. If healed magically, the burrs remain inside, causing significant pain with every movement of the affected area. > > Vine Lash [Self] > Kae manifests a whip-like pseudopod from the body of the parasite, composed of flexible rosewood vines corded together in a rough approximation of sinew, with softer vines intermixed with more woody, stiff growths. The lash is about an inch in diameter, though it may exhibit slight variation along its length. It may spring from anywhere on the body that has current coverage by the parasite, though the limbs are the most common launching points. Due to the variable nature of the Rose, the end of the lash may be honed and twisted into a cruel barbed point, or splayed apart into a grasping, hand-like structure, or anything in between. Within ten feet of length, the vine limb behaves as if possessing the full strength of Kae herself, with all the advantages of being flexible in ways that normal human limbs are not. It has a maximum extension range of fifteen feet, though at such a far range/effective length its strength is reduced to half her effective total strength. It may be created or reabsorbed at-will, though it takes about half a post for it to erupt from nothing to its full length, and possesses the same ‘reaction’ speed as Kae herself. It may be damaged by any means that one normally would damage living wood, though most non-magical cutting weaponry will likely require some method of bracing the undulating vinecord to sever it in a single blow. If seriously damaged, the vine lash will automatically withdraw back into the parasite, and must be healed before being able to be deployed again. > > Deflecting Strike [Self] > As before, but costs 1 gravitic charge per turn in use. > > Enlighten [Self] > As before. > > Enlighten [Target] > As before. > > > 50% - 74% ‘Femme Fatale’ > A further refinement of the Rose parasite’s armament becomes available at this stage, cushioning the polished, hardwood plating with soft, almost gel-like plant matter below the areas it is protecting, greatly reducing the effect of impacts against it, beyond the natural springy and elastic nature of living wood. This vastly increases the likelihood that bruising is limited to the parasite itself by the deformation and splintering of the plating, instead of being directly transferred to the host. With large areas of the body now able to be covered in contiguous armor, this also means there is plenty of surface area for blunt impacts and cutting strikes to spread their force, while still leaving enough flesh on tease to be a crowd-pleaser. > > It retains the ability to generate weaponry out of rosewood, but no longer needs to consume existing mass to create it, instead generating new mass to form them. Unfortunately, this extra mass, although it can be reabsorbed, does not heal any damaged areas of the parasite. The general size restrictions remain. Furthermore, the weaponry no longer suffers the drawbacks of being made of wood for purposes of maintaining an edge, able to now contend with the finest non-magical steel blades. > > Kae’s ability to manipulate gravity is heavily weakened by this stage, and its scope is limited only to herself. > > Lastly, the parasite has now advanced enough to where it can feed on other sources of power besides Kae herself, as detailed in the abilities section below. > > While in ‘Femme Fatale’ mode, Kae cannot generate gravitic charges passively. > > Queen of Blades [Passive] > An opponent entering into close melee range with the host (less than 2ft distant) triggers a reactive defensive measure from the Rose parasite, rapidly sprouting up to a dozen razor-sharp blades and hooks from various vulnerable joint areas that might otherwise be attractive points for attack. This reaction occurs regardless of whether a grapple is engaged, or whether it is Kae or an opponent approaching the other. They vary in size from large thorns to dagger-sized spades, and the exact configuration is adjustable by Kae as she sees fit. In addition to providing some measure of additional protection to these areas, the blades are capable of limited but rapid movement, allowing them to aggressively counterattack attempts to grapple these areas with stabbing, ripping, and tearing motions repeated multiple times in succession. Much like a venus fly trap, this reaction is instinctual, automatic, and cannot be finely controlled. Once activated, the parasite has to recover energy to repeat the defense, giving the effect a 2 turn CD between activations. > > Vine Lash [Self] > As before, but can now generate two simultaneously deployed appendages. The vines no longer have a strength falloff, and may burrow into soil-like or porous surfaces at half the speed of their normal movement. > > Mage Eater [Self] > When targeted by a direct, hostile ability of supernatural origin, Kae may choose to allow the parasite to ‘eat’ the energy of the attack. This roughly halves the damage inflicted by the ability, and removes any ongoing, lingering status effects it may have normally bestowed. This action generates 1 gravitic charge, or heals a single damaged area of the parasite, at Kae’s discretion. 2 post cooldown. > > Enlighten [Self] > As before, but costs 1 gravitic charge per use. > > > 75% - 95% ‘Psion Hunter’ > The penultimate evolution of the Rose parasite introduces a new slew of powerful, anti-psychic countermeasures along with further development of the Vine Lash ability and the armoring of the vast majority of Kae’s body. At this level and above, Kae’s gravitic powers are entirely suppressed. Favoring rapid mutation and growth over tactical advantage, the parasite no longer allows Kae to craft weapons from its mass, instead diverting its power towards several powerful anti-magic and anti-psionic defenses and offenses. > > While in ‘Psion Hunter’ mode, Kae loses 1 gravitic charge every other post. When she runs out of gravitic charges, she is forcibly moved back down to the ‘Femme Fatale’ benchmark. > > Encore [Passive] > Whenever an opponent activates a supernatural ability within 40 feet of the parasite, it absorbs the passive energy echoes of its use, granting Kae 1 gravitic charge. She may only gain a single charge this way per turn. Non-supernatural or passive effects do not trigger this ability. > > Vine Lash [Self] > As before, including the effects under ‘Femme Fatale’. The vines become heavily resistant to magical effects, such that they can no longer be damaged by such means. Normal physical damage,including that inflicted by enchanted weaponry still affects them normally the way it would living rosewood. > > Psychic Backlash [Self/Target] > Whenever an opponent activates a psionic/psychic/mental power, as long as Kae or the parasite is in contact with them, she may spawn an additional [Vine Lash] immediately on her turn for the cost of 1 gravitic charge, even if this additional lash would put her over the limit.Kae may spawn as many additional lashes as the opponent uses their powers in a single post, each costing 1 charge. The additional lashes last 2 posts, including the post on which they were activated, then wither, harden, and detach, no longer active. > > Sympathetic Resonation [Self/Target] > If an opponent activates a self-buffing supernatural ability that affects their physical or mental characteristics in a temporary manner while in physical contact with the parasite, that ability may be mirrored on Kae and the parasite on the immediately following turn, with half its normal duration, for a minimum of 1 turn. If she chooses to do so, this ability is placed on cooldown. 2 turn CD. > > > 100% ‘Antithesis’ > The final benchmark of the Rose’s envelopment of Kae’s host body is a leap forward in raw physical abilities and defensive capability. The rosewood armor now constitutes a fully sealed, temperature regulated inner gel-like cushioning layer that is entirely airtight and impermeable to liquids, that is externally plated with a fully articulated, layered suit of living hardwood. The inner layer greatly reduces the direct trauma suffered by blunt impact, spreading it out wave-form in the viscous membrane. The host’s entire body is covered in this manner, including an opaque faceplate, through which the parasite bestows sympathetic sight to the host. It retains its formidable anti-psionic countermeasures, while actively depleting the host’s own power to keep itself fueled. > > It now boasts the means to reshape the external surface of the plating on a whim, sprouting thorns, bark, sticky sap, fragrant oils, or any number of other plant-related characteristics. While actively consuming the host’s power, it doubles her physical strength and noticeably improves her endurance, reaction speed, and burst muscle speed. > > ‘Antithesis’ consumes 1 gravitic charge per turn it is active. If no longer able to consume gravitic charges, it immediately devolves to ‘Psion Hunter’. If no gravitic charges are gained during the following turn, it will devolve further to ‘Femme Fatale’ automatically. > > Predator’s Sight [Passive] > Kae may ‘see’ through the opaque faceplate of her armor, by having the images directly projected onto her brain by the parasite. This normally defaults to normal visible light, but can also be manifested as thermal vision, night vision, ultraviolet vision, or x-ray vision, with all the associated benefits and drawbacks of these. > > Predator’s Sustenance [Passive] > While encased in her armor, Kae is kept alive and breathing through membrane exchange of oxygen, waste gases, and excess moisture, preventing her from suffocating or overheating in her own airtight suit. > > Encore [Passive] > As before, but with no limit on the number of charges that may be gained per turn. > > Vine Lash [Self] > As before, including all bonus effects under Psion Hunter and Femme Fatale. The lashes can manifest any of the effects currently available to the rest of the parasite’s armor. They are affected by the passive physical benefits granted to Kae by the parasite, and now burrow at full speed through surfaces. > > Psychic Backlash [Self/Target] > As before.
Baiya Stella Rosenkreuz - Trenchant Cogency Wrote:> REVISIONS STILL NEEDED!
Ferris - Trapdoor Spider Wrote:> Name : Ferris > > Race : Human > > Height : 6'3 > Weight: 160 > > Abilities - > -Self-Propelled Flight > Ferris has the unusual ability to propel himself through the air. When activated Ferris can move his entire body through space as he chooses. He can’t move individual body parts when doing this, but he can spin and rotate his body. He can accelerate from 0 to 60 mph over 1 second, and similarly decelerate at the same rate. Because Ferris whole body moves at the same time when using his power, he suffers none of the effects of momentum from rapid acceleration. This doesn’t prevent outside forces from affecting him though. Punches, kicks, and grabs all affect him as normal. > His power only extends to his own physical body. This means that even his own equipment and clothes are not affected by his flight ability. He has to carry this weight with him, so momentum will continue to affect them. > RESTRICTION - Flight can not be active for more than 3 continuous turns where Ferris is more than one(1) foot off the ground. After 3 continuous turns of activation Ferris must spend a full post turn grounded before he may continue to fly. > > Fighting Skills > Ferris can effectively use his spear to both attack and defend himself. Because of the unique properties of his spear he also occasionally uses it as a one handed dagger. His precision with either is quite good, while his power is rather average for a fighter. He relies on a balance of speed and accuracy to land blows and relies on his spear to do most of the work on damage. Without a weapon Ferris can still square up for some boxing but it is not his forte. > Ferris real skill lies in combining his natural Flight abilities with combat. By moving in quick bursts of movements and using unusual positions and angles from floating around in the air Ferris gains the upper hand on unawares opponents. > > Weapon(s) > Spear of Reach > This magical spear is constructed of an ashen wood pole and a barbed steel tip. It’s main magical property is the ability to alter its pole length. At shortest it’s just large enough to comfortably fit in the palm of his hand, at maximum length it reaches 8 feet. It can go to any length in between these two points and stay there until otherwise activated by Ferris. This activation is only possible while Ferris holding the spear. While it extends with enough force to cut through flesh it will stop on anything harder such as hardened leather or wood. > > > Armor > Padded Jacket > A simple Padded Jacket covers Torso and arms. Can stop the cutting edge of light and medium strength and as well lessening the stringing blunt force. Strong strikes can still make it through. > Gauntlets > Iron Gauntlets cover Ferris’ arms and hands. Adds some weight to strikes, mostly used to protect his hands and arms. > > Greaves and Sabatons > Iron foot protection.
Namine Natalis - gay pirate cziri Wrote:> Basics > > Name: Namine Natalis > Age: 4 > Sex: Female > Height: 5’ 9” > Weight: 130 lbs > Physique: Slim Hourglass > Style: Spook, Trickery > > Summary > > As a homunculus selected for psionic prowess, Namine’s base physical prowess is fairly unimpressive. While she’s certainly quick and nimble with her nymph blood, she lacks strength and endurance. She wears only a thin, black chain shirt over her flowing robes. > > She depends on telepathic assaults and physical metamorphosis to overcome her weaknesses. > > Information > > Resource: Dread (Mystic Eyes of Death Perception) [Fear/Fate] (Ex) > Natalis’s psionics are intimately connected to her target and generate Dread stacks upon certain conditions, usually physical contact. She may accrue up to 15 stacks, with no more than 3 per turn. > > Dread stacks unspent don’t manifest as much, other than negative emotions and visual distortions, the scale and scope of which grows as her prey increases their Dread. > > Namine’s Fear is a conceptual observation of Death and bypasses normal Fear immunity. > > Namine can only grow Dread on 1 target at time. If she KOs her opponent in a team scenario, she may transfer half of her Dread total to a new target. > > I think this makes more sense for the team battles / striker scenarios, and avoids weird abuse cases. > > Abilities > > Darkvision > Namine can see up to 60 feet in absolute darkness, perceiving the scene in black and white. She retains color vision and standard visual acuity in low-light environments as well. > > Inciting Fear (resource-generating passives) > > Uncanny Beauty [Passive, Gaze] > Looking directly at Natalis fills the opponent with unease, the nymph’s appearance being so flawless that it seems unnatural. Generates 1 Dread per turn if visual contact isn’t ACTIVELY avoided. > > Nightmare Touch [On-Hit] > Natalis making direct contact with the opponent stirs up preternatural horror in their psyche. Generates 2 Dread for contact with her hands/feet and additionally inflicts a small amount of necrotic damage to the area of contact. Generates 1 Dread for contact with tendrils, but does not inflict necrotic damage. > > Shadow Spear [Projectile, CD-3T] > Namine materializes a spear of eldritch essence in her hand and throws it, inflicting mild necrotic damage and generating 2 Dread on a hit. If the spear remains inside the opponent’s body after wounding them, it generates 1 Dread per turn until physically removed or its duration expires. Lasts two turns. > > Consuming Nightmare (spenders) > > Shadow’s Step [Dash] > Namine consumes 3 Dread and steps through the shadows if both her and her opponent are in dim light, channeling for 1 second and reappearing within 5 feet of her opponent, with a 45 feet maximum distance traveled. > > Heaven’s Door [Area Denial, Darkness/Silence, DoT] > Namine consumes 6 Dread, channels for 3 seconds, and projects the Far Plane into a 8 feet diameter sphere, which heavily distorts the senses of any opponent within it, lasting 2 turns. Namine has a 60 feet cast range on this ability. > > While within the sphere, anyone other than Namine cannot hear or generate sound, nor can they see through the darkness through passive means. Staying within Heaven’s Door past 1 turn inflicts full external body corrosive damage (roughly equivalent to sunburn / pepper spray). > > Steal Essence [Touch, Heal, Debuff/Buff] > Namine grasps outwards for her opponent, suppressing Nightmare Touch to perform larceny. If she makes solid contact, she spends 3 Dread and disables an ability of her choice (that she has seen) for one turn OR stabilizes her minor wounds with the target’s life energy. No Dread Gain. > > True Terror [Mind-Affecting, Debuff] > Namine consumes 3 Dread and projects a (60 ft/s) wave of fear fanning out of her hand 10 feet. On contact, the Fear directly affects the target’s subconscious, causing them to be unable to move towards Namine for 1 turn. > > > Shroud of Fears [Mind-Affecting, Buff] > Namine spends 6 Dread and conjures a shield of eldritch energy around her body for 2 turns, dampening spell/energy damage and deflecting glancing physical attacks. > > Mind Rend (Strike) > Namine expends 3 Dread to empower herself for 1 turn, causing her next attack to deal additional Eldritch energy damage that lingers in wounds, dealing necrotic damage (equivalent to a second degree burn), spreading internally for 1 turn. If Namine spends 6 Dread, this strike inflicts damage equivalent to a 4th degree burn after 2 turns, and inflicts the delusion of parasitosis. (On an arm @ a good critical position, it would probably damage tendons/ligaments.) No Dread Gain. > > > > Metamorphosis - Terror Incarnate > Cursed by the Great Beyond, Namine’s body manifests more and more Shoggoth tendencies as she feeds on Dread. As long as she doesn’t consume her prey’s Dread, she morphs into further into eldritch abomination at 3/6/9/12/15 stacks of Dread. > > At 0 stacks, her baseline corruption manifests as two amorphous tendrils with a maximum length of four feet and a strength exceeding a normal human male’s arm, extending from slightly behind and under her shoulder blades. If cut off, the tendrils will regenerate over 2 turns, taking the form of her current Metamorphosis, but inflicting significant physical stress upon Namine. > > Different tiers of Morphs can stack, but she cannot have more than one effect from each tier active at the same time. > > Namine gains Metamorphosis effects at the beginning of her turn, and loses them at the end of her turn based on her Dread count. > > > 3 Dread Morphs > Scissor Blades > The tendrils shift into rigid, hard blades joined to upper back, much like a spider’s legs. They gain the sharpness and durability of a well-honed blade, but lose the flexible versatility of their base form. > > Kraken’s Grip > The tendrils shift to a tentacular state, growing much larger (6 feet in length) with power comparable to an elite human strongman, with cephalopod-like suckers for a mighty grip. However, the tentacles become much slower in their movements, making them less able to capture nimble opponents. > > > 6 Dread Morph > Knightmare > The Eldritch energy suffusing Namine’s body coalesces into two physical pieces of armor that slide across her body, with the durability of thick plate armor. The plates can be up to 1 square foot in size, and they can morph to directly hug the curves of her body for optimal protection. During her turn, she may liquify the plates, letting the ability to move and reshape the armor as necessary. The plates will only reharden again if she does not move them for 1 full turn. {T1 tank a blow, T2 move them, T3 hard @ EoT} > > 9 Dread Morphs > Haunter of the Dark > Namine’s body becomes fully attuned to the dark, masking her psychic and heat signature when under the cover of shadow. Uncanny Beauty no longer requires direct visual contact, and nearby shadows grow wicked, granting 1 Dread if her prey ends their turn in darkness. > > Polaris > Namine twists her eldritch form into one attuned to the light, radiating uncanny white light to a distance of 90 feet (decreasing in strength over distance) and overwriting natural lighting. Namine loses access to Shadow’s Step, and improves Shadowspear into a Lightlance, transforming it into to a spear of coalesced light (projecting powerful, blinding light in 3 feet radius). > > > 12 Dread Morphs > Nightgaunt > Namine sprouts a pair of leathern wings from her back, allowing her to fly a short distance off the ground. Ending a turn airborne is extremely stressful and will violently fray Namine’s body. (20ft/s, max height 10 ft). > > > Azathoth’s Presence > Namine grows spines of coalesced Eldritch energy and applies Nightmare Touch as an aura wrapped tightly around her entire body, including tendrils. > > 15 Dread Morph > Crawling Chaos > Namine’s curse transforms her into a humanoid-Shoggoth, a shambling beast of gnashing fangs, rolling eyes, and tendies with the same approximate volume as her normal form. She gains a secondary set of tentacles with independent morphing ability, and her limbs are no longer limited to the constraints of a normal skeleton/physiology and can move freely. Her physical strength is above an elite human in this form. She can still bleed in this form, and dismemberment or thrusting with your hyperweapon is still very effective.
Silver Alexander - Captain Wrote:> Name: Silver Alexander > Mode of Combat: Pyrokinetic Martial Arts > Age: Unknown, Appears late 20s > Height: 180 cm > Weight: 70 kg > Build: Lithe and Tone > Forte in Sports: Ice Hockey > > > Physical Prowess: > > Silver is a genetically engineered meta-human with exceptionally high ratings in strength, agility, and stamina. He is essentially Captain America: artificially enhanced to peak human physical condition. Bordering on the human maximum for each stat, he is capable of smashing stone, wood, and other solid materials with his bare hands and feet. Like an extreme example of a Kyokushinkai Karateka, extreme physical conditioning on top of his engineering has resulted in increased bone density and calloused skin, especially in typical striking areas of the body, allowing him to strike and cause noticeable damage to materials that would generally injure human forms. Given enough time, he could likely wear down a boulder or fully grown tree. He is capable of sprinting and dodging at great speeds, and able to survive the most severe beatings. Daily training keeps him in peak physical condition, while his body does the rest itself naturally to keep him in good health. > > Silver is engineered with a heightened immune system and increased metabolism. This makes him somewhat immune to the prolonged effects of all forms disease (except supernatural and magical), as well as resistant to poisons. This plays a part in his increased endurance, as well as gives him (with the proper consumption of nutrients), an accelerated rate of healing, which is especially effective while resting. Though, it is not so great that it will have any REAL effectiveness while IN battle. It is speculated that heightened adrenaline levels actually dampen the effect. The most it seems capable of doing in the heat of combat would be for small wounds or shallow enough cuts to stop bleeding more quickly. > > Weaknesses: > > With superior physical stats, Silver's mental attributes suffer in the trade-off. With high physical fortitude and above average reflexes, his willpower to resist psychic attacks is severely lacking. Silver is susceptible to mental and mind-altering abilities, such as charm or magical fear effects. Some illusions may also work, depending on their nature, assuming they don't interfere with his heat sense. > > Special Abilities: > > Scion of Better Flame - > Silver was originally engineered with the ability to psionically generate and control bright silvery-white flames using his body's own latent energy field, sometimes known as ki or chakra, granting him the ability of pyrokinesis. With the transfusion of the Blood of Efreet, and some training, Silver has learned to ignite his blood at will, as an extension of his body as well as a fuel for his abilities. Under extreme duress or fatigue, Silver may lose control of this ability, causing it to burn wildly when exposed to open air. However, without a steady supply, it will burn out quickly, so it can not be used to reliably harm an enemy extensively, unless he is just constantly bleeding on them. Flame generated by Silver's blood burns black instead of white, differentiating the two. While his white flame could potentially be considered "magic", his black flame is not. The means to control both remains the same. Due to his affinity with and extensive use of fire, basically being the element to which he is "attuned" and linked to with Efreet's Blood, he has also become much more resistant to its effects on his person, including heat and fire damage, regardless of source. > > Revision > For the purposes of the tournament, Silver's flame is "low intensity". Capable for causing severe burns to unprotected tissue with prolonged exposure, he can not instantly immolate a person or incinerate an stronger object without extended, conscious effort. His ambient heat generation/control also does not extend far beyond his own body, but like a heater, will gradually warm an entire area depending on its size. This is not intended to be lethal or rapidly engulf the entire surrounding area, but given enough time in a small space, the opponent may become increasingly uncomfortable, depending on personal resistance. The rate would still be gradual enough that even over the course of an entire match, an opponent would not suffer more than minor heat exhaustion, and it would have to be a relatively small enclosure. > > As for resistances, he has high resistance to natural flame, and moderate resistance to unnatural flame. He can not outright ignore either, but he would have to endure a substantial amount to take any significant, lasting damage. > > > Vahn's Profile > Black Blood of Efreet: Running through his veins is the ever present and destructive blood of Efreet. As a Scion of Efreet, Vahn can release black flame from his blood which is dependent on the presence of oxygen and not magical in nature or source because it is a byproduct of hydrogen from a combination of food and acid that results from the digestion process. The hydrogen is held in various 'flame glands' throughout his body which in turn mixes with his bloodstream, resulting in the black hue. When Vahn needs to use his flame, the glands release the hydrogen into the bloodstream where it mixes with other various chemicals the body creates. Once this mixture finds oxygen, it burns extremely hot, and very quickly unless he delays it mentally. Of course, releasing too much at once will begin to render him dangerously anemic and all the associated negative status effects from severe blood loss. The blood itself is thicker than normal blood, almost akin to molasses in thickness, and keeps his body temperature running at a higher output than one would find on a normal person. > > > Revision > Prolonged intentional creation of Black Flame is heavily taxing for Silver, and he usually will not resort to it unless in the most dire of circumstances. Due to his diluted, impure Blood of Efreet, as well as his general inexperience in its direct use, it exsanguinates and dehydrates him much faster than Vahn. Sustained use can lead to Silver incapacitating himself, at least temporarily. For tournament purposes, he can also only generate low intensity black flame. > > > Explosive Momentum (Inherited) - > After years of training and Vahn's influence, Silver's flame has developed a more "explosive" quality, delivering more of a fiery concussive blast than straight burning flame. It can be used to deflect projectiles, or even change Silver's momentum while airborne, or possibly increase it while moving in one direction on the ground or in the air. > > > > > Inherited Will - > One of Silver's strongest and most notable features is his unbreakable resolve. Enough to inspire even those he would consider far greater than himself, his contagious optimism and unwavering courage in the face of defeat is the stuff of Legend. Where it is born from is unknown, but unless he is decisively mortally wounded, Silver is extremely difficult to totally physically defeat unless mentally broken first, a seemingly even more impossible task without magical or metaphysical means. > > Ultimate Power: Friendship - > Silver's friends are everything to him. This includes all of his team mates, both past and present. All of Silver's abilities are modified in some way based on his active team mates and match type. This includes... > Team Hyper Combos: The real reason to play team fighters. This ability allows him to perform unique team up attacks with each other member of Glacier. These can be done either as strikers, or active posts depending on match type. > > Revision > This allows Silver and his teammates to combine their respective abilities in clever ways into completely new techniques beyond what they could accomplish alone. Examples include: > > Silver x Vahn - Subhuman Bullet: Silver builds up his Flame for a powerful attack, Vahn uses the power of the Greaves to hurl Silver forward at increased velocity a la Fastball Special. > > Silver x Maximos - White Reflection: Maximos appears behind a distracted opponent, and mirrors Silver's moves for a brief period, creating a difficult to defend assault from both sides. > > Silver x Sierra - Anti-Magic Missile: Sierra swoops in with her sword drawn, and grabs Silver while in X-Negate Stance. She performs a fly-by, and launches Silver at the opponent through any magical barriers. > > Silver x Maximos (Drive Mode) - Drive Twin Maximum: Silver and Maximos discharge a large amount energy from their Drive suits in unison, creating twin pillars of Light and Shadow Flame that seek and decimate opponents. > > Silver x Vahn (Grand Finale) - Beast Bullet: The Ultimate Technique. Silver and Vahn use the full extent of the abilities to strike in unison. Instantly wins the tournament. > > Allied Armory: All's shared in the family. Silver has the ability to equip and use allies' gear mid-match. He also inherits lesser forms of associated abilities from their profile. > > Revision > Silver may acquire these weapons through any reasonable means, such at starting a match with them, Striker, or passed off in a multiman format. He is not limited to one at at time. > Efreet's Fang - Silver is capable of wielding and maintaining the transformed state of Efreet's Fang due to his possession of the Blood of Efreet. The weapons is a Flamberge of supernatural appearance and origin with the following dimensions: > > Vahn's Profile > Total length 167 cm (65.7 inches), total weight 3 kg (6 pounds), blade length 122.2 cm (48 inches), hilt length 44.5 cm, crosspiece length 39 cm. Blade's width at the shoulder 47mm, at the point 26 mm. Blade's thickness at the shoulder 7mm, at the point 2 mm. The parrying-hooks: total length 13.7 cm, pointed, width at the shoulder 1.5 cm. > > Silver is also capable of utilising variants of some, but not all, of the blade's inherent abilities. They incur the same 3 Post Cooldown. > |Flame Wave - Slash the blade through the air and project a 3-foot wide wave of white flame with a range 15 feet. > > > |Rev Slash - With a flick of his wrist around the handle, Silver projects his flame along the edge of the blade while striking with it to cause the sword to explode with white flame in a wide arc, creating a localized concussive effect that affects both opponent and wielder. This has slightly longer range than the blade's already considerable length. > > Ayashikage - A Katana with unearthly qualities. It is both unnaturally heavy and durable for its appearance, leading to deceptively strong strikes. Silver is capable of wielding Ayashikage with Maximos' expressed permission, and as such will respect him as master. Silver is capable of discerning a limited number of the blades inherent abilities despite limited use through a sort of communion with its sentience and his unique physiology. > > |Shiroi Kaiju - "White Beast" - The spirit of Orochi makes the blade receptive to Silver's flame, and he may coat and superheat it it to the same degree as Maximos Shadowflame. > > |Bakuhatsu Iai - "Explosion Draw" - Silver combines explosive momentum with a draw-slash, performing an impressive strike in the blink of an eye at maximum 10 ft. range. > > |Shinigami Shousan / Iaido Reverse - "Death God Praise" - Silver performs the opposite of Shinigami Shisseki, and flicks the scabbard off the blade with his thumb and a small amount of explosive force, launching it like a projectile. The scabbard may either return to his own, or Maximos hand. > > |Shinkuuzan - "Hollow Slash" - Bending the blade to his will, Silver is capable of swinging it with such force that it can create crescent shockwaves from friction without the need of the scabbard. This is difficult, however, so it can not be repeated as quickly (1 post cooldown). > > |Higi: Kyougiri - "Secret Technique: Wicked Cutter” - In the rare event that Silver finds himself wielding both the Fang and Ayashikage simultaneously, he may strike the blades together and combine their abilities into a singular, powerful skill. Projecting the Flame Wave from Efreet’s Fang, while ripping Ayashikage against it to produce a perpendicular shockwave, a fusion cross-slash is created that amplifies the base characteristics of both attacks. 30 ft. Range, capable of cleanly cleaving solid objects, armor, or even energy along its entire path. Both individual skills must be off cooldown, and puts them both on cooldown for 4 posts. > > Shared Tension: Silver gets psyched from watching his team fight. His active allies in a match he is participating in contribute to his Tension Gauge, including 1v1 matches in which he can striker. This way, for example, if he is tagged out in a Tag match, his meter gain does not stagnate. Subsequently, this also allows him to Striker with much stronger attacks if enough time has passed/stocks have been generated. > > Sparking!: Silver seeks undeniable vengeance against foes who harm his friends. The strength of all his active and passive abilities are increased the fewer remaining active allies he has, up to a maximum of 30%. This includes Tension gain. > > Silver loses all of these benefits if he is defeated in a match before his active allies. > > Equipment List: > > SPELLBREAKERS - The newest addition to Silver's arsenal. The Spellbreakers are a pair of leather fingerless gloves in the style commonly worn by street fighters, but they contain a powerful Anti-Magic runic enchantment. The enchantment must be manually activated, done by striking the knuckles of both hands together, and doing so will allow strikes from Silver's fists to nullify any purely magical properties from incoming attacks, as well as remove buff or debuffs from targets hit. The enchantment from each individual gloves can be reinforced and combined together by crossing the arms in an X-pattern to project an aura of anti-magic barrier. The drawbacks include only magic properties are nullified, but not the physical force otherwise generated by the attack. As the gloves are touching Silver, they also interfere with his ability to generate, but NOT CONTROL his Flame. Therefore, if he wishes to use any Fire Techniques of his own, he must expend blood to produce natural black flame at great cost. > > Revision > First of all, let me clarify the X-Defense is immobile. The other major concern here seems to be stock cost/cooldown. I'm reluctant to add either of these (especially BOTH) because the REAL cost is they lock Silver out of his own entire moveset without resorting to self harm. I'd rather clarify the impact of Silver having to resort to Black Flame, and implement some sort of limiter like he can only use his own abilities beyond basic melee stuff a limited number of times before he incapacitates/stuns himself for an extended period. Something like while the gloves are turned on, he can only use Flame Techniques 3 times before he enters a forced Dizzy state due to dehydration/blood loss, after which he couldn't use them at all (subject to assisted reductions, such as by teammate abilities.) This includes utility powers like Explosive Momentum movement. We could exchange blood for HEAT charges in EX-Heat mode. I'm also not opposed to a flat activation cost, something like I have to "commit" Tension Stock(s) to turn them on, and lose use of them for the duration in lieu of stocks on an on-use basis". > > > Red leather motorcycle riding jacket, padded in parts meant to provide protection from the elements and road, but also offers some modicum of protection against physical blows as well. Sierra has had the jacket enchanted to resist being incinerated by his own abilities, as well as some general low-moderate magic resistance. > Heavy, steel toed and metal plated boots, for improved foot protection and kicking power. > His clothing is otherwise unremarkable. > EX-HEAT Drive Device (plus coin) > > List of Known Attributes: > > The ability to project destructive blasts of fire in the form of explosive bursts, or moving waves of flame. > The ability to project fire from his arms and legs when punching or kicking. > The ability to engulf his arms and legs in flame in order to burn opponents with his punches or kicks. > The ability to telekinetically manipulate and control any fire or flame created by him. He usually possesses complete control over the size, intensity, temperature, and shape of the flame at will. He can extinguish large amounts of unwanted fire within his vicinity that he created, or amplify said fire to the degree of a raging inferno. He can not control flame he did not create. > The ability to generate explosive barriers of flame, capable of deflecting or incinerating/melting nearly any weaker material or substance, including water, on contact. This flame does not create a physical barrier, and will not impair solid objects physical movement THROUGH it, but the blast from creating it is intended to deflect projectiles, physically block energy attacks as an energy based-barrier, and will likely incinerate weaker materials passing though it, especially if they are flammable, like wood. This is mostly meant as a projectile defense and not intended to block physical limbs except maybe in the rare case that their body might be surrounded in their own element, in which case it would initiate a power struggle. > The ability to mentally control the ambient heat energy within his immediate environment, increasing the temperature of the surrounding atmosphere if he wishes. This usually happens subconsciously accompanying Silver's own body temperature increasing due to stress or heightened emotions. Silver is basically a space heater. When he heats up, so does the area around him, and he can physically control and extend that to a certain degree. He can turn small or moderately sized rooms into saunas with enough time and effort. > The ability to increase the temperature of objects he touches via conduction. This allows him to cause opposing weapons or armor to become too hot to hold, or, with prolonged exposure, even burn/melt depending on the material. > The ability to cauterize an ally's injury. > High resistance to the effects of fire and heat. > Potential to vaguely sense other nearby beings via "heat signature". This is basically the ability to sense the aura of another, especially if their body produces warmth. Does not grant thermal vision. Substantially weaker than Vahn's ability due to years of unuse and stagnation, it's true potential has yet to be unlocked? (Can be upgraded mid-combat with Vahn's instruction to function as his own ability.) > * Various signature techniques involving manipulating his flame in the ways listed above. > > Tension Gauge - Silver makes use of a power stock system to fuel his abilities. Stocks are acquired via aggressive combat, for every three posts he is actively engaged in either attacking or defending an opponent, he gains one Stock. He can store a max of seven (7) stocks. Posts in which stocks are spent do not count towards acquiring stocks. Alternatively, he can acquire a stock in two posts if the entirety of the posts are spent charging the stock instead of attacking or defending. If subsequent posts are spent charging, he gains stocks at a rate of one per post after the initial two. > > Signature Techniques: > > Silver Bullet – A strong, quick moving, forward-dashing fist attack, augmented by flames and 'explosive momentum'. > Revision > Range: Full Screen > Properties: Soft Knockdown > > Silver Bullet (EX) – Like the normal bullet, but with the elbow. Faster, stronger, but shorter range. > Revision > Range: Half Screen > Properties: Wall Bounce > > Dynamite Upper – Standing uppercut attack. An explosive wave of flame is projected just beyond the fist. > Revision > Range: Melee > Properties: Hard Knockback, can deflect/cancel non-beam projectiles, Meaty > > Dynamite Upper (EX) - A second uppercut follows the first. Can briefly ignite. Extinguishes itself after a moment. > Revision > Properties: One (1) Turn of lingering flame. Opponent may actively extinguish for a "stun", or ignore for additional damage. > > Silver Cyclone – A flying kick, alternating legs with full rotations of the body in the air up to three times. > Revision > Range: Full Screen horizontal, OR Half Screen vertical > Properties: Soft Knockdown > > Silver Cyclone (EX) - A single, powerful jumping roundhouse in place. Has a bit of a wind-up, but frames start instantly into a crouch state, so can avoid/counter some high attacks. > Revision > Range: Melee > Properties: Hard knockdown > > Heat Hawk – An axe kick, flames are projected from the heel and brought down on the opponent from above. Usable in the air. > Revision > Range: Melee > Properties: Overhead. Soft Knockdown (Ground) Hard Knockdown (Air) > > Heat Hawk (EX) - A quicker Heat Hawk with an automatic short hop at the beginning. > Revision > Range: Melee > Properties: "Instant" Overhead. Soft Knockback, Comboable > > Silver Vulcan – A rapid flurry of standing punches, Silver has trained his arms to sustain the attack if need be. Each individual punch is relatively weak, but a prolonged assault can wear down even the toughest defense. > Revision > Each hit is an individually weak punch, multiple are thrown a second for several seconds. > Range: Melee, Immobile > Properties: Special - High "Hit Stun". Relatively low damage, but can lock an opponent's movement for one turn if undefended while Silver channels. Soft knockback if defended. > > Silver Vulcan (EX) - A quicker, short duration Vulcan with much less start-up and recovery, but also less damage in the trade-off. > Revision > Range: Melee > Properties: Hard Knockback. Special - High "Block Stun". Even lower damage, but can lock an opponent's movement for one turn if defended. > > > (EX Variants are generally faster and/or stronger, but normally require an extra amount of Silver's energy (1 Stock), setting back his Super/MAX/Climax use.) > > Team Glacier - Judge 1 > Silver’s moves are straightforward and pretty simple, perhaps too much so. His ranged attacks like “Silver Bullet” need a velocity and range as well as providing some idea about how strong it is. In fact, most of his abilities need some range of damage potential just for future note. > > Revision > As a general rule, Silver's moves are the same as any given King of Fighters characters’ that they are based on. "Long" range moves would cap out at whatever "full screen" equates to in a fighting game. I'd say 15-20ft. Generally these moves are pretty fast, tho, crossing that distance in a second or less. I'm not sure what that equates to in velocity, but I think if you did the actual math, the force of impact would be disproportionately large in reality. On average, they should be strong enough to knock down/over a trained, physically fit adult on a solid hit, and back a short distance if defended. Some of these moves are also balanced by some wind-up or recovery time, making them stuffable or unsafe. I've generally left this open to interpretation due to HoH's non standardized system, and frame data for a single character would be useless, and a ton of work I'm not willing to do. Also, "damage" is hard to quantify, as we don't have standardized life totals, but neither I nor Silver are out to pound opponents in to goo. It should take many direct hits of any of his specials to outright defeat an opponent, unless they are trying to play up being particularly frail. Some moves may special properties, like a soft/hard knockdown/back, or a "Wall bounce", meaning it strikes with enough force to send the opponent the remaining distance of a "screen" if undefended, with a potential contextual follow-up. A soft knockdown means the opponent should be able to recover quickly, such as with a roll out, a hard knockdown means some recovery should be involved, but can't be followed up by Silver. However, their recovery can be pressured with a Meaty. > > Super Techniques (1 Stock): > > Silver Hollow Point – An extremely close range attack, Silver detonates a powerful compacted explosion just beyond his knuckles directly into an opponent, projecting the concussive force directly through them. An internally aimed attack capable of penetrating armor. Renamed from "One Inch Bullet." > Revision > Expressly intended NOT to be fatal, just bypass the defenses of a particularly tough/well armored opponent. Doesn't do much damage on it's own, but the damage can not be reduced by external defense. > > Magnum Silver Bullet – Supercharged version of the original, Silver rockets forward with such speed he becomes a blur as his body is engulfed in flame from his fist, striking the enemy like a comet. > Revision > Range: Full Screen > Properties: Wallbounce, Special - "Invincible": Quick startup, Plows through most attacks, but relatively low damage on it's own. Think of it as Silver's Bionic Arm (Spencer) or Saiyan Spirit (Bardock). > > > MAX Technique (2 Stocks): > > Silver Vulcan Magnum – Explosive version of the normal Vulcan, just as fast, but each punch is augmented with a small fiery blast, making them much more devastating. Akin to multiple normal Silver Bullets in ultra-fast succession without the range. > > Climax Technique (3 Stocks): > > Silver King Revolver – A vertically aligned, two-fisted, Double Hollow Point, usually aimed at the chest and abdomen, requiring being just as close as the single. Capable of great internal injury. Silver’s current strongest single attack, it requires a lot of energy under great duress to pull off. > Revision > Same as Hollow Point, but much stronger. High damage that can not be reduced by external defense. Not intended to liquefy internal organs. > > > EX-HEAT DRIVE - Special Match Request / Approval ONLY > Silver has the ability to transform into a Sentai hero, or "Henshin". To begin his transformation Silver must produce a coin and call out a command phrase, "IGNITE!" This will allow him to summon his henshin device directly to his hand. The center of the device holds a small circular slot to fit a single silver coin which must be inserted into the device to begin the transformation. The device is then passed over Silver's belt and then transformation begins. After a lengthy transformation sequence no opponent would dare interrupt, Silver basically becomes covered in power armor. In this state, he gains the HEAT System on top of the power stock system. > Revision > This ability was intentionally left kinda vague. It more or less turns Silver into a superhero impervious to most forms of mundane damage with the ability to "chew the scenery" both figuratively and literally by destroying objects and the environment in the flashiest was possible with little effort. The best contemporary example I can think of is Black Panther's Vibranium suit. It absorbs and redirects kinetic energy, and gives him super strength and speed, pushing him well over the limits of normal humans. It's not meant to be used against opponents without similar ridiculous power sets in a grandiose display, lest they get annihilated. That's why it's by consent/waiver only. > > > EX-Silver Alexander. > The EX-HEAT Drive is able to push Silver's natural abilities even farther allowing him to survive blows that would demolish an ordinary human and give back in kind. > > HEAT System. > The Heat System is the Henshin's core ability. Any blow that does not exceed or penetrate the suit's armor is transformed into a shower of sparks. Sparks are the birth of every flame. And the HEAT system allows those sparks to be stored up inside the fibers of the suit itself. Every strike received helps to store a charge. With each charge the stored energy can be seen pulsing through the veins of the suit in vibrant red. The glow grows faster and brighter until the suit is full, and then it maintains this constantly until the energy is used. This caps at a maximum of 3 HEAT charges. This energy is more than just for show, it allows Silver several new abilities. > > -EX-HEAT Drive: This ability allows Silver to expend a charge to use an EX version of any of his moves. An EX version hits harder, faster, and while transformed, creates an explosion of flame on contact adding more to the concussive force of the blast. This also allows access to the EX2 Silver Bullet which not only comes out faster, but can be immediately chained into a second Silver Bullet or Dynamite Upper without suffering recoil. > ---- > -EX-OVERDRIVE: A subsidiary secret ability of the EX-HEAT Drive. While 3 HEAT Charges are all the suit may hold at once time Silver may choose to expend a 4th HEAT Charge at the price of the suit itself. The Henshin will dispel and be unable to be used for the remainder of the battle. > > -DREAM CANCEL: Silver can use HEAT charges to cancel Techniques into a higher tier technique at the cost of one charge per cancel, and the normal stock cost of the technique. This means with all 7 Tension stocks and 3 HEAT Charges, he could potentially chain the ULTRA COMBO of EX Signature>Super>MAX>Climax Techniques. > > -Silver Flash: By expending one HEAT charge Silver can perform a single burst of movement in any direction approximately 10ft, including upwards. The suit vents a measure of its stored up charge and launches Silver immediately. This is effective for clearing space away from attacks, dashing into attacks. Or in especially intense situations, amplifying the effects of any following attacks with an unexpected burst of momentum. > > -REAL Ultimate Power: > Silver Alexander's ultimate power is friendship and his comrades. As a passive ability, the first time a friend or comrade joins or aides him in battle, Silver he gains of a free HEAT Charge (this includes strikers). Or, regains the ability to summon his Henshin if he has used the EX-OVERDRIVE, but he will have to transform again. > > > -Arm of Efreet: > The EX-HEAT Drive contains a top secret weapon from days gone by that may be summoned in the most dire of circumstances. The left arm of Kasuga Kyonuske. While the arm was originally a cybernetic replacement for a missing limb, it has been hollowed out and attuned to function with the EX-HEAT Drive Henshin. The arm is made of aluminum reinforced Ferro-Ceramic/AEGIS protective Fabric lined shell- while seemingly complicated, the thin 2 layer shell consists of a resilient bullet proof exterior capable of stopping NATO standard rifle rounds SS109 FMJ rounds at 25 meters and still bouncing back, though serious surface scaring my result. The arm is flexible, but sturdy enough to withstand anything Silver would likely be able to put it through. > > -Hand of the Remnant Flame: > At the cost of 3 HEAT Charges Silver is able to load all of his suit's energy into a single dire punch. The punch fires forward across 20ft, covering the distance almost instantaneously. The blast is no wider than Silver's actual fist and is able to puncture through an amount of mundane armor, terrain, or interference and remains visible like a single burning laser beam. There is a delay of exactly one second during which the beam from the initial punch is entirely visible, and then a massive explosion of raw flame the width and height of Silver himself tears across the 20ft distance. The explosion is capable of knocking a fully loaded dump truck onto it's side and capable of cancelling out most projectiles with it's sheer force. After the blast is fired the arm goes into cooldown and cannot be fired again for another 3 turns no matter how many HEAT Charges Silver gains in that time.
Vahn Fah - Vice Captain Wrote:> show spoilerhide spoilerCharacter Name: Vahn Fah > Aliases: Kinslayer, Firebringer, Demon Hand, Kasuga Kyonuske, Leviathan’s Devil, The Goddamned Vahn, Godking, Fireson, Scion of Efreet > Race: Human > Nationality: Murmillion > Alignment: Chaotic Good > Occupation: Mercenary > Gender: Male > Age: Appears in his Late-Thirties (Is over 1000 years old) > Height: 184 cm > Weight: 83 kg > Standing Jump: 3.73 m > Reach: 158 cm > Hand Grip Strength: 85 kg > Eyesight: 20/10 > Place of Birth: Allen Fah (now known as Barthavos) > Marital Status: Married > Family: Victor Fah (brother), Sierra'est'a'ra'lian Ethel'stan (wife), Kelios and Vahl'n (children) > Current Residence: Dark Sakura Estate > Affiliation: A former founding member of the Leviathan Stadium and a known founding member of the Heaven or Hell team, Glacier. Is also rumored to be a member of GUARDIAN. > > > FEATS > Heroic Conviction: Through countless battles, and hundreds of years of fighting, Vahn has come to terms with the fact that he will never give up no matter what because he feels it’s for the greater good. Because of this determination, his will to live is abnormally strong and this allows for battle even with grave wounds, within reason (overcoming the physical pain doesn't stop the user from taking damage and/or dying). He will survive if a decisively fatal injury isn't taken, making it very hard to put him down when he truly believes in what he is fighting for. This conversion of willpower to actualized self-destructive belief is something that truly puts Vahn on even ground with even the strongest threats to those he cares about. > > Strength of Ages: Vahn's strength is significantly higher than that of a normal person because of the cloning process that brought him back to life in LevKit, following his demise in a battle with Reiko Sakagami for control of Leviathan Stadium. Over time, through further training and ordeals his base strength has increased making him capable of lifting (pressing) 800 lbs. On at least two occasions, Vahn has been able to draw upon an inner strength to surpass that, enabling him to get out from beneath rubble, though on both occasions a friend was threatened. When in combat, Vahn must pull his punches unless fighting someone of similar or greater durability and power. > > Abnormal Toughness: Due to the insane amount of fighting he has had over hundreds of years, Vahn's bodily tissues and bones became more substantially durable and resistant to impact or trauma than an ordinary human, although he certainly was not invulnerable. As a result, he is a lot more durable than most individuals in his weight class- but just because he can withstand a blow, does not mean that he should take it. This effectively allows him to ‘tank’ through stronger than normal attacks, depending on circumstances (translates as a high resistance to blunt damage, not piercing or slashing damage and allows knockback effects to be halved). Upon his resurrection at LevKit, not only was this abnormal durability carried over, but in addition, he developed an enhanced stamina as his new body eliminated the excessive build-up of fatigue-producing poisons in his muscles. This in turn granted him phenomenal endurance, and an advanced metabolism which gives recovery time from injuries that is somewhat faster than that of an ordinary human, although not nearly as fast as those with true healing factors. Despite Vahn's chronological age, he is still as healthy and physically fit as a man in his prime due to the Blood of Efreet as well. > > The Goddamned Vahn: He is Rule of Cool personified, being able to perform outright insane stunts that would or should be impossible, or extremely difficult to pull off by a 'normal' human. He will always remain calm and composed no matter the odds, or balance of the situation. He can do any possible task and be completely independent in anything that he does, while accomplishing a superhuman feat. > > Inspirational b*****d: The innate ability to inspire and outright affect those near him, because of the sheer dint of legend built around his name and past deeds. This translates to him being able to break any negative status effects placed onto his comrades, by reinforcing their confidence and/or concentration by yelling at them (mainly for striker purposes; has a radius of 30ft and can also be applied if in a 2v2 once per match, and twice in 3v3 or 4v4). > > Fate Breaker: During the confrontation with The Forgotten One, using the power of both his Heroic Conviction and that of the Soul Bond, Vahn demonstrated the inexplicable ability to literally deny the effects of his own pre-recorded fate. It was the result of TFO rewriting reality itself and transforming Vahn into the very conceptual manifestation of fire itself, forcing him to forget all his loved ones, and existing only to consume everything around him. The refusal to accept the forgotten aspect of himself translated into Vahn forcibly making fate itself reshuffle his deck entirely after dealing him a bad hand, so to speak. > > However, this does not mean that Vahn is completely immune to fate, he has merely denied its effects for an unforeseeable amount of time. This translates to Vahn being resistant to conceptual phenomenon, such as conceptual attacks, damage, effects, laws, powers, etc, allowing him to weaken/dampen, partially ignore/bypass, etc, the effects of conceptual phenomenon, and make those of conceptual powers expend more effort to try to achieve their desired outcome (anything that would affect a wide enough area to equate to terrain, or changing the concept of something, such as fire into water, or trying to affect him personally, i.e. trying to turn him into a frog for example would cause FB to activate). > > FLAWS > Heavy is the Crown: During his last encounter with The Forgotten One, Vahn was forced to relive every battle he had ever fought in one compressed moment that felt as if it were stretched for years. Because of the trauma suffered from the mental break, he has a susceptible weakness when it comes to spells or attacks that affect his mental state. This has left a noticeable ‘scent’ on his person as having been touched by concepts and forces beyond his ken. He regularly suffers from intense post-traumatic stress because of both the event and all his past battles hundreds of years ago. > > Racial Antagonism: Due to the history between both Vahn’s ancestors as well as that of Athan’s, Murmillion and Tyr’kana respectively, the two are unable to resist trying to outright murder each other when in proximity to one another for any lengthy period of time. Even during life or death situations, the two are only able to work together to a point, where they become detrimental to any type of team work involved. In an actual fight, Vahn will become less able to actually use his head, becoming more and more predictable in his actions and thus lowering almost all his attributes from what they would normally be. > > Ymir’s Touch: Upon facing off against a Bone Behemoth after the first HoH, Vahn barely emerged victorious. Severely injuring his right arm, mangled beyond recognition really, he was brought by Lucind to an individual by the name of Yaits, who so happened to also be the current embodiment of Ymir. Restoring Vahn's mangled right arm, he also left a portion of his own being in the limb, intending to utilize the Murmillion for an unknown favor later. This resulted in his right arm becoming heavily covered in dark lavender-black stitches that are ice cold to the touch, regardless of the ambient temperature. They travel up and down the entire length in no recognizable pattern, pulsing very subtly. > > Due to the taint of Ymir within Vahn's arm, the stitches are constantly absorbing portions of both his body temperature and ambient heat in the area, an effect that he tries to limit by wearing the rings of Warmth. It also has the effect of disallowing him from controlling any source of flame that is not of his own creation. > > > PASSIVES > Scion of Efreet: As the successor to the terrestrial avatar of fire for Gaia, Vahn can converse with fire itself using Ignan, a language that when spoken resembled the hisses and clicks of green wood being consumed by a burning campfire. He can recognize another fire user almost immediately, and is sensitive to the presence of other elemental users as well. Likewise, other elemental creatures/users will recognize him for what he is no matter how hard he may try to hide it. He can traverse the elemental plane of fire, protected from the most severe effects of its environment because of the blood that runs through him. > > This also enables him to wield the Primordial Flame, the blackened fire that is birthed from his blood. > > Eye of the Salamander: After receiving the left eye of Sunstrike, he gained the ability to discern minute temperature changes within 80 ft of his surroundings. Functioning in the same fashion as a snake’s vision, he has a heightened capacity for observation, refined through training, discipline and an overwhelming amount of combat experience over hundreds of years. This allows for not only continuous awareness of his opponent, but a calm analysis of the abilities of the opponent as well as battle conditions even when in danger and deduce an appropriate course of action after considering all options. > > It functions also in a limited capacity as a danger-avoidance ability in that it will allow him a quick reaction against some projectiles or sneak attacks, barring circumstances, such as a grunt, inner monologue or slight damage mitigation. This is of course useless against anything that does not radiate heat. > > While he constantly keeps it covered, the eye itself is functional and is a mixture of orange, red and yellow seeming to constantly swirl on itself; the eyepatch does nothing to hinder the use of this ability as its useable through both his right eye as well as enabling him to “sense” without the use of sight. > > Blood of Efreet: Running through his veins is the ever present and destructive blood of Efreet. As a Scion of Efreet, Vahn can release black flame from his blood which is dependent on the presence of oxygen and not magical in nature or source because it is a byproduct of hydrogen from a combination of food and acid that results from the digestion process. The hydrogen is held in various 'flame glands' throughout his body which in turn mixes with his bloodstream, resulting in the black hue. When Vahn needs to use his flame, the glands release the hydrogen into the bloodstream where it mixes with other various chemicals the body creates. Once this mixture finds oxygen, it burns extremely hot, and very quickly unless he delays it mentally. Of course, releasing too much at once will begin to render him dangerously anemic and all the associated negative status effects from severe blood loss. The blood itself is thicker than normal blood, almost akin to molasses in thickness, and keeps his body temperature running at a higher output than one would find on a normal person. He can effectively walk around in the middle of winter without a jacket for example. > > The flames also seem to pack more physical force and produce a concussive effect not seen with natural fire, in addition to burning hotter. He has been seen to even destroy solid projectiles thrown at him using his flame as well as demonstrating evasive movements by utilizing what he calls 'explosive momentum'. Vahn has been shown to intensify the effects of his flames by ‘charging up’ (feeding more blood into it per post) his flame before releasing it, but putting a greater strain on his own body as consequence (the strain dictated of course by how much blood the user is willing to sacrifice). > > He maintains a limited range of control with the black flame birthed from his blood- no more than 80 ft have been documented. He possesses complete control over the size, intensity, temperature, and shape of the flame at will, able to delay the flames from immediately birthing (except when under enough mental stress that he is unable to mentally focus; anti-magic effects simply introduce a probability that he will fail to control his flame and not outright cancel its creation) and can easily even project miniature blinding flares that can be used as a distraction tactic or to signal allies. > > At the start of any ignition of black flame, it is a low-intensity heat. He can lower the temperature of black flame within his vicinity, or amplify it with maintained concentration. He can, however, generate much higher levels and flames with increased focus and time (each post made in this regard must be clear that the flame/heat is being increased: in terms of the ramping up of intensity for his flames, the way I envision it is similar to settings on a stove top: lo, med, and hi. Upon activation of his flame, it is always at a low intensity, and requires subsequent posts to begin ramping up. > > So I suppose, if a regular given fight is 20 posts long, every couple of posts, his flame should be going up in intensity- with the high intensity only being viable for a short duration). Flames generated at high intensity output have not shown to last very long, barely reaching 3 minutes and entirely exhausted his ability completely, requiring over 12 hours of rest to recover. Due to the limitation from Ymir’s Touch, he can only control the flame born from his blood--- no other types of flame, be they magical or natural. > > The consequences of using it extensively can endanger both Vahn and the people around him. Though immune to burning from any flame weaker than his own (for purposes of this tournament, consider it a very high resistance), natural or otherwise by mentally overriding his hypothalamus (nerve centers for regulating body temperature), his body undergoes exceptional strain in commanding it as he continuously radiates ambient heat which only amps up the more he uses his flame, thereby affecting his surrounding environment in turn (think of being in a sauna and slowly finding it more and more uncomfortable to an increasingly painful degree: it is not meant to be something that will AoE flash melt opponents- but at the very least, force a level of discomfort to those who are still able to be affected by the increase of heat- with further factors such as surrounding environment factoring in as well- More noticeable in an enclosed area than an open space for example). Because his body heats up to temperatures that would be considered lethal in humans, severe dehydration is the most common complication he runs into with prolonged fights. He can “vent” this buildup through application with his martial techniques, or on its own. This also has an added benefit of allowing him to be unaffected by poisons for any set duration (anything after 1 to 2 posts, depending on the amount introduced into his system, will be burned out of his body), as he will simply burn it up eventually due to his high heat and unique blood. > > Vahn's flame, while seen as ''otherworldly'' at best, is still supported by the presence of oxygen, and thus is extinguished in low air pressure or a vacuum. His flame can be extinguished by smothering materials, such as water, sand, fire-fighting foam, and heat-resistant blankets, unless his flame is at such an intensity that it immediately vaporizes such materials on contact. If hit with small amounts of water, up to about five gallons, he can turn it to steam with relatively little effort. More water than that could extinguish his flame at its normal level, and he would have to wait until he could evaporate the residual moisture before re-ignition. > > His light output is mostly in the infrared and infrared region of the spectrum, and is invisible to the unaided eye. Less than 10% of his total power output is in the visible portion of the spectrum. Thus, when using his power, he is dimmer than one would expect of so powerful an energy source. > > Soul Bond: An old elven ritual both physical and spiritual in nature that has bonded their two souls together, it is the conceptual materialization of the love between Vahn and Sierra, manifesting itself as a Celtic Love Knot marking upon the left side of his chest. It allows for them to communicate wordlessly through intention of feelings alone akin to telepathy but not quite in a literal worded sense. It also enables one to sense where the other is always, unless measures are taken to specifically hide their presence. Because of the enormity of the level of emotion involved, it is possible for the two of them to utilize the Soul Bond as an emotional empowerment, boosting willpower, stamina, strength and all other base attributes beyond their normal limitations and making the impossible possible, but only when they both are in agreement of a singular purpose. It is quite literally the power of love in all sense of the wording (this will translate best as a specialized Striker assist, with either of them being able to amplify the other in a tight spot for the duration of the Striker in terms of whatever action they were undertaking at the time: a stronger block, a faster evade, etc). > > The Soul Bond has been demonstrated to be so powerful that it literally anchored their spirits to one another upon severe damage or even loss of their physical bodies at one point. Through the Soul Bond, they can augment each other’s fire abilities as well, as well as having demonstrated the ability to combine their unique flames into a single conceptual attack that allows them to manipulate the very abstract (or concept) of fire itself, creating what they called “The First Flame”. This can guarantee the absolute burning on anything at all, and can also prevent the fire from being eradicated (for tournament purposes “First Flame” will not be used, flame augmentation will be utilized when situation permits). > > The constant compulsion to be near each other is also strong, and prolonged separation can lead to a type of wasting sickness where the bond is literally starving and affect them physically. > > The Show Must Go On: Through years of arena combat as well as popularity from being a founding member of Glacier, Vahn has developed a taste for the theatrical, as it were. He absolutely loves the invigoration of performing in front of a crowd and/or audience and will not hesitate to showboat in the least, even to the detriment of himself. This results in him being able to rally against any negative status effects that would stand in the way of that (this translates as being able to cancel out from any negative status effects 1 turn early as well as gaining a low to moderate resistance depending on the severity of said effect). > > SKILLS > Art of the Kyonuske: Training in the frigid wastelands of Guldor, as an adopted heir to the Kyonuske, has taught Vahn how to use his body as a weapon in of itself through rigorous hand to hand combat. Through this esoteric “ninja” training, he has also become both acrobatic and agile to a high degree, allowing for balance on unsteady surfaces and the like. His agility and grip were further strengthened through climbing exercises making Vahn athletic enough to perform at a near gymnastic level. This allows for the user to be able to accomplish feats such as running along walls to a degree, or jumping down from relatively high heights unharmed. He is also capable of escaping from most bonds, and moving silently to a minimal degree as well as having the mobility needed for dodging and tumbling while wielding his two-handed sword. > > In addition to this he shows several impressive hand-to-hand attacks during most of his fights that can be attributed to various fighting styles. His 'No Stance' and the philosophy behind it (redirection of energy, using the enemy's attacks against them) is likely an adaptation of the Aikido style of martial arts. Most significantly, when fighting solely hand to hand, Vahn's stance and techniques seem to be a personalized Jeet Kune Do fighting system, with influences from western boxing in the straight punches and uppercuts, while the ax and sidekicks appear to be Taekwondo. These fighting styles can also be augmented using his constantly radiating body heat, resulting in his infamous ‘One Inch Heat’ strikes and the like. > > Prince of the Empire: Throughout his training as a Drakkar Knight in the Empire of Fah, Vahn is skilled with the use of a Drakkar preferred weapon: the zweihander. These immense two-handed weapons were used by every Drakkar, and as part of his royal upbringing Vahn's training with them was on a constant basis. He has proficient knowledge on other melee weapons, such as short swords, spears and rapiers for instance, but prefers two handed weapons. He is effective in utilizing the entire weapon, from hilt to tip, as well as able to parry with the flat and utilize the half-sword technique. > > He is also a proficient rider and well versed in utilizing actual armor, accustomed to the weight and able to compensate for any restrictions in movement as well as adjusting his fighting style as necessary. Naturally, he is well versed in fighting armored combatants as well. While out of practice, he does possess the cognizance for Royal behavior, customs and courtesies from when he was still a Prince in the Empire. He can ascertain when someone is possessing of leadership qualities by sheer dint of experience and can tell when he is dealing with someone of importance (whether he cares is a different matter). > > His royal bloodline and upbringing as well as sheer volume of actual combat experience also enable him to easily take command, his charisma more than up to the task. > > Frozen Flame: While able to keep Touch of Ymir in check by feeding it via the rings of Warmth, if desperate enough, he can forgo the rings and have the arm begin to significantly reduce the temperature in his immediate area, absorbing all ambient heat into it and begin creating a close to absolute zero effect over a prolonged period. He can apply this directly to a person by maintaining physical contact with them, taking their body heat away forcibly and causing serious damage internally (conductive heat transfer, so the range is purely touch based. This isn't something that would sap an entire person's body warmth in one post, but stealing each post and making it worse for the person being touched over time). Any sense of feeling is also lost with the arm, negating any pain from attacks suffered on the arm and enabling him to be truly reckless with it. Because of the supernatural properties of the stitches, regardless of the damage, the arm will always heal itself afterwards, the length of which is determined by the severity of the damage done (doing this will effectively render any of his heat abilities useless and reduce any flame attacks by 90%. All three Efreet items remain dormant as well as this remains a negative status on his person for several matches until he is back to normal). > > Armor of the Flame Ruler: When the Hand of Efreet grasps the Fang in its true state and he speaks the command phrase “Unto Ashes”, Vahn unlocks the highest potential of what he wields. He allows all three items to envelop his body with the obsidian-like metal that they are created from, re-forging them into an almost skeletal form-fitting armor that seemingly fuses onto his body. > > When in this state, his right eye turns a solid bright white while his left eye takes on a reptilian aspect as the colors within are seemingly more amplified. About him is a constant aura, which gives Vahn the side-effect of a corona effect that has been depicted in multiple ways, though two predominant conventions exist for its portrayal: one is that the air near him manifests black globes of various sizes, reminiscent of Kirby Dots, and the other is a unified field glowing a bright yellow or white. His hair itself also appears to become made of blackened flames at this point having lengthened to the point that it moves and acts as if it were a mantle, with twin curving horns of white hot obsidian adorning his head on either side. The Eye of Efreet takes its place centered on his forehead, the deep crimson of the jewel standing out sharply. The armor itself is adorned with spikes running up and down the front of the legs, while both his armored hands and booted feet end in white hot searing talons, as wreathes of blackened flame consciously spiral about his limbs. It possesses a skeleton-like quality due to the rib cage designed cuirass. The pauldrons, along with his arms, differ from the other; his right arm is red with a rounded pauldron, while his left is black with a jagged pauldron. His armor is relatively jagged yet smooth with a non-reflective black color to it with red between his "ribs". > > When all is said and done, Vahn is now in full thrall of what he has only ever 'dipped' into in the past: Avatar class flame of a primordial nature. He can direct his flame as superheated blasts, or manipulate it for various shapes, temperatures, or effects (i.e. forming a spherical barrier of black flame around himself or raking the area in front of him with enlarged elemental talons of black flame). He can absorb fire sources into his body, or extinguish ambient flame, regardless of its source, at will. The concussive and destructive effects of his black flame in this form are completely devastating, able to even take on an almost fully physical aspect. > > Flight is possible while in this form, and he has sufficient, constant, ambient heat to vaporize most projectiles that approach him or ignite objects in proximity to him; this ambient heat can be extended beyond his body in an outward radial burst, which can also occur spontaneously when he absorbs an excessive amount of heat into his body although he can momentarily suppress the release when necessary with considerable effort. There is also a side-effect of depleting the moisture in an entire area around him, causing the air and the water to dry up. > > The longest he ever maintained this form has been for 180 seconds; otherwise his temperature would continue to rise. Should he continue to fight and surpass his limits, his body will become so hot that his blood will start to evaporate and he will slip into a state of madness. Eventually, his temperature will skyrocket causing him to combust--igniting his body fat and oils--leaving him to die burning alive from his own tremendous power. Or so he has been told (usable only once in its entirety for the duration of the tournament and renders all three Efreet items dormant for the rest of the tournament. Limited to use against Tier 3 or higher opponents. Flight will not be utilized. Other limitations welcome to be suggested). > > Crucible of Primordial Flame FAKE: As close to magecraft as Vahn will ever get, this ability allows his inner world to materialize and project onto reality through sheer force of will. Born because of Fatebreaker; it enabled him to defeat his brother at the height of TFO corruption. It is the manifestation of his desire for victory no matter the cost, but on his own terms as he desires to no longer be a pawn of Fate itself, and tempered with the remnant primordial heat of Efreet itself. This creates a set world that forces any within it to obey its rules, affecting even things that do not follow the laws of nature. The created world is layered onto normal reality, projecting his internal landscape into an area of effect that can encompass up to 360 ft. The boundaries in place disallow any Strikers whatsoever from taking place. Anyone of a magical nature can sense the boundaries of the field and particularly powerful magic can disrupt it from the outside. > Despite this being an unnatural invasion upon reality itself, the nature of this bounded field is not constantly being self-corrected by the world resulting in a great cost to project and a low cost to maintain. This allows for its existence to be utilized for the duration of a match upon its creation. The rules imposed upon those within his inner world create a fair battleground between two opponents, where no Gods, outside help, or elements of luck can intervene. It is a forced concept of mortality unto that which is otherwise unknown to death and makes the fantastical mundane. This is also applied to weapons and equipment of a special nature, rendering them innate in any unique properties; a magical sword becomes just a sword. It is essentially an arena that is cut off from the surrounding environment which isn’t released until either one of the combatants is defeated or the bounded field is destroyed from the outside. The opponent is given the option of armed or unarmed combat and all occupants must abide by it. > > The activation of this inner world is done by Vahn stabbing the Fang of Efreet into the ground and focusing the totality of his ability to creating the Crucible. He must then recite the activation key: “To every man there is a cause which he would gladly die for. Defend the right to have a place to which he can belong to. And every man will fight with his bare hands in desperation. And shed his blood to stem the flood, to barricade invasion. Behold my Crucible…of Primordial Flame!” > > Once activated, scattered all about the area of the bounded field are hundreds of martial weapons of all makes: swords, spears, staves, halberds and so on, each one representing a person Vahn has fought and killed. The weapons themselves bear no special properties, albeit charred and ashen looking. Each weapon is capable of being used by both Vahn and whoever is within the Crucible. Weapons in the Crucible can be destroyed with enough force and are only made whole once more with the birth of a new Crucible. > > For the activation to be complete- certain conditions must be met: the opponent must be a truly worthy obstacle in the way of his progression to victory, the fight must be one-on-one and honorable, it must not involve deception nor be inhumane, and his intent should be truthful. This prevents the Crucible from being utilized against someone who has no martial ability whatsoever, as it would be dishonorable, and prevent it from being used to simply overcome an opponent that he could have of his own accord as it would not be truthful. Once accomplished, the Fang will become trapped within a bonfire that signifies the center of the bounded field (use is limited to once every 3 matches as it takes time for Vahn to regenerate the mana needed. Can only be utilized on those of Tier 3 or higher). > > Equipment > > Head > > Face > Spoils of War: a rough cut of dried skin from the body of a Lizard Clan General by the name of Zanzaban (who led a coup for control of the clan under the guidance of Victor and attempted to take control of Strata) fashioned into a well-worn eyepatch for his left eye. > > Throat > Symbol of Devotion: a heavy gold ring of Elven make hung on a black cord and looped around his neck. > > Shoulders > Traveler’s Mantle: A mantled poncho that was made from the hide of the Barthavos Rock Snake. Because of the extremely high durability of the fearsome beast, it has some resistance to slashing and piercing damage as well as having greater than normal flame and acid resistant properties (this article of clothing must be specified that it is being worn at time of match). > > Body > The Jacket: as iconic as the man himself, there is nothing extraordinary about it other than somehow always being able to remain in one piece for the most part. The left sleeve is always torn off as the activation of the Hand of Efreet otherwise ruins anything worn. The material is thick leather that offers at best, minor hindrance to attacks. It has a built in gorget of elven steel that clasps across his neck. > > The Pants: faded jeans that have withstood the test of time. Tailored by elven hands at Sierra’s request, they have been well worn in and are breathable while still looking fashionable to a degree. The knees are especially reinforced and the material has proven to resist even his heat at its lowest levels. > Heartthrob: heart shaped boxers that keep the important parts vented. > > Torso > Murmillion Vest: Based upon his memory of the style of light armor worn in the Empire of Fah, it was a black brigandine-styled vest, decorated in silver with a front skirt that split at the waist to facilitate riding and movement. As it was made by elven hands, the material of the heavy leather has been especially treated to be supple on the wearer, yet tough on the outside to withstand slashing and piercing damage to a degree. Small oblong plates of elven forged steel were riveted between two layers of stout cloth on the inside, providing piercing damage mitigation. Made specially to fit under his jacket (this article of clothing must be specified that it is being worn at time of match). > > Reiyvian’s Embrace: The bandages worn about his torso are the result of powerful curative magic, which not only reinforces the material it is applied to but soothes the wearer until actual treatment can be had. It in no way mitigates additional damage nor can it be used to treat anything that was not already present to begin with (new dressings would have to be applied). The bandages themselves have the same endurance as strips of thin leather despite appearing as simple cloth. > > Arms > Dull Bracelet: an ornate looking bracelet, with a red orb centered and runes written in Ignan across its surface, worn on the left wrist. This is the dormant state of the Hand of Efreet. > > Calm Band: Perhaps in complete contrast to his personality, Vahn now had a strange band around his upper left arm. For a very taxing amount of energy he would be able to stretch one second out into a ten second period to the point it seems like ten seconds. Of course, you wouldn't be able to do anything that would take more than a second. It would be just like having a breather to make plans. Awarded from events of PoC. > > Spiked Bangle: an accessory purchased long ago in Durem and worn on the left wrist that features incredibly sharp points all around it; facilitates the drawing of blood when needed and a nuisance when forgotten about. > > Lurker’s Vambrace: A forearm guard worn on the right arm, under his jacket sleeve and out of sight. Made from the carapace of the Lurker Beetles found in Barthavos and used as mounts there, its thick shell has the capability to withstand tremendous bludgeoning damage- but will eventually shatter under repeated blows. Guards like this were widely used by the Kyonuske in the past (if shattered during a match, replacement is possible afterward and must be stated). > > Reiyvian’s Embrace: The bandages worn about his left arm are the result of powerful curative magic, which not only reinforces the material it is applied to but soothes the wearer until actual treatment can be had. It in no way mitigates additional damage nor can it be used to treat anything that was not already present to begin with (new dressings would have to be applied). The bandages themselves have the same endurance as strips of thin leather despite appearing as simple cloth. > > Hands > Hand of Efreet (Left): An ashy black, gothic-era inspired gauntlet, matching the look of the Fang, as well as the Greaves. Although an extremely powerful item, the Hand requires that Vahn fuel it with his own blood. When not in use, the Hand of Efreet appears as an ornate looking bracelet, with a red orb centered and runes written in Ignan across its surface. > > When activated with his blood, the runes sketched upon it would glow a brilliant red, as would the orb itself. A series of sharp pains would rip into the arm, as if a thousand burning needles were poking into the forearm at the exact same moment, as the bracelet expanded into the gauntlet. The gauntlet would then pulse, like a second heart beating deep within the forearm. With each pulse of this fiery heart, the flames within the orb, now centered and near its top half, swirled seemingly forming a fire storm within itself. The heavily spiked gauntlet is made from overlapping metal plates covered from one end to the other with the small Ignan runes covering its surface in a dark crimson color, as if blood had been engraved into the metal. The fingers of the gauntlet ended in wicked talons, the very tips of which were that same dark red coloring. > > The orb on the gauntlet, known as the Eye of Efreet, responds to any source of flame, magical or not and feeds off it by consuming it via an opponent’s attack, or from the environment. Depending on the source and nature of the flame being consumed, i.e. torchlight as opposed to an incoming fireball, the orb can convert it into fuel for attacks from Vahn, negating a blood cost (the orb is limited to absorbing once per post and must be used before it can absorb again). > > Because his blood is constantly circulating through the gauntlet, flame from the gauntlet is more readily available, and carries with it a more physical weight/pressure due to the arcane nature of the artifact. Usage of the gauntlet can harm him at an increasingly alarming rate through prolonged fights, burning him because it constantly seeks to be reunited with the Fang. The talons of the gauntlet are also able to release his blood much like ink would bleed from the tip of a pen when pressed. He can cause the gauntlet to become scalding to the touch as well, increasing the damage done from melee attacks- even utilizing it to superheat the air in front of his hand to a such a degree of thickness that it has been known to melt down fired projectiles that are susceptible to heat. > > With the gauntlet, he is able to actually manipulate the flame itself, by tapping into the elemental core of the flame. He can use it to forge any shape his imagination can come up with. The only solid element of the flame is a thin wire, but it is quite durable enough to last about a minute. He may not feel much loss of energy on small creations but as they grow larger and more complex they will begin to wear on him. > > The defensive properties of the gauntlet are such that he can easily ward off strong sword blows with it as well as demonstrating an almost supernatural strength that exists in the arm bearing the gauntlet alone- however he is still limited to what the rest of his body can support. > > While the Hand of Efreet still requires a sanguinary cost to be awakened, it has come to know and accept its wielder as all great weapons do. The weapons feral nature has learned to be sated by the heat of battle, convincing it to lend Vahn its power in exchange for said satisfaction. Every 2 successful hits from the Hand extend the duration of its active state for 1 post. This can be extended to a maximum of 3 posts, at maximum charge the Hand appears to be made of superheated metal though this effect is cosmetic. Only after those 3 posts have passed Vahn must pay a block cost and then he may 'charge' its duration again (for tournament purposes he can only stand to use the gauntlet for a maximum of 6 posts per match due to its vampiric nature, unless the extension costs are met). > > Rings > Ring of Warmth: silver rings adorned with only a few Ignan symbols along the bands purchased in a Bazaar in Strata; three are worn on his right hand. They continually radiate intense heat to offset Ymir’s Touch. > > Waist > Efreet’s Fang, Sheathed: a black and dusty sheath, nothing out of the ordinary. > > BAMF Belt: a well-worn red leather belt, the buckle of which is a large, stylized skull. The leather is made from specially cured drake hide, while the metal of the buckle is mithral sourced from the very same mountains north of Latent. > > Charcoal Black Satchel: Strapped about his lower waist is an easily accessible satchel made from the rough hide of a species of wyvern native to the Mithral Mountains north of Latent. It was a gift from his good friend Dain, former Chief Magister of Strata’s militia. Its contents include: > > A small round tin of dull seaweed colored moss that grows in the Dead Forest near Leviathan Stadium during winter months. The moss has a highly potent healing element. A paste needs to be created using the moss along with a drop of blood from the wounded. A chemical reaction takes place with the blood and the moss, stopping the moss from becoming too liquid and allows a paste to be formed. That paste is then spread over the wound and left to be absorbed into the body. According on the severity of the wound depends on how many times this process should be repeated. The paste does not need to be removed. > > A small drawstring bag containing several dozen herb leaves of a plant that grows at the base of the Altin Mountains in Angara. The leaves are brewed into a hot drink, which, although it tastes extremely sour, can soothe and relieve backache, headaches, bruises, sprains and pulled muscles. Mixing it with alcohol has proven to lengthen the duration of its effects. > > Coin of Virtue: The reward received for participating in PoC, and defeating Amp. It gives him 25% increase in the rate at which his body would naturally recover with a 30% decrease in flame intensity for a while afterwards. > > Symbol of Friendship: The dull red of it would spark as light hit it. It was a tiny carving in stone, refined with magic. At first glance it would be a tiny mask, ruby colored. But look deeper and weaving around itself, was a dragon, trapped within the maze of the overall shape. > > A faded and cracked leather wallet containing an expired ID card for Leviathan Stadium as well as an expired motorcycle license. There are faded pictures of prominent individuals from his past years at the Stadium within it as well as a black PLATINUM level Gambino Express credit card he received from Sierra (not expired). > > A hefty drawstring pouch filled with Gaian stamped gold coins. Intermixed is currency from the City of Brass located within the Elemental Plane of Fire. > > A small bit of field rations consisting of dried strips of jerky. > > A small drawstring containing 4 gumball sized spheres colored a deep cerulean. A wonder of alchemy, taking one can help overcome any severe dehydration that Vahn may receive from overusing his flame. A must for travel throughout environments unforgiving to normal travel but not exactly cheap to procure. > > Feet > Efreet's Greaves: A pair of thick and heavy looking black leather boots with blood red trimming and soles made of an obsidian-like metal that was dulled, with several layers of similar metal plates seemingly fused and extending upwards along the front of each boot. Running all through the metal and the boots themselves were silver engravings forming a myriad of tiny runes in Ignan; the runes themselves forming the outline of a fire rising along the metal plating. Regardless of the ambient temperature, the boots are always warm to the touch, and they occasionally seem to reflect the image of a great conflagration along the metal surface, even when no fire is present. The defensive properties of the boots enable him to ward off sword blows just as well as the Hand of Efreet since they are cast from the same material. > > The moment Vahn's blood touched them they would react: the silver engravings would quickly fill with as if some sort of molten flame built below them causing the many tiny runes to glow fiercely. Without warning the boots would become engulfed in black flames, which would keep close to the actual greaves only forming a very thin superheated and vaguely transparent glow, an aura if you will. This aura served to literally thin the atmosphere around his feet. It made them feel lighter, faster, stronger. There would be no friction to his kicks, it would be as they soared through nothing at all. Or almost as if the Greaves themselves propelled him. > > Using the intense heat from the soles, Vahn can negate friction completely from his steps, giving him a sliding dash-type movement. This naturally increases his speed, and allows for faster than normal reactions as well as rate of travel. He can activate it either on both greaves at once or independently. He has also been observed to utilize the concentration of heat from his soles to increase his jump height before he reaches the apex of his leap. Cannot be used to leap indefinitely as gravity will take firm hold after the double jump. > > Weapons > Nightooth: A small throwing dagger, unique in that it has a groove running along the center, perfect for applying the unique thickness of Vahn’s blood onto. This groove is also used for throwing, on the side opposite of the marked side. The dagger is shaped like a pear, though thinner than many a knife, especially at the center where the grooves are. The weapon is balanced around the lower portion of the grooves, just above the handle, directly center of the dagger to keep its air capabilities at their peak. These do not have a guard, and the handle is flat and has a series of four holes through it in a line from the blade to the end. These daggers can be completely bisected - both sides are the same in design. He keeps 5 of these strapped in an easily accessible sheath that wraps around his right thigh. 10 inch overall length, 1/8 inch thick and 10 ounces each. stainless steel that can withstand low intensity flame. > > Zirandubar: a sword of joint elven and dwarven make. The design and practicality is dwarven in nature, however, the materials it is composed of is from an elven source. Even so, it was not created to be wielded by either dwarven or elven hands, but human hands, for the size alone is too great for a dwarf, and the large and crude design is unusual for graceful elven fencing. Additionally, there are enchantments placed on the weapon from all three races. > > The sword Zirandubar weighs somewhere around 34 kg and measures a total of 200 cm in length, the hilt measures 46 cm, while the blade measures 154 cm. The entire weapon is made of a single dense slab of mithril, a very strong but light, silver coloured metal of elven make, though it is not polished and the blade lacks lustre. The long handle of the weapon is wrapped in white bandages for a better grip. The cutting surface of the blade is the longest part of the weapon and exhibits a slightly concave curve and a jutting tip, whereas the backing of the blade is very thick, straight, and heavy. The blade's edge is angled at forty-five degrees on either side, giving the cutting surface a perfect right angle. For this reason, the blade is not considered sharp by regular standards, however, its weight alone easily provides enough force to cause the heavy blade to tear through flesh and armour easily as well as apply crushing force with ease. Essentially, it appears similar to a giant meat cleaver, dull compared to other blades, but its weight and sheer size alone allows it to crush and tear through even plates of tempered steel with little resistance. > > As its previous owner, Tzenidaar, has passed on from this life, Zirandubar has begun to recognize Vahn as its true owner, possesses minor sentience, and has six enchantments placed upon it; three from the dwarves which forged the weapon, two from elves which created the material, and one from humans who were chosen to wield the blade. > > Dwarven Enchantment - Runic Activation: Zirandubar's first enchantment is a switch between its dormant state to an active state. At the initial use of this enchantment, the weapon recognizes one as its true wielder and that individual alone is able to wield Zirandubar at its full potential with all five other enchantments active. These enchantments act as supernatural abilities on the weapon's part. Once in effect, a small rune appears at the base of the backing of the massive blade; once activated by the true user, this enchantment is permanent until a new wielder has been selected. > > Dwarven Enchantment - Cleaving Might: The blade does not cut through objects as it is not extremely sharp, but rather, is able to rip and tear through things due to its mass and weight. Though the weapon itself is deadly when striking living objects, it is extremely effective against large solid objects, such as boulders or even armour. This enchantment increases the devastating blow the weapon may deliver by augmenting the amount of force it produces on impact; boulders shatter and armour peels away like cloth (if an opponent's gear states it has magical resistance or protection then Cleaving Might won't tear it asunder, if it even hits in the first place, however repeated blows should start to show an effect). > > Dwarven Enchantment - Torn Magicka: Due to the natural dwarven mistrust for magic, Zirandubar is able to cut 'magic' effects apart, or rather, supernatural effects created by an external energy. For example, in the case of a fireball or a small moving object, it would split into two halves and continue moving, pushed at a forty-five degree angle by the blade's edge, while in the case of a force field or other sort of barrier; it would tear a hole into it. The effect of the enchantment is heavily limited to act upon the blade’s edge only, but may act as a weak shield of sorts against the flat of the blade. > > Elven Enchantment - Mithril Soul: The weapon's mithril composition gives the weapon a natural affinity to the moon, being a mystic substance created under moonlight. At night, the weapon's blade becomes extremely keen, and underneath the light of the moon, the blade is able to repair itself. > > Elven Enchantment - Featherweight: To the true wielder of the weapon, Zirandubar seems to weigh nothing more than eight pounds, allowing the user to wield the weapon in one hand with relative ease, yet, the power of its blows are not diminished, as its true weight still remains, only the wielder is not affected by it. > > Human Enchantment - Word of Recall: Zirandubar can be summoned to its master at will, from any location unless it is held in an area which prevents teleportation and other similar means of travel such as a dimensional lock (outstretched hand- focused thought on it coming to him. There is no spoken word). > > Efreet’s Fang: An artifact weapon infused and built from the Elemental Terrestrial Avatar of Fire on Gaia many ages ago. When grasping the hilt of this weapon, one would feel a soft, warm breeze. Only the wielder feels this breeze, which might cause an occasional ripple in clothing or through hair. In its transformed state the blade itself grows very hot when wielded in battle, glowing red or even white, regardless of the ambient temperature, over time. > > From the outside it appeared to be little more than an ordinary rapier. Though it was kept in a black and dusty sheath, the blade seemed about 4.25ft long and about 2 inches wide. The hilt of the blade though was most magnificent. It was decorated with a luxurious cup shaped hand guard, gleaming in wrought gold it seemed. It was made of that same obsidian-like metal that was a burnt black, as if it had never even been polished or would never be polished. Yet one could still make out faintly, the dull fiery textures it once held. It would also seem a bit big for this class of blade: thicker, and a bit longer than your standard rapier but one would be able to feel the surprising light weight of the blade as they pulled it from the sheath and beheld its beauty. > > The blade was shaped like an undulating flame reaching upwards to a point, with several points of fire reaching outward. Each point was as keen as the blade itself and when parrying with such a rapier, unpleasant vibrations may be transmitted into the attacker's blade. These vibrations would cause the blades to slow contact with one another, as additional friction was encountered with each wave. > > The moment his blood ran along the blades surface, the question of why its hilt was so big and bulky was answered. It would seem to glow a fierce, white hot as if it had just been pulled from the forge and then suddenly, it would become engulfed in blackened flame. This would last only a few moments before the sword began its transformation. > > The flame that engulfed the blade would forge it with undulating or wave-shaped edges. The once jagged rapier blade now only served as the core of a powerful two-handed flamberge. The true form of the fang featured an exceptionally long grip and blade, enlarged cross guards, as well as a long ricasso protected by a set of parrying hooks also known as flukes. A blunted portion of the forte, the ricasso at the base of the blade allowed a hand to be placed below the lower guard to "shorten the grip" and make the handle more like a polearm, which would allow effective use of the pommel. > > The blade’s surface had the appearance of constantly, and yet sluggishly moving molten magma and yet it was still quite solid, with blackened flames constantly coating the length of the blade. He has demonstrated the capability to slash the blade in a broad arc in front of himself causing it to spray a fan of searing black flame with a range of 15 ft. > > He is also able to fully compress the flames on the blade into the flamberge’s edge, increasing its ability to cut and deal with armored opponents. By releasing this compressed heat via a rising slash, he can create a vacuum that can create, at a minimum enough concussive force of 275 pounds per square inch, to topple a filled garbage truck at 100 feet. > > It is also possible to cause a successful strike or even block from the sword to explode with black flame- creating a localized concussive effect that affects both opponent and wielder. > > It should be noted that each usage in this manner utilizes the entirety of the flames that surround the blade, and it takes time (3 post cooldown) for the flames to re-ignite. This is accomplished by the Fang continuously absorbing ambient heat, thus rendering the sword itself always warm to the touch. Each technique can be further amplified depending on further flame augmentation/usage resulting for example, in an edge that, if sufficiently empowered, can cut through even the toughest dragon scale. > > The Fang is practically immune (for tournament purposes has high magical resistance) to anything that would alter its composition or attributes in any way other than what it already possesses. It cannot be dulled, targeted specifically for destruction or made impotent in any manner by sheer dint of age and artifact status. It is as much an elemental piece of Gaia herself materialized as it is an object meant to be wielded by humankind in defense of the planet. > > Total length 167 cm (65.7 inches), total weight 3 kg (6 pounds), blade length 122.2 cm (48 inches), hilt length 44.5 cm, crosspiece length 39 cm. Blade's width at the shoulder 47mm, at the point 26 mm. Blade's thickness at the shoulder 7mm, at the point 2 mm. The parrying-hooks: total length 13.7 cm, pointed, width at the shoulder 1.5 cm. > > Misc > Golden Tomahawk: An almost gaudy looking, gold-plated motorcycle, modified for speeds that only an enhanced person could manage as well as much heat resistance as was possible on the overall frame. 0-60 mph in 2 1/2 seconds, so about 300 mph at top speed and weighing in at 1,500 lb.
Lady Sierra’est’a’ra’lian Ethel’s tan - Lady Sierra Wrote:> show spoilerhide spoilerTHE DANCING FLAME > > Character Name: Lady Sierra’est’a’ra’lian Ethel’s tan > Aliases: The Dancing Flame, Daughter of Endar’ah, Heir to the Elven Avatar of Fire and Darkness, Vessel of Ra’kar’shei’lian > Race: Celestial High Elf / De’muhn Incarnate > Nationality: Althairian > World of Origin: Endar’ah > Alignment: > Sierra - Neutral / Chaotic Good > Ra’kar - Chaotic Evil > Gender: Female > Apparent Age: Early to mid twenties. > Actual Age: Ageless, therefore without reason to count. > Height: 5ft 6’’ > Weight: 123lbs > > FEATS > > Avatar of Fire - > An elemental avatar on the plane of Endar'ah Sierra is gifted with control over the elements of fire and darkness. However in order to contain the demoness Ra'kar Sierra has been forced to split her status, leaving control over darkness to Ra'kar and limiting herself to flame. With this ability Sierra has effortless control over flames. She can gather and control any natural ambient flames, and can create flames of her own magically. She can also increase the heat of natural flames to unnatural levels without accelerants or fuel. Flames which Sierra creates herself burn golden to indicate they are hers or under her control and cannot be controlled by other flame wielders. Similarly flames which she causes to accelerate begin to steadily turn gold as they move beyond natural flame until they are completely gold and sustained entirely by Sierra. Additionally, as her golden flames are magical in nature they cannot be snuffed out by suffocation or by being doused in water. Golden flames may be accelerated supernaturally until they are hot enough to turn steel red hot. This would allow metal armor to quite literally cook it's wearer similar to an oven, and make weapon retention exceptionally difficult. Golden flames may not become hot enough to melt steel or destroy weapons no matter what accelerant is provided to them. Retaining her flames at this maximum level of heat requires intense focus and renders Sierra unable to use any of her other supernatural abilities for the duration though she may still engage in melee. > > Illusionist- > Elves are creatures of trickery by nature with stories going back to the earliest of human civilizations about such creatures performing tricks or dazzling mortals with a glamor. Sierra is no different. While the human race has grown wiser to such tricks, sometimes the old ways are still effective. With this ability Sierra may conjure illusions from her mind to flaunt across the battlefield. These may be a simple as her throwing her voice across the room, or as complex as a no more than 5 copies of herself or a single illusion the size of five copies of herself. The more fantastical the illusion the harder it is to believe and the easier it is to ignore. Illusions may never cause harm, and in accordance with the Three-fold Law or the rule of three she may only ever effect three sense. Though she may choose any three senses letting a person, feel, hear, and even smell her touching them. Or so forth. Along with injury, Illusions may not at any time cause pain. > > > PASSIVES > > ( denotes a passive that affects the vessel directly)* > > Soul Bond- > An old elven ritual both physical and spiritual in nature that has bound two souls together, it is the conceptual materialization of the love between Vahn and Sierra. It allows for them to communicate wordlessly through intention of feelings alone akin to extreme empathy. It also enables one to sense where the other is always. Because of the enormity of the level of emotion involved, it is possible for the two of them to utilize the Soul Bond as an emotional empowerment, boosting willpower, stamina, strength and all other base attributes beyond their normal limitations and making the impossible possible, but only when they both are in agreement of a singular purpose. It is quite literally the power of love in all sense of the word. (this will translate best as a specialized Striker assist, with either of them being able to amplify the other in a tight spot for the duration of the Striker in terms of whatever action they were undertaking at the time: a stronger block, a faster evade, etc). Through the Soul Bond, they can augment each other’s fire abilities as well. The Soul Bond has been demonstrated to be so powerful that it literally anchored their spirits to one another upon severe damage or even loss of their physical bodies at one point or another. Under the Soul Bond, the constant compulsion to be near each other is also strong, and prolonged separation can lead to a type of wasting sickness where the bond is literally starving and affect them physically. > > Out of Ashes* - As the reincarnation of the Endarahian avatar of Fire; Sierra’s vessel is highly resistant to the effects and damages of extreme heat and contact with flame. > > Inhuman Durability* - Though she may appear delicate, her body tissue is harder and more durable than that of an average humanoid. Her body is capable of withstanding the extreme winds and frictions experienced when traveling at high velocities and she is able to survive high speed impacts and blunt force traumas that would be fatal to an average humanoid. She is able to be injured in all other ways comparable to other humanoids however such as being cut, stabbed or shot. > > Elven Immunity*- > The user's immunity, digestive, and other organ systems are enhanced or evolved far beyond that of a normal human's. They are completely immune to every form of disease brought on by bacteria, viruses, or even parasites. While immune from diseases, she is still vulnerable to actual poisons or toxins. While she herself is immune, she could accidentally pass diseases, carried on her person or their clothes, to someone else. > > Heightened Senses* - > These are considered racial abilities and are not subject to negation or antimagic. > > Elven Sight -Elves innately have amazing eyesight. Sierra can see small objects with clear, detailed vision up to 250 yards. And similarly large objects up to 500 yards. > Elven Hearing-Sierra can hear the softest sounds up to 300 yards away. Normal speaking voices are easily heard at 600 yards and anything loud is clearly heard at 900 yards. These ranges vary depending on the extent of noise in the area. She cannot hear as far away in the city where her senses are bombarded, but in cases of quiet surroundings she can at times hear further. > Elven Smell- As all her senses, Sierra's sense of smell is heightened. While an elf's nose is not as keen as that of demi- and were-races, she can pick out scents on the air like a master hunter. If it is a smell she does not recognize or does not smell often will stand out in contrast to the background of smells she accustomed to. > Elven Taste – As most tasting is done in the nose Sierra's sense of taste is able to useful mostly in differentiating tastes in the air, or flavors that should be there from flavors that are. She can detect poisons or toxins in her food naturally. > Elven Touch – Sierra is sensitive to small bumps or vibrations in the air, giving her an ability to feel variations in texture similar to a blind person reading braille, or feel vibrations in the ground or walls from a great distance away. > Elven Magic – Elves are attuned to magic as fish are attuned to the sea. Even if they are not practitioners themselves the arcane runs in their blood. Sierra can sense when magic is at play around her. This does not give her encyclopedic knowledge of the kind and sort of magic at play, but does allow her to recognize when an item is not mundane or an area is brimming with magic either ambient or enchanted. This ability lets her detect most forms of illusion or sensory play though it does not dispel them. > > Arcane Grace**-* > Even without training elves are naturally nimble. An evolutionary trait born from living with nature, and in trees, hunting it, and learning from the wild. Sierra may move with the agility of a gymnast or circus acrobatic with minimal effort. At her behest her footsteps are silent to all but those with a keen of sense hearing, and her hand eye co-ordination is at peak letting her catch projectiles out of the air with ease, disable complex devices with one hand, and move in armor without sacrificing speed or a modicum of grace. While she favours her right hand, she is also ambidextrous and can adeptly handle a blade or other weapon either hand. > > Ageless Warrior - > Over centuries of combat and training Sierra is adept at any martial weapon able to be wielded by humanoid hands and many forms of martial art. This includes mounted, and ranged combat. She has combined this into a preferred style involving lethal dance which has earned her the title of the Dancing Flame but is not limited to it. And may adapt to different weapons or unarmed combat on the fly. > > **Flight* - > Normal cruising speed averages around 60mph (96.5 kph) she can maintain this steady pace for roughly two hours before beginning to tire. When diving; swoops can reach up to 180 miles per hour (290 kph). In urgent situations, she can reach a top speed of 150 miles per hour (240 kph) without the help of a tail wind. This sprint-like speed is only sustainable for approximately half an hour before she fatigues considerably. In terms of altitude, Sierra/Ra’kar typically stick beneath the height of the clouds (6,500 feet or 1981 meters) but she can reach a height of 10,000 feet (3000 meters) with little effort. With severe strain she can reach a peak altitude of 25,000 feet (7620 meters) but can only maintain that height for a few minutes. > > Psionic Training-** > Empathic Abilities – Sharing her soul with another being has made Sierra a strong empath. She is capable of picking up on and should she allow, feeling the emotions of others. Strategically this allows her to recognize if something has tilted her opponent and prey on it, and also to feed off her opponents emotions riding their proverbial battle high. > Telepathic Abilities- Sierra and Ra’kar innately commune with one another via telepathy. Due to literally living with a voice inside her head; it has made Sierra resistant to other telepaths. While she can’t shut out Ra’kar, she has learned to repress her at times. She is however quite adept at blocking out other telepaths and unless invited to communicate psionically, such intrusions are met with rather aggressive retaliations. Anyone attempting to ‘breach’ Sierra’s shields and enter her mind without permission will find themselves on the receiving end of painful feedback and psychic reverberation. The severity of which depends on the level of their intrusion. Should they merely be trying to speak to her without permission or steal a peak inside her head, they’ll find themselves with the sudden onset of a headache and beginning to experience vertigo like symptoms if they persist. If they are trying to pry past her shields and attack her, the feedback is much more aggressive; full-blown vertigo and a crippling head splitting pain as it feels like the pressure on the brain and behind the eyes is too much to bear. It can even cause vomiting and nausea and leave opponents immobile. Additionally, Sierra may gleam only surface thoughts and memories off of opponents without psychic shielding, this does not let her read or understand complex strategy but could give her an edge when combined with her Illusionary abilities. > Psionic Shielding-As soon as she was of an instructional age, Sierra has been taught to control her gifts and protect herself from having her gifts controlled. She maintains a vigilant shield akin to a second skin, that protects her from metaphysical and psionic manipulation. This allows her gifts to be boons, never curses. > > > > > Ra'kar'shei'lian > A demon and a monster, Ra'kar represents a bane to the people of Endar’ah. Her actions are known to bring only suffering, her existence is a plague. A plague Sierra alone is fated and cursed to bear. By switching Solstice off; Sierra is able to fully release Ra'kar gaining access to all of the below abilities and equipment while allowing the demoness's bloodthirst to overcome her. Racial passive abilities and flight are carried between forms but as a sacrifice for her containment Ra'kar is unable to access pyromancy, illusionary, or psionic abilities but has access to her own set of abilities, skills, and additional passives. > > FEATS > > Avatar of Darkness- > Ra'kar can increase weight of a shadow to that of a pool of water of matching size or the depth of a shadow to twice it's normal surface area. She is able to meld or form shadows and darkness at will. Umbramantically created items can withstand exposure to light or provide cover from it. Ra'kar can also dip her hand into the element like liquid, summon it to her, or craft things from it. This crafting is limited to things she can understand. For example, a cup or a knife, but not a functional car, or gun. Crafted items possess variable durability, the smaller the item the more durable it is. A shadowcrafted garote wire or knife would function as their real counterpart. Anything larger than a sword would have the strength to cut flesh but would withstand direct attacks as well as plywood. Alternatively Ra’kar can leave shadows in a more fluid state, throwing them or at people like a net. These are about as effective as mundane equivalents, with shadowcrafted binds, chains, or manacles being as strong as a rubber bungee cord. As an elemental avatar, her umbramantic abilties are resistant to being manipulated by others. > > Mraer’ith - > This blade boasts a 4ft blade made of jagged bone and functions like an athame for all of Ra'kar's blood rituals . The blade is not straight, but crooked and warped like a large kris dagger. It is reinforced by unholy magic and blood sorcery to be equivalent in strength to mundane steel and can be broken with any measure of force that could shatter steel. > > [x]*Bone of my Bone* - This sword is a part of Ra’kar; and can be drawn from any part of her body she touches. In a grotesque display, her flesh will twist and split open and as the sword is drawn. Once the sword is drawn the flesh closes and returns to normal with no lasting damage. There is no limit to the number of times she can draw this blade or from where in her body; however she may only draw one of these blades at a time. > > [x]*Discard* - If the blade is broken and Ra’kar chooses to discard the blade; it will rapidly decompose becoming more like rotting flesh than bone, eroding rapidly leaving behind an putrid smell and an acidic slick. The same thing will happen if Ra’kar is disarmed of the blade. If it is not in her hand, it cannot sustain it’s form. It severs it’s tie to her; causing the spell to alter it’s makeup. Total decomposition takes approximately 1 minute. > > [x]*Rejection* - As the blade is part of Ra'kar and is called forth from her flesh and blood, if any foreign being handles the weapon it will reject them ejecting bone spurs into the grip of the blade. Additionally the blade constantly seeks out worthy flesh, leaving burns akin to acid burns against any flesh it touches outside of Ra'kar's. > > [x]*Demuhn’s Bite* - If Ra'kar manages to stab someone with Mraerith the blade has a particularly vicious ability that activates when embedded in the flesh and blood of an opponent. The blade transforms; and inverted serrated teeth (pointing towards the hilt) spring out, anchoring itself more firmly in the the victims flesh and innards; making it more damaging and dangerous, should the blade be twisted or withdrawn, for the blade will tear with it anything it has found purchase in. > > Bloodspeaker - > Ra'kar is a master of old magics before the times of wizards and wands. Magics of flesh, bone, and sacrifice. Passively this ability allows her control and manipulate blood like a blood specific form of hydromancy. This may not be used to create more blood than is already present but can be used to peel it off the ground and bring it to her. With this she may elicit the following effects. > -Scarlet Dance – Ra'kar may draw a blood mark on the ground or any surface where it can be visible. After a moment of saturation (1 turn) Ra'kar may choose to ignite the mark creating a concussive blast enough to knock an opponent off their footing. > -Scarlet Bath – Ra'kar may create a bubble the size of a water balloon of blood. At her behest the blood will begin to putrefy until it is mature (2 turns), at which it may be thrown at an opponent with an effect similar to a water balloon full of acid. > -Scarlet Union – This ritual requires Ra'kar to ingest her opponents blood through the mouth as well as force her opponent to ingest her blood, also through the mouth. After this symbolic act has been performed Ra'kar and her opponent are linked. Any injury inflicted upon either can be felt by both. While only one party actually retains the injury, the pain – and only the pain - is shared by both. If the injury is severe enough this may cause blood to well up at the sight of the injury on the uninjured party but never enough to constitute a wound. This ability transfers only the pain of the injury. A severed arm will hurt both parties at the point where it was severed but one party will retain full functional use of their arm, and likewise for more or similarly grievous injuries. This effect transfers pain from all injuries even if self inflicted, and even if they were caused before it was cast. This effect ends once Ra'kar has again been sealed, or the blood has passed naturally through the digestive system. > > Vicissitude- > For Ra'kar, Sierra was meant to be a new home. A reincarnation. A fresh vessel. Instead she became a cage. A prison of flesh and bood. The demoness takes great pleasure in warping and twisting that prison though she cannot break free. With this ability Ra'kar may warp the physical form of Sierra to a terrible degree, distending her fingers to make long talons, adding horrible teeth or sickly maws where there should be none, extending lengths of broken bone like long blades and so forth. Ra'kar may not use this ability to heal any injuries and her control over flesh and bone does to extend so far as to alter parts of her internal anatomy. She may not move her heart to a new location or create bone projections over vital areas. This ability is purely for utility and offense. This ability cannot be used to reattached severed limbs, but it can be used to turn the severed bodily material into a weapon all it's own. All mutations and aberrations recede the moment Solstice is reactivated and Ra'kar is sealed. The transition is similar to a werewolf receding muscle mass, hair, and bone rapidly. This transformation leaves Sierra bruised, sore, or worse depending on the severity of it's usage. > > > PASSIVES > > > Be My Thoughts Bloody - > Ra'kar is a soul lost to blood and torment, as such the horrors represented by these sort of things are sweet succor to her. Ra'kar is immune to fear effects. And acts of aggression and injury perpetrated against have a reverse effect, exciting her and spurring her to be more aggressive giving her a sort of battle high which can rise to a full on mania heedless of danger. Transversely, Ra'kar has been known to actively injure herself if an opponent is boring, seeking out some sort pleasure from the encounter. This ability does not negate any injury done to her, or prevent harm in any way. > > Blood Will Have Blood - > As a practitioner of blood magic Ra'kar cannot be exsanguinated. An opponent may puncture every major artery in her body, each wound will count, but she will only continue to bleed. This protection extends over exsanguination only. Ra'kar may still be knocked unconscious, suffocated, and every sort of mundane and magical insult possible but the demon will have blood. > > Dark Soul Bond- > This functions precisely in the same way as the usual soul bond, as Ra'kar and Sierra exist in the same soul. This bond forces a connection between Vahn Fah and Ra'kar allowing him to feel her blood lust and be completely unshielded from her dark thoughts. It also forces the same compulsion for the two to want to be near to each other. > > WEAPONRY > > Alael Thosi (Elven Fire) - > An Althairian made elven short sword from the world of Endar’ah; a gift from the Council of Magi by commission from the finest elven smiths. It was presented to the Lady Sierra’est’a’ra'lian by the King in recognition of her contributions to the defense and the good of the elven people. Likewise the hilt design is meant to symbolize wings that will carry the blade’s owner through battle. Alael Thosi will never rust, notch or breath and like all equipment of elven make boasts near weightlessness while sacrificing none of its durablity. > > [x]*Defender of the People - > This sword is imbued with the ability to nullify low-moderately leveled elemental and arcane attacks it comes into contact with. If Sierra is protecting anyone, the sword will guard against high level attacks. (For tournament purposes, this secondary effect will be limited to a narrow 3 ft radius. Suitable as a defensive striker for one teammate.*) > > [x]*Consumption* - > When the blade comes in contact with enemy arcana/magick it consumes the energy from the attack or spell. This energy is fed directly into the ruby set in the hilt of the sword, where it is stored. This does not automatically negate the attack but allows Sierra to use it to her advantage. > > [x]*Arcane Riposte* - > After the sword has consumed the energy from a minimum one attack or spells, it can be released via a powerful slash or beam of concentrated power matching the destructive power and force absorbed. > > Sisters of A'mehrn - > This set of four, 6’’ Endahrian daggers were crafted by elven smiths and are made of a lightweight but durable elven alloy, treated with silver. They are especially designed for combating preternatural opponents with weaknesses to silver, and are designed to slow healing. They are enchanted to withstand extreme temperatures. Each dagger is perfectly balanced for throwing and so long as one dagger is in her possession all the remaining daggers have the returning quality, and will fly back to their sheaths with a verbal command. Two of the daggers are kept in wrist sheaths, and the remaining two are kept one in each boot top. > Throwing Blades - These 4’’ throwing blades are kept strapped to Sierra’s upper thighs, 3 per leg. Perfectly balanced for accuracy. > > > > NATURAL WEAPONS > > Wings - Sierra/Ra’kar has the ability to produce 4 black feathered wings from her upper and mid back. The wings push through the skin to unfurl behind her, and retract the same way (similar to an animal sheathing and unsheathing it’s claws). It is a pain that She has long since grown accustomed to and barely flinches anymore. She can manipulate the size of her wings from a small wingspan of 3ft when she is just standing, to a maximum wingspan of 12ft for her her upper wings, and 8.5ft for the lower wings; for flight and battle. > Offensively - She will use her wings to beat her opponents with hammering blows that can easily stun or break bones with their crushing force. > Defensively - Her feathers while soft to the touch, are as resilient as dragon scales and make a natural shield to wrap around herself and sometimes others should the need arise. > > Tail - Nicknamed ‘Adema’ this demonic appendage has a mind of it’s own and at times acts independently of Sierra’s will. When in battle however, they fight in perfect unison. Adema can act as extra limb, snaking out and ensnaring opponents by wrapping around limbs or weapons. The tip of the tail is a barbed arrowhead-like point that is as sharp as any blade, making the appendage something to be wary of. Especially when equipped with the armored item ‘Tail Spine’. > > Nails/Talons - When Ra’kar is active, her nails become razor like in sharpness and she is able to extend their length. > > ARMOUR/GEAR > > Solstice - > A thin bracelet worn around Sierra's wrist decorated to look like golden branches with gold leaf print and a single red ruby at it's core. With a touch of Sierra's golden flame or Vahn Fah's black flame Solstice transforms into a gauntlet running from Seirra's wrist, over her hand, and up to about her elbow meshing perfectly with her armor. Solstice is the physical representation of the seal keeping Ra'kar in check and locking away her influence. With a touch of her golden flame, or Vahn's black flame the seal can be undone letting the demoness take full possession of Sierra. All previous injuries or negative status effects are retained as Sierra switches control of her soul over. Any usage of Sierra's pyromancy, psionic gifts, or illusions immediately ends. Sierra may not willingly end this transition though a Striker from Vahn may reign in the demon queen and reactivate Solstice. While Ra'kar is free she may not remove the bracelet or the gauntlet neither may anyone touched by her magics. If the arm in question is severed Solstice will immediately reactive an seal away Ra'kar. If Ra'kar is sealed away all injuries Ra'kar has sustained are maintained by Sierra and any usage of her umbramancy, bloodspeaking, or vicissitude come to a sharp and immediate end. > > Elven Mail Slip – A slip made of thinly woven mithril providing a lightweight but durable undercoat to guard the abdomen against stabbing and slashing. It has a low open back to accommodate for Sierra/Ra’kar’s wings. > > Elven Battledress*(Unique Light Armour Set)– Commissioned from the finest of elven smiths in the world of Endarah; this armour is enchanted to withstand extreme temperature changes, and to endure the ravages of being worn by a Flame Avatar. And in keeping with the standards of elven quality, it will never rust or crack. The armour itself is a special combination of a lightweight but durable elven plate, and leather armour; allowing for the graceful movements of Lady Sierra’est’a’ra’lian’s dance and acrobatic fight style not to be hindered, while also accommodating for her wings. > > Spaulders (layered, covers shoulders and upper arm, does not protect armpit area) > Rerebraces (metal bands that cover biceps) > Vambraces/Gauntlets (right covers forearm and wrist, with leather underlining that terminates into a fingerless glove; Left - see description for the unique item Solstice ) > Breast Plate (covers upper chest/pectorals, abdomen, and lower stomach down to waist; open around collar bone, and does not include a back plate as to allow wings to be utilized) > Tassets (segmented; covers each side of the hip/waist and upper thighs, and a middle portion that covers the crotch) > Leg Harnesses (consists of greaves fully encasing shins and calves, poleyns protecting the front and sides of the knees, and cuisses that protect the front and sides of the thighs) > Sabatons* (Feet) > > > Tail Spine Armour - This armoured item doubles as a weapon. It is enchanted not to notch, rust or break and to withstand rapid and extreme temperature changes. The joints of this fully articulated armour resemble vertebrae. It encases Sierra/Ra’kar’s tail and has serrated spines that run along it’s length. At the end of the spine where it secures to the tail tip, are two barbs that can act like a flail. If impaled by her tail while equipped with Tail Spine, the victim will find that the barbs go in easily, but twist, tear and shred coming out. > > Elven Sparring Gear - A set of beautifully tooled leather gear consisting of boots, bracers, bodice, breeches, and spaulder. > > Elven Noble’s Traveler’s Cloak -Valued for it’s beautiful textiles and craftsmanship this garment is as magical as it us beautiful. With enchantment woven into it’s very stitching. It will protect the wearer from the elements and keep them dry and comfortable against harsh extremes. > > > Belt and Pouches:Sierra dons a belt around her waist with a few small pouches when traveling or going into battle. As with her other gear, they are enchanted so that they don’t incinerate when she uses her powers. For the tournament, these are the items she will be carrying… > > Silenium– A set of golden cuffs affixed to either ear, these cuffs are designed to fit comfortably on ears with long lobes and would not fit properly on human anatomy. Each earring cuff is decorated with intricate engraving detailing a simple enchantment. By running her fingers along the length of the cuffs they will activate and provide the simple magical effect of regulating volume around her ears to a safe yet audible level. This effect works on supernaturally enhanced sound as well as mundane sound effectively protecting sensitive elven ears from loud noises or from being damaged by sonic attacks. > > Zippo - ‘Do you have a light?’ - Gifted by a friend; With a skull on the front, this heavy duty lighter doesn’t just look cool, it’s functional too. Replaces the item waterproof matches. > > Fireweed Sachets x 3 - A small sachet which contains contents that cause intense irritation, inflammation and even burning on contact. Similar to the effects of mace or pepper spray. These are a throwback to Sierra’s days working as a mercenary and are not typically used. But she still keeps them on hand just in case she finds herself in a bind. > > Pot of Salve - A small pot of salve used to soothe and neutralize the effects of Fireweed. > > Cord - 12ft of fire resistant cord, woven into a neat and accessible coil. > > show spoilerhide spoilerDash > sad > > “Adjustments: Cooldowns. I see that some abilities have wind-ups, but they are still quite strong when compared to what majority of the cast can bring. Avatar of flame is a major one. There needs to be a two turn delay on her transforming regular non-contested fires into gold “fire”. Contested fires are a no-no, but I'm guessing you know that. Also those flames need a duration. They can not be extinguished through normal means, so they would simply burn forever or until Sierra gets bored. Can she create this flame spontaneously on any object/person without touching them? If yes, you can see how this will be a problem for a large part of HoH's participants. > > For instances where Sierra ignites objects that a person is not holding, wearing, or being... a two turn cooldown with a two turn duration is what I suggest. In other cases, either make the flames considerably weaker, or limit that portion of the ability to once or twice a fight.” > > > Avatar of Fire - > An elemental avatar on the plane of Endar'ah Sierra is gifted with control over the elements of fire and darkness. However in order to contain the demoness Ra'kar Sierra has been forced to split her status, leaving control over darkness to Ra'kar and limiting herself to flame. With this ability Sierra has effortless control over flames. She can gather and control any natural ambient flames, and can create flames of her own magically. She can also increase the heat of natural flames to unnatural levels without accelerants or fuel. Flames which Sierra creates herself cannot be controlled by other flame wielders. These flames may be accelerated supernaturally until they are hot enough to turn steel red hot. This would allow metal armor to quite literally cook it's wearer similar to an oven, and make weapon retention exceptionally difficult. Flames may not become hot enough to melt steel or destroy weapons no matter what accelerant is provided to them. These flames can be suffocated or smothered by any means capable of smothering any flames. This pyromantic control extends to a maximum of 80ft. > > Golden Flame - As a terrestrial avatar of flame on Endar'ah, Sierra is able to conjure a higher level of flame. Golden flames burn with the same intensity of her usual flames but cannot be put out by natural means. As these flames pull from her personal essence as avatar she can only maintain these flames for a short while (1-3 posts) after which they revert to mundane flame. At which point they require a cooldown period matching how long they were active (1-3 posts). This limiter can be exceeded for 1 posts, but would remover ability to manifest golden flames for the rest of the match. By nature of the flames themselves, Sierra cannot be burned by her own Golden Flames. > > Scarlet Union needs a duration, otherwise there is nothing stopping you from using it at the start of every fight and just rocking it. 5 posts max with a equal amount of cooldown. - Concession by Dash that the thematic costs required balance this out. > > Consumption absorbs an attack but does not negate it? So I'm guessing it just weakens it slightly while storing some of the energy for Arcane Riposte then? - Alael Thosi can be considered essentially numb to surrounding magic, illusions and restricting mental praxis, allowing it to effectively slice through magic attacks, magic barriers, or magical constructs like open air. This does not destroy the magic outright but does allow her to bypass it in the cast of barriers or deflect it. This does not make it immune to magical attacks but it does mean that for the same effect, more energy must be focused on the weapon. > > Each attack Alael Thosi tastes adds a charge to the blade, to a maximum of 3. One or more charges may be expended to buff an equal amount of attacks or buff a single attack by the amount of charges used. At a maximum of 3 charges this would allow Sierra to cleave through a boulder and mundane armor. > > Defender of the People is striker only, correct? If not, then it needs a cooldown as being able to negate attacks for free is something I would like to avoid seeing in HoH. - Yes. Striker only. This ability can alternatively be used in group matches but each usage of the defensive shield requires expenditure of one of the Consumption sword charges. > > I've noticed that Sierra can also swap skill-sets with Ra'kar mid-match. How often can she do this per match? Vahn can striker and force her to change back to “normal”, but I don't see anything else limiting her personality swaps. Can she swap back and forth whenever? If so, then this needs to be limited in some manner. It shouldn't happen more than once a fight with Vahn's striker being the exception. If there is a misunderstanding, please clarify. - Clarification already addressed. > > Some of sierra's weapons and armor do not have much information on actual specs such as length and weight. As such, they will be treated as sharing those attributes with mundane objects of their type (with increased fire-resist of course). If this is not true, then this needs to be clarified. Nothing fancy, just make note of things out of the ordinary that have significant effect on a fight. Otherwise, ignore. - All equipment weights half the weight of a mundane equivalent. > > Oh, is Sierra’s tail actually sentient? - No, just prehensile. > > Other Notes: Fly for too long and you will risk a ring-out. Since it's not mentioned, I will assume that Sierra's telepathy can not be used to predict someone's next attack or their intentions. - Yes. > > Magnus > > > CLARIFICATIONS: > > Illusionist: Can she do this at the same time as she creates fire/darkness? How often can she do this? - Only Sierra can use the illusionist ability, meaning she cannot create darkness at all. And Ra’kar is able to control darkness but does not have access to this ability. She can use the ability any amount of times, but within the size, shape, and sensory limitations. The balance being that once the opponent sees through one illusion they are unlikely to believe any of them. > > -Soul Bond: I normally wouldn't keep another profile's specifics in mind, but since it is an intrinsically linked ability I will make an exception. Vahn already has it clarified well as this "will translate best as a specialized Striker assist, with either of them being able to amplify the other in a tight spot for the duration of the Striker in terms of whatever action they were undertaking at the time: a stronger block, a faster evade, etc." So long as that also applies for Sierra, we're cool. - Yes. > > -Out of Ashes: If you don't list a temperature, I'm going to assume 50% since that is typically the upper limit for resistances. - Yes. > > -Scarlet Union: I'd harp on the duration, but the requirements to pull this off are pretty ridiculous. - Yes. > > -Avatar of Darkness: How much shadow splouge equipment can she create at a time? > - Theoretically infinite but below 6 the limbs/weapons have the strength of normal limbs but the durability of plywood. Over 6 the limbs lose durability drastically become more like cardboard, and over 12 they are effectively made of tissue paper and have no functionality in a fight beyond potential intimidation. > > REVISIONS: > > -Avatar of Fire: I need some sense of scale for how much flame she can generate and at what scope. I'm mostly looking to see that she can't set the entire map on fire instantly. Additionally, Gold Fire should have some sort of listed duration since it would otherwise burn indefinitely on the majority of the cast, which uh... would destroy people. I feel a two post duration is fair. You can flavor this as you like, to include something about HoH interfering with the Golden Flames. Sky's the limit. - See above. > > -Flight: Speaking of limits, that's going to be a hard 60 MPH speed limit for flight outside of a dive, a speed limit enforced by overpowered HoH judges. I'm okay with her diving speed since it requires her to actually commit to a compromising position and potential reprisal, but it's not an exaggeration to state that no one could catch her if she decided to fly around in circles at 150 MPH. As a reminder, you will be considered rung-out if you remain airborne for more than three posts.- Yes. > > -Defender of the People / Consumption: I am reading this as negating low cost "bread and butter" magic, not things the opponent has to spend significant resources on. Similarly, I assume that consumption is a component of the same action, absorbing whatever it successfully blocks. If this is incorrect, please clarify. If this can block damage wholesale outside of a striker, it needs a cooldown. - See above. > > -Giant Shield Wings: Please pick between the offensive or defensive option. Having both is honestly... a little overpowering for the majority of the cast to deal with considering she has what amounts to two giant body encompassing shields, a prehensile tail, and a magic negating wuwu sword that she can use all while maintaining unextinguishable Golden Flames on the opponent. It's A LITTLE GOOD. - > > Offensively - She will use her wings to beat her opponents with hammering blows that strike with the force of a stern kick or drop kick. > Defensively - Her wings can be used to wrap around herself and sometimes others should the need arise. Her feathers have the durability of leather armor but enough damage to her feathers will hamper her ability to fly while her wing bones have the comparable durability to the rest of her skeleton. Dismissing and resummoning her wings does not heal or regenerate them inside of a match. > > Tail: How long is this? - 4ft.
Maximos Lucillien Dark - Maximos Wrote:> show spoilerhide spoiler > Character Name: Maximos Lucillien Dark > Alias: The Destroyer, The Shadow, The Magician, Reaper, Uriel, Maxi, Max > Age: 62 (Apparent age, early thirties) > Gender: Male > Height: 6ft 3inches > Weight: 224lbs > Race: Arian Shadowborne > > Fighting Style > - Emissary of the Endless Dream- > Maximos has base proficiency in the usage of nearly every known form of martial weapon capable of being wielded by an individual with humanoid physiology. This extends to simple ranged weapons as well such as bows or crossbows, and throwing weapons. This does not equate to mastery, but if he can pick up a weapon he can make it work. He has forsaken any particular style for the quickest, cleanest and most vicious method of taking down an opponent with whatever is on hand. Speed, agility, and ruthless efficiency in close quarters combat, are the heart of his fighting style. > > **The Nameless Armory | *Collections of Death* > With this ability Maximos is able to craft swords out of darkness and memory. While he may only directly wield two - with three floating, he can manipulate up to five if he chooses to hold none. No more than 5 Nameless swords may be present on the battlefield at any time. Individual swords can be given individual instructions, to parry, or block, stab, rain down, cross together like a shield, slash, fire forward and so forth. Swords fly at the speed of any thrown projectile. At five swords, one commands effect all swords he is not currently holding. These are not summoned fighters or dancing weapons but complex projectiles at best. The swords must orchestrated by movement of the hand or arm and cannot** simply be controlled mentally or verbally while Maximos' hand's are otherwise occupied. Beside the obvious ability to levitate and maneuver without direct physical contact, the Nameless swords possess no combat enhancing qualities. > > Summoned swords (a Nameless or Nameless) are created in accordance with Maximos' Shadowcraft ability and consist of a 4ft longsword made of a black material reminiscent of a single black sheet of sharp glass. Each sword possesses a keen double edge capable of cutting through most light armor and has the durability to withstand a direct strike or two at best before shattering. These swords are mostly designed to be used as projectiles and used to divert or parry a blow. Two swords can be combined to reach the durability of the average Gaian sword, cutting the amount of projectiles Maximos has down in favor of more durable projectiles or defensive options. Broken swords can be replaced but not in the same turn in which they were broken. Summoned swords appear anywhere within 5ft of Maximos and do not require him to make contact with the shadows they appear from. > > But several copes of one sword do not make an armory. From his many adventures Maximos has many tools and of those only a prestigious few have earned a place in this collection. Max may sacrifice Nameless swords in order to summon one of these preferred weapons. This does not summon a construct but an actual preferred weapon meaning he may not summon multiples of any of these weapons. Sacrificed swords do not need to be combined at the time of sacrifice and may be taken from swords already engaged in combat. Swords that are already combined count as the number of swords combined in them. Alternatively, Maximos may choose to summon the weapon directly and exclude that number of swords from the total amount summonable in the fight. Maximos cannot summon swords and expend them in the same turn, meaning that he may only summon five swords worth weapons at maximum in a single turn, regardless of if he also dispels them in the same turn freeing up additional slots. As the cost table shows, this does not equate to holding five weapons at once. During a summons, the weapons vanish and the requested weapon appears immediately in its place, or in Maximos' grip. While all members of the armory are tailored to Maximos' hands they are not all equal in build and weight so Max cannot practically switch between all his weapons mid-attack. Though smaller, lighter weapons would afford this. Effectively allowing Maximos to summon and replace weapons mid attack with a weapon of a lower sword cost. Weapons which cost Half a sword effectively count as 1 Sword toward his total, but would be summonable to replace a weapon of 1 Sword cost. Or a weapon of 2 Sword cost could be dispelled to summon two weapons of Half a sword cost each. While any member of the Nameless Armory is in Maximos' possession, Maximos may continue to give direction to any remaining Nameless but such reactions require a free hand and cannot be performed if he has none. All members of the Armory must be wielded by hand, and cannot be manipulated from a distance. All members of the Armory have the returning quality, meaning if they are dropped or thrown Maximos can hold out his hand and call them back reflexively. The weapon in question must travel back in order to be used in the same turn it is called, if its indeed a reasonable distance away to allow such a thing or not being held by someone else. Alternatively, any weapon may be dispelled at any time. Although no member of the armory can be dispelled and resummoned in the same turn meaning it must be dispelled and resummoned the next turn. All members of the Nameless Armory possess superior construction to their mundane counterparts. This does not mean they can slice through normal weapons or ignore mundane armor, but only means they have supernatural durability and can withstand the sort of attacks supernatural battle of this scale creates. Though they are not indestructible, they will not succumb to standard attacks of this tournament's calibur. > > The sacrificial prices are as follows: > > | - Ankokuko – No Swords > |- Sha'yd - Half a Sword > |- Dragon's Ash - Half a Sword > |- Paradise Lost - One Sword > |- Satsujin - One Sword > |- Ayashikage - Two Swords > |- Dementia Pugilistica - Two Swords > |- Whisper - Two Swords > |- Moljnir – Two Swords > |- Hand of Serenity – Three Swords > |- Abdiel and Azrael – Five Swords > |- Scharfricter - Cannot be Summoned > > - Ankokuko - | The Caller of Darkness – > Ankokuko is a "katana-type" weapon, the blade's shape is also reminiscent of a katana, and shares the razor sharp cutting edge, however it is even sharper, and more durable than its typical counterpart due to its dragonsteel construction. The blade measures about four feet in length from tip to tip, weights approximately six pounds and has the ability to manifest from Maximos' shadow on command, usually by calling it's name. Shouting Ankokuko's command phrase can cause it to burst from Maximos' shadow like an arrow to strike an opponent. But only when first called. Ankokuko may appear in her humanoid form, this is purely cosmetic. Ankokuko may also appear anywhere Maximos' is regardless of dimensional or magical boundaries. > **|*Dark Orchestra* – Ankokuko acts like a sort of conductors wand with Maximos as the maestro allowing him to make constructs out of darkness that are dozens of feet tall or larger with intricate detail. However, the stuff of darkness is strongest in its small measured doses. A construct any larger than the size of an average person will suffer massive durability constraints and likely be able to be shattered as easily and harmlessly as clay pottery. This ability effectively only allows Maximos to create larger detailed shadow constructs while wielding Ankokuko. > |*Fangs of the Dragon* - Over the six years Max has possessed her Ankokuko has grown into her own being, intent on protecting her master. The dragon blade is able to manifest itself as a set of dragonscale bracers around Maximos' forearms up and over the back of his hands slipping seamless over his black leather gloves, as well as his shin guards beneath his pant legs. Within these bracers, and the soles of his dress boots are hidden knives that may extend out like a fang just over his fist, or from the front or back of his boots. These weapons can extend with enough force to be a surprise stabbing after a punch or kick. While these defensive items can be broken, they can be resummoned 1post later granting the opponent a 1 post window. > -|- > - Sha'yd - |** The Glassteel Fang - > Sha'yd represents Maximos' trip the continent of Angara, and is one of his finer creations. Her one foot long blade is comprised entirely of glassteel giving it the strength of tensile steel and the look of simple crystal. It weights approximately one pound and its edge is as sharp as any scalpel, slicing through flesh like wet paper and pierce through links in chain mesh. Sha'yd has been enchanted with three specific abilities. Breath and Release may not be used on the same turn as each other. > **|*Consume* - Sha'yd blade may taste outside energies or elements, absorbing a portion into itself, or be fed energies from its wielder. This must be more than ambient energies generally from attacks or supernatural terrain effects. The amount gained is proportionate to the strength of the attack or effect. Along with outside magics, Maximos may provide his own. This ability does not cancel out the attack in question or disrupt it in any way. Regardless of how much is consumed the abilities following this do not increase in strength or duration. > |*Release* - On cue Sha'yd made release any stored energies with localized explosive force from and around her blade. The force is not enough to shatter steel or break a stone wall, but is fully capable of destroying any flesh it just so happens to be encased in if it is triggered while stabbed inside of someone. Alternatively it may be released in a quick short range high pressure beam across 10ft which is able to pierce most mundane obstructions and armor. The energy is comprised of a mixture the elements contained within her blade and does damage to a person equal to a stab from a blade of said length. This ability lasts one turn. > |*Breath* - Showcasing Sha'yd's dragonic origins Maximos is able to absorb some or all of the energy inside Sha'yd's blade and breath it out like a dragon's breath weapon. The breath weapon consists of the absorbed energy type or types. Absorbing fire does not allow him to breath water. Absorbing cold and water or wind would allow him to breath ice. Maximos' mouth is not harmed by the emission. This ability lasts one turn. > -|- > - Dragon's Ashe - |** A Hateful Remnant > A gift from Maximos' close friend, Wing Suzume. Made from strengthened dragonbone it was used to torture and slowly kill an elder red dragon over a very long time. The very same dragon infact, that it was harvested from. When placed near any sort of heat the blade begins to glow an almost molten glowing orange. This effect is supernatural and can be triggered even if the heat source is not capable of scorching the metal. For instance, a hot bulb. This does not give Dragon's Ashe the ability to melt steel, but instead to act as a supernaturally maintained torture device. Once ignited the blade will stay hot until completely squelched. > -|- > - Paradise Lost - | The Butcher's Teeth > Paradise Lost is a pair of meat cleavers. With the exception of the quality of craftsmanship all Decker made weapons bring there is nothing supernaturally special about this entry into the Nameless Armory. This pair of blades is exactly as it appears, a pair of weapons grade meat cleavers and a set of shoulder or belt sheathes. The sheer viciousness of wielding weaponized cutlery has earned it a place amongst these preferred instruments. > -|- > - Satsujin - | A Murder of Crows > Satsujin is a wakazashi with a black grip wrapped in white leather and tied with black chord and then detailed with black menuki of a small sparrow. It's blade is nearly two feet and looks to be made of deep red steel. > **|*Jubokko* > Named after the yokai of the same name, Satsujin has the passive ability of being able to pull in and absorb any blood in it's vacinity. Satsujin does not distinguish between old and tried blood or fresh blood. If left stabbed inside someone, Satsujin will completely exsanguinate the individual in generally around five minutes. Although an individual who has left a blade inside of themselves for five whole minutes is likely already dead. This translates to wounds that remain entirely clean until the blade is removed. It also means Maximos never needs to perform chiburi, as the blade is always clean. > |*Yatagarasu*** – “Eight-Span Crow” > With a sufficient blood sacrifice Satsujin is able to grow to the length of a full katana, and even to it's original state as a Nodachi becoming nearly six foot from end to end. The blood fed to the blade does not become the blade, Satsujin is not made of blood. The effect is purely magical in nature, using blood to sate the spirits bound to the sword allowing them to summon a blade rather than transforming blood to steel. The sacrifice of 'blood' is unilateral as the spirits recognize the transference of a blood substitute instead of hemoglobin allowing the magical effect to trigger if the opponent bleeds water, oil, or some other substance so long as it is important to it's existence. It also does not require an amount of blood equal to the weight of the blade to transform, whenever a deep wound is inflicted or Satsujin otherwise is able to absorb a large quantity of blood transformation will be possible. This translates to being stabbed into someone or any similarly grievous injury causing an immediate transformation and regular combat and injury causing steady growth. As the sword grows, the hilt and it's furniture grow to scale so as to prevent an unbalanced sword with a huge blade and a tiny hilt. Transformation is optional and not forced by absorbing blood. Satsujin will continue to absorb blood after transforming to no effect. Any source of blood may be used for the transformation, not just an enemy. > -|- > - Ayashikage - | The Mysterious Shadow > Ayashikage is one of Shintogo Hidemitsu's best works, inspired by the sword's commissioner, Maximos Lucillien. This katana is forged of a special kind of japanese steel known as kurotamahagane (black jewel steel). Although the sword itself physically weighs about two pounds, due to this special brand of steel there is a strange, unearthly weightiness to the blade when placed in Maximos' hand. It evokes a sense of gravity, adding weight and strength to each cut and allowing it to strike with the force of a blade of a higher weight class. The blade also boasts supernatural durability being able to support the weight of even a full grown man on it's extended blade without bending or warping. > **|*Kuroi Kaiju*** – “Black Beast” - With the help of Tenkai Matsumoto, Maximos was able to seal a fragment of the Yamata no Orochi, the eight tailed and eight headed Black Beast inside this blade. Maximos may coat the blade in Shadowflame making the metal superheated to the touch, to achieve this he may ignore the self damaging effects of Shadowflame. But only to achieve this. > **|*Iaido Return* - As opposed to simply having the weapon return to his hand, Ayashikage has a specialized form of the returning enchantment that allows it the option of flying back directly into it's scabbard ready for another attack and not just into Maximos' waiting hand. > |*Hyakki Yagyō*** – “Night Parade of One Hundred Demons” - The attack begins as a circular field of shadow that appears in a target location no wider than five feet across. Maximos is then able to perform one keen slash and a distance away the multitudinous tails of the Orochi lash from the shadows at the target location pelting it with a flurry of dozens of light slashes. This can be used to keep an opponent in place, distract, stun, or interrupt from a distance. This attack can be used multiple times but not in the same location unless the previous usage has ended. This attack can be centered on Maximos' current location, but does not effect him. A single use of this attack would offer a dozen or so shallow cuts to exposed skin. It's main function is distracting, surprising, or stopping an opponent by making them attempt a defense against it. The sword must be drawn each time the technique is performed giving it a 1 turn cooldown. > **|*Shinsoku Raigeki*** – “Godspeed Slash” - A variant of the Dimension Dash. Maximos' shadow extends forward a distance no greater than 10ft. The shadow then launches Maximos forward like a projectile as he performs a slash giving him the image of suddenly moving across 10ft in a single step and performing a slash. Using the spirit of the black beast, Maximos may perform this move a total of 8 times in rapid succession with the tails of the Orochi mapping out all slashes before they begin with a maximum of 8. While the speed of the slash is intense, the path of the attack may not deviate from the line his shadow has drawn and all 8 lines must be drawn before the attack begins and may not deviant from that path making it exceptionally telegraphed. > **|*Shinigami Shisseki*** – “Death God Rebuke”- Maximos flicks Ayashikage's tsuba with his thumb causing the blade to rocket out of the sheath hilt first like a projectile toward an opponent. The projectile strike carries the force of a long range punch. Maximos can cancel the attack by using the returning ability to call the weapon back to his hand mid flight or use it to recover the blade after it has landed. > **|*Tsukamu no Izanami*** – “Grasp of Izanami” - By perverting the smooth way a katana is meant to be drawn, Maximos rips Ayashikage's blade against the saya tearing it from the sheath sending a crescent shockwave toward an opponent. Each projectile carries the approximate force of a drop kick from an adult male human and moves at the speed of any thrown projectile and cannot change direction once launched. The move is repeatable, but the sword must be sheathed and drawn again each time. > -|- > - Dementia Pugilistica- | The Sudden Impact > Sometimes you just have to take a hands on approach, for such times there is Dementia Pugilistica. This pair of bracers covers the space from Maximos' elbow to just over his knuckles, supporting his fists like a pair of brass knuckles. The bracers are made of layered plates and engraved with detailed arcane script and are able to withstand most armed strikes. What makes Dementia Pugilistica special however, is not their defensive capabilities, but the ring of six magical signs that lie around each wrist. Each rune containing one blast of Maximos' Shadow Cannon maneuver, primed and ready to fire. This means that, at the behest of the wielder, immediately following every single punch delivered from these fists is a concussive, explosive impact. An additional preloaded charge may be expended to increase the strength of the blow. Depending on the amount of 'ammunition' spent. The attack may be strong impact like a drop kick (1 shot), or a hard slam capable of sending an individual back several feet and knocking even large opponents off their feet (2 shots), to a blow capable of sending a parked car skidding sideways a few feet (3 shots). Alternatively, Maximos can choose to launch the shots over range – at a maximum of 10ft. After twelve of these shots are fired, the weapon cannot fire and must recharge (3 turns). The weapon must still be out and active for this recharge to happen. It cannot be dispelled, recharged, and then resummoned. > -|- > - Whisper - | The Memory of Steel > Whisper is a standard length epee with a basket hilt made of a darkened burnished metal, and blue leather wraps around the grip. It's blade is stark white and leaves a trail of white wisps in its wake. > **|*Phantom Edge* – Whisper remembers what it is to clash with another weapon, to score a blow, and to achieve victory. That memory is all that constructs it's ghostly blade. In accordance with that memory, Whisper can be blocked, parried, or deflected by any other weapon but outside of such will pass entirely through any other inorganic material much like a ghost. This means that it can bypass armor or machinery entirely without dealing damage to it, but will find purchase in flesh, scoring a blow. However Whisper is an epee, it has no real slashing potential and is the memory of a mundane blade giving it no supernatural cutting edge beyond that. This means the blade can be gripped with an open palm or smacked away entirely by any martial combatants and do nothing at all. Being that it's edge is a spiritual construct it is subject to such limitations, but is also indestructible – in so far as that it is difficult to destroy something that's already broken. Effects that nullify magical abilities will disable Whisper's blade for their duration. > -|- > - Mjölnir - |** Hand of the Thunder God – > Mjölnir is not the famed deific weapon of the norse god Thor. While it's name is a bastardization, it is not an exaggeration. This bearded axe was infact crafted from the severed arm of the thunder god's former incarnation Johnathan Tomorrow. The arm, removed by Maximos, was skinned then cleaned and finally enchanted to make this grim trophy. The axe is two and a half feet long from pommel to tip, and it weights approximately 5lbs. The weapon's haft is a set of bleached white arm bones detailed with black leather wraps at key hand grips near it's rear, and up about it's neck. It's pommel is made of Johnathan Tomorrow's fist grabbing a golden dagger-spike. And it's blade is from the extraordinarily long scapula (shoulder blade) of the thunder god's avatar. The weapon's blade and pommel have been sharpened to a vicious edge, its cutting edge has been treated with gold for the sake of conductibility. Black nordic runes have been etched up and down its length lending the bone the strength, durability of Gaian steel. While the blade and golden spike are conductive, the rest of the Mjolnir's bone body is not, protecting Maximos from possible feedback. As a harkening to its namesake, Mjolnir has been perfectly balanced for throwing. > **|*Thunderstruck*** - Even severed, treated, enchanted and bastardized through grand heresy, the arm retains it's host's volatile nature. The act of simply running a hand along the blade is enough to feel it's electrical buzz and make ones hairs stand on end. Upon contact and at the end of each strike contact the weapon lets off an electrical shock. While this is not sufficient on it's own to incapacitate someone clashing against it, exposure can cause nerve pain (1 strike), cause muscle spasms and surface burns (2 strikes), or cause someone to drop their weapon especially after repeated exposure (3 strikes). This is not intended to cause any sort of stun effect. The axe may also expend its currently charge to cause a massive thunderclap potentially disorienting and deafening opponents caught in the blast but must then recharge itself for a time (3 turns). This blast is purely auditory and not concussive or electrical. While especially effective on those with sensitive hearing it does not force a stun effect on anyone who hears it. Additionally this weapon does not in any fashion grant Maximos control over or immunity to wind, storm, or electrical elements. > -|- > - Hand of Serenity - | The Nameless Dream - > The Hand of Serenity is a gauntlet, vambrace, rerebrace, and a spaulder protecting the entirety of Maximos' arm. When the Hand of Serenity is called, so are enchantments engraved in the very bones of Maximos' right arm covering it in the same sort of metal as the gauntlet itself allowing the bones of his right arm only to withstand more punishment than would be normally humanly possible without outright breaking. At the very center of the gauntlet's palm is a third eye, an actual eyeball which once belonged to Datho Mere Sunstrike and the first eye to be added. Spotted seemingly randomly through out the surface of the arm detailing magical formula and arrays lie thirteen additional eyes of multiple colors and species all of which open and gaze around independently. The gauntlet is armed with magically extendable knife-like fingers giving it a raking claw but also allowing it to make a fist to grip a weapon when necessary. It is durable enough to withstand the brunt of a direct sword strike without fracturing, and similarly the eyes implanted in it have been tempered and treated to withstand the same. New eyes may be added to the Hand of Serenity so long as it is present when the eyes are taken or ruined, these additional eyes do not buff the Hand in any way. If Maximos' arm is severed the Hand of Serenity may take the place of the severed arm. Unique to the Nameless Armory, because of it's own magic disrupting qualities the Hand of Serenity can be summoned and function under anti-magical and magic negating effects. > **|*Host of Visions* - Eyes are the windows of the soul, letting things into the mind and understanding that might otherwise be unseen or better left unknown. Using the great many eyes inside the Hand of Serenity Maximos able to open a very large window and absorb non-mundane generated energy. In order to do this the arm must be plunged directly into the offending attack and it, as well as its owner must survive said attack. Or it must make direct contact with the magic in question. The arm may also feed on persistent enchantments or effects it keeps direct contact with. The ability to negate or simply suppress the effect depends on the strength of the magic itself. A supernatural weapon grabbed by the arm would find its supernatural abilities rendered inert while it maintains contact with the arm, likewise for armor. Transversely a lingering spell, magical barrier, magical construct or similar transient effect that came in contact with the arm would likely be cut and eaten by it so long as Maximos may survive it. This is a willing effect, not one forced on every interaction. When dealing with a direct attack, Maximos may only absorb a portion of the attack his arm can actually maintain contact with. A beam the size of a car would be missing an arm sized portion of itself while the rest is untouched. A fireball the size of a fist would be caught and swallowed. Likewise, a supernaturally charged punch would be met and find it's supernatural energy drained while it maintains contact with the the hand. Maximos may not absorb mundane attacks of any sort or naturally occurring kinetic energy. Absorbed attacks are fed directly into the arm gifting it with preternatural strength equivalent to the destructive potential of the absorbed attack and may be expended in an attack or an action the arm performs. Ambient enchantments or magical effects that are negated by the arm do not add to it's strength. Once Maximos chooses to employ the gathered energy all of it is used at once, emptying the arm regardless of the desired effect. Maximos may also choose to vent the stored power at any time to no effect, again venting all. While the gauntlet is active, none of Maximos' own supernatural abilities or buffs may effect that arm without being negated except those provided by the arm although being of the same magic, other members of the Nameless Armory may still function in it's grip. In summary, the arm does not negate attacks unless they are so small that his open hand can smother them. The arm can be plunged into attacks to be charged, this is a binary state of either charged or not. The charge is used for a strength enhancement proportional to the attack it was hit with. When that strength boost is used the arm is emptied entirely unless the arm maintains contain with a source of energy such as a power beam and can absorb and amplify itself for as long as it can survive the attack. > |*Eye of the Sleeper* – The eyes held within the Hand of Serenity have been put to rest, and yet still dream. Each eye is still completely capable of sight, and Maximos can choose to see through any or all of them at will. > |*Nightmare's Maw*** - The Shadowfather will give only so much as his chosen is willing to accept. On command, the jet black steel coating Maximos' right arm is able to seep upwards into his jaw, covering his teeth in black metal and making them razor sharp, as well as providing additional horrific layers of teeth which burst through the roof of the mouth and gums, giving Maximos a fang filled darksteel bite not unlike a shark. The metal allows Maximos' metal fangs enough tensile strength to support his body weight. This bite also retains the abilities of the entire arm, giving Maximos the ability to bite through magic as this protection is afforded to his teeth primarily and jaw bone -though the flesh on his jaw would have to removed in order to make contact with the magic directly. Magical splash affects with still strike his unprotected face and eyes. As per the Host of Visions ability. This ability is lost if the arm is severed. > |*Nightbringer* – Night falls everywhere and so a servant of the Shadowfather must be able to be everywhere. With this ability Maximos may fire off the bladed hand of the Hand of Serenity like a projectile. The hand trails an ethereal inky black tendril that solidifies when the hand finds purchase and may be used to either pull Maximos to a target location or individual. Launching the hand does not actually dis-attach Maximos hand from his anatomy but rather fires off the bladed glove of the gauntlet, either to grasp or or spear it's target (including opponents). Maximos retains full articulation of the hand as it flies letting him form it into a fist or a knife hand, this does not allow him to control it's trajectory. The hand may be called back mid flight at any time. > -|- > - Abdiel and Azrael - | The Will and the Word > Abdiel and Azrael are a sword and shield set. Abdiel is an aspis, a shield approximately approximately 3ft across and 1.5inches thick. The shield is completely round except for two half circular sections cut out at the either end and weighs in at about 15 pounds. The shield does not look natural in any regard, it's surface is made of some sort of obsidian that does not reflect any light, to the touch it feels like cold polished glass and sounds like striking glass if hit. It's surface is cold to the touch at all times even after direct exposure to heat. Azrael is a gladius, a single handed short sword just over 3.5ft feet from end to end. Azrael looks to be beaten, decayed iron although it has the tensile strength and sharpness of a fit new Gaian weapon. Azrael is the only known material to actually cast a reflection across Abdiel. Together the two are perhaps the most terrifying weapons in the Nameless Armory. > **|*The Mouth of Madness* - Abdiel is a window into that place where no mortal should ever venture. And Azrael is it's key. The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown. And that is exactly what lies beyond Abdiel. The shield is black because it is a window into a place that is dark, but not at all empty. As the fight rages on, each attack it defends against is just another knock on the glass. Terrible things, horrible things that call that place home will come to the sound and gaze back from the abyss through the window. This ability grants no special combat bonus and the creatures will never exit the surface of Abdiel (although Maximos may pretend they will). It elicits no psychological compulsion or supernatural fear effect. Opponents who are frightened, choose to be. But it may be disconcerting attack a shield seemingly made of glass, risking breaking the seal holding terrible something looking out across the infinite at you. Tapping Azrael against Abdiel can hasten or worsen this effect. > |*Beyond the Wall of Sleep* – Abdiel is able to completely negate or perhaps absorb all forward momentum coming towards it from any attack it can survive. If a person were to shoulder charge it at full strength, it would not budge. Alternatively if it was put in front of a truck speeding down the road it would shatter and anyone holding it would die. This defensive ability does not stop anyone from attacking around it, or simply pulling it out of the way as it does not stop momentum going away from it. Additionally it does not stop attacks with a radius bigger than it from reaching their target, like explosions or large waves. As Abdiel and Azrael are a combination, Maximos may choose to immediately counter attack following any absorbed attack with a melee strike using Azrael which can be supernaturally supplemented with the strength of the absorbed blow. This melee attack must use Azrael to employ this effect. And it must be done following the use of Abdiel, force cannot be stored for later. > -|- > - Sharfrichter - |** The Sword of Justice > Sharfricter is Maximos' most prized weapon. A last gift received from the legendary weapon smith Dante Decker. The sword is a contemporary example of a traditional executioner's sword. As such it has only known death, its only history has ever been the ending of a life. It however is not a mere reconstruction however, the materials for its construction comes from no less than eight, and perhaps as many as twelve Swords of Justice within it. This history amplified by the contract with the other side etched onto its surface gives the sword a sense of life, its blade and handle warm and inviting as if blood flowed through its veins. Its powers are primarily of an entropic nature, both to living tissue and magical effects around it. Scharfrichter has no activated effects the blade knows its role and reacts for the most part with the same cold professionalism expected of it. The sword can be carried and held in an over the shoulder or hip sheath, clipped and held in place when not in use. > |Resistance- A sword made for death has no patience for play. Scharfrichter can be considered essentially numb to surrounding magic, illusions and restricting mental praxis, allowing it to effectively slice through magic attacks, magic barriers, or magical constructs like open air. This does not destroy the magic outright but does allow him to bypass it in the cast of barriers or deflect it. This does not make it immune to magical attacks but it does mean that for the same effect, more energy must be focused on the weapon. This also means that weapon may not be called to anyone's hand, lifted by psychokinesis, or stored in a portal or other means of supernatural transport. This protection does not transfer to the wielder however, only protecting the blade from such forces. > |Curse of the Corpse - Wounds delivered by Scharfrichter do not bleed as one might expect, in contrast the wound seals itself by means of necrosis. The site of the wound rotting, closing off capillaries and preventing the major blood flow from the wound by shriveling the veins and arteries in the surrounding tissue. Though this does remove the immediate risk of bleeding out, the rotting tissue slows down the effectiveness of healing magic and regeneration, as well as prevents the reattachment of limb. This infection cannot spread from the immediate site of the wound and is not sustained by any means other than however long it takes for the rotting flesh to fall or be cut away. This is to be considered an aggravated wound, and cannot be instantly healed without first removing the necrotic tissue surrounding the wound. Which is to say, it cannot be healed during a fight but afterward with standard magical medical care. > |Mercy - Wounds caused by the blade quickly numb and loose feeling, making they are essentially painless after the initial injury. Sharfrichter is capable of painlessly 'releasing' a target from this world. > |Coup de grace - Originally designed to end peoples life in the most efficient means possible, Scharfrichter takes great offense at the presence of undead creatures. It's is able to wound them deeper than traditional flesh. Likewise limbs removed in this fashion remain numb to necromantic magic for up to an hour, preventing an undead creature from reassembling itself within the presence of the wielder. Should an undead creature attempt to seize the blade by the grip, they risk losing their hand as the Sword will produce a violent discharge of entropic and anti-magical energy similar to a small grenade going off, which is capable of pushing back undead enemies and causing the equivalent damage of a burst of holy flame. > > Additional Equipment > |- The Marquis - The Marquis is a knee length long sleeved black jacket and Maximos' second most prized possession. As a piece of clothing the Marquis is as versatile as it is classy. It's collar holds a hidden hood, which can be brought up to protect against bright light or prying eyes. In cold conditions it's silk lining can be commanded to fluff into a white fur, and it's hood can be similarly modified to provide better warmth. It's collar can be brought up and folded over to form a high collar guard covering the entire bottom half of the face loosely or snug, allowing it protect against airborne potential irritants or foul odors. In rainy conditions the jacket's skin may be shifted to a thin leather-like material to allow wetness to simply slide off. This leather-like exterior can protect against corrosives such as acid rain. The Marquis, if left alone in a dark place the jacket can repair itself from even a single fragment without any special attention. Or this process can be hurried by Maximos if time allows. A complex array has been stitched into the jacket's deep blue silk lining, allowing it function as – for lack of better terminology – a bag of holding. The Marquis' pockets can hold anything mundane and only mundane items as magical items interfere with it's own magics, and it is able to stretch to fit anything bigger than it, inside of it. The Marquis is not armor and will shred like common cloth. The Marquis can also be called to Maximos at any time by name. > > - SX-SHADOW Drive - > The SX-SHADOW Drive is the prototype of the EX-HEAT Drive making it similar but ultimately lesser. The SX-SHADOW transformation is triggered by Maximos' pocketwatch, and despite how awesome it is – it's effects are mostly cosmetic. The Drive's armor has the defensive capability of light kevlar but maintains the weight and appearance of tights providing mild protection against mundane impacts and very little against anything else. All attacks striking the armor illicit a shower of sparks, even those that penetrate it however the Drive may immediately heal itself allow it to cover wounds an appear unaffected. This does not heal the wounds Maximos suffers. While the SX-SHADOW Drive is active Maximos may use his Shadowflame ability without damaging himself, but may not use his Shadowcraft ability while it is active. > Glassteel Glasses - Spectacles carried on Maximos' person or worn on his face. The lens of these glasses are strong as combat grade Gaian steel. Maximos has several pairs. > Wetwork Gloves - A pair of gloves worn made of some sort of black leather. The gloves help protect Maximos' hands against slippage in the case of wet blades, or handles, and from electrical currents. They also protect his hands against mild corrosives and reasonable high or low temperatures such as the heat of stove or a block of ice. Protection against the former would last mere moments before the gloves were burned and useless. They are not strong enough to withstand direct attack and are in no way armor. Maximos has several pairs. > > Abilities and Powers > - Shadowcrafting - > This is Maximos' core ability. Despite the name it does not simply control shadows but darkness itself. With this comes many versatile abilities, Maximos may speak through darkness or use it to completely silence his footsteps. He can dip his hand into the element like liquid or summon it to him. He can increase weight of a shadow to that of a pool of water of matching size or the depth of a shadow to twice it's normal surface area. Maximos is able to form shadows and darkness into items or shapes, at will. This does not require him to make physical contact with the shadows in question but he may. This ability may only be used on shadow or darkness within 10ft of him. This crafting is limited to things he can understand or simple shapes. For example, a cup, a knife, a creepy limb, a prehensile tendril, or net but not a functional car, or gun. These are about as effective as mundane equivalents, with shadowcrafted bindings being as strong as a rubber cord. Shadowcrafted items can withstand exposure to light or even provide cover from it but possess variable durability. Crafting time is related to size, the smaller the item the more durable it is and the faster it can be crafted. Most items can be created within one turn although larger objects, layered objects, or detailed objects take longer. A shadowcrafted garrote wire or knife would function as their real counterpart. Anything larger than a sword would have the strength to cut flesh but the endurance of plywood. The Nameless Armory is the only exception to this rule. Maximos may also choose to make an even larger object or with additional detail but this effect is purely cosmetic. As a racial bonus, any construct no matter how fragile or small has the ability to hold Maximos' weight and can be seen through by Maximos. This property is unique to him and an individual of the same weight or similar darkness manipulating abilities would likely destroy the crafting in the attempt and be unable to see past it's obfuscation. Additionally, all shadow constructs may be charged or overcharged and explode with a force depending on the size of the object crafted. Small objects the size of a shiv or knife may act like a firecracker popping in or on the skin causing burns and hemorrhaging (1 posts), and finally an M80 firecracker removing fingers and devastating flesh touching it (3 posts). Larger constructs would produce a proportionately larger blast but not stronger. > > - Shadowflame - > Using the volatile nature of shadowborne magics Maximos is able to mimic the effect of flame. This ability grants him no control of the actual element of fire but merely a baleful imitation. Likewise it imparts no resistance to fire or high heat. Shadowflame or Noxignacia is an entirely magical construct completely unrelated to the element it mimics and therefore able to burn even fireproof materials or individuals. While the things it touches will grow hot and even burn it does not in and of itself produce any ambient heat except on contact, making any warmth is a third party effect at best. Shadowflame can grow hot enough to superheat steel making it painful to the touch, but cannot melt it. While this honed while watching his teammates in action, Maximos' control is poor and any generated Shadowflame burns him as well, acting as flames of half the temperature felt externally. This self degradation does not begin until the flame is actually in contact with a subject other than Maximos as it does not consume oxygen simply existing does not cause inherent damage. Maximos may not maintain the heat at it's highest level for very long before the damage to himself is superseded by the damage to himself. Maximos may apply Shadowflame to any member of the Nameless Armory without harming himself, but is unable to use Shadowcrafting for the duration it is active. Maximos does not possess the skill or ability to use Shadowflame at range restricting it to melee range. It can be felt at a maximum range of 1ft although it does no damage until within 6inches. Though Max may form it into a round shapes and deceive his opponent into thinking otherwise. > > - Reaper's Eye - > Maximos' right eye is capable of several forms of supernatural vision. Some are gifts, others are the results of quests, some are natural. In combination with his left eye, these visions allow Maximos to see several aspects of the world, and the normal world, together. The eye itself has the passive ability of giving Maximos a 360 degree field of awareness. Which simply means he cannot be snuck up on, either because he senses their soul, feels them move across the shadow, or whatever may be fitting at the time. This does not allow Maximos the speed or ability to respond, just awareness of them. With the exception of Dark Sight, Maximos may only have one of his sights active at a time but may flick through them at will. Sights work in tandem with his left eye to see both views together, at once. These sights do not negate illusions outright, but does allow him to see through most illusions. > |Dark Sight - Being Shadowborne, Maximos can naturally see in low light or complete darkness. Both of Maximos' eyes possess this sight naturally. This is racial ability, and cannot be negated. > |Soul Sight - The name itself is mostly self explanatory. Soul sight is the ability to see spirits, ghosts, and spiritual energies that would normally be invisible to the naked eye. Through Soul Sight, Maximos can determine which emotions a person is feeling, whether they have recently fed on another soul, their general health both physical and mental, or if they have recently died. Soul Sight may also be used to track an individual by following the lingering trail left by their passing. Similarly if a person is filled with an emotion while performing an action, or launching a projectile, a sort of trail is left in the spirit world marking that occurrence for a short period of time. Much like infrared, Soul Sight can a function behind physical barriers like a wall or cloud, while a building or several walls would obscure it. Standardly Maximos' right eye is white and engaged in soul sight. In tandem with this sight, Maximos is also able to touch or strike ghosts and spirits. This ability can see through invisibility, tracking the life force of an individual as it courses through them. > |Magic Sight - With this, Maximos is able to see arcane energy being used. This functions almost like a Detect Magic spell.. Thusly allowing him to see enchantments, spells, magical items, or magical locations in his path. This would allow him to see that magical invisibility is being employed but as little more than a blurry vague area that is being effected. > |Blood Sight - Much like a vampire Maximos can see spilled blood through obstructions as a red glow. Similarly he can see it flowing through an individual. > |Eagle Sight - Maximos can zoom his perspective up approximately 50yards away. > > - Shadow Stitching - > When deeply cut or seriously injured Maximos can call upon his anatomical knowledge (See Bad Medicine) to perform patchwork surgery or first aid on himself. Threads of black may stitch closed cuts, globs of shadow may block off punctured arteries, a length of shadow may even set and hold a broken bone, paste shut a torn open trachea, or even force an organ to pump or beat. While this does alot to prevent the injury from being fatal, it is not so fast or so sure as to negate the injuries or their effect entirely allowing the strategic value of said hits to flow go through - regardless of who it is strategically more advantageous to. No "stitching" can hasten healing or regenerate an injury, but at the cost of a bit of time and pain Maximos may force his body to function longer than it would like to. > > - Armor of the Damned - > Most armor protects its wielder from attacks. This armor does not. After breathing in darkness, Maximos is able to slow and or stop an attack that has pierced him. By thickening the dark around a bullet or blade Max can slow its velocity, or slightly redirect it away from vital organs thereby lessening the damage caused by its travel through his body and by its exit wound. Alternatively, Maximos can use the thickened black like impact gel to mitigate heavy blunt trauma for a fall or a strong blow. Transversely, swords, blades, or limbs, that have run him through can be stuck firmly inside of his flesh leaving their wielder open to attack. This armor does nothing to actually protect against injury, but rather helps make said injury more advantageous. This 'armor' can be activated before an attack, it's protective values last until he struck and then dissipates. The protective value cannot last longer than 1 post. The sticky value however lasts until Maximos dispels it, or an opponent wrenches it free forcefully. Maximos must wait 1 turn before being able to activate it's protective values again. > > - Aerial Waltz - > This ability allows Maximos' feet to find footholds absolutely anywhere. Effectively letting him to climb, walk, or even run on walls, ceilings, water, or even empty air. With this Maximos can effectively create his own terrain, kicking off walls of air, or running through the open air to close distance with opponents. As Maximos' entire fighting style revolves around melee, this would never be used to zone an opponent to fighting only at range. > > - Dimension Dash - > Maximos' shadow extends in a direction no greater than 10ft. The shadow then launches Maximos forward allowing him to close distance exceptionally fast and deliver a sudden attack. Maximos may launch an attack at any point along the line of the dash, but no attack of his own will allow him to break course from the preset line of the dash. An opponent may break him off this path with a strong enough strike. This maneuver may be used with any of Maximos' weapons or unarmed. It may also be used in tandem with any of his other techniques. This maneuver may be repeated, but the start location must be the current location of Maximos' shadow and he can only move along the path drawn by his shadow unless acted on by an opponent. During the dash, Maximos is completely corporeal and able to be attacked. The Dimension Dash does not always need to go forward. > > - Shadow Cannon - > Maximos charges energy along an arm, and once a hit is delivered the energy is able to ignite exploding forward at the contact point. The base explosion is purely concussive and is meant in tandem with Maximos' physical strength to add the damage of a second hit immediately following the first. The shape of the blast can be modulated by the shape of his hand when it's deliver. A fist creates the base blast, an open palm creates a short but wide range shove capable of knocking projectiles away, and a knife hand creates an armor piercing blow like a knife stab. Depending on charge time it may feel like a second average punch immediately following the first, a strong impact like a drop kick (1 post), or a hard slam capable of sending an individual back several feet and knocking even large opponents off their feet (2 posts), to a blow capable of sending a parked car skidding sideways several feet (3 posts). This technique is most commonly applied to punches but may be used in combination with a kick, elbow, or any contact point from Maximos to his opponent making it a punch, kick, elbow, or a general Shadow Cannon. This technique may not be used with a blade. > > - Phantom Sonata - > Similar to the Shadow Cannon, Maximos strikes his opponent leaving a glowing arcane sign on the point of contact which holds a memory of the force of the blow. At a later point Maximos may snap his fingers, detonating the sign or signs and repeating the impact on the area marked by the symbol. After landing a blow Maximos can charge the point of contact for additional force. Depending on charge time it may feel like an average punch, or a strong impact like a drop kick (1 post). When an explosion is triggered, all signs detonate. After one detonation, all signs vanish. This may be repeated for any number of strikes before being detonated giving Maximos the ability to chain together devastating blows after he's landed them revisiting a phantom beating on an opponent. Maximos must charge the arcane signs before applying them. He may charge up 1 sign in each striking limb every turn until a maximum of 5 per limb. The arcane signs are visible on Maximos' arms or legs as they are stored. Stored charges must be used as either an arcane sign, or a Shadow Cannon and draw from the same pool but only in one direction, charges saved for the Shadow Cannon lack the same finesse cannot be used as explosive arcane signs. This technique does not require a punch but may be delivered via any impact. An arcane sign may not be applied after a Shadow Cannon strike or with a blade. > > - Mirror Swipe - > Mimicry is what Shadow's do best, after watching an opponent for a few moments, Maximos is able to mimic the motion and timing of their combat style and even effectively punch his opponents punches. This ability does not allow Maximos to replicate supernatural abilities, only raw martial skill. > > - Vires de Patronus Nox | “Might of the Shadowfather” - > Using an ancient rite Maximos may empower himself with super human might allowing him to perform an unnatural feat of strength. The strength boost is temporary, lasting a measure of moments at best. Its effects cannot last an entire fight, but can be enough to weather an exceptionally powerful blow or perform a single powerful strike at an opportune moment. This boost may be used any number of times, but while the boost gives strength it taxes the body equally. The length of this technique remains active, determines the amount of recovery required. At maximum it may last for a short while (3 turns), and must stay inactive down for the same amount of time. This move can be pushed to last longer (2 additional turns), or be called upon before the standard rest period but this has negative effects on Max rendering him unable to use the technique on the limbs it enhances, or use those very limbs at all - for the rest of the fight. > > - Animus de Infinitus Somnium |“Will of the Endless Dream” - > Calling upon the will of the Shadowfather Maximos may endow himself with the ability to move with supernatural speed for a very short while. This translates to giving Maximos the ability to take twice the normal amount of actions in a single turn, or respond and defend against things a normal human cannot. This ability could allow Maximos the time to defend against strikes coming from two different directions. This ability could never allow Maximos to dodge a bullet. This effect does not transfer to items outside of his grasp so commanding Nameless swords to strike, or recalling a weapon with the returning enchantment would not allow the weapons to act at twice normal speed. The length of this technique, determines the amount of recovery required. At maximum it may last for a short while (3 turns), and must stay inactive down for the same amount of time. This move can be pushed to last longer (2 additional turns), or be called upon before the standard rest period but this has negative effects on Max rendering him unable to use the technique on the limbs it enhances, or use those very limbs, for the rest of the fight. > > -Tenha Goushou Ha | “Heaven Breaking Strong/Rigid Palm Wave” > Taught to Maximos by Tenkai Matsumoto, this technique allows Maximos to focus his ki into a single blow, allowing it to pierce through mundane armor or even solid stone, effectively creating an armor piercing punch. The force of the strike is able to bypass through the armor while the punch itself acts as any punch of it's strength would when impacting the armor in question. This uses no outside energy, magical or otherwise and is not able to be charged or adapted using the Shadow Cannon but may be enhanced using Might of the Shadowfather. As this is a sort of martial combat Maximos is unfamiliar with it, it is far weaker than the version employed by it's creator and employing it takes an entire turn in which no other offensive actions may be taken and requires recovery time between uses of 1 post. > > - Creolemancy - > Jambalaya, Gumbo, Boiled Crawfish. These are some of the most basic techniques, a master knows more. And Maximos is a master. In a feat of uncanny endurance and ability Maximos spent the entirety of a weekend pouring over ancient manuscripts and secret tomes in order to square off against an aged legend on a distant worlds stage. The experience changed him forever. Maximos exited that weekend a paragon, and a champion, in the sacred art of Creolemancy. > > Finishers > The both of Maximos' Finishers share a cooldown. This means he can only use one each fight, and once he employs one he cannot use the other for the entirety of the fight. > > - Infinite Sword Grave - > A weapon is a thing of power, be it to it's owner or it's opponent. To one who holds them, and one who faces them, that power is to be respected and remembered. With this ability Maximos is able to call form the memory of weapons he's fought with or against. The Infinite Sword Grave is less of a technique as much as it is an environment change. Maximos must spend time (2 turns) summoning weapons from darkness during which time he may only defend. Each weapon carries a design belonging to the memory of a blade wielded by himself or someone he fought, spanning a broad spectrum of weapon types. These weapons are considered mundane and possess the durability and sharpness of a typical Gaian weapon. While a span of weapons are present, no shields, bucklers, or mainly defensive tools are present. During summoning, the weapons can be made to create a sword rain that chases an opponent while the majority of weapons randomly toss themselves all about the battlefield. Opponents may run, dodge, deflect, hide behind cover or defend themselves in any other reasonable fashion from this. Weapons may fly out and impale themselves randomly in any surface available, be it the ceiling, ground or walls. Summoned swords are able to stick in surfaces that are impenetrable without doing any harm to the scenery in the same way that Maximos' feet sink into foot holds while using the Aerial Waltz ability. Swords may be drawn by anyone present inside the Sword Grave. Any sword, or amount of swords, up to and including the Sword Grave entirely, can be dispelled by Maximos at any time unless said swords are are being wielded by someone. During the Infinite Sword Grave any weapon present in the Grave may be called to Maximos' hands instantly, allowing him to use the full potential of his martial ability to perform combination attacks in a way that would be otherwise impossible by rapidly switching weapons mid attack. While the Infinite Sword Grave is active, Maximos may control any 5 swords in the Grave with the same rules as the Nameless Armory summoned swords. Additionally, while the Infinite Sword Grave is active Maximos may not summon members of the Nameless Armory other than those he brought with him before activation. Maximos may only use this once a match. > > - Shadow of Many - > The life of a shadow is a life of following, watching, knowing more than even it's host may know. So much can be learned from walking in the shoes of another. With this ability Maximos is able to send his shadow outwards connecting it to an opponent's shadow. Once linked this ability acts as the ultimate balance, allowing Maximos to match the physical and magical capabilities of his opponent exactly. This ability effectively allows Maximos usage of his opponent's kit, but at the cost of his own effectively making him their equal opposite in terms of raw power. While active Maximos cannot use any his abilities except summoning weapons, nameless swords summoned remain inert and cannot be controlled. Buffs, affinities, resistances or special attributes held by the opponent are replicated and copied by Maximos himself. Special costs such as counters, charges, or so forth which require unique energy sources can instead be supplemented by flesh and blood costs to Maximos' himself. The enchantments used to replicate said abilities give him an understanding of them. While this ability allows Maximos to flawlessly replicate the abilities of his opponent, this ability does not add on to Maximos' capabilities giving him an advantage - but rather copies his opponent putting them both on an even playing field where raw power is no longer a factor, leaving only a question of raw skill. And the potential embarrassment of being beaten with ones own moves, being better executed. The Shadow of Many takes 2 turns from the moment it is activated to be fully engaged, it can be dispelled immediately at any time, but may only be used once per match. During the Shadow of Many, Maximos may not use any abilities from his own kit including weapon abilities but may use weapons from his kit to mimic the effects of weapon based abilities in an opponent's kit although he must already be in possession of such a weapon as he cannot summon them. Activating the Shadow of Many does not negate injuries or damage taken prior to activation or force Maximos to be as injured as his opponent at the point of activation. Maximos may only use this ability once per match. Maximos may not copy "ultimate" abilities in mechanical terms that is to say he may not replicate any ability that can only be used once per match. He may also not use whatever abilities in his opponent's kit have the highest cooldown, cost count or charge time assuming these as their strongest abilities. Striker Variant - This move can be used instantaneously on teammates. If Maximos is being called in as a striker, this usage does not count toward any usages in his own match. > > Specialties > |Beyond Good and Evil > Maximos is immune to fear effects, and lacks any real notable self preservation instinct even in the face of extreme pain or imminent death. This does does not give the ability to survive these threats and can cause him to stay in dangerous situations to his detriment. > |Bad Medicine > Maximos has knowledge of the anatomical structure and weaknesses of a great many beings, even non-humanoid or foreign to the Gaian plane, and has knowledge of how to mortally wound them. > |The Will to Power > Maximos may ignore, enjoy, or even seek out pain in a fight with no thought to his safety instead seeming to gain some sort of deviant pleasure from the experience. Giving himself over to the role of the Great Destroyer has given him a purpose beyond his life and nothing can sway him from it. This does not deny the injury or it's effects, but may cause him to ignore even life threatening injuries that do not physically disable him, even as they kill him. > |Untimely Meditations > Maximos is fluent in 387 languages, some of which have no verbal components and dozens of magical schools. Some forbidden many forsaken, without the morality or self preservation instinct to sway him he has looked places he shouldnt and learned things he musnt. He is able to quickly understand most magic and speak or interpret the language of most people he encounters this includes lost or hidden languages. > |Human, All Too Human > While not human, Maximos has - like most HoH competitors - peak human capabilities. His training sla
themightyjello Wrote:> Quote: Wrote: > Anson Brent // November 2018 HoH revision version > > Core > > Name: Anson Brent > Alias(es): Justice Guy (aka Justice) > Date of Birth: May 9 (21) > Place of Birth: Barton, Gaia > Race/Ethnicity: Human > Height: 5'11'' > Weight: 193 lbs. > Reach: 60" inches. > Body Type: Lean > Other: Totally a legit superhero. > ____________________________ > > **Equipment** > > Armor > > show spoilerhide spoiler*Padded Armor*: Being a hero involves taking a beating from time to time, and sometimes those beatings aren't part of a fair fight. This armor is composed mostly of leather and more modern padding, enough to soften a few blows, stave off light scratches from edged weapons, and (with luck) stop small caliber bullets from tearing through the human body. This armor mostly protects the torso, and is not a full suit. > > *Five Fingers of Justice*: A set of metal gauntlets that completely cover the hands and forearms up to the elbow with armor plates, including the palm and the underside of the fingers. > > *Masked Man*: To protect his secret identity, the superhero Justice Guy wears a mask to cover his face. > > Weapons > > show spoilerhide spoiler*b*****d Sword "Justice Blade"*: This hand-and-a-half sword has a straight, double-edged steel blade roughly 36" in length and a 9" hilt with a brass cross-guard. The scabbard is made of wood and reinforced with steel bracing at the tip and the neck, and is durable enough to stand up to a good deal of abuse. > > *Metal Batons "Truth and Justice"*: A pair of telescoping metal batons that Justice Guy uses to beat the villainy out of thugs, goons, and minions alike. When collapsed each baton is 8 inches in length and when extended they reach 25 inches. Each has a shallow ridge just above the grip that protects the fingers from a weapon sliding down the length of the baton. > > *Ceremonial Silver Daggers*: A pair of ceremonial silver daggers used by members of the Falician paladin order. > > Tools > > show spoilerhide spoiler*The Doctor Jones*: A small grappling hook connected to a spool of metal wire that is housed in a harness worn around Justice Guy's chest and shoulders. The hook and wire can be drawn out and placed or thrown with no difficulty with a maximum length of 100 feet, and the small hand-lever control on the spool determines whether the wire can be fed, halted, cut, or retracted (though not with enough force to pull a heavy object like a person). Running an electrical current through the wire (another feature of the controls) causes the pins holding the head into hook shape to release so that the prongs can freely fold backward or forward and no longer grip what it has been fastened to. > > *Heroic Restraint*: What good is beating up bad guys if they can't be delivered to the authorities with a hefty dose of gift-wrapping? The Heroic Restraint is essentially a just spool of high tension wire that is thin, light, and easily carried. > ____________________________ > > Abilities > > Though Justice Guy is a human through and through, with all of the frailties and limitations that being human comes with, he is emboldened by the power of a Heroic Spirit that allows him to perform feats above and beyond what a human should be capable of. This power is represented in two ways: heroic abilities and spiritualist abilities. Heroic abilities are the representation of the training, resolve, and determination involved in standing up for what is right in a world that is so, so wrong. Spiritualist abilities are supernatural effects created by the manipulation of Spirit Energy. > > Base Stats: Athletic human. 250 lb lift-over-head weight (to lift but not carry). > > > Heroic Abilities > > show spoilerhide spoilerHeroic Instinct - Passive > The ability to sense when villainy is afoot and to know when danger rears its ugly head are two things that a hero cannot do without. Justice Guy is able to sense the presence of 'dark power' (magic or other energy used with malicious intent) and track down sources of dark power over a distance. The instinct also provides the hero with a 'danger sense' that gives him a split second more to react to traps or surprise attacks than he would have had otherwise. This bonus to reaction does not apply to attacks that the hero is aware of or to feints, but it does apply to hidden weapons and covert secondary effects (such as exploding playing cards, which isn't very funny Gambit). > > Heroic Endurance - Passive > A hero's body is powerful and mysterious, able to withstand and resist many things that a normal person could not. Compared against an ordinary human, Justice Guy has an increased resistance against toxins and diseases, supernatural afflictions such as curses and hexes are more easily resisted, and supernatural infections such as lycanthropy and vampirism cannot infect Justice Guy. This resistance manifests as a diminished effectiveness of instantaneous effects, a decreased duration of prolonged effects, or a higher chance to resist the application of effects, as appropriate to the particular effect he is subjected to; it does not grant immunity to these effects. > > Heroic Resolve - Passive > When the world needs a healthy booster shot of Justice, a hero can't be down for the count. Heroic Resolve provides a passive resistance against debilitating effects. Any short-term effect (2 posts duration) that affects the hero is shaken off quickly (shortened to 1-1/2 posts duration), and long-term effects (3+ posts duration) affect the hero for less time than they normally would (1 post less than intended duration). Instantaneous (1 post duration) effects are not affected by this resistance. > > Spiritualist Abilities > > show spoilerhide spoilerFearless - Passive > Due to his former training as a paladin and the trying experiences he has endured, Anson has developed a complete immunity to fear whether supernatural in origin or not. > > Spirit Talker - Passive > He is capable of hearing the voices of spirits and divine beings, whether they may be ghosts, elementals, or deities, as long as those spirits are speaking to him or someone near him. > > Spiritualist Powers - Active > Through training, meditation, and focus a measure of control over the a person's internal energies can be achieved. Creating phenomena from the manipulation of a user's internal energies can be taxing, and consume a resource referred to here as Spirit Energy (described below). > > ======================= > || Spirit Energy || > ======================= > > Spirit Energy is drawn from the user's soul so all effects (unless otherwise stated) related to Spirit Energy are considered to have the [magic] and [divine] descriptors. > > Capacity for Spirit Energy reaches up to 100%, but generally begins at 50% because when at rest the user is neither focused and primed for combat nor has he already exhausted his reserves. This capacity represents the spiritual fatigue that is suffered when a user flexes their metaphysical muscle in order to perform supernatural acts. As such, at 80% a user would feel energized and full of vigor; focused and ready to let loose at a moment's notice. Likewise, at 10% a user would feel worn out after the expenditure of mental, physical, and spiritual energies. Of course, the old saying about giving 110% is not necessarily untrue either-- Spirit Energy can sink down to negative values, but the act of placing such a strain upon a person's internal energies is not without consequence. Exhausting the spirit means both weakening the soul and softening the mind, and doing so will cause disorientation as the mind loses focus and gradual loss of motor control as the soul's connection to the physical body weakens. Extreme overuse of spirit energy can result in unconsciousness, coma, or death. > > > - > - > - > - > > > Likewise, as spirit energy is built up the user will experience increased focus and boosted motor control. > > > - > > > > > Quote: Wrote: > > > Action: Focus > > > Benefit: Increase spirit energy reserves by 15-25%. > > > Limitation: Activated abilities cannot be used on this post. > > > Limitation: All aspected and unaspected passive abilities are disabled until the beginning of the next post (this does not include ongoing duration-based effects from abilities that were previously activated). > > > > > > The user focuses his energy internally rather than externally for a moment, cutting off the benefits normally provided by spiritual powers and preventing spiritual abilities from being used on this post. At the end of this period of focus the user increases his reserve of Spirit Energy by 15%. If the user is able to meditate quietly without interruption during this time, the increase is boosted to 25%. For the purposes of this ability, an interruption includes attacking or being attacked, strenuous movement (up to jogging speed in a straight line is alright, but sprinting, jumping, climbing, or evading is out), taking damage whether from an opponent or an environment, a heated argument (though a simple back and forth of low-tension dialogue is acceptable), or falling from any height, as well as anything else that would reasonably break someone's concentration. > > > ======================= > || Spirit Bonding || > ======================= > > > > Quote: Wrote: > > > Glossary of Terms: > > > > > > show spoilerhide spoilerAbilities that are labeled as aspected can only be used when their appropriate source is either embodied or bonded. When the corresponding source for an aspected ability is not embodied or bonded the ability cannot be used. > > > > > > Abilities that are labeled as unaspected do not require a bonded or aspected source. Minor unaspected abilities can be used at any time. However, major unaspected abilities cannot be used when any source is embodied. Sources that are bonded do not prevent major unaspected abilities from being used. > > > > > > A bonded source grants the user the entire array of abilities tied to that source (both major and minor). > > > > > > An embodied source grants the user only some of the abilities tied to that source. Any ability that is labeled as minor can be used when the source is embodied. Abilities that are labeled as major cannot be used unless the source is bonded, and are not available to embodied sources. A user cannot embody a source that is already bonded. > > > > > > Minor Abilities from sources are usable both when the source is bonded and when the source is embodied, but cannot be used if neither is true. Minor unaspected abilities can be used at any time. > > > > > > Major Abilities from sources are only usable when the corresponding source has been bonded. Major aspected abilities are not available to sources that have been embodied. Major unaspected abilities can be used as long as a source is not currently embodied. > > > > > > An ability that lasts for [x] rounds begins and ends the duration timer at the end of the post (this includes the post in which it is activated). Therefore from the end of the post in which the ability is activated until the end of the next post a single round of duration expires. > > > > > > An ability that lasts until the end of the current turn will remain active until the final action that is stated in the post in which it is activated has been completed. This is effectively a time-stamp upon the continuity of posting, and additional posts that interrupt, compress, or micromanage time within that period can balloon the number of rounds that the ability is active for as long as the initial goal is still being pursued during that time but the duration is set in stone at the time that it is activated. > > > > > > Example: The ability 'enhanced strength' is activated and lasts until the end of the current turn. In the remainder of the post John Handsome punches his opponent in the jaw and then grabs his opponent by the belt buckle and hurls him twenty feet back. These actions are estimated to take place in about 3.00 seconds and the time-stamp for the end of the ability is "John hurls his opponent". In the response post the opponent attempts to grab John's punching arm and interrupt him. Because the timeline has not yet passed the time-stamp for the end of the ability it is still active during the time-compressed response of John clarifying that the throw would then be performed with his other arm. If the opponent had instead replied that he uses gravity magic to lock himself to the ground and prevent himself from being thrown, the throw is unable to be completed and the ability 'enhanced strength' ends because: a) the intended action, the time-stamp of 'throw' was reached, and b) responding to this new development would take place after the initially set time-stamp. > > > > > > When a character has passive regeneration of a resource (ex: magic) the amount of the regeneration is added to the character at the beginning of the post. Resources that are generated at the beginning of a post can be used to pay for abilities activated in that post. > > > > > > When a character has active regeneration of a resource (ex: health) the amount of the regeneration is added to the character at the resolution of the ability (usually the end of the post). Resources that are gained through actions (ex: charging) during a post cannot be used to pay for abilities activated in that post. > > > show spoilerhide spoiler > > Quote: Wrote: > > > Action: Bond Spirit > > > Benefit: Gain all Major aspected abilities associated with the chosen source. > > > Benefit: Gain all Minor aspected abilities associated with the chosen source. > > > Limitation: Only one source can be bonded at a time. > > > Limitation: Gain the Compulsions and Projections associated with the chosen source. > > > Limitation: Bonding with a source requires an extended period of time. > > > > > > Bonding with a chosen source requires 10 minutes of uninterrupted meditation, and once bonded a source remains bonded until another source is chosen and the spirit bonding practice is performed again, or until the user chooses to cast out the influence through an act of focused concentration that expends all currently available Spirit Energy. Effects that negate or suppress supernatural effects also negate or suppress all benefits of a bonded source. Bonding with a source aligns the user fundamentally with the beliefs and traditions associated with that source and can cause the source's influence to manifest both through a visible sign (called a Projection) and through the inclination towards particular behaviors (called Compulsions). > > > > > Quote: Wrote: > > > Action: Abandon Spirit > > > Cost: All (sets Spirit Energy to 0% if above 0%) > > > Benefit: Removes a bonded source from the user. > > > Limitation: Prevents a source from being bonded again until the next day. > > > Limitation: Cannot be used to remove an inverted source. > > > > > > Removes a source that has been bonded to the user, clearing any compulsions and projections associated with that source but also removing the user's access to passive and active abilities associated with that source. Once a spirit has been abandoned, it cannot be bonded again that day. > > > > > Quote: Wrote: > > > Action: Invert Spirit > > > Cost: 50% > > > Benefit: Removes a bonded source from the user. > > > Benefit: Immediately bonds a new source to the user. > > > Limitation: The source removed by this ability cannot be embodied again until the next day. > > > Limitation: The new source bonded by this ability cannot be removed until the next day. > > > Limitation: The user gains the Inverted Projection and Inverted Compulsion of the source removed by this ability until the next day. > > > > > > As an emergency measure, the user can burn a significant amount of spiritual energy and focus to remove a bonded source and replace it with another over the course of 1 post. The jarring force of this rejection of a spirit's ethos turns the user's internal energies to the opposite extreme from that source and cause the user to take on projections and compulsions that are the opposite of what would normally be granted by that source. The user takes on the Inverted Projection and Inverted Compulsion of the source that was forced out, in addition to the Projection and Compulsion of the newly bonded source. This ability can only be used once per day because of the tremendous toll it takes upon the user's spirit, and once used the user can no longer change or abandon his bonded source until the next day until after the next match (for the purposes of HoH). > > > > > Quote: Wrote: > > > Action: Embody Spirit > > > Benefit: Gain all Minor aspected abilities associated with the chosen source. > > > Benefit: An embodied source can be changed out for another during combat. > > > Limitation: Only one source can be embodied at a time. > > > Limitation: Gain the (embodied) Compulsions and (embodied) Projections associated with the chosen source. > > > Limitation: Cannot use Major unaspected abilities while embodying to a source. > > > Limitation: Activated abilities of any type cannot be used in a post where an aspect is changed, the new aspect goes into effect at the end of the post. > > > Limitation: Becoming unconscious or asleep, or afflicted with confusion-type status causes the user to lose focus and become unaspected. > > > > > > Embodying a source is a lesser version of bonding to a source. The user temporarily polarizes their spirit energy to resemble the source being embodied as an action that takes 1 full post, during which time no active abilities of any type can be used to avoid disrupting the process of aligning the user's spirit with the source (though non-spiritualist actions can be taken normally). An embodied source allows the user to access the minor aspected abilities associated with it, but not the major aspected abilities. An embodied source can be dropped at any time. > > > When not embodying a source, the bonder is considered to be unaspected. Whether or not a source has been bonded to the user is irrelevant in regards to this, only whether or not the user has embodied one. > > > > Quote: Wrote: > > > Status: Unaspected > > > Benefit: Can use all Major unaspected abilities. > > > At Rest: Spirit Energy normalizes toward 50% at a rate of 5% per post. > > > Limitation: Cannot use abilities from sources other than a bonded source. > > > > > > When unaspected, the user can use all major unaspected abilities (when embodying a source only minor unaspected abilities can be used). In addition, the user is considered to be 'at rest' and is not actively forcing their spirit energy to metaphorically fit a square peg into a round hole; due to this the user's Spirit Energy normalizes toward 50% at a rate of 5% per post. This means that if the user is below 50% at the beginning of a post they will gain 5%, and if the user is above 50% at the beginning of a post they will lose 5%. There is no change if the user is at exactly 50% at the start of a post. > > > The abilities granted by each source are listed below: > > ======================= > || Source Powers || > ======================= > > > Unaspected Source > > > - > - > > > Aspected Sources > > > - > - > - > - > - > -